Sega Not Worried About Overwhelming Audiences With Retro Content
Sega is quite happy to re-release its retro library of games on each and every system. If you’re like us, you’ve probably played the original Sonic the Hedgehog on a dozen different devices over the years.
In a recent interview with GamesIndustry.biz at E3 2019, Sega Europe’s John Clark defended the company’s decision to churn out these classic titles time and time again, explaining how it would “never” overwhelm its audience with retro content and would continue to make it as accessible as possible. Here’s exactly what the executive vice president of publishing had to say:
“When do you ever stop reaching the audience? There’s always an audience there on one format or another. We’ve got great content and we’re never going to saturate the audience for all of that retro content, so I think we’re going to continue to bring it out as broad and wide as possible.”
Sega – with the help of M2 – is currently working on the AGES line for the Switch eShop. Apart from this, it’s also releasing the Genesis / Mega Drive Mini this September after AtGames’ original device failed to live up to expectations.
How many times have you bought the same Sega game before? What games from the company’s retro library would you like to see re-released that we perhaps haven’t seen in a while? Share your thoughts below.
Posted by: xSicKxBot - 06-25-2019, 04:48 PM - Forum: Windows
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Toy Story Mash-Up pack now available in the Minecraft Marketplace
Explore some of the places you love (Andy’s bedroom!) and maybe are a little afraid of (I still have nightmares about Sid’s bedroom), from the teeny perspective of the toys. Yes, you are indeed tiny, which means you’ll have to climb, jump, and solve puzzles to find your way through an enormous, yet familiar world!
The Toy Story Mash-Up pack is available in the Minecraft Marketplace now. Go play!
The Sinking City is an adventure and investigation game set in an open world inspired by the universe of H.P. Lovecraft, the master of Horror. The half-submerged city of Oakmont is gripped by supernatural forces. You?re a private investigator, and you have to uncover the truth of what has possessed the city? and the minds of its inhabitants.
"Our CEO and his staff requested that they receive no performance cash bonus award for fiscal 2019," reads a line from the filing.
The filing mentioned that Wilson and other executives declined their cash bonuses due to EA's poor financial results in Fiscal Year 2019, and "in order to maintain alignment with our pay-for-performance executive compensation philosophy."
"While we are disappointed with our fiscal 2019 results, we understand the challenges we face, and we will continue to focus on how we can apply the strengths of our Company to capitalize on our opportunities," the statement explains.
EA made $4.95 billion for fiscal 2019, which was down from $5.15 billion during the previous fiscal year. The downturn in revenue might sound surprising given EA landed a huge hit with Apex Legends during the year. However, the title was only released in February 2019, which was just ahead of the end of the fiscal year in March. EA also had a few high-profile misses during the year, including Battlefield V and Anthem, both of which underperformed.
The other EA executives who declined their cash bonuses for the year included CFO Blake Jorgensen, CTO Kenneth Moss, chief marketing officer Chris Bruzzo, and chief studios officer Laura Miele. Patrick Soderlund, who quit EA in August 2018, also reportedly gave up his bonus. EA reportedly offered Soderlund $20 million in equity bonuses to stay at the company, but even so, he left to establish Embark Studios in Sweden. At the time, it was believed that Soderlund took the $20 million with him, but GameDaily reports that he did not; the funds are instead reportedly going into a pool to help secure new hires, among other purposes.
According to GameDaily, the EA executives declined their cash bonuses and instead put the money into a bonus pool to be paid to employees. Combined, the bonuses amount to around $4.8 million to be paid to employees, and that doesn't count the $20 million equity bonus from Soderlund, according to GameDaily.
The SEC filing also reveals that all of EA's Named Executive Officers (NEOs) received an increase to their base salary in Fiscal 2019. Wilson now makes $1.192 million annually, while Jorgensen gets $850,000. Moss and Bruzzo make $675,000 every year. Miele, who only just started as chief studios officer, makes $675,000 annually as well. Soderlund, who left EA during fiscal 2019, made $475,572 as a base salary. All numbers are in USD.
