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The Xbox action RPG that proved to me Game Freak is capable of more than just Pokémon just released a new trailer

It's been a long while since we last heard of Beast of Reincarnation, the upcoming action RPG by Game Freak of Pokémon-fame, but it's back in the media spotlight with a brand-new trailer.

Unlike the January Xbox Games Showcase trailer, which was a general overview of the game's systems, setting, and characters, this trailer is all about the Beast of Reincarnation's combat system, which combines real-time swordplay with command menu-based tactics.

In this game, you play as the cursed warrior Emma and her lighted dog Koo as they strive to save the world while fighting ravenous beasts and berserk machines.

For the most part, combat is a hack-and-slash where you slice, dodge, and parry your way through hordes of enemies and giant bosses. As you deal damage to enemies, you can build their stun gauge to leave them open for devastating finishers and generate a resource for yourself called FP.

Once you've gathered enough FP, you can slow down time and command Koo to unleash special Bloom Art attacks that will leave enemies debilitated with status effects that will leave them wide open for killing blows.

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This mixture of real-time combat and command menuing with Koo will be essential in taking down the game's bosses, which are gigantic monstrosities that will no doubt kill you in no time if you don't time your sword parry deflections or Koo's FP skills correctly.

If you manage to master the combat system, though, the bosses will fall quickly before you and bestow upon you new Bloom Arts for Koo and skill points for you to spend on a skill tree that will let you unlock new skills for Emma in battle.

Windows Central's take

A lone samurai wields a sword, facing a giant, mystical deer with glowing antlers in a sunlit forest. The scene conveys tension and awe.

Emma squaring off with a giant blighted monster. (Image credit: Fictions)

When I first saw this game, I was shocked and pleasantly surprised that Game Freak was capable of making a game that was such a radical departure from their usual Pokémon titles.

With every new trailer that comes out, my interest in Beast of Reincarnation is increasing more and more, to the point where I just want to get my hands on it to see how it feels in hand because the combat looks really fun, especially the parts where we turn into a half-plant, half-human samurai during some attacks.

Hopefully, this game will encourage Game Freak to branch into more unique IP if it's successful because, when it's off Nintendo's leash, this studio's creativity can truly live up to its name of making 'freaky' games, and I'm all for it.

Beast of Reincarnation is set to launch on August 4, 2026, for Xbox Series X|S, PlayStation 5, and PC via Windows and Steam. It will also be available on Xbox Game Pass (Day One), PC Game Pass, and Xbox Cloud Gaming, with Xbox Play Anywhere support.


Join the outcast Emma and her blighted dog companion, Koo, as they journey across a post-apocalyptic Japan to save humanity from blighted monsters and killer robots in Beast of Reincarnation.

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Microsoft keeps proving you own NOTHING with them — it blocks another user's entire Xbox game library, including his OneDrive

Recently, we've reported that Microsoft got sued by Xbox gamer Ordo_Liberal for blocking their entire digital Xbox games library after a 3-month court case.

You'd think Xbox would've learned its lesson after such a blunder and paying Ordo_Liberal $400 in damages in court, but sadly, it has not, because today, a gamer by the name of Joshua Khane has announced on social media that Microsoft has done the exact thing to him. Sadly, this kind of thing keeps happening, and it's nothing new.

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

According to Joshua, his Microsoft account had recently been hacked, and Microsoft's IT team responded by concluding that the account was unrecoverable, so they promptly suspended it permanently along with his entire Xbox games library and OneDrive account.

As a result, Joshua Khane lost over 25 years and thousands of dollars worth of data, Xbox games, and even his son's baby photos. As you can imagine, Joshua was furious, cursing Microsoft for such callous disregard for a person's property without finding a proper solution to the problem.

Microsoft: This is UNACCEPTABLE

I've got the same problem @JezCorden with my Son's account. I got the same email. The difference is my son is in my family group, so I was able to make the account unusable. I can tell Xbox/Microsoft everything about that account, yet because the security info was changed they… pic.twitter.com/D1d4LUIAeOJuly 14, 2026

Now, my faith in digital media has already taken a huge nose-dive recently after Sony delisted over 500 movies from people's accounts without recompense, killed off physical PlayStation discs, and announced the closure of the PlayStation 3 and PSVita's digital stores.

But after Microsoft's recent mistreatment of not only its employees and customers, it's hit rock bottom. What happened to Joshua was completely unjust and I hope stories like this eventually catch the eye of regulators, because it's utterly unacceptable. Microsoft should be paying out big fines for what they've done not only to Joshua, but likely hundreds, maybe thousands of others who weren't lucky enough to have their posts go viral.

As for me, I'm increasingly going DRM-free or full physical media from now on, while backing my work and personal files on external SSDs because I'm not letting Microsoft pull the same stunt on me if my account gets hacked.

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These companies really need to start getting their act together to find legal and consumer-friendly means to preserve media; otherwise, it simply encourages users to resort to piracy, as it's looking more and more likely that it's "the only extant form of media preservation".

I can only hope that if Sony and Microsoft's blatant disregard for digital property and media continues, it may cause the European Union and other regulatory bodies of the world to get personally involved and force them to start taking digital preservation seriously.

But I guess only time will tell; right now, the future of gaming and digital cloud storage in general is looking like a dystopian nightmare none of us want to be a part of.

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After two years, Once Human is coming to Xbox Series X|S and Xbox on PC with full cross-progression

Once Human first launched two years ago, initially just on PC, with a mobile version following in 2025. Now, finally, it's coming to console after a period of beta testing.

Once Human is officially set to launch on Xbox Series X|S and PS5 on August 25, 2026. Additionally, it will be coming to the Xbox app on PC on the same date.

It's not Xbox Play Anywhere, but it doesn't need to be, since it's a free-to-play game. It does have full cross-play and cross-progression, though, including account linking if you've previously played on PC or mobile.

Additional goodies include keyboard and mouse support on console, and while it is free to play, there will be a couple of paid packs you can buy if you so wish with some premium items in to help you on your way.

"Survive in a supernatural apocalypse where reality has fallen apart. As a Meta-Human, explore a vast, Stardust-infected open world where monsters are threat and key to your survival. Every expedition is risk and resource. Gather materials and build your ultimate territory, but be prepared to defend your home against relentless sieges."

Two years is a pretty long wait, and Once Human now is not Once Human as it was. But it's an interesting idea. There are aspects of looter games mixed with survival elements and both PvE and PvP gameplay, with the latter being an opt-in rather than forced upon players.

The console version doesn't appear to be up-to-date with the existing PC and mobile versions, at least at first. A Q&A on the Once Human website states that "in the future, the console version will catch up with the progress of other platform versions, and it is expected to remain consistent."

Once Human

Build the post-apocalyptic base of your dreams. Or just somewhere to hold up. (Image credit: NetEase)

That all seems fair, at least for launch. For one, it's more important to get it out there and make sure it's actually all working as intended. Two years is a lot of content and updates, and I think it's a smart move. It should be less overwhelming, if nothing else.

The one thing that isn't listed in the Xbox version right now is any sign of achievements. For two years this has been a frustration of the Steam release, with multiple threads referencing the fact that the developers haven't added any.

Xbox console games should have achievement support, so maybe it's just an omission from the early listing. Conversely, maybe the launch on console may finally help bring achievements to Steam. In any case, we don't have long to wait and find out.

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Xbox's cuts and layoffs don't solve its biggest problem — What will Asha do to solve Microsoft's biggest gaming crisis?

The Xbox camp's airwaves have been dominated by pessimism now for as long as I can remember.

For years and years, Xbox fans and employees alike have endured a rollercoaster of ups and downs for Microsoft's gaming brand. Whether it's layoffs, unpopular decisions, or external factors like the memory crisis — team Xbox can't catch a break. Things can't get any worse, right? Well ...

Much has been said about the callousness of this latest round of Microsoft layoffs, which hit the entire run of the company, as has become tradition almost every July now. It's painful knowing that these cuts and reductions won't solve the biggest problem facing Xbox, and traditional gaming platforms in general.

The eternal question: where will the next phase of real growth come from?

The attention economy is getting more saturated by the day

Tiktok app open with an Xbox Ally in the background

Even before the advent of TikTok, social media has been frying attention spans for some time. (Image credit: Windows Central | Jez Corden)

The uncomfortable truth for traditional video game platforms is that revenue is only growing by squeezing the existing user base. PlayStation, Xbox, Nintendo, and even Steam are basically trading the same fixed amount of users back and forth. Some estimates predict a contraction in gaming this year, owing to the memory crisis pushing prices beyond people's means.

