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Aujourd’hui — 22 juin 2026Windows Central - News, Forums, Reviews, Help for Windows 10 and all things Microsoft.

"Hopefully, it also finds its way to Steam Deck" — Valve may have found a way to bring FSR4 to more players

Some people, myself included until I saw this news, may not have known that AMD seemingly revealed FSR4 for older Radeon graphics cards last month. Now, just a month later, it appears Valve appears to be adding a version of AMD's FSR4 technology to Steam and Proton, which could theoretically allow Steam Machine and potentially Steam Deck users to effectively upgrade FSR3-supported games to FSR4.

For those unfamiliar, FSR is AMD's answer to Nvidia's DLSS. It's an upscaling technology that allows games to be rendered at a lower resolution, such as 720p, before being upscaled to a higher resolution like 1080p. The goal is to deliver a sharper image while reducing the workload on the GPU.

It's not just about image quality, either. Because the game is being rendered at a lower internal resolution, FSR can also improve frame rates, making demanding games run more smoothly without requiring more powerful hardware.

What's particularly exciting about the prospect of FSR4 coming to Steam Machine and, hopefully, Steam Deck is that it could address some of the most common complaints surrounding FSR3, including ghosting, shimmering, and visual artifacts, while still delivering the performance benefits that make upscaling technologies so appealing in the first place.

Additionally, according to Brad Lynch on X (formerly Twitter), this version of FSR4 has been tweaked by Valve and differs from AMD's own implementation. What exactly Valve has changed remains a mystery for now, at least until users can get their hands on it and start digging through the details themselves.

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I have to admit, I've always been a little wary of the industry's growing reliance on upscaling technologies. Ideally, I'd prefer games to be optimized well enough to run smoothly on weaker hardware straight out of the box. That said, the reality is that modern games are becoming increasingly demanding, and tools like FSR can provide a meaningful boost to both image quality and performance.

Of all the ways AI is being integrated into gaming, upscaling is probably one of the easiest for me to get behind. If this implementation really can bring FSR4 improvements to a wider range of hardware, that's a win for players. Hopefully, it also finds its way to Steam Deck and isn't reserved solely for Valve's upcoming Steam Machine.

As always, let me know what you think in the comments below, and don't forget to take part in our poll!

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Microsoft is retiring Edge Drop to make room for Copilot

Microsoft Edge is about to lose yet another one of my favorite features. Edge Drop is being — ahem — dropped in favor of AI.

The latest version of Edge Canary shows a message about the change if you open the Drop feature:

"Drop is being retired. Files you share are saved in your OneDrive. Text notes need to be downloaded separately."

Microsoft does not specifically state why Drop is being retired. I believe the reason is a combination of low usage and Microsoft wanting the same space in Edge to house Copilot. We saw a similar development with the retirement of the Edge Sidebar.

Another feature that will soon be deprecated in Edge is "Drop" 😬🤷:https://t.co/zWAhjvH41T pic.twitter.com/WtKvUTZoInJune 19, 2026

Leo Varela discovered the upcoming retirement and shared screenshots on X.

I once called Microsoft Edge Drop "the best browser feature you're not using." That may have proven to be a little too accurate, because the feature is now being retired. Presumably, usage of Edge Drop was low, making other parts of the browser a higher priority.

What is Microsoft Edge Drop?

Edge Drop is a feature within the browser that lets you send messages, files and photos to yourself. All your content stays within a single thread, making it easy to find. The experience is powered by OneDrive, which is why you can still access your content after Drop is retired.

When you send something through Drop, it appears on any instance of Edge on supported devices, which currently includes desktop and mobile versions of the browser.

Drop lives within the Sidebar of Edge on your desktop, which is likely why the feature is going away. Microsoft has prioritized placing Copilot in the same spot as the Sidebar and Drop.

I think there's a way for all the Sidebar features and Copilot to coexist. Low usage figures are likely another factor in the retirement of Drop. While I love Drop, it's similar to sending messages to yourself through WhatsApp, Telegram, or any other messaging service.

The reality may be that people who want to send messages to themselves want to do so without having to use a specific browser on multiple devices.

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“AI will enhance the PlayStation experience” is a bold claim — and Xbox would be roasted for saying the same

Before we begin, I think it's only fair to say that I'm heavily invested in the Xbox ecosystem. It's my platform of choice, but I've almost always owned a PlayStation and Nintendo console alongside it. At least, that was the case until this generation, where I still haven't picked up a PS5 or Nintendo Switch 2.

Being an Xbox fan, though, often feels like living through a constant cycle of highs and lows. One week it's good news, the next it's bad news. Rumors, questionable decisions, smart decisions, panic, excitement, and endless debate. Quite frankly, it can be exhausting.

When Asha Sharma arrived to help revive Xbox, the reaction online felt pretty clear. The usual suspects, and even some Xbox fans themselves, were concerned about her background in AI. Many immediately jumped to conclusions, claiming it was the beginning of the end for Xbox, that the platform was being sunset, or that Microsoft was about to replace game development with AI.

In reality, Sharma has been fairly consistent in how she talks about AI. Her position has largely been that AI is a tool. Not something that replaces games or the people making them, but something that can assist in the development process. In fact, she even ended Copilot for console within her first 100 days as CEO, showing where she stands on AI quite firmly.

A photograph of Asha Sharma from her recent interview with Bloomberg Technology.

Asha Sharma, CEO at Xbox (Image credit: Bloomberg Technology)

That's why Sony's recent strategy update caught my attention.

In its latest report, Sony removed references to bringing first-party games to PC as part of its broader strategy discussion and instead placed significant emphasis on AI, positioning it as a key part of PlayStation's future. Yet the reaction online feels noticeably different. If anything, I've seen more people defending it than criticizing it.

That's not to say Sony hasn't received criticism, because it has, but the conversation feels far more measured than the reactions Xbox often receives whenever AI enters the discussion.

Within its strategy update, Sony states:

"As AI lowers barriers to creation and increases the volume and diversity of content... Within the studio business, AI powered tools are automating repetitive workflows and improving productivity... Across the platform business, AI is driving efficiency, personalization, and customer value at scale... Overall, AI is expected to unleash the creativity of Sony Interactive Entertainment's studios."

Sony strategy slide

Sony outlines how AI will shape the future of PlayStation through game development, personalization, and platform-wide enhancements. (Image credit: @ZhugeEX on X)

Sony clearly believes that AI will enhance the PlayStation experience and reading those statements, it's hard not to wonder what the reaction would have been if they had come from Xbox instead. I genuinely struggle to imagine a world where Xbox could publish those exact same comments without triggering a complete online meltdown, accompanied by endless declarations that Xbox was abandoning hardware development and heading for disaster.

Now, I will admit I'm being a little facetious here, but I do think there's at least some truth to it. If this had been an Xbox-led announcement, I suspect the discourse would have been far louder.

To be clear, I'm fully aware that Microsoft is one of the biggest proponents of AI and the broader push that's currently sweeping through the industry. But that doesn't mean other companies should get a free pass when they're making many of the same decisions that consumers are against. If we're going to scrutinize one company for embracing AI, then surely it's only fair we apply the same standard across the board.

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eading those statements, it's hard not to wonder what the reaction would have been if they had come from Xbox instead. I genuinely struggle to imagine a world where Xbox could publish those exact same comments without triggering a complete online meltdown, accompanied by endless declarations that Xbox was abandoning hardware development and heading for disaster.

Now, I will admit I'm being a little facetious here, but I do think there's at least some truth to it. If this had been an Xbox-led announcement, I suspect the discourse would have been far louder.

To be clear, I'm fully aware that Microsoft is one of the biggest proponents of AI and the broader push that's currently sweeping through the industry. But that doesn't mean other companies should get a free pass when they're making many of the same decisions that consumers are against. If we're going to scrutinize one company for embracing AI, then surely it's only fair we apply the same standard across the board.

Of course, maybe I'm completely wrong. That's entirely possible, and that's okay too. I'd genuinely love to hear what you think. Do you agree that the reaction would have been different if these statements had come from Xbox, or do you think I'm off the mark?

Let me know in the comments, and be sure to explain why you do or don't agree. And, of course, don't forget to take part in our poll!

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PlayStation's PC ports have reportedly generated nearly double the revenue of Xbox's PS5 ports but Sony is still quitting Steam

Before we begin, there's an important asterisk attached to all of this. Yes, according to Alinea Analytics, PlayStation has generated nearly double the revenue from PC ports than Xbox has from bringing its games to PS5. However, it's worth noting that Sony's PC strategy began in 2020, while Microsoft's push onto PlayStation only really started in 2024.

There's also a difference in scale. Sony has published roughly 20 PlayStation games on PC, compared to around 13 Xbox games currently available on PS5. So, while I fully acknowledge this isn't an apples-to-apples comparison, it's still interesting to dig into the numbers, look at the differences between the two approaches, and perhaps explore why Sony's PC strategy may not have taken off quite as strongly as it initially hoped.

First off, let's look at the numbers. According to Alinea Analytics, Sony had generated around $1.2 billion in revenue from its PC ports as of November 2025. A significant portion of that success came from Helldivers 2, which alone accounted for more than 12 million copies sold on Steam and roughly $400 million in gross revenue.

It's also fair to point out that Sony actually generated $1.5 billion in revenue, but due to Valve's 30% cut, Sony's takeaway was $1.2 billion.

