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Microsoft and NVIDIA announce expansive new gaming deal

Partnership will bring blockbuster lineup of Xbox games, including Minecraft and Activision titles like Call of Duty, to NVIDIA GeForce NOW cloud gaming service

REDMOND, Wash., and SANTA CLARA, Calif. — Feb. 21, 2023 — On Tuesday, Microsoft and NVIDIA announced the companies have agreed to a 10-year partnership to bring Xbox PC games to the NVIDIA® GeForce NOW™ cloud gaming service, which has more than 25 million members in over 100 countries.

The agreement will enable gamers to stream Xbox PC titles from GeForce NOW to PCs, macOS, Chromebooks, smartphones and other devices. It will also enable Activision Blizzard PC titles, such as Call of Duty, to be streamed on GeForce NOW after Microsoft’s acquisition of Activision closes.

“Xbox remains committed to giving people more choice and finding ways to expand how people play,” said Microsoft Gaming CEO Phil Spencer. “This partnership will help grow NVIDIA’s catalog of titles to include games like Call of Duty, while giving developers more ways to offer streaming games. We are excited to offer gamers more ways to play the games they love.”

“Combining the incredibly rich catalog of Xbox first party games with GeForce NOW’s high-performance streaming capabilities will propel cloud gaming into a mainstream offering that appeals to gamers at all levels of interest and experience,” said Jeff Fisher, senior vice president for GeForce at NVIDIA. “Through this partnership, more of the world’s most popular titles will now be available from the cloud with just a click, playable by millions more gamers.”

The partnership delivers increased choice to gamers and resolves NVIDIA’s concerns with Microsoft’s acquisition of Activision Blizzard. NVIDIA therefore is offering its full support for regulatory approval of the acquisition.

Microsoft and NVIDIA will begin work immediately to integrate Xbox PC games into GeForce NOW, so that GeForce NOW members can stream PC games they buy in the Windows Store, including third-party partner titles where the publisher has granted streaming rights to NVIDIA. Xbox PC games currently available in third-party stores like Steam or Epic Games Store will also be able to be streamed through GeForce NOW.

Visit the GeForce NOW website for more information on the service and follow along every GFN Thursday for the latest news, including release dates for upcoming Microsoft game titles coming to the GeForce NOW service.

The agreement was announced today at a Microsoft press conference in Brussels, Belgium. Microsoft also shared today that it finalized a 10-year agreement to bring the latest version of Call of Duty to the Nintendo platform following the merger with Activision.

About NVIDIA

Since its founding in 1993, NVIDIA (NASDAQ: NVDA) has been a pioneer in accelerated computing. The company’s invention of the GPU in 1999 sparked the growth of the PC gaming market, redefined computer graphics, ignited the era of modern AI and is fueling the creation of the metaverse. NVIDIA is now a full-stack computing company with data-center-scale offerings that are reshaping industry. More information at https://nvidianews.nvidia.com/.

About Microsoft

Microsoft (Nasdaq “MSFT” @microsoft) enables digital transformation for the era of an intelligent cloud and an intelligent edge. Its mission is to empower every person and every organization on the planet to achieve more.

##

For further information, press only:

Microsoft Media Relations

WE Communications for Microsoft

+1 425-638-7777

[email protected]

Jordan Dodge

Director, PR & Communications

NVIDIA Corporation

+1-408-506-6849

[email protected]

Certain statements in this press release including, but not limited to, statements as to: the benefits, impact, and performance of NVIDIA’s products and technologies, including GeForce NOW; and NVIDIA’s partnership with Microsoft and the benefits and impact there of are forward-looking statements that are subject to risks and uncertainties that could cause results to be materially different than expectations. Important factors that could cause actual results to differ materially include: global economic conditions; NVIDIA’s reliance on third parties to manufacture, assemble, package and test its products; the impact of technological development and competition; development of new products and technologies or enhancements to NVIDIA’s existing product and technologies; market acceptance of NVIDIA’s products or NVIDIA’s partners’ products; design, manufacturing or software defects; changes in consumer preferences or demands; changes in industry standards and interfaces; unexpected loss of performance of NVIDIA’s products or technologies when integrated into systems; as well as other factors detailed from time to time in the most recent reports NVIDIA files with the Securities and Exchange Commission, or SEC, including, but not limited to, its annual report on Form 10-K and quarterly reports on Form 10-Q. Copies of reports filed with the SEC are posted on NVIDIA’s website and are available from NVIDIA without charge. These forward-looking statements are not guarantees of future performance and speak only as of the date hereof, and, except as required by law, NVIDIA disclaims any obligation to update these forward-looking statements to reflect future events or circumstances.

© 2023 NVIDIA Corporation. All rights reserved. NVIDIA, the NVIDIA logo, GeForce and GeForce NOW are trademarks and/or registered trademarks of NVIDIA Corporation in the U.S. and other countries. Other company and product names may be trademarks of the respective companies with which they are associated. Features, pricing, availability and specifications are subject to change without notice.

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Global Xbox survey: Families using video games to better connect during the holidays


56% agree the passing of video game enjoyment from older to younger generations is a great tradition.


The holiday season is a time filled with togetherness, joy and gift-giving, and this year, you can add gaming to that list! A new global survey, conducted by YouGov and commissioned by Xbox, suggests that families are using video games to better connect during the holidays – across the globe and across generations. Among survey respondents who said they plan to play video games during the holidays, 38% ranked video games as one of their top five family activities.

Not just a pastime for teens anymore, family-friendly games like Minecraft and Forza Horizon 5 accounted for more than 50% of games played during the holidays in 2021, an increase over the last 2 years [Internal Xbox Live data from November 2020 – January 2022].

The research also suggests gaming is helping create more intergenerational connections during the holiday season, for example:

  • Of the survey respondents who say they plan to play video games with family members during the holidays, 40% plan to game with their kids, 21% plan to game with their parents, 5% plan to game with their grandparents and 10% plan to game with their in-laws
  • 56% of survey respondents agreed that the passing of video game enjoyment from older to younger generations is a great tradition

In addition to bringing people together during the holidays, survey findings suggest gaming’s fantastical virtual worlds provide a much-needed escape from real-world pressures to help people relax. Of the survey respondents who play video games 54% turn to video games to relieve stress, compared to other activities such as social media scrolling (46%), reading a book (45%) exercising (42%) and self-care activities (33%).

This embrace of gaming among families during the holidays also represents a new era of gift-giving. Among the survey respondents who say they are planning to celebrate the holidays and give gifts, 30% say they prefer to give gifts the whole family can enjoy. Jimmy O. Yang, actor, comedian and frequent gamer is partnering with Xbox this holiday season to help amplify great holiday games and deals the whole family can enjoy, including our Xbox Series S Gilded Hunter bundle  [This Holiday Season Just Got Better: Announcing the Xbox Series S – Gilded Hunter Bundle Coming November 29 – Xbox Wire]. .

“I grew up playing video games with my family, so I was excited to partner with Xbox this holiday season,” said Yang. “I love keeping up with my friends and family across the world by playing video games, especially while I’m on tour and during the busy holidays. Plus, it keeps me humble to know that my nephew can probably crush me at Fortnite!”

Gaming is a gift that can be shared between generations. With 71% of survey respondents agreeing that the variety of video games available means that everyone in the family – from kids to grandparents – can play, Xbox is thrilled to be celebrating milestone game anniversaries this holiday season, such as Microsoft Flight Simulator (40-year franchise), Age of Empires (25-year franchise), Forza Horizon (10 year franchise) and more celebratory anniversaries. Offering these games, and many more on Xbox Game Pass is a meaningful way to instill nostalgia and shared memories into family gatherings this holiday season.

As families and young people continue to reinvent what the holidays look like for them, Xbox is proud to be a part of it. For more information on the best products and services to celebrate the holidays this year, be sure to check out Microsoft Store’s holiday gift guide and top Black Friday and Cyber Week savings. Shoppers can also browse current PC gaming deals here or visit our Black Friday Hub. For a more seamless experience, gift-givers can also set up a free online appointment with a Microsoft product expert to learn how to set up a new device like an Xbox Series S or subscription like Xbox Game Pass or PC Game Pass so it’s ready to play from the start.

About the survey

Microsoft commissioned YouGov to conduct a nationally representative survey of the age 13+ online population in each of 6 markets: United States, United Kingdom, Australia, Brazil, Germany, and Mexico. The survey focused on understanding consumer behaviors and perceptions around video gaming as it relates to other activities and traditions around the holidays. Final sample sizes were: n=1,404 in the United States, n=1,336 in the United Kingdom, n=1,254 in Australia, n=1,256 in Brazil, n=1,254 in Germany, and n=1,267 in Mexico.

Xbox Holiday Infographic

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Watch the /twitchgaming: ID@Xbox Fall Showcase Sept. 14

Good things are bound to happen when you mix [email protected] and /twitchgaming! Here we are once again to showcase updates and new announcements of amazing games coming to Xbox from independent developers.