The memory crisis won't be forever, but even after that, therein lies an existential question: huge swathes of younger cohorts have side-stepped Xbox, PlayStation, and even Nintendo, in favor of Roblox.

The Robloxification of gaming demographics cannot be overstated. Roblox has more monthly active users than Steam and Xbox combined, and double that of Minecraft. It's only when you throw in casual games like Candy Crush Saga that Xbox really begins to approach similar figures, but it obviously becomes a faulty comparison at that point.

It's also true that Roblox hasn't made a penny (yet). They're in their growth phase, burning cash on changing user behavior before jacking up prices — effectively the Spotify and Netflix model. Eventually, creditors will want to see returns, by which point Roblox hopes to have become the default gaming development platform. For many, it already has.

Roblox title art.

The kids love Roblox, not Xbox or PlayStation. (Image credit: Roblox Corproation)

Xbox and PlayStation have grossly under-invested in younger cohorts, and Nintendo's insistence on gatekeeping their franchises behind hardware has limited their ability to reach younger audiences. The fact that traditional core games also take exponentially longer periods of time to produce means that youngsters might completely age out of titles that target them before they even ship, by which point trends will have changed, and tastes will have evolved.

Indeed, in our attention-anemic, hyper-infotainment, insta-gratification society, Roblox's "quick and dirty" game delivery model is perfect for the era. Games come and go in a flash, devouring the latest memes and in-jokes that baffle older generations and celebrate youth culture in ways God of War or Halo simply cannot tap into now.

For sure, Roblox's rise to dominance is less about gameplay quality or visual fidelity, but more about the social value Roblox offers that has made it a juggernaut. The vibes.

The fact Microsoft looked to a former Meta executive to run Xbox is likely no coincidence.

Can Xbox become ... COOL?

An official wallpaper of Xbox consoles against a galactic background.

Younger cohorts increasingly care more about talking to friends on Roblox on their phones than they do sitting down with a controller. (Image credit: Microsoft)

One criticism I have of Phil Spencer and, honestly, Microsoft in general is their utilitarian approach to product design. Xbox and Windows both have become sterile in recent years, with fun and quirky features relegated to memes and memories. Indeed, trends are cycling more quickly than ever, turbo-charged by artificial intelligence and short-form social media. That's perhaps not ideal if you're a corporation that moves as slowly as Microsoft, which also has no culturally relevant social media layer.

Therein lies Xbox's core problem. Putting the legal troubles and safety concerns to a separate discussion for now, Roblox has amalgamated social media and gaming into this amorphous digital monster that seems inaccessible to Microsoft and Xbox in general.

How can Xbox hope to become culturally relevant in an era where culture is now a chaotic revolving door? It was barely relevant to begin with, but in ages past it had the advantage of an era where corporations had greater control over content and context. Modern internet culture spawns from a vast and increasingly artificial digital ooze which bubbles up an occasional banger only for it to almost instantaneously deteriorate when corporations get their tasteless claws in. The rise of independent creation has corporations like Microsoft and Xbox completely locked out.

But Xbox does have one cube-shaped trick up its sleeve here ...

Pixelated characters from a video game sit around a campfire with a tent in the background. They appear relaxed, creating a cozy, adventurous tone.

Will Asha Sharma FINALLY leverage Minecraft to boost Xbox? Up until now, Xbox has left Minecraft to the side to do its own thing, but times are changing. (Image credit: Mojang Studios)

Xbox CEO Asha Sharma has stated that her short-term goal is to improve the situation for the core. Namely, older gen-z, millennials, and gen-x, who are pretty locked in their ways and want specific types of games and experiences. They aren't the future of the platform, though, nor are they the future of growth. We're aging out, getting old, having kids, and, ya know, dying to be blunt about it.

For Xbox to maintain competitive salaries against AI funny-money talent scouts and inflation, it needs to find new growth. This summer, that growth came from cuts and price increases. That's hardly sustainable, though. It's a short-term solution to hedge against a longer-term problem.

The big problem is Xbox's lack of new user acquisition. Xbox Game Pass, Xbox Cloud Gaming, and devices like the Xbox Ally haven't really helped. Most Xbox Cloud Gaming and Xbox handheld gamers are already Xbox Series X|S users. The trick is finding those elusive new users, which Microsoft describes as "NTX" internally (new to Xbox).

MSN Messenger 6.2 running a chat window with escargot.chat to replace .NET Passport

Microsoft defined internet culture in the 90s and early 00s with programs like MSN Messenger and Skype, but weirdly did nothing to maintain their position. Xbox can't afford to be this unimaginative if it's to survive. (Image credit: Windows Central | Ben Wilson)

The crux of it will make for uncomfortable reading for Microsoft higher-ups: Xbox needs to become social media adjacent. It needs to be less sanitized. It needs to lean into that digital ooze I mentioned, and, perhaps even a little dangerous if it wants to succeed in an era where cultural capital is more important than pixel density.

I don't think Microsoft has the stomach for it ... but this is Asha Sharma's wheelhouse. It's probably no accident that she was specifically chosen for this job. It's probably no accident that she just bought Minecraft, Xbox's closest Roblox allegory, in-house. It's probably no accident that she hired Matthew Ball, who wrote the book on social media-adjacent games like Roblox as CSO.

It might take years to see the fruits of her ideas in this area ... and in the short term, she's going to focus on strengthening the core of what Xbox is today. But I believe she's also planting seeds for a social media revolution at Xbox — bringing Microsoft into an industry that it has long been too afraid to even touch.

What's your take? Let me hear it in the comments, down below.

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The Call of Duty Black Ops ports on PS4 and PS5 are a hot mess of hackers

The Call of Duty: Black Ops and Black Ops 2 ports for the PS4 and PS5 were received to much hype and excitement. But guess what? They're a mess. Who possibly could have guessed?

Only everyone who's ever tried playing the backward compatible versions on Xbox consoles in recent memory. Collectively, it's an "I told you so," because we knew it would happen.

The only difference is that the 'shiny new' ports on PlayStation seem to be getting some kind of active support from Activision. Because Black Ops has had some of its playlists deactivated while "issues" are investigated.

The issues are simple: hackers. You think Black Ops 7 has a bad rep for hackers? Without modern anticheat technologies, the old games are like the Wild West.

📢 Call of Duty: #BlackOps on PS4/PS5Select playlists have been disabled as we investigate reported issues.July 13, 2026

It's taken absolutely no time at all for the new ports to be compromised, which really does show just how lazy they are. We're not just talking about wallhacks, either, though those are bad enough.

Players are being inundated with lobbies packed with players running exploits. Some are instantly max prestige, everything unlocked, ridiculous statistics, and perhaps worst of all for legitimate players, it's been reported a "negative XP" hack is dropping players back to level 1.

I love both of these games, but from the get-go, I saw nothing but a quick cash grab, cashing in on player nostalgia for the old games we loved so much, especially in a year when the new Call of Duty hasn't had the best reception. But they're not 'new,' are they? They're just the same old games we've been able to play on Xbox all along.

I saw a question on Reddit where, potentially linked to the recent hype, an Xbox player was asking if it was worth them buying Black Ops 2. At full price, the only answer is no. If you want to enjoy multiplayer, I'd also say the answer is no. If you can get a cheap disc to enjoy the campaign and Zombies? Sure.

But props at least to Activision for seemingly offering support on these ports. How long it'll last and how far they'll go, I guess we'll find out. But it's more than we've seen on Xbox with the existing versions in a long time.

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"We are expanding opportunities to collaborate": Former Xbox studio Compulsion Games hopes to team up with other devs following layoffs and divestment

One week after Microsoft and Xbox began a large series of "reset" 3,200 layoffs across the gaming brand that saw 1,600 devs let go immediately and four studios split from the company, Compulsion Games — one of the teams divested — has now signaled how it intends to move forward.

In a new post on LinkedIn, the studio behind the action-adventure games We Happy Few and 2025's award-winning Xbox title South of Midnight reaffirmed that it will continue on as an independent developer, while also announcing that it's "expanding opportunities to collaborate with studios across the games and entertainment industry."

"With Compulsion Games returning to its roots as an independent developer, we are expanding opportunities to collaborate with studios across the games and entertainment industry," reads Compulsion's statement.