Infographic from Alinea Analytics showing top PlayStation Studios games on Steam by copies sold, led by Helldivers 2 at 12.7 million, with $1.5 billion in total Steam revenue.

Alinea Analytics data shows Helldivers 2 leading PlayStation's Steam success, helping drive an estimated $1.5 billion in revenue from PS Studios PC releases. (Image credit: Alinea Analytics)

Over in the Xbox camp, the picture isn't entirely dissimilar. Microsoft's PS5 ports have reportedly generated around $667 million in revenue, but much of that has been driven by Forza Horizon 5.

Despite arriving on PlayStation more than three years after its original launch, the racing game has sold 5.8 million copies on PS5 and generated roughly $323 million in revenue on its own, accounting for nearly half of Xbox's total PlayStation earnings. Again, fair to point out, but this data also includes Sony's cut from sales, which is 30%.

Infographic from Alinea Analytics showing Xbox games on PS5 by estimated copies sold, with Forza Horizon 5 leading at 5.8 million sales and helping generate $667 million in revenue.

Forza Horizon 5 leads Xbox's PS5 sales, helping drive an estimated $667 million in revenue from Microsoft's PlayStation releases. (Image credit: Alinea Analytics)

When you put it into perspective like that, it's hard not to question whether the potential brand dilution is worth the extra sales for Xbox. Then again, a similar argument could be made about PlayStation's now-defunct PC strategy, albeit to a much lesser extent given that PC isn't a competing console platform.

Perhaps most surprising is just how quickly Xbox has reached half of Sony's. Sony's PC strategy had been running for roughly five years by the time these numbers were recorded, whereas Microsoft's PlayStation strategy was still relatively new.

As for why Sony's PC strategy may not have performed better, there are a few possible explanations. Several PlayStation games launched on PC with technical issues, while the PlayStation account requirement controversy also created significant backlash. PSN is officially available in around 70 countries, compared to Steam's presence in roughly 190, which became a major talking point due to Helldivers 2. Sony was also restricting game sales of certain PC titles in regions where PSN wasn't supported, though they did walk this back after backlash.

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It's an interesting time for both companies. Xbox appears to be stepping back from its recent push to bring more games to PlayStation, while Sony seems to be slowing the pace of its PC efforts as it shifts focus toward AI and makes it a much larger part of its overall business strategy.

Regardless of where either company ultimately ends up, one thing is clear: there are still plenty of great games heading to both platforms. Despite all the turbulence in the industry lately, and yes, AI certainly hasn't helped as rising costs continue to plague the industry. Still, I'm sure we can all agree there's still a lot for games to be excited about.

As always, I'd love to hear your thoughts. Do you think Sony's PC strategy has been more successful than Xbox's PlayStation strategy, or is the comparison more complicated than the headline numbers suggest? Let me know in the comments, and be sure to take part in our poll!

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9 of the best early Amazon Prime Day deals on Windows laptops, PC components, and Xbox gaming hardware are already on sale

It's time for Amazon Prime Day as the annual event technically runs this week, from June 23 to June 26, 2026. Then again, we all know that most brands don't strictly follow those dates, and competing retailers will be eager to launch discounts earlier (and price wars will continue throughout).

I've seen deals on Windows laptops, desktop PCs, and everything related to gaming across Xbox and cross-compatible devices for years now. My colleagues and I have always separated the real bargains from the price-inflated chaff, and we'll always highlight the genuine best savings on Windows Central.

Shop all early Amazon Prime Day deals

To keep it simple for those in a rush (and frankly, who isn't), I'll hand-pick the absolute best of the best here, in an easy-to-browse list that keeps you up to date. If you've had your eyes on components to build your own computer, or you're ready to replace a long-serving Surface, keep this page bookmarked and check in before committing to any purchase.

Plus, if you don't have an Amazon Prime membership, you might even be eligible for a free 6-month "Prime for Young Adults" trial (exclusive to 18-24 year-olds and students).

Quick links

🔥 Hottest deals 🔥

As portable as it gets, this iconic 13-inch XPS laptop features Qualcomm's high-end, first-generation Snapdragon X processor for all-day battery life and a gorgeous (non-touch) OLED screen.

Windows Central review: ⭐⭐⭐⭐View Deal

🎮 Xbox deals 🎮

Built for desktop PC gaming, this PCIe 4.0 solid-state drive gives you 2TB of space in one of the easiest upgrade jobs you could ever hope for. Installing an M.2 SSD is straightforward, and you'll have a huge amount of extra storage.

Windows Central review: ⭐⭐⭐⭐

👉 Also see: $35 at WalmartView Deal

Running out of space for games on your Xbox Series X|S console? Seagate's long-running winner is on sale again, and it's the simplest, fastest solution to extended storage on Microsoft's hardware.

Windows Central review: ⭐⭐⭐⭐

👉 Also see: $259.99 at Best Buy | $259.99 at Newegg
💲 Price check: $274.99 at WalmartView Deal

It earned praise for its price point at launch, and the Nova 3X is now an even smarter buy as it drops below MSRP. A lightweight wireless headset designed for Xbox but compatible with more platforms, it's a bargain pick.

Windows Central review: ⭐⭐⭐⭐

💲 Price check: $106.99 at Newegg | $109.99 at Walmart | $109.99 at Best BuyView Deal

🖥️ PC gaming deals 🖥️

Built for desktop PC gaming, this PCIe 4.0 solid-state drive gives you 2TB of space in one of the easiest upgrade jobs you could ever hope for. Installing an M.2 SSD is straightforward, and you'll have a huge amount of extra storage.

Windows Central review: ⭐⭐⭐⭐½

👉 Also see: $369.99 at Best Buy
💲 Price check: $389.95 at Newegg | $429.99 at WalmartView Deal

Built for desktop PC gaming, this PCIe 4.0 solid-state drive gives you 2TB of space in one of the easiest upgrade jobs you could ever hope for. Installing an M.2 SSD is straightforward, and you'll have a huge amount of extra storage.

Amazon reviews: ⭐⭐⭐⭐½

💲 Price check: $349.99 at WalmartView Deal

Definitely one of the most striking designs we've ever seen on a mechanical gaming keyboard, this 75% wireless option fits perfectly with a PC gaming setup, now at a much more reasonable price.

Windows Central review: ⭐⭐⭐½

👉 Also see: $199.99 at Amazon | $199.99 at Best BuyView Deal

If you're a long-serving MMO gamer or you're dipping your toes into World of Warcraft, you'll soon find you need extra buttons. The Scimitar has its own number pad for macros and RGB lighting to boot.

Tech Radar review: ⭐⭐⭐⭐

👉 Also see: $49.99 at Newegg
💲 Price check: $59.99 at AmazonView Deal

No external power needed, the Elgato 4K S relies entirely on its USB-C connection and supplies a variety of resolution and refresh rate combinations, up to 4K at 60Hz. Perfect for console streamers.

Windows Central review: ⭐⭐⭐⭐⭐

👉 Also see: $129.99 at Best Buy
💲 Price check: $159.99 at WalmartView Deal

Prime Day 2026: Frequently Asked Questions

Delivery man holding a box and opening a van, smiling and relaxed

(Image credit: Getty Images, Daniela Vazquez)

Amazon Prime Day is a sales event that isn't tied to any federal holiday, and it isn't even restricted to any particular dates. Amazon decides the dates, and brands generally follow suit with discounts that coincide with the multi-day occasion. Naturally, there's no implication of exclusivity, so Amazon isn't always the cheapest place to buy. Its fiercest rivals are practically guaranteed to run suspiciously similar events at the same time, and 2026 is no exception, with Best Buy, Newegg, Walmart, and more joining in.

When is Amazon Prime Day in 2026?

Which countries are taking part in Prime Day 2026?

Do I need an Amazon Prime membership for Prime Day?

Are other retailers hosting competing sales?

Microsoft just added an "Xbox Handheld" logo to major game pages, and I have questions

In a surprise update, Xbox has begun displaying an "Xbox Handheld" logo on some game pages, including Gears of War: E-Day, Halo: Campaign Evolved, and more. To be fair, this isn't all that surprising. Xbox already indicates whether a game is handheld-optimised within the Xbox app, but it's still a neat graphic that makes it immediately clear where a game can be played.

Now, forgive me while I go off on a slightly speculative tangent, one that I also saw VideoCardz explore. Rumors have been swirling for a while about Xbox developing its own in-house handheld, and personally, that's the device I really want to see. While I appreciate features like Xbox Play Anywhere, not being able to access my entire Xbox library on my Xbox Ally X pains my soul every time I turn the thing on.

Honestly, I'll be pretty gutted if that device ends up stuck on the back burner and never sees the light of day, which is entirely possible given the current state of the industry. Memory prices remain stubbornly high, and hardware costs in general are becoming increasingly difficult to ignore, something even Xbox CEO, Asha Sharma bluntly admits herself.

Back on topic, though, Xbox being upfront about exactly where its games can be played is a nice touch. Realistically, the Xbox Handheld tag is probably just a reference to devices like the Xbox Ally and Xbox Ally X, one of which is even showcased beneath the badge itself.

Still, seeing that label gives me some confidence that a game has been optimized well for portable hardware and beyond. It also gives me hope for those out there still rocking a Steam Deck. While Valve's handheld isn't officially listed, the Z2 Go powering the Xbox Ally isn't in a completely different league, and if a game can run well on one handheld, that's usually a good sign for optimization in general.

