Tag Archives: Games

Zenimax’s Blackbird & Rare’s Everwild are the collateral of Microsoft Gaming shake-up

The immedate aftermath of Microsoft confirming that it would eliminate roughly 9,000 roles—about 4% of its global workforce—as part of a company-wide effort to streamline operations and reallocate resources to high-priority areas like cloud and gaming, we already have som collateral as the layoff impacted the development of two not-so-secret projects.

For a recap, Microsoft’s gaming arm was notably impacted, with cuts spanning:

  • Xbox central teams and global operations
  • Mobile-gaming giant King (Candy Crush)
  • ZeniMax Media’s marketing and development staff across Europe and the U.S.

These reductions follow earlier rounds in January, May and June, underscoring an ongoing pivot toward a leaner structure and greater agility.

BREAKING: As part of today's cuts, Xbox has canceled the troubled Rare game Everwild, according to people familiar. News on the job cuts is coming in drips — not sure why Xbox didn't announce it all at once — but I'll report what I can as I confirm it.

Jason Schreier (@jasonschreier.bsky.social) 2025-07-02T14:04:33.426Z

BREAKING: The new MMORPG project from Zenimax Online Studios, maker of Elder Scrolls Online, has been canceled as part of the Xbox layoffs, sources tell Bloomberg News. The project, code-named Blackbird, had been in development since 2018. Still more news to come this morning.

Jason Schreier (@jasonschreier.bsky.social) 2025-07-02T15:05:30.540Z

Zenimax Online’s “Project Blackbird” Shelved

In the wake of the layoffs, Microsoft canceled the long-gestating MMORPG at ZeniMax Online Studios, code-named Project Blackbird. Key details:

  • Development began in 2018 under ZeniMax Online, creators of The Elder Scrolls Online
  • Blackbird represented the studio’s next major online IP after over seven years of work
  • Cancellation was confirmed by Bloomberg via sources familiar with the Xbox cuts

That means after years of concepting, prototyping and testing, the team’s resources will be redirected toward existing live services and new first-party content.

Rare’s Everwild Cut Loose

One of Rare’s most mysterious projects, Everwild, was also canceled as part of the gaming-division layoffs:

  • First revealed in late 2019 as a nature-driven “eternal” multiplayer experience
  • Promised to blend magic, exploration and community without traditional combat
  • Confirmed canceled by VGC, Eurogamer sources and Bloomberg’s Jason Schreier following the Xbox job reductions

After nearly a decade of fits and starts—including a complete restart in 2021—Everwild will no longer proceed.

ProjectStudioCodenameStartedCanceledNotes
Project BlackbirdZeniMax Online StudiosBlackbird2018Jul 2 2025Cancelled due to Xbox-division layoffs
EverwildRareN/A2019Jul 2 2025Cancelled amid layoffs after troubled, decade-long dev

What’s Next for Microsoft Gaming

With Blackbird and Everwild axed, Microsoft Gaming will likely:

  • Double down on Bethesda and Activision Blizzard franchises
  • Push hardware innovation, including next-gen consoles and handhelds
  • Expand cloud gaming partnerships and infrastructure investments

The layoffs and cancellations signal a tougher era for big-budget experimental IP—at least until emerging technologies deliver clearer paths to profitability.

Microsoft’s July 2 announcement marks both an end and a new beginning: while two flagship internal projects have been cut, the tech giant is reallocating its creative firepower toward subscription growth, blockbuster sequels and innovative delivery platforms. Gamers and developers alike will be watching closely as Xbox reshapes its roadmap for the years ahead.

Hideo Kojima wants to be the “first” in a unexplored gaming development environment

The legendary auteur behind Metal Gear Solid and Death Stranding has set his sights beyond Earth’s horizon. Hideo Kojima recently revealed a daring ambition: to become the first person ever to develop—and potentially even play—a video game from orbit.

Kojima’s Cosmic Ambition

Kojima spoke with The Guardian about training as an astronaut, mastering docking procedures, and spending several months aboard the International Space Station (ISS) solely to work on a game. At 61, he points out that numerous astronauts continue their careers well past that age, making his dream—by his reckoning—feasible.

He doesn’t envision a short-lived, celebrity photo-op flight. Instead, he wants full immersion: learning spacecraft systems, living in microgravity, and treating game development as seriously as any Earth-bound project. “I want to be the first,” he declared, underlining his determination to break new ground in interactive entertainment.