"We invite partners to leverage the talent and creativity of the award-winning team behind South of Midnight, a game that was honored with a BAFTA Award, a Peabody Award, seven Canadian Game Awards, and recognized on multiple ‘Best Games of 2025’ lists," it continued.

Though it wasn't a massive success for Microsoft and Xbox commercially, South of Midnight reviewed quite well with critics and players, and took home several major awards as Compulsion highlights here. We gave it a 4/5 score in our own review, stating that it "delivers a story filled with trauma and beauty, with a gorgeous world that doesn't overstay its welcome."

Notably, in the past, Compulsion contributed to the development of games like Darksiders and Dungeons & Dragons: Daggerdale in the leadup to its debut puzzle-platform title Contrast. Now, the developer hopes to work with other studios once again.

"With deep experience in creating acclaimed original IP, we bring our artistry, technical expertise and collaborative approach to every project," the announcement adds. "We are excited to support the development of memorable experiences that engage and entertain players around the world."

The layoffs and divestment of Compulsion Games from Xbox came as part of a wider effort from Microsoft to reorganize its gaming business after it "overextended," with Xbox's new CEO Asha Sharma pushing for the brand to "move faster" with and focus on its largest properties such as Fallout, The Elder Scrolls, and Halo.

Games like South of Midnight that have less selling power than huge established franchises aren't going to mesh well with that strategy, which is ultimately why Microsoft and Xbox cut Compulsion loose. That departure is frustrating to see for many — myself included — as we know it came with layoffs...but, at the very least, I'm glad that the studio will live on.

As for what its developers will end up working on, either on their own or with other teams across the industry? Only time will tell. Whatever's next for Compulsion Games, though, I hope that it will be a project its workers are passionate about, and that it will succeed well enough to give the studio stability in what's become an extremely volatile time for game development.

What kind of game would you like to see Compulsion Games make next? What studio(s) should is partner and collaborate with? Let me know what you think in the comments.

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"The business side ... always gets the last remark": Warframe director says Destiny 2 dying is "existentially threatening" for all game developers

One of the biggest and most upsetting recent developments in the gaming industry was the sudden and shocking end of Destiny 2, with developer Bungie announcing its conclusion in May before delivering one last content update, Monument of Triumph, in early June. Despite players pushing to keep the series alive, publisher Sony ultimately ended support for Destiny 2 (though it remains playable) and laid off "most of the Destiny team" soon after.

The downfall of a franchise as massive and prominent as Destiny — reportedly caused by poor leadership and financial troubles — was a bombshell to many, including Rebecca Ford, the creative director of Warframe. Digital Extremes' 2013 live-service sci-fi action RPG, one of Destiny 2's biggest rivals, has now outlasted it...but Ford isn't celebrating.

On the contrary, she views the end of Destiny 2, and the way it ended, to be deeply concerning: "It's horrible news, because it shows that even if you care so much, the business side of this industry always gets the last remark," she told GamesRadar+ during an interview at TennoCon 2026.

"Those are the types of stories and experiences that, when you're in a position where you have your own game, your own IP, and you work as hard as you do on it...that's not the first time it's happened, and it'll happen again, where the business aspect of the video game economy makes the decision for you, and it is existentially threatening at every level, because the idea that we aren't in charge of our own goodbye is something I wake up thinking about every single day," she continued.

Destiny 2

The sudden and shocking end of Destiny 2 last month serves as a grim reminder of the tumultuous state of the wider gaming industry right now. (Image credit: Bungie)

While this isn't something that private, independent studios have to worry about, these kinds of shutdowns, layoffs, and closures are undoubtedly things that developers operating under a publisher's wing have come to fear more and more in recent years.

One only has to look at last week's events at Xbox for a glaring example of why; Microsoft's gaming brand began a series of 3,200 ongoing layoffs, with 1,600 workers immediately let go and another 1,600 set to be cut over the course of 12 months. Four studios are being divested from Xbox Game Studios as well, and that number could rise to five depending on how negotiations about Arkane Lyon with the French government shake out.

As a result of what Xbox calls a "reset" for an operation that's "not healthy," over half of DOOM dev id Software and over 200 devs at The Elder Scrolls Online maker ZeniMax Online Studios have been discharged, with numerous other teams across Xbox also affected. Bethesda workers fear The Elder Scrolls 6 will be delayed and that Fallout 76 support may not continue, while its union fights back with a Save Our Devs protest this week.

The cuts at Xbox and Bungie are merely the latest in a devastating series of industry layoffs that have continued to pile up since 2022, initiated by overinvestment into gaming during the pandemic and worsened by the impact of tariffs, the hardware crisis, and other socioeconomic factors.

In an era where publishers dismissing thousands of devs and canceling or shutting down projects has become disturbingly routine, Ford is right to see what's happened with Destiny and Bungie as a grim reminder of the current state of the industry. We can only hope that a light at the end of the tunnel isn't too far away.

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DOOM: The Dark Ages | Revelations Review round-up — This DLC recaptures the speed and challenge of DOOM: Eternal, making the game more awesome than ever

During the week of Microsoft laying off 3,200 of Xbox Game Studios' developer staff, including a good chunk of id Software's staff, it was easy to forget that id Software launched the DLC expansion to DOOM: The Dark Ages around the same time.

Fortunately for gamers, it turned out to be the only good piece of news that week, as this DLC expansion titled DOOM: The Dark Ages | Revelations successfully launched with glowing critical and fan acclaim.

It's been praised for expanding the single-player campaign with a new, exciting story along with new levels, puzzles, enemies, weapons, the new Ripatorium 3.0 challenge mode, deeper customization, and more.

The DLC expansion currently sits at 90/100 on OpenCritic, with the likes of IGN, SECTOR.sk, and more giving it near-perfect review scores, while over 86% of 1,436 players have left positive reviews on its Steam Page.

Here's a round-up of what some of the critics had to say about DOOM: The Dark Ages | Revelations:

  • IGN (9/10): "Doom: The Dark Ages - Revelations is not for the faint of heart. It demands mastery of the Slayer’s many tools of destruction, including exciting new options like the Chain Spear, and rewards that mastery with some of the most exhilarating combat rooms I’ve ever played fought my way through. The Dark Ages’ action was already among the best in the genre, and this DLC elevates it even further by fusing it with just the right amount of Doom Eternal to make the two feel similar, but still wholly distinct from each other. It’s a steep difficulty curve to climb, but it’s well worth the effort."
  • SECTOR.sk (9/10, translated from Slovak): "DOOM: The Dark Ages | Revelations will put you to the test. And the main character, too. But it's a brutal action-packed ride that you'll really enjoy. It's an excellent expansion. Its difficulty and structure, which involves backtracking, might not be for everyone, but it's excellent."
  • Hobby Consolas (85/100, translated from Spanish): "Revelations could be the end of the modern era of the DOOM saga, a franchise that returned from the depths of hell with the force of a thousand demons thanks to the superb work id Software has done for over a decade."
  • Uagna (9/10, translated from Italian): "DOOM: The Dark Ages – Revelations is an exceptional expansion that enhances and transforms an already rock-solid combat system. The Chain Spear stands out as one of the modern series' most successful additions. The return of the dash, increased verticality, and the ability to switch between spear and shield bring the gameplay closer to the mobility of DOOM Eternal without sacrificing the weighty feel of The Dark Ages. While the story remains predictable and the controls require an adjustment period, these are minor flaws when weighed against the quality and volume of content on offer. At a time marked by uncertainty regarding id Software's future, Revelations once again demonstrates the studio's technical and creative prowess. It represents a near-perfect blend of the brutality found in The Dark Ages and the speed of DOOM Eternal."
  • Powerup! (8.5/10): "DOOM: The Dark Ages – Revelations is exactly what a great expansion should be. It doesn’t reinvent the foundation established by the base game. Instead, it strengthens it, expands it and quietly fixes one of its biggest shortcomings by restoring the glorious speed that made DOOM Eternal so addictive in the first place."
  • Digitale Anime (9.5/10, translated from Arabic): "A True Evolution, Not Just an Expansion" DOOM: The Dark Ages – Revelations succeeds where most expansions fail; it doesn't just add new content, it evolves the very foundations of the game. The Chain Spear system changes the rhythm of combat and brings back the speed and action that players loved in DOOM Eternal without abandoning The Dark Ages identity. There's clever enemy design, secret-filled levels, a strong ending, and exceptional music. Revelations is an excellent expansion that elevates the base game to a whole new level."