Anyway, let me know what you think of the new Xbox Handheld badge in the comments below, and be sure to take part in our poll below:

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"We’re always conscious of the past and keeping that legacy," — I went to the Diablo Infernal Symphony and talked to the team behind 30 years of music

The Royal Festival Hall in London was recently transformed into a musical gateway to the burning pits of Hell, and no I'm not talking about a recreation of the London Underground.

As I sat in the audience for the Diablo 30th Anniversary Symphony on 06/06/(202)6, surrounded by hundreds of fellow fans, it felt like a somewhat full-circle moment for me. After all, it was my rambling spam texts I would send to friends about the current state of Diablo 3 that got me into writing about games in the first place. This franchise has changed my life in many ways, and the concert was something of a pilgrimage through three decades of iconic, haunting, and deeply atmospheric music that has defined the Diablo franchise from its humble 1996 beginnings right up to Diablo 4.

Watching a full live orchestra play the Diablo music that permeates every game session was like an out-of-body experience. I found myself in awe of how the choir's human voices, booming over the strings, functioned as instruments in their own right, really carrying the weight of the game’s gothic horror.

Watching a full live orchestra play the Diablo music that permeates every game session was like an out-of-body experience.

The instantly recognizable 12-string guitar melody from the Tristram theme was the highlight of the night. As those familiar, melancholy notes rang out, I could hear a collective intake of breath from the other fans sitting around me. It was a shared connection to a piece of music that has been the background of many a session over the years. It was heard a few times throughout the performance, as it's woven deep into the soul of Diablo 4’s soundtrack, linking all of the franchises, yet distinctly recognizable as a Diablo 2 sound.

Ahead of the performance, I had the privilege of sitting down with two of the architects behind these sounds: Charlotte Pyle, Principal Audio Producer, and Derek Duke, Music Director at Blizzard Entertainment.

Getting the right people for the job

Stage full of musicians with string instruments, at the rear stands a choir.

Seeing the Diablo soundtrack brought to life by a full orchestra at the Royal Festival Hall was an experience I won’t forget anytime soon. (Image credit: Jennifer Young - Windows Central)

For those who live and breathe these games, it is easy to assume that the people making the music have been lifelong gamers in the traditional sense, but the paths to Blizzard are as diverse as the scores themselves.

Charlotte Pyle joined the studio nine years ago, coming from the film industry. "I was contacted when I was working in the film industry about a production role for cinematic sound," Pyle explained. "I did a whole gauntlet of interviews, and they called me to say they were interested in me joining, but wanted me to actually be the music producer lead".

Derek Duke, on the other hand, is a cornerstone of the Blizzard legacy. "I started at Blizzard as a contractor, writing music, and then I got an opportunity to come on board full time," Duke shared. Having been with the studio for roughly 25 years, his tenure spans the evolution of Blizzard's entire musical identity

Blizzard's "darkest" franchise

Two women, each with a mic, singing. Both are dressed in Diablo themed attire

A huge highlight of the Infernal Symphony was seeing the vocalists, Uyanga Bold and Asja Kadric, perform live (Image credit: Jennifer Young - Windows Central)

We touched upon the distinction between Blizzard's franchises, and the creative process behind Diablo's unique and ominous sound.

"Diablo is our 'M for Mature' game. It’s our darker, gothic franchise," Duke explained. "It’s heavier, it’s even more immersive; it has that sense of dread. World of Warcraft is definitely a bit brighter, a bit more neoclassical."

I’ve always felt that Mephisto's theme in Diablo 4 gives a sense of creeping death comparable to having Jaws nipping at your heels. When I asked if they looked to horror/thriller cinema for inspiration, Duke noted that their influences come from all over, explaining that they listen to a wide array of music and film rather than limiting themselves to one genre.

How collaboration has evolved

Diablo 4

(Image credit: Blizzard)

As technology has advanced, so too has the way Blizzard creates its soundtracks. The team works with musicians and singers from all over the globe. In fact, it was explained that this evening would be the first time many performers had performed in the same room, despite their sounds being woven together for years as we step around Sanctuary.

"Technology has evolved a lot, but it’s only just allowed us to move a little bit faster and work more efficiently," Duke noted. "Especially with things like Diablo 4, it’s made collaboration amazingly better. We’re working with vocalists and instrumentalists all over the world — from electric violinists in Canada to percussionists in LA. It’s amazing".

This collaborative spirit extends into the game’s development cycle itself. I asked how early the guys got involved with the writers when it came to making a piece of music for a specific cutscene or side quest.

"We’re constantly in contact with the game team — that’s one of the benefits of the central music team being so embedded with every single game," Pyle said. "The minute we start hearing about something, we’re getting on a call, getting concept art, and looking at narrative storylines as early as possible".

Duke gave an example. "Neyrelle's theme would have been created when we started on that cinematic with Neyrelle in it, so we would have decided that Neyrelle needed a theme for her, because she was being used in the storyline, so we started working on a theme for her that could be used in multiple cinematics as well throughout the story,"

Translating the digital to the live stage

Stage full of musicians with string instruments, at the rear stands a choir.

The music of Sanctuary translates to a live stage beautifully (Image credit: Jennifer Young - Windows Central)

The challenge of taking music meant for a PC headset and moving it to a grand concert hall was one of the most exciting topics we touched on. For the symphony, the team didn't just play back digital files; they leaned into the human element of the soundtrack.

"The arrangements were created specifically for the symphony," Duke explained. "We have four of the soloists that we used on Diablo 4 flying in to perform live. There won't be any stopping or starting or second takes; it’ll be captured in one go"

A legacy of sound

Woman stands next to sign that reads

Still pinching myself that I got to be part of the Diablo 30th Anniversary celebrations in London. What a journey it’s been. (Image credit: Jennifer Young - Windows Central)

One of the most impressive things about Diablo 4 is how its soundtrack manages to feel entirely new while sneaking in those "twangs" of nostalgia, those specific notes we talked about that instantly transport you back to Diablo 2.

"We’re always conscious of the past and keeping that legacy," Duke said of their approach to the latest entry. "We always want to evolve the sounds of the franchises, but keep that past present in the future. It’s great that you picked up on that".

I left that evening with a sense that the team behind Diablo 4's sound has a deeper focus on history than you might think, aided in no small part by a group of Blizzard veterans. It can't be easy to keep the franchise's legacy alive while still fostering a unique identity for Diablo 4, but they've pulled it off. This was felt more than ever when experiencing the Infernal Symphony itself. The shift in pace from the classic Diablo 2 tracks to the melancholic despair of Kyovashad’s theme made it clear they have been able to go bigger and bolder with Diablo 4. Yet, even amidst that grand orchestral scale, I am incredibly glad that there is still room for that classic 12-string guitar.

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The Rogue V4 shows Razer growing up: a backpack that balances durability, comfort, and style without leaning on loud gamer aesthetics

I’m going to come out and say the obvious: this is a backpack. In the grand scheme of technology journalism, dedicating a full review to a textile housing system for my laptop feels kind of daft. Or at least it should.

But if you are getting ready to drop over $100 on a laptop bag, it couldn't hurt to do some actual research. When I first saw Razer’s updated Rogue lineup, my immediate reaction was: "Why on earth would I spend $100-plus on a backpack when the $30 no-brand bag I bought on Amazon two years ago still works completely fine?"

Yet, in a way that only Razer can consistently pull off with their ecosystem accessories, I suddenly get it. Just like what happened with their unassuming USB-C dock, another product category I previously cared absolutely nothing about, I now care a hell of a lot about a simple backpack.

Razer Rogue V4 Backpack: Price, availability and specs

Two black backpacks side by side, one is larger.

The Razer Rogue V4 comes in two size options (Image credit: Razer)

The Razer Rogue Backpack V4 line officially dropped on June 4, 2026, making its way to Razer's official store, and is also available on Amazon. The Rogue V4 comes in two sizes, priced differently depending on what you need.

  • Razer Rogue 16” Backpack V4: Retails for $109.99 / £109.99.
  • Razer Rogue 18” Backpack V4: Retails for $139.99 / £139.99.

Choosing between them comes down to a quick assessment of your daily haul. The 16” variant is beautifully compact and tailored perfectly for mid-sized setups like the Razer Blade 16.

However, if you are rocking an absolute behemoth of a desktop replacement, like the Razer Blade 18, or you just happen to travel heavy with massive mechanical keyboards and full-sized audio gear, you'll definitely want to step up to the 18” version for that maximum volume capacity.

Specs

Razer Rogue 16” Backpack V4

Razer Rogue 18” Backpack V4

External material

Recycled 600D PU fabric (A1)

Recycled 600D PU fabric (A1)

Internal material

Reinforced polyester lining with PU coating

Reinforced polyester lining with PU coating

Dimensions

444.5 x 323.8 x 152.4 mm (17.50 x 12.75 x 6.00 in)

533.4 x 330.2 x 190.5 mm (21.60 x 13.00 x 7.50 in)

Approximate Weight

0.72 kg / 1.59 lbs

0.96 kg / 2.12 lbs

Razer Rogue V4 Backpack: What's good

A black Razer backpack, Razer headphones, a black laptop,  are placed on a split pink and green background.