You can watch the /twitchgaming: [email protected] Fall Showcase exclusively on Twitch at Twitch.tv/twitchgaming or Twitch.tv/xbox.

This year we’d like to kick off the showcase with a pre-show by Black Girl Gamers. They’ll be showing us some exciting gameplay of Versus Evil’s multiplayer deception madness game, Eville. The pre-show will kick off on Wednesday, September 14 at 9:30 a.m. PT and can be watched directly at twitch.tv/blackgirlgamers or during the co-stream on Twitch.tv/twitchgaming or Twitch.tv/xbox.

The main showcase itself will feature updates for Metal: Hellsinger, You Suck at Parking, and more. Look out for new announces and trailers, what’s coming soon to Game Pass, a deeper dive with developer interviews, and gameplay of Ghostbusters: Spirits Unleashed (plus a couple other fun titles). Catch this part of the show on Wednesday, September 14 at 10 a.m. PT on Twitch at Twitch.tv/twitchgaming or Twitch.tv/xbox.

For all you Twitch streamers, this event is open to co-streaming. Here are directions on how to do just that!

We hope you can join us for this 90 plus minutes of exciting news and debuts on Wednesday, September 14 at 10 a.m. PT for the /twitchgaming: [email protected] Fall Showcase! For all the latest [email protected] news, be sure to stay tuned to Xbox Wire and @ID_Xbox on Twitter.

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Fedora Workstation’s State of Gaming – A Case Study of Far Cry 5 (2018)

First-person shooter video games are a great proving ground for strategies that make you finish on the top, reflexes that help you to shoot before getting shot and agility that adjusts you to whatever a situation throws at you. Add the open-ended nature brought in by large intricately-designed worlds into the mix, and it dials the player experience to eleven and, with that, it also becomes great evidence of what a platform is capable of. Needless to say, I have been a great fan of open-world first-person shooter games. And Ubisoft’s Far Cry series happens to be the one which remains closest to my heart. So I tried the (second) most recent release in the long-running series, Far Cry 5 which came out in 2018, on Fedora Workstation 35 to see how it performs.

Just like in my previous case study, the testing hardware has an AMD RDNA2-based GPU, where the video game was configured to the highest possible graphical preset to stress the hardware into performing as much as its limiting factor. To ensure that we have a fair comparison, I set up two environments – one with Windows 10 Pro 21H2 and one with Fedora Workstation 35, both having up-to-date drivers and support software such as MSI Afterburner or MangoHUD for monitoring, Steam or Lutris for video game management and OBS Studio for footage recording. Adding to that, the benchmarks were ensured to be both representatives of a common gameplay scenario and variable enough to address resolution scaling and HD textures.

Cover art for “Far Cry 5”, Ubisoft, fair use, via Wikimedia Commons

Before we get into some actual performance testing and comparison results, I would like to go into detail about the video game that is at the centre of this case study. Far Cry 5 is a first-person action-adventure video game developed by Ubisoft Montreal and Ubisoft Toronto. The player takes the role of an unnamed junior deputy sheriff who is trapped in Hope County, a fictional region based in Montana and has to fight against a doomsday cult to take back the county from the grasp of its charismatic and powerful leader. The video game has been well received for the inclusion of branching storylines, role-playing elements and side quests, and is optimized enough to be a defining showcase of what the underlying hardware and platform are capable of.

Preliminary

Framerate

The first test that was performed had a direct implication on how smooth the playing experience would be across different platforms but on the same hardware configuration.

Without HD textures

On a default Far Cry 5 installation, I followed the configuration stated above but opted out of the HD textures pack to warm up the platforms with a comparatively easier test. Following are the results.

  1. On average, the video game had around a whopping 59.25% more framerate on Fedora Workstation 35 than on Windows 10 Pro 21H2.
  2. To ensure an overall consistent performance, both the minimum and maximum framerates were also noted to monitor dips and rises.
  3. The minimum framerates on Fedora Workstation 35 were ahead by a big 49.10% margin as compared to those on Windows 10 Pro 21H2.
  4. The maximum framerates on Fedora Workstation 35 were ahead by a big 62.52% margin as compared to those on Windows 10 Pro 21H2.
  5. The X11 display server had roughly 0.52% more minimum framerate as compared to Wayland, which can be taken as a margin of error.
  6. The Wayland display server had roughly 3.87% more maximum framerate as compared to X11, which can be taken as a margin of error.

With HD textures

On a default Far Cry 5 installation, I followed the configuration stated above, but this time I enabled the HD textures pack to stress the platforms with a comparatively harder test. Following are the results.

  1. On average, the video game had around a whopping 65.63% more framerate on Fedora Workstation 35 than on Windows 10 Pro 21H2.
  2. To ensure an overall consistent performance, both the minimum and maximum framerates were also noted to monitor dips and rises.
  3. The minimum framerates on Fedora Workstation 35 were ahead by a big 59.11% margin as compared to those on Windows 10 Pro 21H2.
  4. The maximum framerates on Fedora Workstation 35 were ahead by a big 64.21% margin as compared to those on Windows 10 Pro 21H2.
  5. The X11 display server had roughly 9.77% more minimum framerate as compared to Wayland, which is big enough to be considered.
  6. The Wayland display server had roughly 1.12% more maximum framerate as compared to X11, which can be taken as a margin of error.

Video memory usage

The second test that was performed had less to do with the playing experience and more with the efficiency of graphical resource usage. Following are the results.

Without HD textures

On a default Far Cry 5 installation, I followed the configuration stated above but opted out of the HD textures pack to use comparatively lesser video memory across the platforms. Following are the results.

  1. On average, Fedora Workstation 35 uses around 31.94% lesser video memory as compared to Windows 10 Pro 21H2.
  2. The Wayland display server uses roughly 1.78% more video memory as compared to X11, which can be taken as a margin of error.
  3. The video game usage estimated is closer to the actual readings on Fedora Workstation 35 than they are those on Windows 10 Pro 21H2.
  4. Adding this to the previous results speaks about how Fedora Workstation 35 performs better while using fewer resources.

With HD textures

On a default Far Cry 5 installation, I followed the configuration stated above but this time I enabled the HD textures pack to stress the platforms by occupying more video memory. Following are the results.

  1. On average, Fedora Workstation 35 uses around 22.79% lesser video memory as compared to Windows 10 Pro 21H2.
  2. The Wayland display server uses roughly 2.73% more video memory as compared to X11, which can be taken as a margin of error.
  3. The video game usage estimated is closer to the actual readings on Fedora Workstation 35 than they are those on Windows 10 Pro 21H2.
  4. Adding this to the previous results speaks about how Fedora Workstation 35 performs better while using fewer resources.

System memory usage

The third test that was performed had less to do with the playing experience and more with how other applications can fit in the available memory while the video game is running. Following are the results.

Without HD textures

On a default Far Cry 5 installation, I followed the configuration stated above but opted out of the HD textures pack to warm up the platforms with a comparatively easier test. Following are the results.

  1. On average, Fedora Workstation 35 uses around 38.10% lesser system memory as compared to Windows 10 Pro 21H2.
  2. The Wayland display server uses roughly 4.17% more system memory as compared to X11, which can be taken as a margin of error.
  3. Adding this to the previous results speaks about how Fedora Workstation 35 performs better while using fewer resources.
  4. Lesser memory usage by the video game leaves out extra headroom for other applications to run simultaneously with no compromises.

With HD textures

On a default Far Cry 5 installation, I followed the configuration stated above, but this time I enabled the HD textures pack to stress the platforms with a comparatively harder test. Following are the results.

  1. On average, Fedora Workstation 35 uses around 33.58% lesser system memory as compared to Windows 10 Pro 21H2.
  2. The Wayland display server uses roughly 7.28% more system memory as compared to X11, which is big enough to be considered.
  3. Adding this to the previous results speaks about how Fedora Workstation 35 performs better while using fewer resources.
  4. Lesser memory usage by the video game leaves out extra headroom for other applications to run simultaneously with no compromises.

Advanced

Without HD textures

On a default Far Cry 5 installation, I followed the previously stated configuration without the HD textures pack and ran the tests with varied resolution multipliers. Following are the results.

Minimum framerates recorded

  1. A great deal of inconsistent performance is visible on Fedora Workstation 35 with both display servers in lower resolution scales.
  2. The inconsistencies seem to normalize for the resolution multipliers on and beyond the 1.1x resolution scale for Fedora Workstation 35.
  3. Resolution multipliers do not seem to have a great effect on the framerate on Windows 10 Pro 21H2 as much as on Fedora Workstation 35.
  4. Although Windows 10 Pro 21H2 misses out on potential performance advantages in lower resolution multipliers, it has been consistent.
  5. Records on Windows 10 Pro 21H2 in the 2.0x resolution multiplier appear to be marginally better than those on Fedora Workstation 35.