As you can see in the chart below, base salary is just the beginning when it comes to total compensation. Wilson's total pay package, including stock awards and other compensation, was $18.3 million for the latest fiscal year. That is just about half of what he earned the year prior. The "non-equity incentive plan compensation" is empty for all of the NEOs, and that's because they declined their cash bonuses.
Talking Point: The Sound Strategy Behind 2DS Points To A Switch Mini
The Switch Mini rumours have been coming thick and fast over the last week or two. Despite Nintendo plainly stating that the E3 2019 Nintendo Direct would not feature a new hardware reveal, it was half expected there might be a cheeky announcement. We’ve heard multiple stories from respected outlets for a while now, as well as manufacturers and retailers listing accessories for the as-yet-unannounced hardware revision. It almost feels that the sheer force of the internet is willing this thing into existence, whether Nintendo planned it or not.
But of course it surely has planned for the revision. There’s a 3DS-sized hole in the market that the current Switch isn’t quite filling. As a budget option the 3DS (and 2DS) is still a fabulous device, but any parent knows that only the latest and greatest will do in the playground. Give a six-year-old a choice between a full, mint-in-box NES library or a Switch with Smash Bros. and Fortnite and it’ll be bye-bye retro quicker than you can say “Stadium Events”.
The original Switch concept made for a great sales pitch as a ‘household’ device, bringing together an increasingly fragmented family unit with one device. Having become the go-to local co-op machine, Nintendo can now afford to play up the other side of Switch’s dual identity – the portable, solo gaming device (that also interacts with other Switches). In shareholder meetings, it’s been made clear that Nintendo plans to get more than one Switch into households, following the 3DS business model rather than the traditional home console route. Switch, after all, is not a ‘traditional’ home console, and it can take advantage of its hybrid nature in more ways than one, branching out into other rooms of the house.
The imagined smaller dimensions of a Switch Mini may cause some of us to hold our current console and wonder just how much smaller the unit can get before reaching Game Boy Micro levels of cramping discomfort, but the fact is that we still surf ebay in the vain hope of picking up one of those beauties for a decent price, if only as a showpiece. Switch could certainly stand to lose a little weight. The current screen is lovely, and while we’d ultimately prefer it to lose the bezel and grow in size (if not resolution) in a ‘Pro’ model, it could stand to shrink a little for a Mini variant.
This scenario, but slightly smaller consoles with fused controllers.
The Joy-Con themselves arguably couldn’t be made any smaller and fusing them to the screen is the only practical way to reduce the size of the unit as well as eliminate components and free up space. Nintendo could then remove the railings, wireless gubbins and the separate batteries, incrementally driving down production costs and potentially permitting some of the console’s internal components to spread outwards by a few millimetres. That might not seem like much, but tiny changes can make a big difference. A unified case will provide better structural integrity meaning it’ll be able to withstand a few more bumps than the current version – a must if this is going to be aimed at gamers with smaller hands. Maybe lose the flimsy kickstand, too – we only ever interact with it to get at the micro SD card. Alternatively, replace it with something a little sturdier.
There would be other challenges to overcome. The infamous Joy-Con drift that’s plagued so many of our controllers will need eradicating if the company wants to retain its reputation for producing rock-solid hardware. The Joy-Con are nifty little devices, but they’re pricey and Nintendo has arguably stretched its reputation to breaking point with many users, first with launch model connection problems and later with recurring drifting stick issues. It’s one thing for a break-off accessory to need periodic repair, but consumers will soon get sick of sending their console for repair once a year just to get the sticks replaced.
The 2DS bundle approach makes sense for Switch now. The money prints out of the bottom, by the way.
If Nintendo is planning for a +1 Switch in every household, it probably makes sense to remove the Dock from the box, too. We’d dispute the wisdom of a Switch Mini which you can’t dock – yes, 2DS removed the nominal gimmick of its parent console, but what is a Switch if it can’t ‘switch’ to a TV? It makes more sense to simply sell the dock separately, or perhaps market a new ‘travel’ dock – also compatible with OG Switch – for people who want it. We’ve seen some third-party alternatives and with a focus on portability, a dock to match would be welcome.