Despite my items spilling out, rest assured this was a stylistic choice and the backpack has more than enough room for all of my tech. (Image credit: Jennifer Young - Windows Central)

Despite my heavy skepticism about whether a premium backpack could actually impress me after years of relying on a bargain-basement Amazon special, I have found myself completely smitten with this Razer number.

And no, it’s not just because it looks great, though I need to mention that the clean matte-black finish, subtle leather-effect accents, and iconic Razer green stitching look incredibly sharp.

When you first unzip this bag, it immediately feels a hell of a lot more intensely engineered than a cheap import. The shoulder straps are seriously reinforced and heavily padded. During particularly chaotic weeks, my everyday carry scales up aggressively. I can be hauling anything from my standard daily laptop to both my personal and work laptops simultaneously, alongside an ROG Ally, a Kindle, a full-sized gaming headset, and all the mandatory cable paraphernalia required to keep them alive.

A black Razer backpack
The sneaky back pocket for secret items (or... your passport)Jennifer Young - Windows Central
Black Razer backpack straps
The straps can be secured further across your chest for more supportJennifer Young - Windows Central
A black Razer backpack front pocket held open, contains pens.
Pen pockets, pockets for pens!Jennifer Young - Windows Central
A black Razer backpack with the front pocket open and pink Kindle placed inside
The front pocket wasn't quite big enough for my Kindle but thankfully there are around 700 other pockets it can go in (hyperbole)Jennifer Young - Windows Central
A black Razer backpack, open with laptop, headset and gaming handheld inside
This is the Razer Blade 18 housed perfectly in the padded pocket, and this thing is huge. Jennifer Young - Windows Central
A black Razer backpack containing Razer headphones and two laptops
Managed to squeeze two laptops and these Razer Blacksharks in. Still got room for a packed lunch. Jennifer Young - Windows Central

My normal bargain bag regularly leaves me with aching, sore shoulders under that kind of load because the straps lack substance. The Rogue V4, by contrast, features wide, ergonomically designed padded straps paired with a highly ventilated mesh back panel that distributes dense weight beautifully.

A black Razer backpack

The velcro on the front is begging to be accessorized (Image credit: Jennifer Young - Windows Central)

There's also a really neat velcro strip on the front of the bag for attaching badges. My partner has an entirely too large for him Xbox jacket with a stash of gaming related velcro badges that I'm about to raid.

Razer Rogue V4 Backpack: What's bad

A black Razer backpack

The green lining is super bright which I enjoy, but won't be for everyone. (Image credit: Jennifer Young - Windows Central)

When taking a hard look at what I missed from my old, cheap but trusty backpack, my initial critique was that the Rogue V4 seemed to lack an external charging cutout to comfortably feed a power bank cable out to my phone. Alas, as it turns out, when studying the specs, I saw that Razer actually did think of this. The backpack features a fully integrated, stealthy cable passthrough that routes charging cables from the interior to the exterior without leaving your main compartments open. It was simply buried so deeply within the bag's complex ecosystem of pockets that it managed to evade my first few looks (I found it eventually). Just goes to show exactly how many damn pockets, nooks, and crannies this thing has.

Beyond that, the only real negative here is the price tag. At $110 to $140, it's a substantial investment for an accessory that doesn't actually have a processor inside it. However, that premium cost is undeniably reflected in the build quality, heavy-duty zipper tape, and material longevity you will get. If you are a die-hard Razer enthusiast, the Razer tax is a familiar trade-off.

Razer Rogue V4 Backpack: The competition

Lenovo Legion 16

(Image credit: Cases & Bags)

Almost every major PC manufacturer manufactures a proprietary laptop backpack line to accompany their gaming laptops, though few manage to carry the same streetwear aesthetic appeal as Razer. If you want to keep your accessories strictly brand-loyal, here are a couple of other options in the same ballpark budget.

Hovering right around the $95–$120 mark, depending on active sales, the Legion 16" Armored is Lenovo’s ultimate protective shield. It features an aggressive, weatherproof EVA-molded front armor shell and an ultra-rugged base. It offers excellent structural protection against accidental drops, though its rigid, hard-shell design looks vastly more utilitarian and bulky than the Rogue V4.

Black backpack

(Image credit: Asus)

Next up is ASUS’s massive 35-liter ROG Ranger alternative built for larger 18-inch rigs. It utilizes an incredibly tough 1260D high-density polyester fabric and excels at raw storage volume, but it lacks the eye-catching looks of the Rogue V4.

Finally, we have Alienware's 18 gaming backpack sitting right in the premium sweet spot at $129.99; this is Dell’s heavyweight champion built explicitly for massive 18-inch desktop replacements. On the inside, it features heavy-duty 360-degree EVA foam cushioning and a soft, anti-scratch Nylex lining to keep your chassis completely pristine.

Razer Rogue V4 Backpack: Should you buy?

You should buy the Razer Rogue V4 if ...

You live and breathe the Razer ecosystem

Slipping a Blade laptop into a perfectly molded, green-accented Razer protective sleeve is undeniably cool.

Your daily commute is a heavy haul

The premium, thick padded shoulder straps and cooling mesh back panel turn an otherwise back-breaking load into a breeze.

You should not buy the Razer Rogue V4 if ...

❌ You are on a strict budget

If you just need a simple fabric container to get a laptop from Point A to Point B, a generic $30 option will still technically do the job.

Razer Rogue V4 Backpack: Final verdict

A black Razer backpack, photo zoomed in on razer typeface

I heard you liked Razer so here's a Razer bag for your Razer laptop and Razer headphones. Long live Razer. (Image credit: Jennifer Young - Windows Central)

Ignore

Razer has effectively treated a basic textile backpack with the exact same premium material selection and aesthetic precision that they apply to their flagship laptops. They have done the impossible: they made me genuinely care about a piece of luggage. It’s tough, and a dream bag for the meticulously organized. After all, if you've spent hundreds on your tech, what's another $100 on something to house them in? Consider me converted from the bargain basement!

A black backpack with green accents and Razer logo

Razer
Rogue V4 Backpack

It's not just a backpack, it's a Razer backpack, don't you know.
While it definitely commands a premium price tag, the bag's ultra-rugged, water-resistant exterior fabric, immaculate compartments within compartments, and heavy-duty laptop shock absorption make it an incredibly stylish carry-on.

Halo: Campaign Evolved is shaping up to be something special, but I can’t shake the feeling that key features are being left behind

Halo: Campaign Evolved releases next month on July 28, 2026, and it's attempting to position itself as one of the most replayable Halo games ever. Between its 42 skulls, which act as gameplay modifiers, and a new Campaign Remix mode that randomizes those skulls to make each playthrough feel different, Halo Studios is clearly leaning heavily into replayability.

While I think those additions are great, it also feels as though some key staple features of the Halo franchise have been left behind along the way. I have to admit, I'm a bit gutted not to see them returning.

A visual masterpiece that will fall short

Side-by-side comparison of Master Chief's original Halo: Combat Evolved armor design and the updated Halo: Campaign Evolved interpretation.

(Image credit: Halo Studios)

First off, thanks to @gruntdotapi on X (formerly Twitter), who first brought this to my attention, but it seems as though Halo Studios has released a Q&A ahead of the game's release, and boy, is there a lot to go over. First off, we now know that Campaign Evolved will not feature either a Photo Mode or Theater Mode. Given just how good the game looks, that feels like a massive shame.

The game is built on a modified Halo: Reach engine with Unreal Engine 5 layered on top, so it's difficult not to wonder why the work wasn't put in to support features that helped define Halo's community for years. Theater Mode, machinima, screenshots, file sharing, and community creations all played a huge role in making Halo what it is today.

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Another disappointment is that personalized customization options won't appear during cutscenes. Considering the game includes custom skins, that feels like a missed opportunity to let players see their own Spartan reflected throughout the campaign experience.

Players also shouldn't expect a public demo before launch, according to the Q&A. While not every Halo game has offered one, it's still unfortunate for fans hoping to get hands-on time before release.

The replayability conundrum

First-person sniper combat against Covenant forces near a mysterious  structure bathed in purple energy.

(Image credit: Halo Studios)

What disappoints me most, however, is that Halo: Campaign Evolved appears to be built around replayability, yet as far as we can tell, it seems to be missing one of the most iconic replay-driven features from Halo: The Master Chief Collection. At least based on what we've seen so far, there doesn't appear to be any campaign scoring, campaign timing, or associated leaderboards.

For a game encouraging players to replay missions with different skull combinations and modifiers, that feels like a significant omission. Having global leaderboards where players could compare scores, race for the fastest completion times, and compete with one another would have added another layer of long-term engagement.

One and done: no post-launch support?

Master Chief in Halo: Campaign Evolved

(Image credit: Xbox Game Studios)

Unfortunately, in the aforementioned Halo Waypoint Q&A, Halo Studios have also confirmed that Halo: Campaign Evolved is a one-and-done game, and players shouldn’t expect content additions post-launch; honestly, that just sucks. As it stands, it feels like Halo: Campaign Evolved is missing a few of the franchise's most beloved community and replayability features, and I’m gutted.

What do you think? Is this a massively missed opportunity for Campaign Evolved, or do you not think it matters? Let me know in the comments and be sure to take part in our poll!

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Subscription gaming is inching toward a world where players own nothing at all

As a lifelong PC gamer, I know well the woes that Denuvo and other Digital Rights Management (DRM) platforms can cause for even the most law-abiding consumers.