Maximum framerates recorded

  1. A small amount of inconsistent performance is visible on Fedora Workstation 35 with both display servers in lower resolution scales.
  2. The inconsistencies seem to normalize for the resolution multipliers on and beyond the 1.1x resolution scale for Fedora Workstation 35.
  3. Resolution multipliers change starts noticeably affecting performance on Windows 10 Pro 21H2 on a 1.6x scale, beyond which it falls greatly.
  4. Although Windows 10 Pro 21H2 misses out on potential performance advantages in lower resolution multipliers, it has been consistent.
  5. Records on Windows 10 Pro 21H2 in the 1.6x resolution multiplier and beyond appear to be better than those on Fedora Workstation 35.

Average framerates recorded

  1. A minor amount of inconsistent performance is visible on Fedora Workstation 35 with both display servers in lower resolution scales.
  2. The inconsistencies seem to normalize for the resolution multipliers on and beyond the 1.1x resolution scale for Fedora Workstation 35.
  3. Resolution multipliers change starts noticeably affecting performance on Windows 10 Pro 21H2 on a 1.6x scale, beyond which it falls greatly.
  4. Although Windows 10 Pro 21H2 misses out on potential performance advantages in lower resolution multipliers, it has been consistent.
  5. Records on Windows 10 Pro 21H2 in the 1.9x resolution multiplier and beyond appear to be better than those on Fedora Workstation 35.

With HD textures

On a default Far Cry 5 installation, I followed the previously stated configuration with the HD textures pack and ran the tests with varied resolution multipliers. Following are the results.

Minimum framerates recorded

  1. A great deal of inconsistent performance is visible on Fedora Workstation 35 with both display servers in lower resolution scales.
  2. The inconsistencies seem to normalize for the resolution multipliers on and beyond the 1.5x resolution scale for Fedora Workstation 35.
  3. Resolution multipliers do not seem to have a great effect on the framerate on Windows 10 Pro 21H2 as much as on Fedora Workstation 35.
  4. Although Windows 10 Pro 21H2 misses out on potential performance advantages in lower resolution multipliers, it has been consistent.
  5. Records on Windows 10 Pro 21H2 in the 2.0x resolution multiplier appear to be marginally better than those on Fedora Workstation 35.

Maximum framerates recorded

  1. A great deal of inconsistent performance is visible on Fedora Workstation 35 with both display servers in lower resolution scales.
  2. The inconsistencies seem to normalize for the resolution multipliers on and beyond the 1.0x resolution scale for Fedora Workstation 35.
  3. Resolution multipliers change starts noticeably affecting performance on Windows 10 Pro 21H2 on a 1.6x scale, beyond which it falls greatly.
  4. Although Windows 10 Pro 21H2 misses out on potential performance advantages in lower resolution multipliers, it has been consistent.
  5. Records on Windows 10 Pro 21H2 in the 1.6x resolution multiplier and beyond appear to be better than those on Fedora Workstation 35.

Average framerates recorded

  1. A minor amount of inconsistent performance is visible on Fedora Workstation 35 with both display servers in lower resolution scales.
  2. The inconsistencies seem to normalize for the resolution multipliers on and beyond the 1.1x resolution scale for Fedora Workstation 35.
  3. Resolution multipliers change starts noticeably affecting performance on Windows 10 Pro 21H2 on a 1.6x scale, beyond which it falls greatly.
  4. Although Windows 10 Pro 21H2 misses out on potential performance advantages in lower resolution multipliers, it has been consistent.
  5. Records on Windows 10 Pro 21H2 in the 1.9x resolution multiplier and beyond appear to be better than those on Fedora Workstation 35.

Inferences

If the test results and observations baffle you, please allow me to tell you that you are not the only one who feels like that. For a video game that was created to run on Windows, it is hard to imagine how it ends up performing way better on Fedora Workstation 35, all while using a much lesser amount of system resources at all times. Special attention has been given to noting down the highest highs and lowest lows of framerates to ensure that consistent performance is made available.

But wait a minute – how is it that Fedora Workstation 35 manages to make this possible? Well, while I do not have a clear idea of what exactly goes on behind the scenes, I do have a certain number of assumptions that I suspect might be the reasons attributing to such brilliant visuals, great framerates and efficient resource usage. These can potentially act as starting points for us to understand the features of Fedora Workstation 35 for compatibility layers to make use of.

  1. Effective caching of graphical elements and texture assets in the video memory allows for keeping only those data in the memory which are either actively made use of or regularly referenced. The open-source AMD drivers help Fedora Workstation 35 make efficient use of the available frame buffer.
  2. Quick and frequent cycling of data elements from the video memory helps to bring down total occupancy per application at any point in time. The memory clocks and shader clocks are left at the application’s disposal by the open-source AMD drivers, and firmware bandwidth limits are all but absent.
  3. With AMD Smart Access Memory (SAM) enabled, the CPU is no longer restricted to using only 256MiB of the video memory at a time. A combination of leading-edge kernel and up-to-date drivers makes it available on Fedora Workstation 35 and capable of harnessing the technology to its limits.
  4. Extremely low system resource usage by supporting software and background services leaves out a huge majority of them to be used by the applications which need it the most. Fedora Workstation 35 is a lightweight distribution, which does not get in your way and puts the resources on what’s important.
  5. Faster loading of data elements to and from the physical storage devices to the system memory is greatly enhanced with the use of high-capacity modern copy-on-write file systems like BTRFS and journaling file systems like EXT4, which happens to be the suggested file system for Fedora Workstation 35.

Performance improvements like these only make me want to indulge more in testing and finding out what else Fedora Workstation is capable of. Do let me know what you think in the comments section below.

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University of Arizona and Arizona Online students can now earn credit toward their degrees by playing Age of Empires IV

Summary

  • Current and future University of Arizona and Arizona Online students can earn credit toward their college degrees by playing Age of Empires IV.
  • We talked with those involved in the creation of this unique opportunity for Universe of Arizona students.
  • Age of Empires IV is available to play today with PC Game Pass and for purchase on the Windows Store and Steam.

Earning college credit for playing video games sounds like the stuff dreams are made of. Luckily for students attending the Universe of Arizona, this dream is turning into a reality thanks to a unique partnership between the university and Age of Empires IV.

Starting this semester, current and future University of Arizona and Arizona Online students can earn credit toward their college degrees when they interact with special educational content while playing Age of Empires IV.

Age of Empires IV

To learn more about this partnership, we had a chance to talk with Associate Professor of Medieval History Paul Milliman, Executive Director of Corporate Initiatives and Business Development Kara Aquilano Forney, Associate Professor of Roman History and Department Head Alison Futrell, and Franchise Narrative Director for Age of Empires at World’s Edge Studio (Xbox) Noble Smith about this unique opportunity for Universe of Arizona students, what inspired them to create this program, and how Age of Empires IV can help affirm the accurate portrayal of history.


What inspired you to create this program at the University of Arizona?

Paul Milliman – When Kara asked me whether I would like to help create this program, I was teaching the History Department’s senior capstone course. One of the best students in the class was someone I had never worked with before, so I asked him how he had learned so much about medieval history. He said he was inspired to learn more about medieval history by playing games like Age of Empires II.

In recent years, so many of the best students I’ve worked with are gamers. They are researching historical events while they are playing these historical events in games, so I wanted to meet these gamer-historians where they are meeting history and show them some of the wonderful places they can go online to do their own historical research. As Age of Empires IV says, I wanted to teach them how to make history their story.

Alison Futrell – I was very excited when Kara approached us about this opportunity. My teaching and research for years has turned to how the past has been interpreted in film and television; students have also been alerting me to intriguing innovations in video games. One of them focused on a couple of examples for his final project and I was captivated by the narrative twists and layers of meaning that he explored. These were very distinctive, very creative approaches to the past! I’m enthusiastic about bringing in additional historical resources to enrich this kind of exploration.

Age of Empires IV - October 28 – Xbox Game Pass for PC

Can you share some history (no pun intended) on how this partnership between Microsoft/Xbox, Age of Empires IV, and the University of Arizona came about?

Kara Aquilano Forney – The idea for the partnership came about more than two years ago when I connected with Will McCahill, business lead at Microsoft’s World’s Edge game studio. Will reached out to brainstorm about expanding the learning opportunities in Age of Empires IV and we talked about providing players a place to go once they finished their AoE experience. We had many “What if?” conversations — What if we enhanced the user experience with added learning content? What if we extended that learning beyond the game, what does that look like? The UArizona powerhouse history department quickly jumped on board, and the rest (pun intended) is History.

Were there other examples (games for college credit, etc.) you drew from to create this program at your university?

Paul Milliman – I am not aware of anything like this anywhere else. I teach history with games. I teach courses about historical games. I even have students create games in my courses as a more engaging way of presenting their historical research. I think this playful way of approaching historical research was very useful for this project.

Alison Futrell – I teach spectacle and performance (and film) and encourage students to move away from their desks, bring their other skills into the expanded classroom. This builds on those habits, certainly. A colleague across campus built a course around creating history tabletop games, focusing on how ancient economic decisions shape other experiences and choices, which I thought was very exciting.