Switch has already got the software – pricing is key for a new SKU, and for this to be attractive it’s going to have to hit the £200 / $220 mark. If we look to the 2DS as a comparable update that was also a cheaper, more durable ‘downgrade’, it’s the price point that set it apart from the ‘premium’ alternative. Throw in a selection of bundles including ‘evergreen’ titles (think Smash Bros., Mario Kart 8 Deluxe, Super Mario Odyssey), plus the inevitable Pokémon Sword and Shield and Animal Crossing: New Horizons tie-ins, and it would seem like Nintendo has a pretty good holiday season ahead.
We’re still eager for a ‘Pro’ model, but in the meantime a Mini version makes more sense considering the demographic underserved by the current console. The November launch of Pokémon would seem to be an obvious target to get consoles into stores ready for the lucrative Black Friday period, although a September or October release would arguably work just as well – that’s the beauty of an evergreen library. All it takes is a new Special Edition console to get fans excited about ‘new’ hardware. Could I interest you a Triforce encrusted Switch Mini with your copy of Link’s Awakening and accompanying amiibo, sir? Why not take two! Sony and Microsoft will presumably be concentrating on bundle deals for existing consoles ahead of new hardware in 2020, so Nintendo could have the ‘shiny new device’ category to itself. The confirmation hasn’t come yet, of course, but all the signs indicate that Switch, in whatever form, will have Holiday 2019 tied up with a bow.
Would you be in the market for a potential Switch Mini? Two docks used to be the height of luxury, but two Switches? A Switch for every room (bagsy not the toilet Switch)! Let us know what a new SKU would need to tempt you below.
Astrologaster is an odd bird. A sincere quack doctor dispenses both medicine and life-coaching lessons by consulting the stars and thereby inferring from astrology the true state of affairs. Born from a close, if selective, culling from Simon Forman’s writing, this game is, to put it in cinematic terms, ‘based on a true story’. The ‘medical’ dilemmas showcased are funny and insightful, and with each one Simon pulls close to his ridiculous acquaintances with affection.
The game also has a healthy dose of mockery, sailing through historical references with a modern-day sensibility and verve. The voice acting, plotting and overall characterization are leagues ahead of most games, but it is admittedly a niche offering: a wickedly amusing historical storybook with mildly branching paths. Yet the total package transcends genre, for Astrologaster is not to be missed.
Dr Simon Forman is a medical practitioner with a self-diagnosed heart of gold. Through luck or foolhardy genius, he has survived the plague, and credits his miraculous turnaround with a cure he dreamt up on death’s door. Now, he seeks to grow his practice and obtain a medical license, in that dubious order. The game’s story is linear with variant outcomes for each of Simon’s patients.
First, a quick account of the mechanics and flow of play. He treats, at the player’s direction, anyone who comes through his doors, listening to their sorrows at length. One is distraught at the thought of Papist neighbors and wonders whether they are, by nature, treasonous. Perhaps she ought to report them and protect the crown? Another wishes to know, ever-so-sweetly, whether her betrothed is long for this world. Ought she marry at all if heartbreak be right around the corner? There is a monkey sidekick for one visitor, of course. These querents are the game’s lifeblood, and they are a varied group but uniformly delightful. There are men and women, young and old, of various professions, personalities and beliefs. A motley crew, whose lives are full of twists that would be just as home in a soap opera.
So each ‘medical’ consultation is divided into four parts. The customer is introduced with a quick ditty, musically summing up their situation and character. As an aside, the songs alone are gems worth the price of purchase, packing a punch with melody & rhyme. Secondly, the guests are greeted and chat at length with Simon. When the game-flow pauses, the client’s star chart is displayed, along with some interpretations. The game deliberately futzes with ‘astrology’ as such, lifting the same terms but tweaking their import. So a Libra dignified in Neptune could mean anything, in-game. One section of the stars points to a corruption of the blood, another to a weakness of the mind, for example. Luckily, the game translates the chart into somewhat plain advice, so the player simply chooses between outcomes.
This is where things get dicier. The ‘best’ answer is the one which pleases the customer. This is not always the most truthful, or accurate, interpretation. Some prefer flattery, most everyone has ulterior motives, and others will not heed good sense. Follow your intuition based on the dialogue, essentially. The stories of these characters will advance across multiple consultations, with their approval meters sliding up and down depending on Simon’s prowess. His ultimate goal, and yours by extension, is to obtain a critical mass of letters of recommendation from these patients and use these testimonials to obtain a medical license.