Cale Hunt

Cale Hunt, Windows Central

(Image credit: Windows Central)

What I'm working on this week: Between testing laptops and writing articles, I've been taking advantage of nice-but-not-too-hot weather to spruce up the ol' homestead.

Whether it's a noticeable performance impact, a roadblock to modding, or annoying online check-ins, DRM has become something despised by those in the games industry. And I'm talking about those who design games and those who buy them.

Unfortunately, what is likely the leading alternative to DRM tools like Denuvo doesn't make me very happy, either. Nor should it make you excited for the future of gaming.

DRM has been getting less effective over time as popular game crackers become more effective. I can easily imagine a time when no DRM is effective anymore. The leading alternative that I think will replace it?

Subscription-based game "ownership", where you own nothing and are happy just to be able to play at all. Let me explain.

Video game popularity goes nuclear and piracy begins

Nintendo Entertainment System (NES) on counter.

The legendary NES was the first console I remember playing. (Image credit: Colton Stradling / Windows Central)

The mainstream video game industry got its start in the '70s, with home consoles like the Magnavox Odyssey, running (in retrospect) rudimentary games like Pong.

Countless consoles were launched at consumers over the next couple of decades, with the vast majority featuring embedded games (like the Magnavox Odyssey) or physical media (like the original Nintendo Entertainment System).

It wasn't until the '90s that a perfect mixture of hardware advancements for personal computers and groundbreaking games like DOOM fueled a huge PC gaming boom.

DOOM pistol image

DOOM was/is such a great PC game. (Image credit: Bethesda Softworks)

Let me be clear: video game piracy has been happening basically since the start of video games.

Savvy users were duplicating games sold on magnetic tapes in the '70s and '80s, and once the internet came about, the rise of the Warez subculture saw countless cracked games being shared in online forums.

I'm old enough to fondly recall visiting computer stores to buy physical PC games, but the CDs used to ship games were rather easy to rip and reburn to a new disc. That is, if the games weren't just being sent to share online.

The PC gaming industry soon realized it had a real problem.

Steam, the wildly popular digital games distribution hub, began to gain popularity in the '00s. It provided gamers with an extremely convenient way to buy games, but again, the digital copies were easy to share after being "cracked."

The PC gaming industry soon realized it had a real problem. Gamers were downloading titles via torrent hubs like Napster and LimeWire at a frantic pace, robbing developers and publishers of revenue.

The response to game piracy was two-fold. On one side, Steam (and its parent company, Valve) realized it could make buying games more convenient than stealing them. And to make that strategy work, games had to be harder to steal via DRM efforts.

DRM was effective at stopping game piracy ... until it wasn't

Steam Early Access

Steam surely cut down on privacy by making games accessible and often affordable. (Image credit: Future)

A peer-reviewed 2024 study published in the Entertainment Computing journal is one of the best resources that proves the effectiveness of DRM. The study tracked 86 games launched on Steam between 2014 and 2022.

The highlights? Games that had cracked versions hit the internet in the first week after their initial launch saw roughly 20% decreased revenue. When those cracks were delayed by DRM by at least six weeks, revenue only dropped by 5%.

If a game's DRM managed to hold out against cracks for at least three months, there was no noticeable loss of revenue.

Games that had cracked versions hit the internet in the first week after their initial launch saw roughly 20% decreased revenue.

This study shows that DRM indeed did exactly what it was supposed to do. If it could slow down free versions of a game from being uploaded to the web, studios and publishers stood to make a lot more money.

As DRM improved, however, so did the individuals and groups dedicated to cracking it. Whereas something like Denuvo was frequently able to hold out for long periods of time, Denuvo today is often being cracked mere hours after launch.

Such was the case with LEGO Batman: Legacy of the Dark Knight, which showed up online in cracked form shortly after launch. Speaking of recent games, 007: First Light was also notably cracked in less than two weeks.

You won't own your games, and you'll be happy to play them

Xbox cloud gaming on Samsung Galaxy Fold 3

Everything's an Xbox when you can just stream your games from the cloud. (Image credit: Jez Corden | Windows Central)

It's becoming clear that there's really no foolproof way to stop someone from cracking a game that they have full access to, and I fear that the answer to Denuvo's demise is contractual rather than technological.

I'm talking about subscription-based gaming that lets you "rent" a game that's then streamed to your device from a cloud server instance. With live authentication handshakes at every step and no real access to a game's files and no actual downloads, piracy potential is basically nonexistent.

Piracy is far from dead, especially as game (and hardware) prices continue to rise.

This logic is, of course, already being applied in some ways. Xbox's PC Game Pass, a service to which I've been a longtime subscriber, grants access to countless games for one price. Of course, I'm still downloading those games to my PC to play. Xbox Cloud Gaming takes the downloading part out of the equation, delivering games straight to your devices from the cloud.

The convenience these types of services afford, as well as Steam's frequent and deep sales, helped curb piracy. But piracy is far from dead, especially as game (and hardware) prices continue to rise.

A bargain that no gamer asked for

A Maingear MG-1 MK.II gaming PC with colorful RGB lighting inside, illuminating the components in various hues. The setup is on a wooden table, creating a vibrant glow.

No game ownership? No need for a powerful PC like this Maingear MG-1 MK.II. (Image credit: Future)

Because AI has caused RAM and storage (and other component) prices to skyrocket, there are valid concerns that a majority of gamers soon won't be able to afford the hardware on which games run.

The leading solution that doesn't involve payment plans and interest-free financing? Again, it's cloud gaming, where you don't actually own any hardware and instead pay a modest monthly subscription fee to rent a GPU and CPU sitting in a data center somewhere nearby.

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What I find particularly troubling about this trajectory is that gamers are the ones being shafted. As usual. Sure, a subscription-based model would remove piracy almost entirely, but the idea of not actually owning any games is frightening.

Imagine if, like Netflix, the gaming service to which you subscribed decided to remove a selection of games from its library. Where would you turn then? A new subscription? You'd better hope the rights to those games are purchased by someone else.

Will the final boss of piracy indeed be a complete lack of game ownership? I can't say for sure, but it certainly feels like we're headed in that direction.

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Microsoft buried its best Surface hardware in years through a quiet series of press releases

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Microsoft announced the Surface Laptop 8 and Surface Pro 12 this week, but thanks to a confusing naming scheme and the lack of an event or stream, the new PCs have not drawn the attention they deserves.

Those who paid attention and saw the announcements may have experienced sticker shock, since the new Surface devices are at least $500 more expensive than their predecessors. Microsoft will include a free keyboard to ease the pain, but still.

This week marked the third time this year that Microsoft announced new Surface PCs, and I feel cheated. This isn't how Surface week is supposed to feel.

Biggest News of the Week

Surface Pro and Surface Laptop side by side on colorful background
Microsoft
Surface pro open with Windows 11 wallpaper
Microsoft
Surface Pro and Surface Laptop side by side
Microsoft
MSI Claw 8 EX AI+ handheld gaming console on a stand showing a LEGO video game scene.
Future
A Steam Machine with ports, overlaid by a graph with a downward sloping line against a beige background.
Valve | Edited with Gemini
Windows 11 desktop showing an OOBE screen to create a local account.

Microsoft has announced a whopping six Surface devices this year. But information trickled out in a series of press releases. No on-stage event. No live stream. No buzz.

I can understand Microsoft skipping a Surface event when there's little to announce. In a couple of previous years, there's been little to talk about. But in just the first half of 2026, Microsoft unveiled:

Those PCs aren't just spec bumps. They include two new form types of PCs for the Surface family (a true clamshell workstation and a mini PC), and the latest components from Intel, NVIDIA, and Qualcomm.

The Surface Laptop 8 for Business has an innovative privacy screen that should make non-business users jealous. The new consumer Surface hardware runs on the Snapdragon X2 Elite. The Surface Laptop Ultra runs NVIDIA's RTX Spark superchip and Windows on Arm.

Microsoft had the partners, internals, form factors, and unique features to fill a keynote. Instead, inboxes were filled with emails of spec sheets and basic information.

Shopping with Sean

The new Surface Pro 12 and Surface Laptop 8 are beautiful machines, but I think it's hard to justify their price. Instead, I suggest a Dell XPS 13 with a Snapdragon X Elite and 32GB of RAM.

If you do get a Surface Pro, the discounted Surface Pro Flex Keyboard is worth grabbing. It can be used wirelessly or when physically attached and features a large haptic trackpad.


"The Dell XPS 13 with Snapdragon is a fantastic laptop. It's an ultraportable machine that's now more capable than ever thanks to that Snapdragon X Elite. It lasts all day and can handle most tasks with ease. It runs quiet for the most part, and looks super stylish and unlike any other laptop on the market." ~ Zac Bowden, Senior Editor

Windows Central review: ⭐⭐⭐⭐View Deal


This keyboard is "fantastic" and "outstanding," as highlighted by our Editor-in-Chief. The Surface Pro Flex Keyboard can be used wirelessly or when attached. It also features a large haptic trackpad that lets you feel Windows 11 and supported apps.

Windows Central Review: ⭐⭐⭐⭐⭐View Deal

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“Our goal is simple”: Xbox unveils major push to simplify Unreal Engine development

Xbox is back again, making things easier for developers. You might remember that I previously covered Xbox's efforts to simplify development with the Godot engine through the Xbox Godot Sample, which gives developers the tools they need to start building for Xbox on PC.