Windows Central's take

Overall, it seems like the consensus is that while the DLC expansion's emphasis on backtracking exploration may not be everyone's cup of tea, people are loving the improved combat system.

With the new Chain Spear weapon, the return of the dash ability, and increased verticality, DOOM: The Dark Ages's combat system now feels way faster-paced, comparable to older titles like DOOM: Eternal, without sacrificing the immersive weight and impact that earned it a perfect 5/5 review from us at Windows Central.

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So, hearing that DOOM: The Dark Ages | Revelations plays more like DOOM: Eternal, my favorite game in the series alongside DOOM (2016), fills me with great joy, and I can't wait to play it myself when I have the time to do so.

I know that after last week's non-stop barrage of depressing news of Sony killing physical media and Xbox studios being culled, I can definitely do with some ripping and tearing of demons to vent my frustrations.

DOOM: The Dark Ages | Revelations is now available on Xbox Series X|S, PlayStation 5, and PC via Steam. Do note that this DLC requires the base game of DOOM: The Dark Ages in order to be played.


Explore a dark medieval world engulfed in war, experience a hidden chapter of the Doom Slayer's legend, and rip and tear the demons of hell with a giant arsenal of medieval weaponry in DOOM: The Dark Ages.

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The Doom Slayer has been betrayed and left for dead. Help him reclaim his freedom by charging through an icy hellscape filled with new horrifying demons and powerful weapons to slay them with in DOOM: The Dark Ages | Revelations.

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Assassin's Creed Black Flag Resynced's offline mode failure proves Ubisoft doesn't actually know what an offline mode is supposed to be

The idea of not owning our games and media to do as we wish with has flared up again in recent weeks, thanks to Sony announcing the death of discs for PlayStation. Now it's Ubisoft's turn to remind us that we are but a slave to the system.

Assassin's Creed Black Flag Resynced launched just last week, and by all accounts, it was a success. It's reviewed pretty well across the board, with a high rating on Metacritic for both press and users, and Ubisoft reported 2 million sales on launch day.

But then over the weekend Ubisoft left players with a stark reminder of the perils of an all-digital future, especially where DRM is concerned, when the game's offline mode flat out stopped working on PC (via Eurogamer).

The issue stemmed from a Ubisoft Connect outage. No matter where you're buying from, Ubisoft requires Connect in order to function. Console games aren't quite so beholden to it, but on PC, Ubisoft Connect acts as a DRM tool.

Resynced is supposed to require a solitary online connection to validate, and then you'd expect to be able to use the offline mode, right?

Wrong.

The Ubisoft Connect outage didn't last long, but the duration isn't the issue. The fact that this outage took down the offline mode is. For players who have already validated their copy of the game, a Ubisoft Connect server problem should still allow folks to play offline.

Assassins Creed Black Flag Resynced gameplay screenshot of

So I hear you have some janky DRM going on? (Image credit: Michael Hoglund)

Players quickly voiced their frustrations on Reddit and Steam's forums and with good reason. A game with an offline mode should not be taken down like this. Ubisoft promised to make an offline mode for The Crew 2 after the outrage when it shut down the original game in the series, but is this what we're going to expect to deal with?

Offline mode needs to be exactly that. Fully disconnected, no issues playing without a connection, and definitely not affected by DRM or proprietary clients going down. A one-time activation should do what it says. Ironically, there are comments that suggest pirated versions of the game weren't affected by the outage.

It's becoming increasingly attractive to skip these types of games entirely and spend time and money on titles that are DRM-free from somewhere like GOG. Software licensing has always been a thing, but there are other ways.

I recently bought a copy of Project Motor Racing that gave me the entire game's installation files directly from GIANTS Software to install offline, no questions asked.

This Ubisoft Connect debacle just leaves everyone with a bad taste in their mouth.

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"I was verbally blasted by Pierre." Xbox and Halo Studios' Pierre Hintze has reportedly 'repeatedly' been referred to HR. Is he the right person to lead Halo?

One of the most contentious issues around Xbox in recent years is the management of the Halo franchise.

Halo was to Xbox what Mario is to Nintendo. For years, it was Halo that led the tip of the spear for Xbox's surge in the gaming industry. The innovation with multiplayer and console-oriented shooters in general helped Xbox drive a wedge into a very established gaming industry. Halo 3's launch was legendary, and Halo game launches in general used to be "events." Those times are long passed.

Halo hasn't recaptured the magic of yesteryear. Halo Infinite was well received, but its post-launch mismanagement put a dampener on proceedings. The Halo TV show was also an unmitigated disaster, representing the raw squandered potential in this storied franchise.

In 2026, we're now getting Halo 1 "again," in the form of Campaign Evolved. It's already mired with controversy from some Halo purists for liberties taken with the art, and on the Xbox side for its launch on PlayStation. Given the backdrop of Xbox's so-called "reset" layoffs, Halo has something of a microscope on it right now. Including its leaders, for less-than-positive reasons.

YouTuber Rebs Gaming has been reporting on Halo for a while. As a Halo fan, Rebs echoed community sentiment about the franchise's general decline, but has put a focus on the studio's leadership. In his latest video, Rebs shares allegations that studio lead Pierre Hintze has antagonized staff, while also being reportedly referred to HR "multiple times" for his apparent behavior — although from documents I've received, at least one of the complaints were not upheld by Microsoft upon investigation.

In Rebs' video, he quotes one source, "I was verbally blasted by Pierre. It's emotional and shocking, and to this day, I cannot believe Microsoft HR and Microsoft Legal did not give me the time of day. Pierre literally told me to 'get the fuck out of the studio.' It traumatized me."

Rebs' videos are heavily editorialized and interspersed with opinions on the fate of Halo overall, but I wanted to see if the actual claims against Hintze are credible. Rebs reported that Halo Studios was working on a multiplayer title known as Project Ekur, which was cancelled. I've verified that as 100% true. However, while I couldn't verify everything Hintze is accused of saying in Rebs' video, unfortunately, comments I've received lend weight to some of these allegations. Sources infer that harbors a capacity for creating friction between his team and Xbox more broadly, and it's suggested that he is a controversial figure internally.

Key art for Halo: Campaign Evolved, showing Master Chief

Halo might just be the most squandered franchise in Xbox history. (Image credit: Xbox Game Studios)

Former Halo Art Director Glenn Israel has gone on the record previously as feeling as though he was retaliated against by Pierre Hintze for raising concerns that Hintze had arbitrarily blacklisted other potential hiring candidates over personal issues. Beyond the public reports already out there, I spoke to over half a dozen staffers past and present who had experience working with Hintze. Even though I couldn't verify some of the information in Rebs' own video, I was passed other criticisms (and also praise) of Hintze.

Some suggested that some present-day Xbox producers and managers refuse to engage with Hintze without supervision, owing to feeling antagonized and undermined. I was told multiple anecdotes from very separate sources about Hintze exhibiting vocal disrespect for other Xbox studios, teams, and projects, which didn't exactly paint him in a positive light.

I saw emails sent to Microsoft HR that alleged "bullying" on the part of Pierre Hintze, criticizing his treatment of staff. However, others did offer mitigating comments. One defended Hintze, emphasizing his passion and dedication to the product. They suggest that he's not necessarily ill-intentioned, but sports a "complete lack" of tactfulness and people skills, in their opinion.

A lack of "people skills" is potentially problematic as a studio lead, particularly one with such a high profile as Halo. It was suggested to me that Hintze might simply be too stretched as a studio head, lacking the correct attitude to steer a large team in a single direction. The Halo Studio is under tremendous pressure, and the chaos around Xbox's current "reset" is likely making things even more difficult.

What's next for Halo?

Master Chief holds Cortana's hologram in his hand during an emotional Halo 4 scene, with his battle-damaged Mjolnir armor set against an alien landscape.

The future of Halo is in doubt. (Image credit: Xbox)

Xbox CEO Asha Sharma described a plan to focus on the firm's biggest franchises moving forward, naming specifically DOOM, Fallout, and Halo, among others.

Xbox's cuts have been broad and aggressive. Id Software of DOOM fame lost anywhere up to half of the studio, with ZeniMax seemingly bearing the brunt of this initial wave of cuts. Halo Studios seems to have avoided being targeted more broadly, given Halo's importance to Asha Sharma's plans. But it remains to be seen whether or not Xbox leadership will decide if yet another reorganization of Halo's management is required.