But the game is amusing even in abject failure. The story length is the same whether or not you succeed in winning people over, though it might feel better to ‘win’ a license at the end. Astrologaster offers the player an ahistorical, eagle-eyed perspective to know and learn, but mostly to judge. The game is juicy and gossipy as much as it is informative. Yes, if one knows a bit about El Dorado or the Spanish Armada, a few consultations will have their proper choices jump out, but beyond some rather nifty nods to Elizabethan history and culture, the historical immersion of the game is pretty minimal. All the better to create ironic distance.
The first great pleasure of Astrologaster is its sense of intimacy and disclosure. Simon is priest, cabbie, bar-keep and shrink all rolled together. He is privy to these people’s tantalizing stories because they are trusting or desperate. Other games like Gone Home or VA-11 HALL-A also offer close glimpses into people’s (fictional) lives, heightening the sense of drama by mixing in the mundane. Astrologaster feels fun and silly, but also lifelike and lived-in, which is a difficult atmosphere to capture. It puts you in a position to know and then decide fates, based on laughably muddled astrological hints.
The game’s second great pleasure is its potential for satire. I say ‘potential’ because all-to-often satire is conflated with naked malice, lazy mockery, or sincere atrocity. No, the game’s tone itself is decidedly not neutral, but it leaves the japery and merriment up to the player. I’d give choice examples but would mangle them in the telling. Some diagnoses are inherently funny for their mixture of graphic description and antiquated language, like ‘purging from the fundament’. There are plenty of fools, luckless souls and prejudices on display here, but instead of serving up ham-fisted commentary, the whole affair is refreshing and light. Levity cuts deeper than argument. It’s not a particularly subtle game, but the brand of jocular dialogue leaves plenty of room for interpretation and imagination.
Now the game is relatively brief, I suppose, running around five hours for a playthrough depending on whether one listens to full voice-lines or skips through with subtitles. But it has a dedicated throughline, both as a whole and individually within its characters. For a fraction of the price of a blockbuster film, you can experience more wit and ingenuity across a greater length of time, all the while wondering at the fact that this game is only possible because of the fastidious case notes of the real-life historical figure of Simon Forman, whose own life and patients are, by all accounts, just as bonkers.
There is a sale on Humble containing several applications of interest to game developers. The sale started today, June 24th and runs for 7 days. The following is a list of applications most interesting to game developers, as well as links to any prior coverage we have done on that topic if it’s available.
The links above contain affiliate tags, meaning any purchase helps GFS. All software will give you a Steam key. Keep in mind the Steam Summer Sale is coming soon, stay tuned as we will profile game development software featured in that sale once launched.
Posted by: xSicKxBot - 06-25-2019, 09:00 AM - Forum: Lounge
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Video Game Deep Cuts: My Friend Pedro’s Elite Beat Agent
The following blog post, unless otherwise noted, was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from video game industry ‘watcher’ Simon Carless (GDC, Gamasutra co-runner), rounding up the best longread & standout articles & videos about games, every weekend.
This week’s roundup includes a look at breakout indie action game My Friend Pedro, a much-deserved history of the excellent Elite Beat Agents series, on Mordhau’s surprisingly hot debut, classic interviews/retrospectives around Tetris & Sam and Max, and loads more besides.
Given I was out of the country (in the UK) for most of the week, managed to make a comeback just long enough to put this one together. Luckily, there’s plenty of meat, including almost the last of the E3 leftovers – and something for everyone to enjoy. Hope there’s a story or two you dig in here!
The Developers of Monster Hunter Explain What It’s Like to Build Monsters(Patrick Klepek / VICE – ARTICLE) “Some of the people keeping Monster Hunter going are producer Ryozo Tsujimoto and executive director/art director Kaname Fujioka, both of whom I spent some time speaking to last week. Their answers were as humorous as they were interesting, shedding light on the game’s development process, the series’ distinct lack of spiders (there’s a good reason!), what it means to depict the suffering of animals in a game about hunting, and much more.”