Now, Xbox is making another move to streamline development on PC, this time for Unreal Engine developers. Just so you’re aware, this is for Unreal Engine 5.8, and with that cleared up, let's dive into the details and take a look at exactly what's changing.

Removing the friction from PC development

Image text reads

(Image credit: Xbox Wire)

Before we dive in fully, Xbox also explained what the process looked like before. Building for Xbox on PC in Unreal Engine previously required developers to use WinGDK, a separate platform that introduced compatibility issues and added what Xbox describes as "friction" between your game and other PC storefronts.

According to Xbox, these new plug-ins remove much of that friction. Developers can stay on Win64, continue using their existing third-party plug-ins, and benefit from a more streamlined development process that better aligns with other PC storefront workflows.

The new Unreal Engine 5.8 plugin toolkit

Xbox is releasing several plug-ins as part of this update, so rather than beating around the bush, let's take a quick look at what each one does:

  • Microsoft GDK Store allows developers to configure their game directly within the editor and generate the packages needed for Xbox on PC from the Project Settings menu.
  • Microsoft GDK Runtime provides access to GDK APIs at runtime, enabling features such as Xbox-compatible cloud saves, user selection, and System UI integration.
  • Online Subsystem GDK lets developers take advantage of Unreal Engine's platform abstraction layer, making it easier to manage Achievements, Friends, Presence, and other Xbox services.
  • Online Subsystem Selector (introduced with Unreal Engine 5.8), allows developers to ship a single executable across multiple PC storefronts while automatically switching OSS behavior at runtime.

Now, I won't drone on with every detail, but Xbox has provided documentation explaining exactly how to get started, which I'll link here for anyone interested in taking a closer look.

This is all great stuff though, and should help make Xbox's PC efforts even more approachable by developers so kudos to Microsoft for putting in the legwork here.

Paving the way for Project Helix

Project Helix logo displayed on a black background with glowing white futuristic text and a subtle cyan lighting effect.

(Image credit: Microsoft)

Personally, I'm a big fan of updates like this. With Project Helix also being PC-based, it's hard not to see these efforts as part of a broader push to prepare developers for the future of Xbox hardware.

I've always liked seeing Xbox streamline development wherever possible. The easier it is for developers to bring games and features to players, the better. And I doubt I’m alone in that thinking. Let me know what you think in the comments, and be sure to take part in our poll below:

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"Both accounts need PlayStation Plus" — Halo Campaign Evolved’s split‑screen requirement is baffling

Halo: Campaign Evolved isn't too far away now, and it marks Halo's debut on a PlayStation console, launching on PlayStation 5 alongside every other platform.

Last night, Halo Studios published a detailed Q&A on Halo Waypoint covering what fans can expect at launch. I've already covered some of the bigger announcements elsewhere, but one particular detail has left fans online, myself included, absolutely bewildered.

That detail is Halo: Campaign Evolved's split-screen requirements on PlayStation 5, and no, Halo fans aren't just upset because they're Halo fans.

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On Xbox, split-screen works as you’d expect, though both players do need a Microsoft account. You can enjoy couch co-op without the need for Xbox Game Pass; however, on the PlayStation side of things, it’s a bit more complicated. According to Halo Studios, to do couch co-op, where two players play on one console in split-screen, both players will need to have a PSN account, both of which need to be linked to a Microsoft account, and both also need to have an active PlayStation+ subscription.

So, to play offline with a friend on the same console, both players need to be actively subscribed to PlayStation Plus. That's absolutely beyond stupid, no?

Surely most people can agree that's not an unreasonable thing to criticize, and I don't think Halo fans are expecting too much here. This is Halo's first-ever debut on PlayStation, and requiring two active subscriptions just to enjoy local split-screen feels completely at odds with what couch co-op is supposed to be.

Halo Waypoint Q&A screenshot outlining account requirements for Halo: Campaign Evolved, including Microsoft account linking and PlayStation Plus subscriptions for PS5 split-screen co-op.

Halo Waypoint Q&A screenshot (Image credit: Halo Studios)

I'm fully aware that split-screen likely represents a minority of players these days, but that's kind of beside the point. The issue isn't how many people use the feature; it's the principle of locking local multiplayer behind two paid subscriptions.

To me, this just reeks of poor decision-making somewhere along the line, or perhaps even a rushed one. Could this somehow be related to Sony's infrastructure or account requirements? Maybe. It's possible, especially if the game needs to be always online, but I find that highly unlikely.

Look, I'm excited for Halo: Campaign Evolved, and I'll be picking it up on both PC and Xbox. That doesn't change the fact that this situation sucks for PlayStation players, and I genuinely hope Halo Studios or whoever is responsible for this can address it before launch.

With that said, let me know your thoughts in the comments, and be sure to take part in our poll above!

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I read this Age of Empires II essay on human attributes and it’s way deeper than you expect

An essay published last week by a Microsoft Principal Scientist and University of York Researcher is getting some viral heat, and the title alone was enough to make me do a double-take: "If LLMs Have Human-Like Attributes, Then So Does Age of Empires II."

The paper, authored by Adrian de Wynter, is not a joke. Well, it's sort of a joke, but not in the way I first thought. The premise is simple (heh heh). De Wynter built and trained a working neural network inside Age of Empires II: Definitive Edition, the remaster of 1999's legendary real-time strategy masterpiece.

Using the game's rather powerful custom map editor, de Wynter constructed operational NAND gates using palisade walls, grass, and bridge terrain, with goats as signal carriers.

While admittedly rudimentary, de Wynter essentially built the basics of a modern AI system. And by doing so, he flipped one of the biggest assumptions in AI research on its head.

Do AI systems have human qualities? AI research wants you to believe so.

Satya Nadella with Sam Altman at a conference

I can only assume that Microsoft CEO Satya Nadella and OpenAI CEO Sam Altman love research papers suggesting that AI possesses human traits.

There are countless AI studies out there that you can read suggesting that Large Language Models (LLMs) like ChatGPT and Claude possess human-like qualities. I'm talking about empathy. Anxiety. Morality. Self-awareness. The stuff that makes humans human.

Researchers design experiments around these assumptions, test LLMs with them, and report on their findings. There's a problem with this approach. De Wynter looked at more than 300 AI research papers published in the last two years and discovered that more than half of them were created under the assumption that, yes, LLMs do have human attributes.

If an AI paper's author specifically set out to prove that LLMs possess human properties, a whopping 77% concluded that those properties existed. You can see how there's a rather serious confirmation bias at play.

Playing Age of Empires 2 at a truly high level

Age of Empires 2 palisade walls and goats set up to function as a NAND gate.

A functional NAND gate created in Age of Empires II: Definitive Edition by Adrian de Wynter. (Image credit: Adrian de Wynter)

Age of Empires II is one of my favorite games of all time, and its thriving competitive scene nearly three decades after its original launch is something to behold. But I've never seen something like this.

In his essay, de Wynter proves that Age of Empires II is "Turing-complete," which means it can theoretically run any computation.

As mentioned, he used the game's map editor to build NAND logic gates using custom scenario triggers, with a functioning 1-bit perceptron (a "fundamental build block of neural networks").

Taken to a grand scale with a lot of effort, de Wynter effectively proves that, yes, Age of Empires II could create something functionally similar to an LLM.

Applying the same rules to Age of Empires II as we apply to AI

An aerial view of an Age of Empires 2 wooden palisade settlement layout with green fields and blue flags on a sandy background, featuring small figures moving in the foreground.

A 1-bit perceptron built in Age of Empires II: Definitive Edition by Adrian de Wynter. (Image credit: Adrian de Wynter)

What de Wynter proves with this experiment is that anyone claiming LLMs have anxiety or morals also has to admit that Age of Empires II, given enough time and complexity, is in the same boat.

De Wynter doesn't stop at Age of Empires II, either.

Any entity in a sufficiently-powerful substrate, such as LEGO or the Greater Boston Area, could also present such attributes.

Adrian de Wynter

You might look at this experiment and assume that AI is actually not as smart as everyone thinks it is. In my eyes, that's the wrong take. Instead, the experiment essentially proves that human-like behavior is actually a part of any complex system designed to produce certain results.

For AI researchers attempting to make us believe that LLMs are on the verge of Artificial General Intelligence (AGI), that's a rather heavy blow.

Is it time to break up with your AI partner?

Mid adult businessman covers his face with his hands while seated at his desk, expressing a moment of stress or contemplation in a startup office paired with the Microsoft Copilot AI logo

You probably shouldn't be treating your favorite AI like a human being. (Image credit: Getty Images | Microsoft)

AI firms design their products to feel as human as possible. That's probably why so many users form emotional attachments to soulless server racks, using them for therapy and to help with serious life decisions.

Researchers writing papers suggesting that AI possesses human-like qualities feed back into a loop of product and policy decisions from the big AI firms, creating a false illusion of what AI actually is on the inside.

This also means that research, claims, and policies should be careful on examining the bases for their experiments and the scope of the results. When not sticking to the null assumption–or any similar procedure–anthropomorphic attributes and their existence should be treated as assumption-sensitive, rather than empirically-supported.

Adrian de Wynter

De Wynter's paper posits not that AI lacks truly interesting properties, but that researchers need to be more honest in their approach. He believes that tests should be performed using a "null assumption" that doesn't start with "AI is human," with tests designed to prove the claim.