[youtube https://www.youtube.com/watch?v=gKIJDo8AZVI?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent&w=640&h=360]

What was it about Age of Empires IV specifically that drew you to the idea of creating college credit for playing through the game’s campaign?

Paul Milliman – I was intrigued by the script, especially the “Hands on History” videos. My teaching style is very hands-on. I’m a guide by your side, not a sage on a stage. I’m designing a special course just for gamer-historians who want to continue learning by building on their experiences in the game. They are going to learn more about the campaigns they fought by doing their own historical research and creating their own “Hands on History” videos.

Alison Futrell – The short documentaries alongside the enriched game play were fantastic! Yay archaeology! As a former archaeologist, I really appreciated the depth and tangibility those presentations brought to the dynamic ‘you are there’ quality of AoE IV. Many ways to understand what’s going on! With the special course, we’re adding different kinds of challenges to enhance what gamers have already experienced.

Are there any campaigns or levels that you’re excited for students to experience as part of this program at your university?

Paul Milliman – I think all four campaigns are great. They make me think about which campaigns you could present for the other civs in the game. Also, I really liked the promo video that came out last April in which Indian elephants were rampaging through the streets of medieval London and Chinese junks were sailing up the Thames. In the Middle Ages, Europe was not the center of the world, so placing later colonialism in its proper historical context through counterfactual history like this is a really engaging way to get students thinking about Europe’s historical relations with the larger world.

Alison Futrell – I think the four campaigns address important turning points in a really broad context, which is great. As Paul noted, the creativity in the promo, the collision of world cultures, was very entertaining, but also prods us to think broadly and comparatively, and to consider what tools can add substance to this kind of speculation.

Noble Smith – We’re thrilled that University of Arizona students will be able to dive into the rich history of Age of Empires IV’s campaigns. Diverse historical personages like the French heroine Jeanne d’Arc and the Mongol Emperor Genghis are brought to life through beautifully modeled 3D characters that speak in their respective native languages. Because this is a real-time strategy game, the player is in control of all their units — from the above-mentioned Heroes (with their unique special abilities) all the way down to the basic Man-at-Arms. Key battles, viewed from a 3/4 aerial view, are experienced in a visceral and exciting way that makes them feel as relevant as the day they were fought centuries ago.

Age of Empires IV

Do you feel that this course helps to affirm the accurate portrayal of history, celebrating the High Medieval period to the Late Renaissance age, that Age of Empires IV strives to achieve?

Paul Milliman – I believe so.  When I wrote the Illuminated Histories and the assessment, I really tried to tie everything back to the game.  I want to take the excitement people have playing the game and channel that excitement into doing historical research about topics that excite them.  I want them to experience the thrill of discovery, which can be just as thrilling as a campaign victory.

Alison Futrell – Absolutely! Authenticity and rich/deep exploration is what we’re after. History is complicated, with many layers of experience to probe. The course we’ve designed offers a range of pathways to get started doing just that.

Noble Smith – Beginning with the Battle of Hastings in 1066 and ending with the Siege of Kazan in 1552, the four campaigns in AoE IV most definitely span the sweeping era of the High Medieval period to the Late Renaissance. The evolution of armor, weapons, architecture, language, and accompanying music were all thoroughly researched and guided by subject matter experts from around the world.

So, for example, in the grand arc of the four campaigns the player gets to witness military units advancing from mail armor and swords (the Normans campaign) to sophisticated plate armor and gunpowder weapons (the Hundred Years War campaign). Even the languages spoken by the units in AoE IV evolve from their High Medieval versions to the Late Renaissance forms.

What future programs at your university, or others, you’d like to see to help recognize gaming as a source of education (when applicable)?

Paul Milliman – This is already happening in the history profession.  There are many publications and conferences on this topic and many people who teach with games.  Also, last year The American Historical Review, the leading academic history journal in the US, began reviewing historical computer games as a recognition of how important gaming is in informing people’s views of history.

Alison Futrell – This is a hot topic in History right now, with many people working on different pedagogical approaches that engage a range of student experiences and skill-building and, importantly, creativity. Games as a topic and as an inspiration are having an impact and are popping up in scholarly conferences as well.

Age of Empires IV

Do you hope this experience will give your students a greater appreciation of cultures other than their own? What else do you hope they take away from this experience?

Paul Milliman – I do.  As a historian of the global Middle Ages rather than just medieval Europe, I appreciate that half of the campaigns are not in western Europe. I hope this experience inspires these gamer-historians to learn more about the medieval world by visiting (virtually or in person) both the museums and libraries that contain the primary sources with which medieval history is written and the places which are depicted in the game. I also hope people will try their own “Hands on History.”  Because of Age of Empires IV, I’ve broadened by own experiential learning. I started learning archery a few months ago, and soon I will take lessons on falconry and historical fencing. So, Age of Empires IV can inspire people of all ages and historical skill levels!

Alison Futrell – Of course! History offers people the chance to appreciate new outlooks through exploring the old, as it were, to see the human experience through the eyes of those who’ve gone before, to gain new insights, to broaden their understanding. I always hope that students will have the chance to dive a bit deeper into something that speaks specifically to them. I think that’s a particular strength in the way this class is structured.

Noble Smith – We hope that students who play AoE IV will develop a profound love of history. Maybe they will be inspired to tour a famous site represented in one of the missions (like the Hastings Battlefield in the United Kingdom) or visit the Guédelon castle project in France (shown in one of the game’s accompanying “Hands on History” films — Building a Castle) or perhaps study a new language. Maybe we’ll motivate someone to write a book about the Mongolian Yam messenger system or learn how to craft plate armor using traditional tools. We might even get some people who want to join our Age of Empires team… and keep on making history come to life for years to come!


Thanks to Paul, Kara, Alison, and Noble for taking the time today to share with us this amazing opportunity for University of Arizona students. You can learn more about this program here on AgeofEmpires.com. Age of Empires IV is available to play today with PC Game Pass and for purchase on Windows Store and Steam. Keep it tuned here to Xbox Wire for all the latest news about your favorite Xbox and Windows PC games.

Xbox LiveXbox Live

Age of Empires IV

Xbox Game Studios

2

PC Game Pass

One of the most beloved real-time strategy games returns to glory with Age of Empires IV, putting you at the center of epic historical battles that shaped the world. Featuring both familiar and innovative new ways to expand your empire in vast landscapes with stunning 4K visual fidelity, Age of Empires IV brings an evolved real-time strategy game to a new generation. Return to History – The past is prologue as you are immersed in a rich historical setting of 8 diverse civilizations across the world from the English to the Chinese to the Delhi Sultanate in your quest for victory. Build cities, manage resources, and lead your troops to battle on land and at sea in 4 distinct campaigns with 35 missions that span across 500 years of history from the Dark Ages up to the Renaissance. Choose Your Path to Greatness with Historical Figures – Live the adventures of Joan of Arc in her quest to defeat the English, or command mighty Mongol troops as Genghis Khan in his conquest across Asia. The choice is yours – and every decision you make will determine the outcome of history. Customize Your Game with Mods – Available in Early 2022, play how you want with user generated content tools for custom games. Challenge the World- Jump online to compete, cooperate or spectate with up to 7 of your friends in PVP and PVE multiplayer modes. An Age for All Players – Age of Empires IV is an inviting experience for new players with a tutorial system that teaches the essence of real-time strategy and a Campaign Story Mode designed for first time players to help achieve easy setup and success, yet is challenging enough for veteran players with new game mechanics, evolved strategies, and combat techniques.

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Fedora Workstation’s State of Gaming – A Case Study of Control (2019)

Back in the day, it used to irk me as to how GNU/Linux[1] distributions could not be even considered to be in the proximity of video games enthusiasts – less because of the performance of the video games themselves and more because of how inconvenient it could be for them to set it all up. Admittedly, it had been quite a while since an avid video games fan like me did that, so it was almost a no-brainer for me to try it out and see if things have changed. What I ended up finding surprised me – I like to think that it would be just as pleasing to both enthusiasts who have been playing video games on GNU/Linux distributions and to newcomers who have been scoping this, alike.

On a testing bench using an AMD RDNA2-based[2] GPU, the video game was configured to the highest possible graphical preset[3] to really stress the hardware into performing as much as its limiting factor. If the RDNA2 architecture reminds you of something, allow me to share that it is what forms the foundation of the GPU that no other than the widely acclaimed Steam Deck[4] makes use of. For that matter, if you factor in some performance scaling with respect to the handheld nature of the device and the optimized Proton compatibility layer, this article can be representative of what the Steam Deck is capable of when you use Fedora Workstation[5] as a platform of your choice for playing your favourite video games.