Halo Campaign Evolved launches on July 28, 2026, for Xbox Series X|S, PC, and PlayStation 5.

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Xbox fan successfully sues Microsoft for blocking his entire digital games library — in what could be a huge win for consumer rights

After Sony announced that it's delisting over 500 movies from users' accounts with no refunds, discontinuing physical discs for PlayStation games, and closing down PlayStation 3 and PSVita's digital stores — people are increasingly skeptical of making all media digital-only.

Brazilian Xbox gamer, Ordo_Liberal, also found this out the hard way, as back on April 6 (via Reddit), 2026, his Microsoft account was hacked and promptly suspended by Microsoft as its IT team determined it was "unrecoverable" by policy, due to the account's security details being changed by the hacker.

This isn't the first time we've seen reports of this at Windows Central. Microsoft's policies for restoring accounts are often incredibly flimsy. Getting in touch with the right support services can be a Kafka-esque nightmare of AI bots and outsourced customer service layers.

A Brazilian Xbox gamer wins digital library lawsuit against MicrosoftMicrosoft had suspended his Xbox account (including his OneDrive) indefinitely after someone hacked it.The court ruled in the gamer's favour under Brazil's strict consumer laws, ordering Microsoft to fully… pic.twitter.com/cTA16eimteJuly 12, 2026

As a result of being blocked, Ordo_Liberal not only lost his Xbox games but also lost all his OneDrive files.

Enraged that Microsoft took away his game library and insisted he buy them again, Ordo_Liberal then sued Microsoft in a digital library lawsuit. The court case dragged on until July 12, 2026, when Ordo_Liberal announced on Reddit that he had actually won.

According to (translated) comments, the Brazilian court ruled in favor of Ordo_Liberal under Brazil's strict consumer laws, and has ordered Microsoft to completely restore Ordo_Liberal's account, giving him his entire Xbox digital games library back, and pay him $400 in damages.

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Digital preservation of games has become quite a hot topic in recent days, following Sony's culling of physical media to the point where some would argue that "piracy is the only extant form of media preservation" due to no viable, legal option being available.

However, Ordo_Liberal's court win against Microsoft for taking away his digital library for something that wasn't his fault proves that it is possible to find a legal means to protect and preserve digital games and a player's ownership rights over them, provided they have the courage, legal know-how, and careful planning to do so.

The European Union is also taking a more aggressive stance on digital preservation lately. As more and more of our data goes up to cloud services, consumers are becoming increasingly aware of the consequences when companies like PlayStation or Xbox pull the plug.

Microsoft needs to do better here, and if they refuse, maybe the courts will be able to force them to do so.

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The long-awaited IndyCar game from iRacing finally has a name, a release window, and its first official images

iRacing makes much more than just its flagship sim racing platform these days, and hot off the heels of the first official NASCAR 26 news, we now finally have some information on its IndyCar project.

We've known of its existence for some time but little more. Now, we finally have something concrete to go on, as well as a tentative launch window that will, sadly, miss the previously hoped-for 2026 window.

IndyCar Racing The Game is coming to Xbox Series X|S, PC via Steam, and PS5, in "early 2027."

That makes the most sense right now, given that NASCAR 26 is already on track to launch this September. Any time after this is a terrible time to launch a game, given that the entire planet's attention will be fixed on GTA 6.

Or Godzilla: Destroy All Monsters Melee Remastered.

“This is a project our team has been passionate about for a long time,” said Tony Gardner, iRacing president. “We’re bringing everything we know about authentic, immersive racing to consoles and PC, and creating an experience worthy of the INDYCAR name. 2027 can’t come soon enough.”

A gameplay image of IndyCar Racing The Game showing Pato O Ward and Alex Palou racing across the bricks at Indianapolis Motor Speedway.

There hasn't been an official IndyCar game in a long time. (Image credit: iRacing Studios)

Other than early 2027, all we know is that IndyCar Racing The Game will "launch in the countdown to the 2027 Indianapolis 500." Next year's race is scheduled for May 30, so right now we can expect to see the game sometime before then.

Being made by iRacing means that, like NASCAR 25 and 26, the IndyCar game will be able to leverage some aspects of the sim while being built like a more traditional racing game. It uses an in-house engine, not Unreal as NASCAR 26 does, previously used in ExoCross.

There hasn't been an official IndyCar game in over twenty years, so fans have certainly had a drought. IndyCar has largely been ignored beyond iRacing, so it's certainly a long overdue but extremely welcome arrival.

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Xbox just released a PlayStation console "exclusive" and it's beating GTA 6 on the charts — here's why fans aren't happy

Microsoft did say it wanted to make more console exclusives, but perhaps this isn't what Xbox fans had in mind.

One of the best features on Xbox One and Xbox Series X|S is the backwards compatibility program. It features hundreds of games from Xbox 360 and OG Xbox consoles, giving you the opportunity to dip into some nostalgia even on modern systems. Some games on there aren't available at all on any other platform, too.

Some of the older Call of Duty titles were simply never ported to modern PlayStation systems, meaning the only ways to access them on modern platforms is via either PC or a modern Xbox.

To plug the gap, Microsoft and Activision just did some very basic ports of Call of Duty: Black Ops 1 and 2 to PlayStation 5. And PlayStation fans are loving it. The games are beating GTA 6 on the PlayStation charts, which shows how much nostalgia there still is for some of these classic games. Xbox fans, however, are NOT happy — and it's not because they're gatekeeping.

The Black Ops and Black Ops 2 ports are the #1 and #2 trending games on the PlayStation Store, even ahead of Grand Theft Auto VI pic.twitter.com/4VrOgWo8nNJuly 10, 2026

Microsoft's purchase of Activision Blizzard gave it full control of the Call of Duty franchise. Classic Call of Duty games were already broadly available on Xbox backwards compatibility, complete with online matchmaking and the like. However, given the lack of security updates for Xbox 360 consoles, system hackers are prevalent, making some of them virtually unplayable.

Call of Duty: Black Ops 1 and 2 are as basic as ports can be. Activision has practically done nothing to enhance them besides a res bump, and it seems honestly intentional. I imagine the reason they haven't is because it would rub even more salt in the Xbox wound — it's almost like they're designed to mimic the Xbox 360 back compat versions as much as possible. Iron Galaxy also did the (very solid) ports for Tony Hawk's Pro Skater, so it's not a matter of skill here.

Even if they do offer some visual enhancements, the real issue is the prevalence of hackers on the Xbox back compat versions. The Xbox 360 security layers have been torn down over the years, allowing for cheaters to ruin the experience. Since the Black Ops 1 and 2 ports on PlayStation 5 are siloed away from older systems, they're far less susceptible.

As a result, what you have here is a de-facto PlayStation console exclusive, published by Xbox.

Call of Duty: Black Ops 1

Call of Duty: Black Ops is one of the most beloved entries in the storied franchise. (Image credit: Microsoft | Activision)

Usually I would gloss over a basic port of a Xbox 360 game, but as you can see from how hard the game is charting, these are very beloved titles. While players wait for September's sprint of heavy hitters, indulging in some innocent nostalgia would've been a nice bet. Clearly the PlayStation charts agree.

It's a pure oddity that Microsoft decided to leave Xbox fans out here, and the reactions on social media have been what you might expect. As a gesture, it seems like Microsoft has decided to make the Black Ops' DLC free on the Xbox Store, but the hacker-ridden base game is still a frankly absurd $40.

As someone who has played Black Ops on both Xbox and PlayStation, I can confidently say Xbox players are getting completely screwed out of the reunion PlayStation players are having right now.The PS4/PS5 ports find games almost instantly. I haven’t encountered a single hacker,… https://t.co/7EAP5kCDADJuly 12, 2026

I've reached out to Microsoft and Activision to get comments on why they decided to leave the Xbox version of Black Ops 1+2 broken in light of this trending PS5 port. But I suspect they had no idea it would do so extremely well on PlayStation. Had they not trended, it probably wouldn't have shined such a bright light on the state of the Xbox backwards compatible versions either — although I've been receiving messages about it for quite a while now.

I suspect Microsoft and Xbox won't do much to resolve the situation. They've opened a can of worms here. The source code for the original games and their server infrastructure is likely on ice. Microsoft could ship new Call of Duty: Black Ops 1+2 ports that cut off the previous versions. The downside is, users on Xbox 360 (and yes, there are still tens of thousands of players on Xbox 360) and back compat would be left adrift.