It's a pretty obvious scientific change that even I, a rural imbecile, understand is necessary to reveal the true nature of AI.

The call is coming from inside the house

I'd like to point out that de Wynter isn't an outsider hoping to discredit AI. He's an established AI researcher based at Microsoft, the company that has poured untold billions into OpenAI and that has jammed Copilot into products as much as possible.

I absolutely love that it's Age of Empires II that was used for the experiment, and I hope that de Wynter's paper has a positive effect on the AI research community. I'll be keeping a closer eye on the goats gathered around my Town Center the next time I play some Age.

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"I leave feeling grateful, proud, and excited": After 31 years, Age of Empires veteran Earnest Yuen retires

Earnest Yuen is one of Microsoft's longest-serving gaming veterans and has been a key figure at the company, with work dating back to Windows 95. During his 31-year career, he contributed to more than 50 games and products. Today, however, Yuen announced his departure from Microsoft on LinkedIn, sharing some heartfelt thoughts about his time at Microsoft.

“After 31 years at Microsoft, I’ve decided it’s time to begin a new adventure: retirement.

When I joined in 1994, the internet was still finding its feet, game development looked very different, and I certainly didn’t expect that more than three decades later I’d still be having this much fun working with incredibly talented people…

To everyone I’ve worked with at Microsoft, XBOX, World’s Edge, and across the gaming industry, thank you. Your trust, partnership, support, and above all, your friendship, have meant more than you know.”

Guiding the Age of Empires resurgence

Age of Empires 2: Definitive Edition - Attacking camels

(Image credit: Xbox Game Studios)

Yuen is perhaps best known for his work on the Age of Empires franchise, helping guide the series through the resurgence it has enjoyed in recent years. He became one of the public faces of the franchise, working on projects ranging from Age of Empires: Definitive Edition to the most recent release, Age of Mythology: Retold.

In his retirement announcement, Yuen also shared what comes next, outlining plans that many gamers can probably appreciate.

“As for what’s next? More time with family, new adventures, some long-neglected hobbies, and maybe, for the first time in decades, playing games with absolutely no production meetings attached. I’ll of course still enjoy catching up with friends about games, the business, and long careers, just with a lighter touch on the calendar and fewer things that require slides.

I leave feeling grateful, proud, and excited for what comes next, for myself and for the teams carrying things forward.

Thank you for being part of this fantastic journey.”

After 31 years at Microsoft, I’m starting a new adventure: retirement.From Age of Empires to Age of Mythology, Killer Instinct, and more, it’s been an incredible journey. Grateful for the players, teams, and memories. 🎮More here:https://t.co/zMjrFOyFeZJune 19, 2026

It'll be sad to see Yuen go. I actually have rather fond memories of the Age of Empires franchise from when I was a little kid. Games like Age of Empires and Civilization are ones I remember playing with my dad on our old PC in the front room, so seeing the franchise enjoy such a massive resurgence thanks in part to Yuen's work has always put a smile on my face.

With that, I wish him all the best in whatever comes next. If Yuen or Age of Empires have meant anything to you over the years, I'd love to hear about it in the comments, and be sure to take part in our poll below!

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Microsoft’s AI strategy feels like a beta test — at the expense of Windows and Office

Microsoft is often referred to as the software giant — and for a good reason. Windows and Office are among the most profitable products in its ecosystem, thanks to their widespread global adoption. However, the tech giant has seemingly shifted its focus from its bread and butter to chase the elusive generative AI.

It dates back to Microsoft's first investment in OpenAI in 2019. CEO Satya Nadella revealed that his company's original co-founder, Bill Gates, wasn't party to the idea, citing the AI firm's non-profit structure. "Yeah, you're going to burn this billion dollars," Gates warned.

Conversely, a separate report claimed that Bill Gates is still intimately involved in Microsoft's affairs, despite stepping away to focus on his philanthropic efforts. His advice is reportedly regarded as gospel, with Nadella frequently relying on his guidance for the company’s transformative AI initiatives.

Nevertheless, Satya Nadella indicated that the company was moving away from Bill Gates' software factory vision: "That idea has guided us for decades," he indicated. "But today, it's no longer enough." According to Nadella, that original vision is becoming outdated as we edge closer to the AI revolution.

Instead, Microsoft is pivoting to security, quality, and AI transformation as its core business priorities. While it sounds good on paper, reality paints a very different picture (at least in the short term). Microsoft has faced a wide array of challenges in this age of AI, which could potentially undermine the backbone that has propelled it to a market capitalization of 2.82 trillion.

Too little, too late for Windows?

Close-up of a laptop screen displaying the Windows Insider Program page. A green checkmark indicates the latest build is installed. The background shows blurred greenery outside.

I've used Windows all my life, with a few side quests with Linux (Ubuntu) and macOS. Over that period, there's been a paradigm shift in Microsoft's OS, and not necessarily for the better. Windows 11's slow adoption rate before Windows 10's death is a clear depiction.

Many blatantly expressed their preference for the previous edition for a range of reasons, including Windows 11's stringent hardware requirements, flawed design elements, and more.

According to a recent HP survey, 3 out of 10 HP PCs are still running Windows 10 despite Microsoft pulling the plug on October 14, 2025. Then again, the number of Windows 10 holdouts has slightly decreased from September 2025, when HP and Dell indicated that up to 50% of PCs were still running on the operating system.

As a result, many users may not switch to Windows 11 immediately, instead delaying the upgrade until later this year, likely when ESU support officially ends.

Consequently, groups like The Restart Project group, which helped co-develop the "End of 10" toolkit to support Windows 10 users who can't upgrade to Windows 11, claim Microsoft's move to continue pushing security updates to Windows 10 beyond its end-of-support feels like a last-minute snooze button, which only acts as a band-aid on a bleeding system.

Critics have even branded Windows 10's end of support as programmed obsolescence on Microsoft's end, because the move forced millions of working PCs into early retirement, as they didn't meet the requirements to upgrade to Windows 11.

While it might seem like a stretch to some, rival platforms like Linux have shown some increased traction with incentives like a lack of ads and telemetry tracking fueling the switch from Microsoft's ecosystem. Some of our own Windows Central community members share the same sentiments, too.

A Maingear laptop with a colorful backlit keyboard is open on a dark wooden table. The screen displays the

(Image credit: Future)

That said, it might be too early to write off Windows. At the beginning of the year, Microsoft pledged to improve the overall user sentiment around the operating system, and has made good on its promise with its Windows K2 initiative (an internal initiative designed to address major pain points across Windows 11 based on customer feedback), including reducing where Copilot and other AI integrations appear across the operating system.

The company even brought back Windows Insider meetups to bridge the gap between users and the Windows development team, potentially making it easier to voice concerns and even provide feedback that will help steer the platform in the right direction.

However, Microsoft plans to evolve Windows into an agentic AI operating system — a move that has been received with mixed feelings. It indicated that Windows will ship with a new agentic workspace feature right out of the box, containing AI agents in their own secure sessions.

Last month, Yusuf Mehdi, Microsoft’s head of product marketing for AI and Copilot, transitioned to a new role focused on "reimagining Windows for the agentic era" before eventually departing the company. This is a clear indication that the evolution of Windows into an agentic OS is already on track and could happen sooner than you think.

It'll be interesting to see how this will impact Microsoft's massive market share on desktops with Windows, and whether users will jump ship to "less intrusive" alternatives.

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Office lost Teams, and Microsoft thought Copilot would sweeten the deal

Microsoft Teams app seen displayed on a smartphone screen and a Microsoft Teams logo on a laptop in the background.

(Image credit: Getty Images | SOPA Images)

In case you missed it, Microsoft unbundled Teams from Office 365 to dodge EU antitrust fines in 2025. The new arrangement offers Office 365 and Microsoft 365 without Teams at a lower cost, at around $2.20 (€2) less per user each month. This means you'll have to get Teams as a standalone service for about $5.50 (€5) per user per month.

In April, Salesforce filed a lawsuit against Microsoft, citing anticompetitive practices related to its Microsoft Teams app: "Microsoft's practices harmed ⁠competition, using tying and bundling of Teams to ​limit customer choice," the Slack maker claimed.

However, Microsoft dismissed the claims, citing that the antitrust case lacked merit. At the same time, it used the opportunity to throw jabs at Slack's lackluster growth and inferior capabilities compared to Teams and Zoom.

In the interim, Microsoft Office could potentially be looking at a competitive threat from the likes of The Document Foundation's LibreOffice and even newcomers like Euro-Office.

The image shows a computer screen displaying a EuroOffice's user interface with a blue theme, toolbars, and menus.

(Image credit: Nextcloud)

Euro-Office is Europe’s bold alternative to Microsoft 365, promising sovereignty and control. Perhaps more interestingly, the service ships a familiar user interface as Microsoft's service, which should technically make the jump less drastic for users.

However, the threat doesn't seem that serious, at least in the short term, unless the rival platforms address major concerns affecting their services and commit to improving compatibility. According to Windows Central member, GraniteStateColin:

"Microsoft Office is cheap and excellent. It's a bargain for anyone who benefits from its feature set. If all you need is a simple text entry window, then it is overkill, but at $20/year/user ($120/year for 6 users), it's still one of the cheapest options. That's $2/mo! If that's what's bankrupting Europe, they have bigger problems."