Technical and Logistical Challenges

Bringing game development hardware and software into orbit poses unique hurdles and after a quick inquiry of how plausible could this be achieved, there are some considerations to be taken like:

  • Microgravity Effects
    Keyboards, screens and peripheral devices must be secured; hot-swappable mounting rigs and magnetic fixtures become essential.
  • Radiation and Electronics
    Cosmic rays can corrupt data and damage delicate microchips. Shielded, medical-grade enclosures and error-correcting code are non-negotiable.
  • Limited Bandwidth & Latency
    Uploading builds and live collaboration with Earth-based studios requires optimized compression and asynchronous workflows.
  • Power and Cooling
    The ISS has finite power allocations; any development station must balance performance with strict power budgets and passive cooling solutions.

While no video game development kit has yet orbited our planet, these challenges are surmountable with today’s technology—and Kojima believes the ISS partners would welcome a creative experiment on par with scientific research missions.

Beyond technicalities, Kojima frames his venture as an existential pursuit. He references what he calls the “Tom Cruise disease”—the idea of testing one’s limits through calculated peril, a philosophy exemplified by Cruise’s own space-shooting movie plans and daredevil stunts.

For Kojima, creating art at the edge of human experience isn’t a gimmick; it’s a catalyst for innovation. By placing himself—and his creative process—in an environment that demands total focus, he hopes to unlock storytelling possibilities unattainable on terra firma.

But the veteran gamer maker and director isn’t the first one with the desire, as film studios have flirted with on-orbit shoots (including Cruise’s aborted ISS scenes), but interactive media––with its iterative builds, user feedback loops, and performance testing––adds another layer of complexity.

Should Kojima succeed, it could:

  • Inspire space agencies to partner with cultural institutions.
  • Catalyze research into human-computer interaction in microgravity.
  • Spark a new genre of orbital-themed games developed half-in, half-out of Earth’s atmosphere.

The convergence of space tourism, private rocketry, and entertainment heralds a future where astronauts and game designers work shoulder to shoulder.

Hideo Kojima’s aspiration to build the first space-borne video game transcends mere headline-grabbing. It fuses his hunger for innovation, appetite for risk, and belief in pushing creative boundaries. Whether he’ll don a spacesuit or steer a Soyuz module remains uncertain, but one thing is clear: the final frontier may soon welcome its first game designer.

Nintendo Switch 2: A Much-Needed Evolution That Feels Like a Pro Version

After eight years since the launch of the original Nintendo Switch, we finally have its long-awaited successor: the Nintendo Switch 2. The original console showed clear signs of aging in its final years, struggling to deliver decent performance in demanding titles. The most obvious case was the latest Pokémon game, where the performance was disappointing. Thankfully, the new console arrives to fix many of those issues and offer a more modern gaming experience.

One of the most notable improvements is the ability to play in 4K resolution when connected to a TV, and even reach 120 frames per second in select games. In handheld mode, the Switch 2 features an 8-inch screen with a new LCD technology that closely mimics the colors of an OLED display. Thanks to its upgraded power, the console can now run much more demanding titles, bringing it closer to the level of its competitors, though not in a one-to-one comparison. Games that previously suffered from technical or visual issues now run the way they were meant to. Pokémon Violet, for example, feels like a completely different game, and Zelda titles no longer suffer from frame drops. The environmental colors now appear vibrant and alive. In terms of build quality, the device feels more premium—less like a toy—and its larger size gives it a more visually appealing presence.

The Joy-Con controllers have also been redesigned. They now use a magnetic attachment system that provides a firmer grip and reduces wear on the locking mechanism. There’s even a new feature that allows them to function like a computer mouse, though it remains unclear how widely this feature will be used in the future. That said, not everything is perfect. The battery life remains a weak point, offering only 2 to 4 hours of regular gameplay. At launch, the system only came with one game designed to showcase its capabilities, and as of now, there’s no clear information on upcoming Nintendo exclusives. There’s also some confusion regarding how physical cartridges work, which might make the transition a bit unclear for some users.

In summary, the Nintendo Switch 2 is the successor many fans have been waiting for. Its improved performance, visual quality, and refined design make it a more capable and modern console. However, due to the lack of a strong game library and its focus on fixing past issues, it currently feels more like a Pro version of the original Switch than a true next-gen leap. It has potential, but at this stage, it’s still hard to fully recommend as a must-buy.