It all just screams of lack of organization and forethought, but things are pretty chaotic at Xbox right now ...

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Razer’s Soma Chroma is the wireless RGB gaming chair your setup didn’t know it needed, and it’s way better than I expected

We all knew this day would come. Razer has spent the last decade spreading its glowing tendrils into every conceivable corner of the tech world, putting colorful lights on everything from mousepads to beverage coasters. A fully illuminated gaming chair was always a matter of when, not if.

Enter the Razer Soma Chroma, announced on June 25th. It is a product that answers a question absolutely nobody was asking, yet it manages to be completely awesome in execution. Is a neon-soaked headrest necessary to hit your headshots in Valorant? Not even slightly. Is it a hilarious, beautifully built piece of functional performance art? Absolutely.

While the minimalist crowd might scoff at the pure absurdity of a glowing chair, it is exactly this kind of unhinged commitment to a design identity that keeps me in this game. I love to see companies take genuine risks and lean heavily into who they are, and Razer did not blink here.

Razer had no input, nor did it see the contents of this review, prior to publication.

The Razer Soma Chroma is the wireless RGB gaming chair your setup did not know it needed. It blends reactive lighting with all‑day comfort and cuts cable clutter entirely thanks to an ultra‑low latency HyperSpeed wireless connection powered by a simple USB‑C power bank. The dual‑density cold‑cured foam seat and built‑in ergonomic lumbar arch keep your posture neutral and your backside relaxed through marathon sessions.View Deal

The Evil Throne Visual Aesthetic

Close-up front view of the headrest area featuring the bright green Razer snake logo, a metallic accent bar, and glowing blue Chroma RGB trim.

(Image credit: Daniel Rubino)

Setting up the Soma Chroma is an absolute breeze. From cracking open the massive cardboard box to actually parking my rear end in the seat, the entire assembly process took me less than 10 minutes. The parts clear out easily, the bolts line up beautifully, and the 6 cm PU caster wheels pop right into the powder-coated steel base without throwing a tantrum. Once assembled, those wheels roll smoothly across both hard floors and rugs alike without any annoying stuttering.

When you finally stand back and look at it, the visual payoff is immediate. The standout feature is the pair of prominent RGB wings framing the headrest area.

The Razer Soma Chroma turns your desk into a sci-fi command center, framing you in a spectacular neon halo that makes you look like a movie super villain.

Sitting in this chair makes you feel like an antagonist plotting world domination while waiting for your casual matchmaking lobby to fill up. As you can see in the above photos, the lighting strip is perfectly uniform, incredibly bright, and creates a spectacular glow that looks brilliant on a stream camera or reflecting off a dark wall.

Comfort for the Long Haul

The matte black back of the Razer Soma Chroma gaming chair, featuring the text logo

(Image credit: Daniel Rubino)

Beyond the light show, a chair actually needs to work as a piece of furniture. I spent the last 10 days using the Soma Chroma as my daily driver, logging a punishing 8 hours a day for multiple days, and my back has been perfectly happy.

Razer opted for a dual-density cold-cured foam setup for the cushion. There is a noticeably softer outer layer that immediately contours to your body when you sit down, which sits directly on top of a much firmer base layer that keeps the chair from bottoming out over long sessions. The built-in ergonomic lumbar arch provides great passive support to your lower spine, encouraging a healthy posture without requiring constant manual adjustments.

Top-down view of the chair’s wide seat cushion featuring segmented padded panels and two black adjustable armrests on either side.

(Image credit: Daniel Rubino)

Instead of the premium leatherette styling found on the Iskur line, the Soma Chroma utilizes a soft cloth fabric upholstery. You can see the distinct paneled layout of the fabric seat base. The material feels cozy, gentle, and broken-in right out of the box, though it does tend to collect a bit of back heat.

On particularly warm summer days, you might find yourself wishing for a bit more ventilation. It's also a magnet for pet hair, if you have furry friends as I do.

Daniel Rubino was sitting in the Razer Chroma Soma gaming chair during a recent TWiT appearance.

The Razer Soma Chroma gives off a thrown-like appereance with its RGB wings. (Image credit: TWiT)

My biggest critique lands squarely on the armrests. The chair features basic 2D armrests that only allow for height adjustments and generic inward or outward angling. If you are moving over from a high-end chair with 3D or 4D armrests, the lack of forward, backward, or lateral sliding movements feels like an unfortunate omission on a $499.99 piece of hardware.

Controlling the Light Show

Close-up of the control buttons stitched onto the top of the headrest, showing icons for power, connectivity, and adjustments.

The control buttons located in the chair's headrest. (Image credit: Daniel Rubino)

Connecting the chair to your PC is as familiar as any other Razer peripheral. You can use Bluetooth for a quick mobile hookup, or plug in the included 2.4GHz wireless USB Type-A dongle for a low-latency connection to your rig.

Once connected, the Synapse software gives you complete control over the 16.8 million colors. You can easily adjust the overall brightness slider, toggle power-saving sleep timers to dim the lights during inactivity, or launch Chroma Studio to synchronize your seating with game-reactive profiles.

You can see in the photo below how you can use multiple colors at once and use preset motion settings like Ripple, Starlight, Reactive, or Static to give the effect you want. In that photo, I went with Windows Central's colors, which is fun. Most of my photos here are static, simply because having Ripple or Wave enabled, which looks awesome, may be distracting if you're on a professional web call versus streaming on Twitch.

A screenshot of the Razer Synapse software for the Soma Chroma, showing lighting controls and a chair outline.

Razer Synapse allows full customization of the chairs RGB zones, colors, brightness, timing, and more. (Image credit: Daniel Rubino)

If you already own other hardware like my just-reviewed Seiren V3 Pro microphone, the Huntsman V3 Pro TKL, or the ultra-premium Huntsman Signature Edition, the ability to sync your entire room's theme together creates an incredibly cohesive ecosystem.

If you prefer to adjust things on the fly without minimizing your game, there is a physical control panel stitched directly into the fabric on the top of the headrest. The buttons are clicky and responsive, allowing you to turn the RGB on or off, cycle through effects, and tweak brightness.

Close up photo of the Razer Soma Chroma gaming chair's multicolored LEDs.

Despite most of my static, single-color photos, the Razer Soma Chroma's LEDs are capable of movement and multiple colors, all configurable through Synapse, behaving like every other Razer product as expected. (Image credit: Daniel Rubino)

The comedy here is that you cannot actually see or easily reach these buttons blindly while sitting down. You have to get up out of the chair to make physical adjustments, making Razer Synapse the vastly superior option for mid-game tweaks.

Powering Your RGB

A close-up of a zippered fabric pouch on the rear of the chair housing a silver power bank connected to a braided cable.

The chair has a USB Type-C cable that can be connected to a power bank and stowed in the zip away compartment, or you can use a Type-C extension cable to connect to AC power. (Image credit: Daniel Rubino)

Because dangling a long power cable off a spinning, rolling desk chair is an absolute recipe for disaster, Razer designed the Soma Chroma to run completely wirelessly via a clever hidden feature. There is a dedicated zipper pocket built directly into the rear of the seat base. This pocket allows you to tuck away a standard USB Type-C power bank (not included), keeping your setup clean and cord-free.

If you absolutely despise dealing with batteries, you can buy a Razer Type-C extension cable separately for about $19.99 on Amazon to plug the chair straight into a wall outlet. This gives you an always-on light show, but it obviously creates a massive trip hazard if you like to spin around or roll across your room.

Fortunately, running it wirelessly is shockingly viable. During my 10 days of evaluation, I hooked the chair up to a standard 49.6WHr battery pack. After two full, continuous workdays consisting of 16 total hours of use with the RGB strips cranked to absolute maximum brightness, the battery pack was only down by roughly 50%. That means you can easily expect a massive 30-plus hours of glorious neon illumination before you ever need to think about pulling the battery pack out to recharge it.

Missing Perks and Future Upgrades

Side view of the chair's recline lever and plastic adjustment mechanism cover, which is embossed with the triple-headed snake Razer logo.

Some standard, no frills adjustments for chair height and recline. (Image credit: Daniel Rubino)

It is worth noting that the standard Soma Chroma does not feature any internal haptic feedback. If you want your seat to rumble alongside your games, you will need to buy an additional add-on pad like the recently reviewed Razer Freyja cushion.