"LibreOffice's compatibility with MS Office docs is terrible. If there's anything more than the occasional bold or italic word, formatting is almost always a mess when trying to open a LibreOffice document in Word. That's on them, not Microsoft. They have had access to the file standards for more than a decade and CHOSE not to implement them properly."

This isn't the first threat to Microsoft's dominance with Windows and its Office productivity tools. In April, the French government revealed that it was ditching Windows for Linux as part of the country's broader strategy to reduce its dependence on American tools.

Similarly, at the beginning of this year, France announced plans to ditch Microsoft Teams and Zoom for a domestically developed platform called Visio across its public institutions by 2027.

Microsoft's toxic relationship with AI

Microsoft CEO Satya Nadella speaks during an OpenAI DevDay event.

(Image credit: Getty Images | Justin Sullivan)

Last year, Microsoft started automatically installing the Copilot AI app on Microsoft 365 users' Windows PCs. However, it temporarily suspended the forced installation following backlash and complaints from users, including a critical bug that allowed the chatbot to access sensitive data and read confidential emails.

However, the company is resuming automatic Microsoft 365 Copilot installations, starting July 1, for all Microsoft 365 users. It's worth noting that admins can opt out of the experience.

Despite Microsoft's fixation on AI, shareholders recently filed a class action lawsuit against the company, alleging it deliberately overstated Copilot’s success and its partnership with OpenAI. They also claimed that Microsoft failed to disclose Azure’s revenue slump while pouring billions into expanding AI data center infrastructure.

Market analysts and experts warned that Microsoft could be facing its worst quarter since the 2008 financial crisis if it continues blowing money on AI that isn't meeting investor expectations for returns.

Microsoft's big bet on AI and consequent setbacks go beyond Office and Windows; Azure is a victim too. According to a former engineer, Microsoft reportedly rushed the service into the market to compete with Google and Amazon.

This resulted in a talent exodus and lackluster software, which seemingly left Microsoft's cloud fragile and unable to compete on an even playing field with competitors. Either way, the next few years will reveal whether Microsoft's AI gamble strengthens its legacy products or leaves them further behind.

What are your thoughts about the current state of Windows and Office as Microsoft pivots to AI? Share your thoughts with me in the comments.

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"I was one of the biggest skeptics on the team": An original Xbox founder says the fears they had in 2001 are coming back stronger than ever

Laura Fryer has been around Xbox since the very beginning. After joining Microsoft Game Studios in 1995, she became one of the founding members of the original Xbox team, serving as Director of the Xbox Advanced Technology Group before later working as an executive producer on Gears of War and Gears of War 2.

That's why I found her latest YouTube video particularly interesting. Fryer recently shared her thoughts on the current state of Xbox, and as someone who was there when the brand was first being built, her perspective carries a bit more weight than most.

The original gamble: Software vs. Hardware

Fryer begins the video by reflecting on Microsoft's decision to enter the gaming hardware business, a move she wasn't convinced was right at the time. As she puts it: “I was one of the biggest skeptics on the team… I was worried that a software company like Microsoft would always struggle with the insane costs and risks of hardware. 25 years later, those early fears are coming back stronger than ever.”

She expands on that point by explaining why she felt Microsoft was walking away from a position of strength.

I felt like we were abandoning the most successful gaming platform in the world for a risky bet that we weren't ready for.

Laura Fryer

“My thinking at the time was that Windows was already the dominant gaming platform with over 90% of PCs running it… Remember, this was when Steam didn't exist. I felt like we were abandoning the most successful gaming platform in the world for a risky bet that we weren't ready for.”

Of course, Fryer ultimately came around on Xbox and joined the effort. However, she now believes many of the concerns she had in those early days are becoming relevant again.

“I eventually came around and joined the team, but those early fears that a software company would struggle to master the hardware cycle, those are more relevant now than ever. And with AI-driven component shortages, the hardware gamble is becoming unsustainable.”

The original gamble: Software vs Hardware

Xbox's Asha Sharma and Matt Booty oversee the new Xbox logo

(Image credit: Microsoft, Edit by Windows Central)

While Fryer is clearly concerned about the economics of hardware, she doesn't believe Xbox is heading for a spin-off or an exit from gaming. Instead, she argues that Microsoft is trying to return to its strengths, focusing on Windows, software, and its wider gaming ecosystem rather than relying solely on traditional console hardware.

That, in part, is where things such as Project Helix come into the picture. However, Fryer believes success will come down to execution. Plenty of players want a dedicated gaming device that simply works, and Windows has never exactly been known for delivering that kind of frictionless experience.

Fryer also acknowledges that more cuts could be on the horizon. She expects significant restructuring across Xbox, which could make the coming months difficult for both employees and fans watching from the outside.

Despite those concerns, she ends the video on a more optimistic note, arguing that Xbox's future success depends on empowering its studios and creating games that can succeed both critically and commercially.

“The studios need to focus on nurturing the talent that they have. They need to make games that are both award-winning and financially successful. That's the opportunity. That's the bet that Asha is making, and I hope it works out because I like competition. It means more choice for gamers.”

It's a sentiment I largely agree with. Xbox may be facing a difficult period, but if Microsoft can successfully navigate the challenges ahead while continuing to invest in great games, that can only be a good thing for us, the players. In the meantime, let me know your thoughts in the comments, and be sure to take part in our poll below:

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"It helped": Years of Xbox Series S game optimization probably made life much easier for Nintendo Switch 2 developers

Digital Foundry (who I'm sure need no introduction, but I'll give them one anyway) are content creators focused on game performance and all things technical. Whether it's deep dives into frame rates, graphics settings, console comparisons, or breaking down the latest gaming hardware, they've built a reputation as one of the most respected technical voices in the industry.

Interestingly, during a recent podcast, the team decided to tackle a question that I'm sure many have debated: Did the Xbox Series S actually help pave the way for Nintendo's Switch 2? According to Digital Foundry, the answer appears to be yes, at least to some extent.

So, let's take a look at what they had to say and just how beneficial Xbox's lower-powered console may have been for developers bringing modern games to Switch 2.

Within the podcast, the Digital Foundry team argued that yes, the Xbox Series S has helped prepare developers for Nintendo's Switch 2. Oliver Mackenzie explained that many of the compromises developers had to make for the Series S have translated surprisingly well to Nintendo's latest hardware.

He pointed to Final Fantasy VII as an example, noting that the Series S and Switch 2 versions use very similar settings and visual trade-offs. In fact, Digital Foundry admitted that it often looks at Series S versions of games when estimating how a Switch 2 port might perform.

However, it's not quite a one-to-one comparison. Thanks to NVIDIA's DLSS upscaling technology, there are instances where the Switch 2 can actually deliver better image quality than its Xbox counterpart despite its more limited hardware.

One example highlighted by the team was Resident Evil Requiem. According to Digital Foundry, the game looks better on Switch 2 from an image quality perspective, although the Series S version ultimately delivers stronger performance.

People often like to poke fun at the plucky Series S, but without it, we may have seen a very different outcome for Nintendo's Switch 2. If Digital Foundry is right, Xbox’s lower-powered console may have done more to prepare developers for Nintendo's hardware than many people realize.

Of course, it's not just Digital Foundry that sees the benefits. Over the years, several developers have praised the Series S for pushing them to optimize their games, which has only improved performance across other consoles and hardware.

As for me, I've always had a soft spot for the Series S. In fact, I like it enough that I currently have two of them scattered around the house.

But enough about me. Are you thankful for the Xbox Series S, or do you think the industry would be better off without it? Let me know in the comments, and be sure to take part in our poll below:

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Can't wait for Halo: Campaign Evolved? Don't worry, one fan is recreating it in Fortnite with impressive attention to detail

Halo: Campaign Evolved is still well over a month away, and sometimes that's just too long to wait. Fortunately, one fan has taken things into their hands. WreckedElk, as they're known online, is recreating the "Silent Cartographer" mission from Halo within — checks notes — Fortnite.

Yep, that's right. Using Unreal Editor for Fortnite, a tool that allows creators to build custom experiences within the game, WreckedElk is recreating the same parts as the anticipated Halo: Combat Evolved remake, complete with cinematics, co-op support, custom HUD elements, voice acting, and more.

The project itself is incredibly ambitious, and in all the right ways. While the full experience isn't available just yet, the developer says it will be released this Summer.

For now, if you want to give it a try, there are currently three missions available:

  • Level 1 (Boarding Action): 4188-5631-1827
  • Level 2 (Landfall): 0553-6413-5190
  • Level 3 (Cover of Night): 2777-9577-3967

Honestly, I'm a huge fan of anything community-made for Halo. As starved as we've been as a fanbase over the years, it's often been the community that has kept the spirit of Halo alive, whether that's through projects like this or the countless mods available for Halo: The Master Chief Collection.

There's certainly no shortage of community-made content to keep Halo fans like me busy while we wait to see what Halo Studios releases next, in this case, Halo: Campaign Evolved. While it's a shame that fans are often left relying on community projects to help fill the gaps, especially for a franchise that has been so underutilized, it's still great to see people putting this much passion and effort into keeping Halo alive.

Even former Bungie developers have spoken about Halo's untapped potential, which makes projects like this all the more impressive. Whether you're interested in custom campaigns, mods, or entirely new experiences, the Halo community continues to prove it's one of the franchise's greatest strengths.

With that said and my thoughts/rant out of the way, let me know your thoughts on this ambitious community project in the comments and by taking part in our poll below:

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