Final Score: 3/5

Capcom sunsets Resident Evil Re:Verse

On June 29, 2025, Capcom quietly flicked the switch off for Resident Evil Re:Verse, bringing an online experiment to a close less than three years after its launch. In its final 24-hour stretch, the game’s player count spiked by 264%—from under 20 concurrent users to a peak of just 86 players—before fading into digital oblivion.

Originally released in early 2022 as a free bonus alongside Resident Evil Village, Re:Verse was billed as a 25th-anniversary celebration. Players could pick from iconic survivors or turn undead in asymmetrical skirmishes, or race against time solving puzzles as a team. The concept held promise: mash up classic characters, inject fresh multiplayer modes, and reward long-time fans. But instead of becoming a bustling online hub, Re:Verse struggled to build a sustainable community.

The Numbers Behind the Decline

Steam Charts recorded a hopeful start—2,080 concurrent players during its first month—but the numbers plummeted thereafter. By the following month, peak users dropped to 329, and double-digit concurrency became the norm. As whispers of server shutdown circulated earlier this year, curious players swelled login attempts one last time. Yet even that final surge only nudged Re:Verse into the high double digits.

Several factors conspired to doom Capcom’s multiplayer spin-off:

  • Content drought: Beyond its initial character roster, Re:Verse offered few new maps or modes, leaving veteran players with diminishing reasons to return.
  • Monetization missteps: Early DLC bundles and cosmetics felt tacked on rather than community-driven, eroding goodwill.
  • Marketing fatigue: Bundling Re:Verse with Village delayed its standalone release, confusing retail customers and fragmenting its player base.

Together, these miscalculations prevented Re:Verse from evolving beyond a trophy shelf freebie into a living part of the Resident Evil ecosystem.

Re:Verse’s shuttering underscores a broader challenge: digital-only titles—even from storied franchises—can vanish without a trace. Unlike physical discs that can be tossed on a shelf or traded among friends, server-dependent games transform into inactive icons the moment support ends. For preservationists and historians of gaming culture, this presents a dilemma: how do we archive experiences that literally cease to exist?

Lessons for Capcom’s Next Multiplayer Venture

As Capcom eyes Resident Evil Requiem and beyond, several takeaways stand out:

  1. Sustained content drops: Seasonal events, balance patches, or new maps can rekindle interest long after launch.
  2. Community-first monetization: Cosmetic items tied to in-game achievements, or fan-designed skins, foster ownership and pride.
  3. Clear launch strategy: Separating anniversary side-projects from core titles avoids mixed messaging and distribution confusion.

By weaving community feedback into development cycles—rather than retrofitting features—Capcom can bolster both engagement and goodwill.

Though Re:Verse is gone, Resident Evil’s multiplayer ambitions live on. Next year’s Requiem promises to refine the formula, blending narrative depth with cooperative and competitive modes. If Capcom learns from Re:Verse’s missteps, the series could finally carve out a lasting online legacy.

Review: Mario Kart World – A New Era for the Franchise

Nintendo returns to the racetrack with Mario Kart World, launching it alongside its latest console in a bold move to reinvent the franchise. This time around, the game takes a major leap by introducing an open-world experience that players can explore freely, marking a significant shift from past titles.

The game features 30 tracks—some brand-new, others reimagined classics—all seamlessly connected through a large open world. One of the standout features is a mode that allows players to use any character to roam this world and discover secrets, encouraging exploration beyond just racing.

The traditional Grand Prix mode is back, now offering 7 cups. However, a key change is that lap-based circuit racing has been replaced with point-to-point track design. Each cup still contains 4 races, but only the first follows the traditional loop format. The remaining tracks take players from one location to another, reducing repetition and showcasing a broader range of environments.

Popular modes like Balloon Battle, Coin Collection, and Time Trials make their return. One of the most exciting additions is the new Knockout mode, a high-stakes competition across six tracks with 24 racers. After each race, a few competitors are eliminated. This keeps the adrenaline high and forces players to consistently place in the top three to survive.