Figure 1 – GNOME Software helps to install Steam conveniently

To have an apples to apples comparison, we set up two environments – one with Windows 10 21H2[6] and one with Fedora Workstation 35. On the former, I installed MSI Afterburner[7] and ensured that the graphics drivers are up-to-date while I did not have to bother doing the same on the latter as they came preinstalled. The only extra thing that I did was to configure the Lutris v7.1 runner[8] after clicking my way through installing Lutris[9] and MangoHUD[10] from GNOME Software[11]. It is downright astonishing how much you can do these days on GNU/Linux distributions without actually having to interact with the command line, making the entry barrier very low and welcoming.

Figure 2 – GNOME Software helps to install Lutris conveniently

Before we get into some actual performance testing and comparison results, let me talk a bit about the video game that is at the centre of the case study. Control[12] is an action-adventure video game developed by Remedy Entertainment[13] and published by 505 Games[14]. The video game is centred around a fictitious organization about paranormal activities and takes inspiration from the likes of the SCP Foundation[15]. It is a well-optimized video game that exhibits great graphics and is a showcase of what the underlying hardware is capable of. I ran tests on both DirectX 11[16] and DirectX 12[17] versions of the video game with their compatibility layers[18], DXVK[19] and VKD3D[20], respectively.

Figure 3 – Lutris configured to play Control (2019) using the Wine runner

Following are the results of the tests. I made use of OBS Studio[21], which is available as both an installer binary and as a package in the RPM Fusion[22] repositories, to record around 15 seconds of in-menu gameplay and around 60 seconds of in-game gameplay. As the video game does not have any intrinsic benchmarking tool, the footage had to be broken down into segments of equal time periods to be able to pick up performance statistics on CPU usage, GPU usage and framerate. Please do note, even when OBS Studio introduces a certain overhead to the performance, the comparison still remains valid as in both the platforms the recording software is configured identically.

Metrics

  • Framerate
    • In the menus
Figure 4 – Framerate in the menus
  • In the game
Figure 5 – Framerate in the game
  • CPU usage
    • In the menus
Figure 6 – CPU usage in the menus
  • In the game
Figure 7 – CPU usage in the game
  • GPU usage
    • In the menus
Figure 8 – GPU usage in the menus
  • In the game
Figure 9 – GPU usage in the game

Please feel free to let your inner enthusiast loose in the statistics and try sharing as many performance differences as you have inferred so far in the comments section below. In the meanwhile, allow me to share mine –

  • With DXVK (DirectX 11), the loss of average in-menu framerate is around 19.87% and the same for average in-game framerate is barely 6.26%. DXVK is almost at the stage where a blind test of framerate smoothness could potentially confuse anyone as to which platform runs natively.
  • With VKD3D (DirectX 12), the loss of average in-menu framerate is barely 8.67% and the same for average in-game framerate is around 24.51%. VKD3D seems to be steadily catching up and very soon enough, video games would be able to run with minimal loss of performance.
  • With DXVK, there is only 1.40% of additional average CPU usage in the menus and around 17.88% of the same in the game. Closing this gap would help save battery life on handheld devices.
  • With VKD3D, the average CPU usage in the menus is around 1.47% less than the equivalent Windows platform and the same in the game is 1.62% more. VKD3D is a great choice for handheld devices.
  • With DXVK, the average GPU usage in the menus is around 13.40% more than that on Windows and the same in the game is around 1.04% more, making it more efficient in geometry rendering and less so in sprites.
  • With VKD3D, the average GPU usage in the game is around 8.13% more than that on Windows and the same in the game is around 9.34% less, thus helping save battery on handheld devices running these video games.
  • The CPU governor[23] makes a marginal difference in performance and hence, it is something that can be left alone untweaked. The marginal difference noticed can also be considered in the margin of error.
  • Fedora Workstation uses fewer system resources out of the box and hence, can easily dedicate a huge chunk of those to the video game in question but the same is not possible in Windows 10 21H2.

For someone who looked into GNU/Linux distributions as a platform for using interactive and entertainment software applications without having any fancy hardware requirements, these results almost feel like a breath of fresh air. With Valve[24] working on strengthening Proton[25] and other communities working on great solutions like Bottles[26] and Lutris, gaming on GNU/Linux distributions is no longer an elusive dream. Things are only going to get better with a great number of video games running at near-native performance as we go on. I do not know for certain if 2022 would be the year of Linux Desktop or not, but if you ask me whether 2022 would be the year of Linux Gaming – I would answer that with a resounding yes. Let me know your thoughts down below!

Appendix

  1. Highest possible graphical preset[3]
  2. Configuration differences[27]
  3. Performance measurements in the menus[28]
  4. Performance measurements in the game[29]

References

  1. https://en.wikipedia.org/wiki/Linux
  2. https://www.amd.com/en/technologies/rdna-2
  3. https://gist.github.com/t0xic0der/e6958f9404d395705a8b67a1ab39d024#file-preset-csv
  4. https://en.wikipedia.org/wiki/Steam_Deck
  5. https://getfedora.org/
  6. https://docs.microsoft.com/en-us/windows/release-health/status-windows-10-21h2
  7. https://www.msi.com/Landing/afterburner/graphics-cards
  8. https://lutris.net/runners
  9. https://lutris.net/
  10. https://github.com/flightlessmango/MangoHud
  11. https://gitlab.gnome.org/GNOME/gnome-software
  12. https://en.wikipedia.org/wiki/Control_(video_game)
  13. https://www.remedygames.com/
  14. https://505games.com/
  15. https://scp-wiki.wikidot.com/
  16. https://en.wikipedia.org/wiki/DirectX#DirectX_11
  17. https://en.wikipedia.org/wiki/DirectX#DirectX_12
  18. https://en.wikipedia.org/wiki/Compatibility_layer
  19. https://github.com/doitsujin/dxvk
  20. https://source.winehq.org/git/vkd3d.git/
  21. https://obsproject.com/
  22. https://rpmfusion.org/
  23. https://wiki.archlinux.org/title/CPU_frequency_scaling#Scaling_governors
  24. https://www.valvesoftware.com/en/
  25. https://github.com/ValveSoftware/Proton
  26. https://usebottles.com/
  27. https://gist.github.com/t0xic0der/e6958f9404d395705a8b67a1ab39d024#file-config-csv
  28. https://gist.github.com/t0xic0der/e6958f9404d395705a8b67a1ab39d024#file-in-menu-csv
  29. https://gist.github.com/t0xic0der/e6958f9404d395705a8b67a1ab39d024#file-in-game-csv
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GameStop announces multiyear strategic partnership with Microsoft

The partnership aims to advance GameStop’s key strategic pillars and extend its digital omni-channel ecosystem

Grapevine, Texas and Redmond, Wash. (October 8, 2020) – GameStop Corp. (NYSE: GME) (“The Company”) today announced that it has entered into a multi-year strategic partnership agreement with Microsoft Corp., further advancing its strategy to expand its physical and digital video game offerings, as well as enhance the Company’s retail technology infrastructure. With over 5,000+ retail stores worldwide and its world-class eCommerce platform, GameStop leverages its vast customer network, PowerUp Rewards, and omni-channel capabilities to deliver enhanced gaming solutions to its customers. Through this partnership, GameStop will standardize the Company’s business operations on Microsoft’s cloud solutions and hardware products to deliver rich new digital experiences to customers, creating the “ultimate gaming destination” for gamers in its vision to be the premier omni-channel customer access point for video game products.

Gamestop logo
The partnership includes enterprise and commercial elements.

  • Under this agreement, GameStop will standardize its back-end and in-store solutions on Dynamics 365, Microsoft’s portfolio of cloud-based business applications and customer data platform, empowering associates with integrated experiences across its business operations including finance, inventory, eCommerce, retail and point of sale. This will enable store associates the ability to access omni-channel insights about customer preferences and purchasing history, real time information on product availability, subscriptions, pricing, and promotions in order to provide a differentiated and personalized in-store customer experience.
  • Additionally, associates will be equipped with new Microsoft Surface devices that will transform the in-store experience and help unlock new retail experiences in the future. The mobility of Microsoft Surface will allow associates to move freely within the store footprint, meeting the needs of customers faster and more efficiently. Microsoft Surface devices have already been an important part of the digital modernization strategy for store management.
  • As part of its transformation, GameStop plans to roll out Microsoft 365 and Microsoft Teams to its stores, empowering more than 30,000 store associates with enhanced productivity and collaboration tools. With Teams, store associates will more easily be able to ask questions and share insights with one another, enabling them to provide a better customer experience. Associates will also benefit from enhanced security and identify management capabilities.
  • Following decades as an essential provider of the Microsoft Xbox gaming platform and services, GameStop has expanded its Xbox family of product offerings to include Xbox All Access, which provides an Xbox console and 24 months of Xbox Game Pass Ultimate to players with no upfront cost. GameStop and Microsoft will both benefit from the customer acquisition and lifetime revenue value of each gamer brought into the Xbox ecosystem.