Knowing Razer's historic release patterns, I am completely confident that we will eventually see a premium Soma Chroma "Pro" down the line that integrates both the fancy lighting strips and full-body haptic motors into a single package. When that inevitably happens, it will likely cost a small fortune, which makes the $499.99 entry fee for this model feel relatively reasonable for the wild novelty and comfort it brings to the table.

Razer Soma Chroma review: My final thoughts

The upper backrest of the chair showcasing a green embroidered Razer snake logo and blue Chroma RGB lighting strips along the shoulder wings.

(Image credit: Daniel Rubino)

✅ You should buy this if ...

  • You want peak gamer aesthetic (or like fun).
  • You want a solid, comfortable gaming chair
  • You already have a lot of Razer accessories to pair with it

❌ You should not buy this if ...

  • You work in an office, or need something more professional
  • You prefer leatherette materials
  • You don't want to charge/power yet-another-accessory

The Razer Soma Chroma is an absolute blast of a gaming chair. It takes a ridiculous concept and executes it with high-quality materials, stable wireless connectivity, and genuine ergonomic support. It might not be a necessary upgrade for the casual office worker, but for the enthusiast who wants to lean completely into the ultimate battlestation aesthetic, it delivers exactly what it promises.

Press images of the Razer Chroma gaming chair, in black, with RGB lighting on the headrest

RGB Heaven
Razer
Soma Chroma

Razer’s Soma Chroma is a wireless RGB gaming chair powered by a simple USB‑C power bank, keeping your setup clean while adding reactive lighting to your entire battlestation. The real surprise is the comfort. Dual‑density foam, an ergonomic lumbar arch, and a reinforced frame make it feel like a genuine upgrade, not just an RGB stunt.

John Carmack responds to Microsoft laying off id Software staff, and his comments hit hard for fans who watched him help build DOOM from the ground up

id Software, the studio responsible for many beloved Xbox franchises like DOOM, Wolfenstein, Quake, and more, has seen a huge chunk of its staff laid off by Microsoft as part of the company's restructuring of the Xbox brand, resulting in over 3,200 people losing their jobs.

In the wake of this announcement, John Carmack, one of the founders of id Software (along with John Romero, Tom Hall, and Adrian Carmack), who also helped create the DOOM, Wolfenstein, and Quake franchises, has responded to it on social media with his thoughts on the situation.

I have been trying to find something meaningful to say about the Id Software layoffs.My “Microsoft will probably be a good steward of the brand” statement isn’t aging well, and this is certainly going to dampen the mood of the founder reunion at QuakeCon next month.I’m…July 9, 2026

Most responses to Xbox's mass layoffs, which were filled with anger and frustration, like former id Software animator Skai Chow's scathing message of "I hope our pain was worth it" or fear of the future, like Bethesda fearing that it will negatively impact the development of The Elder Scrolls 6, or even spell the end for Fallout 76 without help from an external studio.

However, John Carmack's response feels more neutral by comparison. While he was definitely sad (while admitting that his comment on Microsoft being a good steward of the brand isn't aging well), he couldn't bring himself to be angry or disappointed by these layoffs by saying, "I’m saddened, but I can’t muster anger or outrage over it. I don’t have access to the books, but I suspect that Id Software was a marginal business from Microsoft’s perspective. I believe the reports that Minecraft revenues have been carrying several other studios."

John Carmack then stated that at the end of the day, the gaming industry is a brutal business with tons of competitors vying for your time and money, and if you're not successful financially, you'll get left behind regardless of how beloved your creation is.

Doomguy firing a shotgun in DOOM 1

John Carmack was one of the lead programmers behind the original DOOM from 1993. (Image credit: Bethesda Softworks)

In addition, while it's easy to point the blame at Microsoft's higher-ups, John Carmack says that "You can’t rule out the possibility that executives are idiots, but that shouldn’t be your default belief. I don’t think there is any obvious path that would have doubled the revenue from Id games."

He asks what kinds of strategies id Software could've done to prevent this, like using a different pricing strategy, creating more things for fans to buy, or using a cost-effective marketing scheme to reach out to more players.

He ultimately has no answer for this conundrum, but John Carmack does know that it's not over yet, and he hopes that id Software bounces back from this grievous blow.

Windows Central's take

While I personally don't know the answer to this question myself, I do know that my colleague, Jez Corden, says that rumors of id Software's demise are greatly exaggerated.

While the job cuts have been brutal to the point where they put the kibosh on Id Software's pitches for a Perfect Dark reboot and a John Wick-style game, Microsoft has not announced any plans of closing id Software down any time soon.

In fact, Microsoft has even released a statement to us regarding the rumors of the job cuts putting id Software's lauded id Tech (an engine that has greatly optimized the performance of games like the modern DOOM games and Indiana Jones & The Great Circle) on ice, which says, "There are dozens of people working on id Tech across multiple locations. Reports that there’s only one person left in Texas are inaccurate."

Either way, I hope id Software does survive this tumultuous time in gaming. They produced some of the most awesome first-person shooters I've ever played, like DOOM (2016) and DOOM: Eternal, and it would be an utter travesty for the studio to close for good.

Stay tuned for more news as we keep an eye out for further developments regarding the damages caused by Xbox's company-wide "Reset".

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"We still have the crew we need": Xbox's DOOM dev id Software responds to layoffs, assures fans "we're going to keep building the great games and tech"

Of all the layoffs that came down on Xbox Game Studios developers this week as part of Microsoft and Xbox's 3,200 "reset" cuts and four studio divestments, the ones that hit the DOOM developer id Software were the most shocking to many given the popularity and success of its modern trilogy of games.

It's been reported that well over half of id was axed from Xbox, with 136 developers — 96 at its Texas headquarters and an additional 40 remote workers — let go from the studio. The cuts impacted nearly every department within the developer, including the teams building, maintaining, and improving its id Tech game engine used for a variety of ZeniMax projects.

Individual DOOM devs have shared reactions to the layoffs, though id Software itself hadn't yet shared a response until today. Now it has, with the studio posting a statement to the community on social media to assuage fears about its future under Microsoft and Xbox.

"Thank you for all the support this week. While our studio was impacted, those changes were spread across teams. We still have the crew we need to build the games and tech we're known for," reads id's letter. "The team today is about the same size we were when making DOOM (2016). We have always had a flat studio where everyone is a maker, and we will remain true to that philosophy moving forward."

"We are focused on supporting each other and team members impacted. We're going to keep building the great games and tech that have defined us for the past 35 years, and we're looking forward to seeing you at QuakeCon this August," it added.

A message from id pic.twitter.com/4i4YyjB3xcJuly 10, 2026

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Notably, this statement confirms our recent, earlier report that in the wake of the layoffs, id Software is now about the size that it was when it released the 2016 DOOM reboot ten years ago, and that the studio isn't in danger of being closed or split away from Microsoft and Xbox.

It also confirms that the developer will still move forward with new games, though it seems unlikely it will have a chance to explore some of its experimental ideas. Still, I expect that we'll see additional DOOM titles from the team, and that it will continue to iterate upon id Tech for the benefit of Wolfenstein dev MachineGames and other studios.

Ultimately, this news is quite relieving to hear from id Software — though to be clear, I'm not downplaying the severity of the cuts in saying that. On the contrary, I'm glad that the developer still has a future under Xbox's wing despite how significantly it was affected by the dismissals.

The layoffs at id represent a large portion of about 440 total cuts across all of ZeniMax and Bethesda, with other teams hit including Bethesda Game Studios (The Elder Scrolls, Fallout, Starfield) and ZeniMax Online Studios (The Elder Scrolls Online).

Bethesda devs fear that The Elder Scrolls 6 will suffer crunch and delays because of the layoffs, and the reduction in force at ZeniMax Online Studios has led to "shifting" roadmaps for The Elder Scrolls Online. Bethesda's official union, OneBGS, plans to protest against the cuts next week with a "Save Our Devs" march.

What are your thoughts on the layoffs at id Software? Do you feel Microsoft and Xbox went too far with them based on everything we know? Share your take in the comments, and vote in the above poll.

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"Our next steps are to mobilize": Bethesda union members are protesting Xbox's layoffs with a 'Save Our Devs' march next week after 440 ZeniMax cuts

In response to this week's wave of mass Xbox layoffs from Microsoft that have cut 3,200 roles and four studios from the company, union workers at Bethesda Game Studios — the developer behind Skyrim, Fallout 4, and Starfield, among other titles — are organizing a protest to fight back.