Despite these innovations, Mario Kart World feels like it’s launching with less content than expected. One major omission is vehicle customization, a fan-favorite feature that allowed players to tweak performance to fit their play style. Additionally, track diversity takes a hit—there are no underwater courses or gravity-defying segments like in Mario Kart 8. These have been replaced by new tricks, rail grinding, and wall-riding mechanics. While fun, they don’t quite make up for what was lost.

Nintendo’s ambition to innovate is clear, but in doing so, they’ve also scaled back several beloved features. Still, Mario Kart World gives off the vibe of a platform designed to grow, hinting at future updates or expansions down the line.

The game absolutely shines in terms of presentation. The soundtrack is outstanding, and the visuals take full advantage of the new hardware with smooth animations and intricate details in this expansive new world.

Final Verdict

Mario Kart World is an ambitious step forward that introduces bold ideas and a fresh structure for the series. While it stumbles by removing key features that longtime fans will miss, it still offers a solid and enjoyable experience with room to grow. A promising new direction, even if not fully realized at launch.

Final Score: 4/5

Review – Warhammer 40,000: Space Marine Master Crafted Edition — A remaster that brings the Ultramarines back to glory

Warhammer 40,000: Space Marine – Master Crafted Edition might be quite a mouthful to say, but the return of this third-person action classic is anything but tiresome. This remastered version of the original 2011 title not only updates the visuals but also revives an intense campaign and a surprisingly enjoyable multiplayer mode. While some aspects show their age, the core experience remains as entertaining as ever.

The remastering effort is impressive. The visuals have been overhauled, with noticeable improvements in character models—especially facial details—and environmental design that nearly reaches the level of its sequel. The main enemies, the orks, are notoriously hard to portray realistically, but here they’ve been redesigned with more personality and less of the exaggerated, comical tone of the original. Lighting, textures, and environmental assets have all been upgraded, breathing new life into the battlegrounds.

Gameplay remains faithful to the original. You play as Captain Titus of the Ultramarines—an elite squad of superhuman warriors engineered for war. Across the game’s 16-chapter campaign, you’ll fight through waves of enemies using a satisfying mix of ranged and melee combat. While enemy variety can feel repetitive at times, the steady introduction of new weapons helps keep the experience engaging. Chainswords, hammers, and axes all bring chaos control to the battlefield, making combat both brutal and rewarding.

Multiplayer pits teams of Ultramarines against each other in classic modes like Capture the Flag, Deathmatch, and King of the Hill. There’s also a 4-player co-op mode where you fend off waves of enemies—perfect for playing with friends. However, given today’s crowded multiplayer market, finding casual matches can be a challenge.

Final Verdict

Warhammer 40,000: Space Marine – Master Crafted Edition is a strong remaster that respects its roots while giving the original a much-needed facelift. Minor visual glitches and occasionally lackluster AI are noticeable, but they don’t overshadow the game’s compelling story and thrilling gameplay. Whether you’re a longtime fan or new to the 40K universe, this is a battle worth fighting.

Final Score: 4/5

Review: FBC: Firebreak – A universe wasted in a frustrating experience

FBC: Firebreak is the latest entry in the Control and Alan Wake universe, but with a multiplayer focus. Here, you’ll revisit several areas from the first Control to complete assigned missions in a cooperative format with up to three players. Each player can choose one of three classes, each offering different weapons and mechanics. The mission structure is tied to three distinct levels of complexity, and you can also choose the danger level. The higher the difficulty, the more tasks and puzzles you’ll need to complete—but you’ll also be rewarded with more experience points.

Now for the bad part: the progression system. It’s designed similarly to a Battle Pass, where leveling up unlocks assets you can use to get new cosmetics, weapons, or upgrades for your gear and abilities. However, the rewards you unlock often aren’t even useful for the class you’re currently playing, causing a lot of frustration after dedicating multiple hours without being properly rewarded. Another issue is that when you finally do get upgrades for your weapons, they don’t make any meaningful difference in gameplay, leaving you just as discouraged.

The game doesn’t offer a meaningful story to give the experience any real purpose beyond being a disposable group of generic characters. The gameplay is decent, as the mechanics of each class can help you solve puzzles faster or survive longer. Playing cooperatively is the key here—sticking together at all times is the best way to guarantee victory. The enemies are quite repetitive, with only their appearances offering any variety. In each match, enemies spawn randomly and range from zombies, ghosts, brutes, and witches, among others.