George Sherman, GameStop’s Chief Executive Officer, stated: “This is an exciting day at GameStop as we announce the advancement of an important partnership that capitalizes on the power of our operating platform and significant market share in gaming to accelerate our digital transformation; drive incremental revenue streams; and over time, further monetize the digital world of gaming. Since joining the Company last April, we have been on a mission to evolve our strategy to take advantage of our undisputed leadership position in gaming. Clearly, GameStop is a top destination for an entire spectrum of gaming products, and we are excited about the opportunity to leverage our capabilities in support of the launch of the next generation of gaming consoles and expand our reach and connection to the worldwide gamer community through this partnership.”

“GameStop has become a popular destination for gamers to find their favorite video games, hardware and accessories, socialize with others in the community, try out new games, and get educated on the latest tips and trends,” said Matt Renner, President, US Enterprise Commercial, Microsoft. “By harnessing the power of Dynamics 365 and Microsoft 365, GameStop will be able to modernize its technology infrastructure and support store associates and fans in new and exciting ways. This partnership also provides GameStop with advanced retail management technologies that will drive operational efficiencies throughout its omni-channel platform.”

Phil Spencer, Microsoft, Executive Vice President of Gaming, added: “For many years GameStop has been a strong go-to-market partner for our gaming products, and we are excited about continuing and evolving that relationship for the launch of the Xbox Series X|S. GameStop’s extensive store base, focus on digital transformation in an omni-channel environment and expert gamer associates remain an important part of our gaming ecosystem, and we’re pleased to elevate our partnership.”

Jim Bell, GameStop’s Chief Financial Officer commented, “We believe Microsoft’s integrated retail technology platform will enable the continued development of our frictionless omni-channel digital environment, providing customers with an exceptional cross-channel experience for all things video gaming.”  Mr. Bell continued, “By standardizing on Microsoft 365 and Dynamics 365, all accessed with Microsoft Surface devices at our fingertips, we will be able to create a better connection with our associates and provide them with powerful new tools to deliver rich engaging experiences to our customers while significantly enhancing our cross-channel view of inventory ensuring the most efficient delivery of products to our customers.”

About GameStop

GameStop Corp., a Fortune 500 company headquartered in Grapevine, Texas, is the world’s largest omni-channel video game retailer, operates over 5,000 stores across 10 countries, and offers the best selection of new and pre-owned video gaming consoles, accessories and video game titles, in both physical and digital formats. GameStop also offers fans a wide variety of POP! vinyl figures, collectibles, board games and more. Through GameStop’s unique buy-sell-trade program, gamers can trade in video game consoles, games, and accessories, as well as consumer electronics for cash or in-store credit. The company’s consumer product network also includes www.gamestop.com and Game Informer® magazine, the world’s leading print and digital video game publication. General information about GameStop Corp. can be obtained at the Company’s corporate website. Follow @GameStop and @GameStopCorp on Twitter and Instagram and find GameStop on Facebook at www.facebook.com/GameStop.

Cautionary Statement Regarding Forward-Looking Statements – Safe Harbor

Expectations about quarterly results are based on preliminary unaudited information about the first fiscal quarter of 2020 and are subject to revision.  Although the quarter is now completed, the Company is still in the early stages of standard financial reporting closing procedures.  Accordingly, as normal quarter-end closing and review processes conclude, actual results could differ materially from these preliminary results.  Factors that could cause actual results for the quarter to differ materially from those contemplated by these forward-looking statements include, but are not limited to, inaccurate assumptions; unrecorded expenses; changes in estimates or judgments; and facts or circumstances affecting the application of the Company’s critical accounting policies.

This press release contains forward-looking statements within the meaning of the Private Securities Litigation Reform Act of 1995. Such statements are based upon management’s current beliefs, views, estimates and expectations, including as to the Company’s industry, business strategy, goals and expectations concerning its market position, future operations, margins, profitability, capital expenditures, liquidity and capital resources and other financial and operating information, including expectations as to future operating profit improvement. Such statements include without limitation those about the Company’s expectations for fiscal 2020, future financial and operating results, projections, expectations and other statements that are not historical facts. All statements regarding targeted and expected benefits of our transformation, capital allocation, profit improvement and cost-savings initiatives, and expected fiscal 2020 results, are forward-looking statements.  Forward-looking statements are subject to significant risks and uncertainties and actual developments, business decisions and results may differ materially from those reflected or described in the forward-looking statements.  The following factors, among others, could cause actual results to differ materially from those reflected or described in the forward-looking statements: the uncertain impact, effects and results of pursuit of operating, strategic, financial and structural initiatives, including the Reboot strategic plan; the impacts of the COVID-19 outbreak on our business, including governmental restrictions intended to mitigate the outbreak; volatility in capital and credit markets, including changes that reduce availability, and increase costs, of capital and credit; the impact of the COVID-19 outbreak on capital markets; our inability to obtain sufficient quantities of product to meet consumer demand, including due to supply chain disruptions on account of trade restrictions, political instability, labor disturbances and product recalls; the timing of release and consumer demand for new and pre-owned products; our ability to continue to expand, and successfully open and operate new stores for our collectibles business; risks associated with achievement of anticipated financial and operating results from acquisitions; our ability to sustain and grow our console digital video game sales; our ability to establish and profitably maintain the appropriate mix of digital and physical presence in the markets we serve; our ability to assess and implement technologies in support of our omnichannel capabilities; the impact of goodwill and intangible asset impairments; cost reduction initiatives, including store closing costs; risks related to changes in, and our continued retention of, executives and other key personnel and our ability to attract and retain qualified employees in all areas of the organization; changes in consumer preferences and economic conditions; increased operating costs, including wages; disruptions to our information technology systems including but not limited to security breaches of systems protecting consumer and employee information or other types of cybercrimes or cybersecurity attacks; risks associated with international operations; increased competition and changing technology in the video game industry; changes in domestic or foreign laws and regulations that reduce consumer demand for, or increase prices of, our products or otherwise adversely affect our business; our effective tax rate and the factors affecting our effective tax rate, including changes in international, federal or state tax, trade and other laws and regulations; the costs and outcomes of legal proceedings and tax audits; and unexpected changes in the assumptions underlying our outlook for fiscal 2020. Additional factors that could cause our results to differ materially from those reflected or described in the forward-looking statements can be found in GameStop’s Annual Report on Form 10-K for the fiscal year ended February 1, 2020 filed with the SEC and available at the SEC’s Internet site at http://www.sec.gov or http://investor.GameStop.com. Forward-looking statements contained in this press release speak only as of the date of this release. The Company undertakes no obligation to publicly update any forward-looking statement, whether as a result of new information, future developments or otherwise, except as may be required by any applicable securities laws.

About Microsoft

Microsoft (Nasdaq “MSFT” @microsoft) enables digital transformation for the era of an intelligent cloud and an intelligent edge. Its mission is to empower every person and every organization on the planet to achieve more.

Forward-Looking Statements

Statements in this news release are “forward-looking statements” based on current expectations and assumptions that are subject to risks and uncertainties. Actual results could differ materially because of factors described above as well as:

  • intense competition in all of our markets that may lead to lower revenue or operating margins;
  • increasing focus on cloud-based services presenting execution and competitive risks;
  • significant investments in products and services that may not achieve expected returns;
  • acquisitions, joint ventures, and strategic alliances that may have an adverse effect on our business;
  • impairment of goodwill or amortizable intangible assets causing a significant charge to earnings;
  • cyberattacks and security vulnerabilities that could lead to reduced revenue, increased costs, liability claims, or harm to our reputation or competitive position;
  • disclosure and misuse of personal data that could cause liability and harm to our reputation;
  • the possibility that we may not be able to protect information stored in our products and services from use by others;
  • abuse of our advertising or social platforms that may harm our reputation or user engagement;
  • the development of the internet of things presenting security, privacy, and execution risks;
  • issues about the use of artificial intelligence in our offerings that may result in competitive harm, legal liability, or reputational harm;
  • excessive outages, data losses, and disruptions of our online services if we fail to maintain an adequate operations infrastructure;
  • quality or supply problems;
  • the possibility that we may fail to protect our source code;
  • legal changes, our evolving business model, piracy, and other factors may decrease the value of our intellectual property;
  • claims that Microsoft has infringed the intellectual property rights of others;
  • claims against us that may result in adverse outcomes in legal disputes;
  • government litigation and regulatory activity relating to competition rules that may limit how we design and market our products;
  • potential liability under trade protection, anti-corruption, and other laws resulting from our global operations;
  • laws and regulations relating to the handling of personal data that may impede the adoption of our services or result in increased costs, legal claims, fines, or reputational damage;
  • additional tax liabilities;
  • damage to our reputation or our brands that may harm our business and operating results;
  • exposure to increased economic and operational uncertainties from operating a global business, including the effects of foreign currency exchange;
  • uncertainties relating to our business with government customers;
  • adverse economic or market conditions that may harm our business;
  • catastrophic events or geopolitical conditions, such as the COVID-19 pandemic, that may disrupt our business; and
  • the dependence of our business on our ability to attract and retain talented employees.