Several public listings for the rally — titled "Save Our Devs" — have been spotted for Bethesda's various different locations, including its Rockville headquarters and offices in Austin, Dallas, and Montreal. These calls to action confirm that unionized OneBGS staffers are coordinating to march on July 15 next week.

"Microsoft and ZeniMax leadership have made the devastating decision to slash over 440 positions across BGS, ZOS, id, ZWU (QA) and ZeniMax corporate (including CTO and CSUR)," wrote the union. "Because we organized and certified our Unions, we have hard-won legal rights and protections that non-unionized studios simply do not have."

"The company wants us to accept this as a done deal and quietly disappear. We won't let that happen. Our next steps are to mobilize," it continued. "We need every single member visible and unified. To that end, we are announcing our Save Our Devs March across all studios on Wednesday July 15th."

In an email sent to union workers seen by Game Developer, OneBGS has reportedly stated that 35 Bethesda Game Studios devs have been let go in the US, with 12 also laid off in Montreal. This roughly lines up with a previous report that about 50 employees have been laid off from the studio.

Reportedly, "this has had a crushing effect on morale" at Bethesda, with devs fearing that The Elder Scrolls 6 will suffer delays and crunch as a result of the redundancies. There are also concerns that support for Fallout 76 may end.

The Elder Scrolls V: Skyrim

According to Bethesda's OneBGS union, 440 workers across Bethesda Game Studios, ZeniMax Online Studios, id Software, and other ZeniMax teams have been cut by Microsoft's mass Xbox layoffs. (Image credit: Bethesda Game Studios)

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Elsewhere under the ZeniMax and Bethesda banner, the cuts go even deeper. Over 200 developers were laid off from The Elder Scrolls Online studio ZeniMax Online Studios, and well over half of DOOM maker id Software has been axed as well — though it's been reported that the situation there isn't as dire as some say. A small comfort.

Xbox CEO Asha Sharma stated the layoffs are part of a "reset" for the Xbox business after it "overextended" with its ambitions; OneBGS claims that Microsoft referred to them as an "entrepreneurial change in the scope of business," which is a notion it's fighting against as it negotiates to have affected developers brought into open roles across Xbox Game Studios.

"While we push that legal fight forward, Microsoft is still legally required right now to sit down with us for 'Effects Bargaining.' This means we have the right to negotiate exactly how these layoffs impact our people, and we are heading to the table to fight for every single affected worker," it explained.

"We are going to be demanding preferential transfers to force Microsoft to place affected BGS workers into open roles across Xbox and Microsoft first, stronger severance and extended healthcare to ensure no one is financially abandoned, as well as recall rights to ensure our laid-off members are the first ones hired back when BGS expands."

"Stay strong, look out for one another, and we look forward to seeing us all marching together on the 15th," concluded the union. Whether next week's protest has a meaningful impact or not remains to be seen, but ultimately, I hope it helps laid off ZeniMax and Bethesda devs find new opportunities and get the best severance and healthcare packages possible.

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Ubisoft rewards its Barcelona branch for Assassin's Creed Black Flag: Resynced's strong launch with 51 employee layoffs

The launch of Assassin's Creed Black Flag: Resynced, the highly anticipated (and high-scoring) remaster of one of the best games in the Assassin's Creed series, has been followed by 51 of its game designers from Ubisoft Barcelona being laid off, according to an exclusive report by Tom Henderson at Insider Gaming.

The report states that Ubisoft tends to assign teams to new projects long before they finish their current project (sometimes up to a year in advance, at least). The developers tried to raise their concerns with Ubisoft's higher-ups about not being given a new project back in 2025, yet in this case, they were never given a new assignment to work on before being laid off.

In fact, one employee who was affected by these layoffs (who wishes to remain anonymous) informed Insider Gaming:

"These layoffs coincide with the broader context of ongoing workplace issues. This is not an isolated event; it reflects a pattern of constant mistreatment, loss of talent, forced departures resulting from the erosion of workers’ rights, and an increasingly top-down management culture that leaves employees with little voice in decisions affecting their work.”

The report then states that, in response to this, Ubisoft Barcelona's staff will go on strike every Tuesday and Thursday afternoon from June 30, 2026, to July 16, 2026.

Windows Central's take

To compound the severity of this depressing situation, these layoffs were announced shortly after Assassin's Creed Black Flag Resynced had a successful launch. It is currently enjoying a high overall Metacritic score of 84 — based on 84 critics — and fans are leaving mostly positive reviews on its Steam Page.

We even gave Assassin's Creed Black Flag Resynced a near-perfect 4.5 review score for improving upon the original Assassin's Creed IV: Black Flag's already stellar naval combat, beautiful graphics redone from the ground up, and new content along with story-rewrites that has made the story more compelling (the fact they got rid of the modern-day segments from the original game already makes this remake superior in my book).

This will no doubt degrade the morale of Ubisoft's developers, knowing that even if a game launches to critical and fan acclaim, they will still be laid off before the official sales numbers even start to come in.

Will the strike at Ubisoft Barcelona convince Ubisoft to improve working conditions? Will we see more layoffs at Ubisoft on the level of Xbox's massive 'Reset' that has laid off over 3,200 people? We'll watch for further developments.

Assassin's Creed Black Flag Resynced is now available for purchase on Xbox Series X|S, PlayStation 5, and PC via Steam.


Relive the tales of Edward Kenway as he sails the seven seas for treasure while unraveling a dark conspiracy of the evil Templars in Assassin's Creed Black Flag, remade for the modern era with new graphics, improved combat, and more.

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A mad gaming genius managed to recreate Minecraft on the Game Boy Color and even the original Game Boy — because why not?

This week has mostly been a depressing affair for the gaming industry, what with Sony killing off physical PlayStation Discs and Microsoft laying off over 3,200 roles at Xbox.

We could all use some levity after this string of bad news, so we're going to do that by marveling at the creative ingenuity of YouTuber 'Game of Tobi'.

For you see, this clever tinkerer has managed to get a version of the legendary Minecraft running on two iconic portable consoles that helped pave the way for gaming handhelds as we know them today: the Game Boy Color from 1998 and the original Game Boy from 1989.

This fan-made game "3D Minecraft" isn't a lower-resolution port of Minecraft. It's a unique creation where the player can play on a flat map or a full 3D-generated world. Like in regular Minecraft, you can place blocks, explore the world, and even build.

Granted, the graphics, frame rate, and gameplay are limited compared to the real thing, especially when running on the original Game Boy, as it has no colors other than black and white. Yet the fact that this creator managed to get Minecraft working on a 1998 gaming handheld and an even older one from 1989 is nothing short of technical wizardry.

This isn't the first time 'Game of Tobi' got a modern game to work on retro hardware, as they made working versions of Minecraft on the Game Boy Advance and Nintendo DS in the past that more closely resemble and play like regular Minecraft (complete with Survival Mode!).

In addition, they also made a Nintendo DS version of The Legend of Zelda: Twilight Princess, a Nintendo 3DS version of Super Mario Odyssey, and more.

Personally, I like seeing people using their technical know-how to make games we love playable on platforms we wouldn't expect (look no further than DOOM being playable on Notepad.exe or even a pregnancy test), and these Game Boy ports of Minecraft are no exception.

It just makes you wonder what the gaming world would've looked like if Minecraft had been made in the 1990s instead of 2011, and whether it would've been as successful back then, when gaming was still niche.

Plus, having a physical, offline version of Minecraft that isn't beholden to online servers to keep it running sounds like a pretty good idea, especially in this day and age, when online games can be delisted at any time, at the whim of a corporation, for whatever reason.

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Either way, Game of Tobi has my YouTube subscription for this invention, and I'm looking forward to seeing what they make next (here's hoping they make Minecraft playable on the Nintendo Virtual Boy just for the sheer, eye-bleeding hilarity of seeing the Nether rendered entirely in the system's Red and Black color scheme).

What do you think of 'Game of Tobi's' Game Boy Color and Game Boy versions of Minecraft? Would you like to play an offline version of Minecraft on older hardware for the nostalgic novelty?

If you have any thoughts, please let us know through the poll, the comments section, or our Reddit page.


Embark on a journey of wonder and creativity with your friends in the world-famous crafting survival game, Minecraft.View Deal

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