FBC: Firebreak can be fun if you’re playing with friends or a team that communicates well, but as a solo experience, it quickly becomes frustrating and boring—just like its progression system, which leaves much to be desired. The overall experience feels similar to games like Left 4 Dead, a genre that was widely loved almost two decades ago, but nowadays tends to burn out quickly as players expect constant new content.

Final Score: 2/5

Capcom Spotlight 2025 Recap: Four Franchises, Forty Minutes, Infinite Hype

Capcom Spotlight Juen 2025 delivered exactly what fans have been craving: a laser-focused, 40-minute showcase centered on four pillars of the publisher’s next wave. Here’s a deep dive into every trailer, tease, and developer tidbit from June 26, 2025.

When and Where
The stream kicked off at 3 PM PT / 6 PM ET on Capcom’s official YouTube and Twitch channels, complete with subtitles in 13 languages. True to Capcom’s word, it wrapped in roughly 40 minutes—no filler, just rapid-fire updates.

The Core Four Lineup
Capcom locked in four spotlight segments: Monster Hunter Wilds, Resident Evil Requiem, Pragmata, and Street Fighter 6.

  1. Monster Hunter Wilds
    Despite a rocky Steam launch and “Overwhelmingly Negative” user scores, Capcom used this segment to outline its roadmap for performance patches, quality-of-life tweaks, and fresh in-game events. While no new expansion was announced, the promise of monthly hunt passes and rotating monster festivals means there’s reason to jump back in once the engine hiccups are ironed out.
  2. Resident Evil Requiem
    The ninth mainline Resident Evil bows February 26, 2026, and Capcom let us peek at a longer demo than the SGF trailer. We saw FBI agent Grace Ashcroft—chosen over series stalwart Leon Kennedy because her vulnerability fuels horror tension—navigate a claustrophobic hotel swarmed with mutated staff. The team teased seamless first- and third-person shifts, adaptive AI patrols, and narrative VHS flashbacks that weave past outbreaks into today’s nightmare.
  3. Pragmata
    Capcom’s space-set puzzle-shooter returns with fresh gameplay and lore details. Slated for 2026 on PS5, Xbox Series X|S, and PC, Pragmata’s low-gravity traversal lets players weave projectiles into makeshift shields and manipulate environments across lunar ruins. Developer clips hinted at boss encounters where gravity wells become weapons—enough to make even the most seasoned sci-fi fan grip their controller tighter.
  4. Street Fighter 6
    Year 3 DLC fighters—Sagat, C. Viper, Ingrid, and Alex—were confirmed back at EVO, but Sagat’s release date remains MIA. The spotlight showed early footage of his Tiger Knee and Jumping Fierce combos and teased a new “Drive Flip” mechanic for mind-games in the corner. Cosmetic bundles and balance refinements round out Capcom’s plan to keep SF6 the fighting-game gold standard well into 2026.

Behind the Scenes: Developer Chats
True to its format, Capcom sprinkled in candid interviews:

  • Monster Hunter producer Ryozo Tsujimoto spoke about retooling traversal with Wirebug slide-boosts to make exploration feel as rewarding as boss hunts.
  • SF6 director Takayuki Nakahira broke down the art of accessible depth, showing how “Drive Flip” ties into both casual parries and pro tournament mind-games.
  • RE9 game director Koshi Nakanishi explained why Leon’s unshakeable calm wouldn’t sell scares, and how Grace’s nerves mirror our own heart-rate spikes when a concierge monstrosity sniffs us out under a table.
  • Pragmata’s narrative lead hinted at collaborations with sci-fi authors to layer nonlinear time jumps into the main arc, though details remain tantalizingly under wraps.

Fan Theories & What’s Next
Already, #CapcomSpotlight is awash in reaction videos and breakdown clips. Some fans spotted a silhouetted dragon in the MH Wilds teaser—could that be the next Elder Dragon? Others believe a blink-and-miss-it QR code at the end will unlock beta access for Wilds’ test event. Keep an eye on your Capcom ID inbox 24 hours post-show.

Looking past Spotlight, Capcom’s next big stage is Tokyo Game Show in September. Will we finally see full gameplay of Requiem’s Raccoon City streets or a surprise Onimusha revival? If this stream was any indicator, it’ll be lean, mean, and packed with reveals that spark hours of theory-crafting.