For more information about risks and uncertainties associated with Microsoft’s business, please refer to the “Management’s Discussion and Analysis of Financial Condition and Results of Operations” and “Risk Factors” sections of Microsoft’s SEC filings, including, but not limited to, its annual report on Form 10-K and quarterly reports on Form 10-Q that are incorporated by reference in the Prospectus forming a part of the Registration Statement, copies of which may be obtained by contacting Microsoft’s Investor Relations department at (800) 285-7772 or at Microsoft’s Investor Relations website at http://www.microsoft.com/en-us/investor.

Contacts:

GameStop Corp. Investor Relations
(817) 424-2001
investorrelations@gamestop.com

Microsoft Media Relations
WE Communications for Microsoft
(425) 638-7777
rrt@we-worldwide.com

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Sea of Thieves passes 15 million players since March 2018 launch

Summary

  • Sea of Thieves has been played by more than fifteen million players since launch in March 2018.
  • June 2020 was the biggest month so far for Sea of Thieves, with over 3.3 million players setting sail.
  • Sea of Thieves has sold over 1 million copies to date on Steam since its launch on June 3, 2020.

It’s both thrilling and humbling to share with you that Sea of Thieves has been played by more than fifteen million players since our launch in March 2018.

The way that the game and its community has continued to grow has been amazing to see. It was only in January of this year when we shared that 10 million people had played the game! We’re also humbled that more people have played Sea of Thieves in the first six months of 2020 than who played in the whole of 2019, which was more than 2018.

Last month – June 2020 – was also the biggest month so far for Sea of Thieves in terms of active players, with more than 3.3M players setting sail. A contributing factor to this growth has been our recent launch on Steam. We’ve been blown away by the support we’ve seen from the Steam community, with over 1M copies of the game having been sold so far and the game regularly appearing in the top selling and most played games charts.

On behalf of all of us at Rare, I’d like to say a big thank you to everyone who’s ever played Sea of Thieves for helping to get us this far. It’s a game that we love making, and there’s plenty more to come. See you on the seas.

New to Sea of Thieves? Join the fun with our Maiden Voyage, a narrative-driven tutorial experience separate from Adventure and Arena modes. New Sea of Thieves players will begin their travels within this scenario, which provides guidance and information to fledgling sailors. Learn more about Sea of Thieves at www.xbox.com/seaofthieves, or join the ongoing adventure at www.seaofthieves.com where you can embark on an epic journey with one of gaming’s most welcoming communities!

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Launch trailer debuts for Gears Tactics, coming April 28 and now available for pre-load on PC

Summary

  • Gears Tactics Launch trailer – featuring all-new gameplay from the fast-paced, turn-based strategy game – debuted today.
  • Gears Tactics is now available for pre-load for Xbox Game Pass for PC (Beta), Windows 10 PC, and Steam ahead of its April 28 launch.
  • The Xbox One version is in development and will arrive later this year.

We’re two weeks away from Gears Tactics bringing the fast pace, visceral action and trademark executions of the Gears franchise to the turn-based strategy genre on PC., To ensure you and your squad are ready to get boots on the ground and keep the Locust underground, we’re bringing you an action-packed Gears Tactics trailer that introduces the game’s heroes, customizable items and weapons, five unique character classes, and a tease of the enemy onslaught that awaits. The aggressive gameplay of Gears infused into the turn-based strategy genre will have you rethink your approach for each unique action – three per turn – as Gears Tactics encourages freedom of movement, fluidity in character skillsets and features unprecedented action and boss battles.

Gears Tactics is now available for pre-load for Xbox Game Pass for PC (Beta), Windows 10, and Steam ahead of its April 28 launch for the PC. Pre-order Gears Tactics or play with Xbox Game Pass for PC (Beta) before May 4 to receive the Thrashball Cole Character Pack which includes Augustus Cole as a recruit and the Thrashball Armor Set, complete with rare abilities.

For more about the game, check out Five Things You Need to Know about Gears Tactics, how Microsoft and Intel optimized Gears Tactics for PC as well as ongoing developer blog posts at gearstactics.com

Series fans will want to check out “Gears of War: Bloodlines,” the new novel by New York Times bestselling author Jason Hough, that sets the stage for the events of Gears 5 and Gears Tactics, and the father-daughter relationship between the games’ leads, Kait and Gabe Diaz. “Gears of War: Bloodlines” is available in paperback, ebook and audiobook on April 21, 2020.

For those interested in going behind the scenes with the artists and developers, “Gears Tactics: The Art of the Game” tracks the entire development process from concept sketches to final production art. Gears Tactics: The Art of the Game is available April 28, 2020 from Titan Books. 

For the latest on the Gears franchise, stay tuned to Xbox Wire and follow @GearsofWar on Twitter.

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Sea of Thieves turns 2: How many of the 38 additions have you tried?

A lot has changed in Sea of Thieves since Rare’s shared world pirate fantasy first set sail in March 2018. Thanks to a series of major content updates in the first year – including the game-changing Anniversary Update – and a recent commitment to regular monthly updates, the game has grown and evolved at a scale that few other service-based games can match. Even better, all content has been added for free!

To celebrate the game’s second anniversary, here are 38 of the biggest things that have been added over the past two years. If you’re yet to try the game or haven’t played for a while, be sure to jump in by trying it out with Xbox Game Pass or buying the game on the Microsoft Store or your local retailer. Sea of Thieves’ uniquely horizontal progression system means that you can set sail again at any time and not be at a disadvantage against other players.

1) Tall Tales
Tall Tales are Sea of Thieves’ unique take on a story-driven campaign, offering cinematic quests within the game’s emergent shared world. The first collection of stories, Shores of Gold, take players on an epic adventure in search of a lost island and magical treasure, while recent additions ‘The Seabound Soul’ and ‘Heart of Fire’ tell a whole new story. Available to solo players or crews of any size, there are eleven Tall Tales in total which should keep you occupied for up to 30 hours.

2) The Arena
Added as part of 2019’s mega Anniversary Update, The Arena is a standalone competitive game mode that lets crews battle it out in fixed-length contests described by Eurogamer as “glorious, consequence-free PvP carnage”. The Arena also features its own Trading Company – the Sea Dogs – with which you can earn reputation and rise in rank, together with its own social space and cosmetic rewards.

3) The Megalodon
The game’s first Megalodon – think Jaws on steroids – was added to the game in its first major content update, The Hungering Deep. This fearsome giant shark was an emergent threat that could attack ships at any time, with rewards for crews who could defeat it. It was later followed to the Sea of Thieves by many dangerous Megalodon variants, including rare species like the legendary Shrouded Ghost.

4) The Devil’s Roar
The Devil’s Roar is a wild and dangerous world region that was added to the game with the Forsaken Shores content update (wonderfully brought to life by actor and comedian Matt Berry). This world region is full of natural perils including volcanoes, lava, geysers and superheated water. So dangerous is The Devil’s Roar that its Ashen treasures deliver sizeable gold and reputation gains when cashed in.

5) Skeleton Ships
The introduction of Skeleton Ships in July 2018 changed the game by allowing players to engage in ship-to-ship combat outside of PvP. These fearsome sea-based threats can be found sailing beneath the ship-shaped cloud, and can burst from beneath the waves without warning to ambush unsuspecting pirates. Sink them and take their treasure!

6) Fog Providing the ‘Shrouded’ bit of November 2018’s Shrouded Spoils content update, fog brought both atmosphere and gameplay depth. Exploring islands in thick fog adds an additional layer of threat and complexity, while clever captains can use the swirling mists to hide their ships from other crews…

7) Maiden Voyage
The Maiden Voyage is a tutorial that goes the extra mile. Set just outside Sea of Thieves’ shared world, the Maiden Voyage is the perfect opportunity for new pirates to find their sea legs in a safe space. And while it’s perfect for new players wanting to learn how to play, it also offers plenty for more experienced players including a chance to meet the Pirate Lord himself and earn some exclusive cosmetics.

8) Fire
The addition of fire turned up the heat on players when it was added to the game last November. Fires can be started by firebombs, angry Chests of Rage or through less aggressive means, such as leaving food on the ship’s stove unattended. One thing’s for sure, fire had a huge impact on the game and proved that Alfred Pennyworth was right when he observed: “Some men just want to watch the world burn.”

9) Lots of lovely emergent loot
Back at launch, finding treasure could be a difficult business. But these days the Sea of Thieves is positively awash with loot, with Barrels of Plenty (floating barrels of bonus treasure), emergent Skeleton Captains, increased shipwreck loot, Mermaid Statues and their valuable gems, treasure maps in barrels, more washed-up treasure and rewards for defeating the Megalodon, Kraken and Skeleton Ships.

10) Fishing
People asked. And asked. And asked some more. So as part of the Anniversary Update, Rare added a huge fishing mechanic to the game that offers hours of distraction from epic adventuring. There are 10 main types of fish, each with their own variants, some of which can only be caught in specific world regions with the right bait and conditions. You can cook and eat fish to restore health, or cash them in with The Hunter’s Call Trading Company found at any Seapost. Sea of Thieves’ fishing was the highest-rated experience in PC Gamer’s article ‘Which PC game has the best fishing?’.

11) The Hunter’s Call Trading Company
Headed by the lovable Merrick (of The Hungering Deep fame), The Hunter’s Call is a Trading Company that rewards players for catching and cooking fish or meat. Unique among Trading Companies in that its representatives are located at Seaposts rather than Outposts, The Hunter’s Call offers a more leisurely path to Pirate Legend status.

12) Cargo Runs
Introduced to the game back in the Forsaken Shores update, Cargo Runs are a twist on the standard Merchant Alliance quest. Collect and deliver valuable cargo to various locations across the Sea of Thieves, both on time and in good condition, for a handsome payday.

13) Legends of the Sea
Sea of Thieves’ world has always contained Easter eggs that celebrate the stories of our most legendary players. Umbra’s sidequests, introduced in January 2020’s Legends of the Sea update, offer players the chance to earn Commendations and Doubloons for tracking down the stories behind these inspiring and entertaining player immortalisations.

14) Fort of the Damned
Raiding Skeleton Forts has always been an essential part of the Sea of Thieves experience, but the Fort of the Damned is a standout encounter. Released in time for Halloween 2019, this spooky Fort represents a major upgrade on the raid experience, both in terms of challenge and reward. Unlike other Forts, the Fort of the Damned can be activated on demand by crews who want to unlock its treasures again and again.

15) Gunpowder Skeletons
First came skeletons. Then skeletons with weapons (including snipers and cannoneers). But things got serious once the skeletons of the Sea of Thieves discovered that Gunpowder Barrels also make very effective weapons. Boom!

16) Stronghold Kegs
Available through raiding Forts, Stronghold Kegs are Gunpowder Barrels that make a really big bang (colloquially known as “mega-kegs”). These rare items command a high price from the Merchant Alliance, or they can be used as devastating weapons against all manner of enemies…

17) Reaper’s Chests
Reaper’s Chests are high-value chests found emergently in shipwrecks across the Sea of Thieves, and reveal their location through a mysterious beacon that rises up to the sky. But beware – once a Reaper’s Chest is recovered, other crews will be able to see on the map that you have this valuable reward and can hunt you down.

18) Pets
Every pirate needs an animal companion. The Pirate Emporium, added to the game in September 2019, brought with it a range of lovable pet parrots and monkeys, with more types still to come. Available in various breeds and colours, pets can also be dressed up in costumes for added hilarity. These furry and feathered sidekicks are an essential addition to any crew.

19) More than 100 new emotes
Emotes have always been a popular way for players to express themselves, but the addition of the Pirate Emporium has seen more than 100 new emotes added to the game. From the classic “we’re flying” emote inspired by a certain sea-based movie to the infamous “Crab Dab”, there’s something for every pirate and every situation.

20) Cursed Cannonballs
Introduced to the game as part of July 2018’s Cursed Sails update, Cursed Cannonballs are powerful weapons that can be found emergently in the world. Each of the eleven types of Cursed Cannonballs imparts a powerful, time-limited effect on an enemy, from making them dance to rendering their cannons impotent.

21) Cooking
Not only did the Anniversary Update bring fishing and hunting to the game, it brought cooking to legions of hungry pirates. Food can be cooked using the stove aboard every ship or at campfires. Once perfectly prepared, cooked food can be eaten to restore health or sold to The Hunter’s Call for a premium.

22) The Bilge Rats
The Bilge Rats are an unofficial Trading Company who arrived in Sea of Thieves in summer 2018. Dedicated to celebrating a pirate’s life of adventure outside the traditional Trading Companies, Duke and his motley crew give players a range of regular sidequests which can unlock additional rewards and cosmetics.

23) Alliances
Sometimes it can be Sea of Friends, thanks to the Alliance feature that lets two or more crews team up to improve the odds and share the rewards. Perfect for pirates looking to earn loot in a hurry, and a great way to meet other players and make friends.

24) Creator Crew
With its emphasis on player freedom and creativity, Sea of Thieves is a hugely watchable game. The Creator Crew is a programme which helps budding streamers and YouTubers get noticed, offering asset packs, opportunities to have work shared across official channels and ‘How To’ tutorials for improving content. What’s more, there’s also the chance to unlock exclusive cosmetic items by completing creator challenges. Go create and share your pirate stories!

25) Brigantines
Another feature that was introduced in the Cursed Sails update, the Brigantine is a ship type made for three players. More agile than a Galleon but boasting significantly more firepower than a Sloop, Brigantines soon became a player favourite.

26) Rowboats
Originally introduced in the Forsaken Shores update as a tool to deal with the superheated waters of the volcanic Devil’s Roar region, Rowboats are perfect for pirates looking to move around more loot than they can carry or sneak up on larger ships undetected. Racing them can also be fun!

27) The Harpoon
Every ship – and even some Rowboats – now come equipped with harpoon guns. These handy tools can be used in lots of ways, from plucking resources out of the water to making a sharp turn around an island. They can also be used to steal treasure from unsuspecting pirates in what has become known within the community as a ‘zoink’.

28) Doubloons and the Black Market
The arrival of the Bilge Rats on the Sea of Thieves also introduced a brand new currency which could be earned for completing time-limited events, a range of sidequests or by unlocking certain Commendations. Once earned, valuable Doubloons can be exchanged for rare cosmetics through the Black Market, or used to buy favour with the main Trading Companies and level up faster.

29) Seaposts
Dotted around the Sea of Thieves, Seaposts are mini-Outposts. They offer crews a great opportunity to stock up on resources, plus you’ll find traders who’ll sell a variety of cosmetics at a discount. Seaposts are also home to The Hunter’s Call, so they’re where you need to go to sell fish and meat.

30) Chest of Rage
Added recently in February 2020, the Chest of Rage is the latest Cursed Chest to be found within the game. These rare and valuable chests are filled with fury which vents itself regularly if not kept cool, making this a high-risk (but high-return) item which can also double up as a powerful weapon…

31) Collector’s Chests
Originally introduced as part of Tall Tales: Shores of Gold, Collector’s Chests – chests that can be opened and will hold whatever treasure you put in – have recently been added as rewards for solving riddle quests. What does that mean? More loot!

32). Tucking
Tucking, you say? What on earth is that? Let us explain. Pioneered by several high-profile streamers, ‘tucking’ in Sea of Thieves involves using emotes such as sleeping and sitting to hide aboard other players’ ships (the emote hides the gamertag above a player). Opening up a stealthy – not to mention hilarious – new way to play the game, tucking was officially recognised by the addition of a number of hide emotes to the Pirate Emporium (one of which is available to players for free).

33) Expanded ship customization
Having a cool-looking ship is one of the best parts of Sea of Thieves. Every pirate takes pride in how their vessel looks, plus a ship’s visibility from distance means that it’s your calling card in the world. Since the Shrouded Spoils expansion, players can now determine all elements of how their ship looks including the sails, figurehead, hull, capstan, cannons, wheel and flag. Get customising!

34) Skeleton variety
While the principal threat on land for pirates remains skeletal in nature, the threat has expanded through the addition of a number of skeleton variants – such as Gold, Plant, Shadow and Ashen – that each pose a different challenge. What’s more, you’ll also run into Skeleton Captains (and their crews) around the world, and may even encounter a fearsome Skeleton Lord…

35) Speaking Trumpet
The Speaking Trumpet is a handy tool for anyone looking to communicate with another crew. Kind of like a pirate-themed megaphone, the Speaking Trumpet amplifies the distance over which voice and text chat can be heard by other crews. Perfect for communicating with other ships without getting too close (just in case).

36) Throwable weapons
Throwable weapons offer more combat variety and come in two main flavours. Firebombs, as the name suggests, explode on impact and set fire to anything and anyone in the vicinity. Blunderbombs are closer in style to a grenade, dealing damage to (and knocking back) anyone in their blast radius.

37) Chainshot
Another new game feature added just this March, chainshot is a new ammo type that can be loaded into cannons and used to take down another ship’s mast. Bringing more tactical depth to ship-to-ship combat, there’s nothing more satisfying than felling another ship’s mast in a single shot.

38) Another 1200 gamerscore
Last but not least, the ever-expanding quantity of content in Sea of Thieves has also meant the addition of hundreds of new achievements and another 1200 gamerscore to play for (making a total of 2200 in all).

And there’s more! We haven’t even mentioned combat improvements, new musical instruments and more shanties to enjoy, hundreds of extra cosmetic items, a wealth of new Commendations or the countless ongoing quality of life improvements across all areas of the game. Visit the official Sea of Thieves website to see more about the latest updates, and for the latest on all things Xbox stay tuned to Xbox Wire.

See you on the seas!