Review – The Alters: Facing Yourself Is the Real Challenge

If you ever thought working with random people was hard, The Alters challenges you with something even worse: collaborating with different versions of yourself. This new title from 11 bit studios blends unconventional gameplay elements into a strange yet fascinating experience. Its mechanics feel like a mix of Death Stranding’s exploration, Fallout Shelter’s base management, and Mass Effect’s choice-driven conversations. Despite how odd that sounds, this combination successfully breaks traditional genre boundaries.

The story centers on Jan Doski, the sole survivor of a space crash on an uninhabitable planet. Lacking the skills or physical capacity to survive or escape, Jan turns to a quantum machine that allows him to create multiple versions of himself—each from alternate timelines shaped by different life choices. These “Alters” aren’t simple clones; they have their own personalities, skills, and emotional baggage, making every interaction feel rich and unpredictable.

Gameplay revolves around managing resources like food, maintenance, and engineering while directing the Alters and maintaining their emotional stability. If morale drops, they might refuse to cooperate or even sabotage your progress. The real-time progression adds constant pressure, as the player must make key decisions quickly. Meanwhile, exploration is vital to gather materials needed to expand the base and build new labs.

Visually, the game is stunning—especially the outdoor environments, which evoke a melancholic and introspective atmosphere. The base interiors may feel generic, but they serve their purpose. A standout element is the voice work by Alex Jordan, who brings each Alter to life with unique accents and vocal nuances. While the lack of combat and slow pace might not appeal to everyone, The Alters delivers a bold, emotionally resonant narrative experience that encourages multiple playthroughs to explore its many branching paths.

Final Score: 4/5

Xbox 360 Gets a Surprise 2025 Update

After nearly two decades, Microsoft quietly rolled out a system update for the Xbox 360—yes, the console that launched in 2005 and whose digital store officially closed in July 2024! This blog post dives into what changed, why it matters, and how fans reacted.

When the Xbox 360 hit shelves in November 2005, it redefined console online play, selling over 80 million units worldwide and spawning genre-defining titles like Halo 3 and Gears of War. Despite two newer generations arriving since—the Xbox One in 2013 and the Series X|S in 2020—many gamers still cherish their 360s for a mix of nostalgia and exclusive library gems.

What’s in the June 2025 Update?

Although the Xbox 360 store shuttered last summer, users powering on today will find a refreshed dashboard that addresses long-standing visual quirks and adds a dash of marketing flair:

  • Fixed Thumbnails: Game art no longer appears stretched when a disc is inserted—a fix that Redditors hailed as “actually good”.
  • Dashboard Tiles Restored: Empty spaces left when store-related tiles were removed are now filled with new graphics, including promo images for Xbox Series X|S.
  • Subtle UI Polish: Menu fonts and background transitions feel smoother, giving the aging interface a surprisingly modern sheen.

Most of these tweaks rolled out first to U.S. consoles, though reports indicate a gradual global rollout as well.

Why Bother with an Old Console?

This mid-life facelift might seem odd, but Microsoft’s motivations likely include:

  1. Preserving User Experience: Even post-store, backward compatibility keeps many 360 titles alive on newer hardware. A clean dashboard underpins that legacy.
  2. Brand Continuity: Promoting Series X|S on legacy hardware nudges die-hard fans toward upgrades without being too heavy-handed.
  3. Goodwill Gesture: A small but meaningful nod to the community that helped build Xbox into a household name.

In a landscape where consoles age out faster than ever, this demonstrates a rare dedication to a product long past its prime.

Across Reddit and Bluesky, longtime 360 owners expressed genuine surprise and gratitude:

  • “No more stretched game thumbnails—my 360 looks so nice!”
  • “Feels like Microsoft remembered we still exist.”
  • “Ads for Series X|S are cheeky but not overbearing.”

Many joked that Microsoft clearly assumes we’re “two generations behind”—but the overall sentiment is that a little love goes a long way.

What This Means Going Forward

While it’s unlikely we’ll see major feature drops or new services for the 360, this update underscores a few trends:

  • Extended Lifespans: Consoles can remain relevant beyond expected support windows.
  • Backward-Compatibility as a Pillar: Keeping old libraries accessible drives long-term brand loyalty.
  • Micro-Marketing: Legacy platforms can serve as low-friction channels to highlight new products.

For anyone still booting up their Xbox 360, this is more than a cosmetic tweak—it’s a reminder that in gaming, the past never truly fades away.