The 16 best games of E3 2019(Alex Hern, Keith Stuart and Keza MacDonald / The Guardian – ARTICLE) “After a full week of glitzy announcements and hundreds of game teasers, the Guardian’s E3 correspondents pick their best of the show.”
Cultist Simulator mobile: the all-singing, all-dancing data dump(Lottie Bevan / Weather Factory – ARTICLE) “Gaining as big an audience as we could was more important than maximising revenue. This strategy was the main reason we signed a PC publishing deal with Humble Bundle. It also told us pretty clearly we should find a porting house and publisher to make a mobile version of Cultist Simulator while we focused on post-launch PC development. [SIMON’S NOTE: lots and lots of data here – also showcasing that premium mobile dev isn’t THAT lucrative, sadly.]”
A Parliamentary Committee ‘Grilled’ EA and Epic Reps – Badly(Rich Stanton / Kotaku UK – ARTICLE) “Today, representatives of Electronic Arts and Epic Games gave evidence to Parliament’s Digital, Culture, Media and Sport Committee. It was something of a spectacle, not least for exposing once again how woefully unprepared our politicians are for this conversation. It wasn’t that the four games industry representatives had the best answers in the world: indeed, at times, they were flailing.”
Sex, Tetris, and Charlie Chaplin: The Alexey Pajitnov interview(Colin Campbell / Polygon – ARTICLE) “It’s not a serious disagreement. I put it to Pajitnov that no single artist has generated more collective entertainment hours among the mass of humankind than himself. I mean, how long, dear reader, have you spent playing Tetris? And do you know many people who haven’t played it?”
How time-loop games offer escape from a world that is running out of time(Edwin Evans-Thirlwell / Eurogamer – ARTICLE) “It’s as if the industry were caught in a Groundhog Day scenario devoted to the creation of Groundhog Days. Last week’s E3 announcements alone gave us Luis Antonio’s 12 Minutes, in which players endlessly relive their deaths at the hands of a mysterious housebreaker, and Arkane’s Deathloop, in which two assassins vie for dominance of one and the same day on a swishly late-70s island base.”
2014 vs. 2018: The Shape of Financial Success Before and After the Indiepocalypse(GDC / YouTube – VIDEO) “In this 2019 GDC talk, independent developer Jason Rohrer digs into the financial data behind the “Indiepocalypse,” to help you figure out how NOT to waste the next four years of your life on the next high profile flop.”
The Fall and Rise of VR: The Struggle to Make Virtual Reality Get Real(Aric Jenkins / Fortune – ARTICLE) “Because for all the hype-filled promises, virtual reality remains, well, virtually absent from everyday American life. Oculus in 2018, for example, shipped just 354,000 units of its flagship VR headset, the Oculus Rift, according to estimates from SuperData, a gaming-focused research unit of Nielsen.”
Nite Two at E3 2019: Phil Spencer(GiantBomb / YouTube – VIDEO) “Microsoft’s Phil Spencer sits down with Jeff Gerstmann to talk shop! [SIMON’S NOTE: Haven’t featured GiantBomb much in this roundup, but somebody pointed out this was a great interview – check out their YouTube channel for a bunch of handy ‘quick looks’ at games, too.]”
From The Witcher 3 to Cyberpunk: The evolution of CD Projekt’s quest design(Bryant Francis / Gamasutra – ARTICLE) “The Witcher 3 is known for its great quest design, but developer CD Projekt Red promises to evolve this tried and true approach in its next game, Cyberpunk 2077. At E3 2019, quest director Mateusz Tomaskiewicz​ told us about what he’s learned directing the quests of Cyberpunk 2077, and the challenges of designing a more nonlinear RPG.”
Assassin’s Creed Odyssey Developers Say Breaking Series Traditions Made For A Better Game(Stephen Totilo / Kotaku – ARTICLE) “When I sat down with the makers of Assassin’s Creed Odyssey last week, I had to ask them about Alexios, Kassandra, and the state of the franchise’s playable modern-day sequences. I also had to ask them about the option to ride a flaming horse.”
‘My Friend Pedro’ is the stylish action game every Nintendo Switch owner needs(Adam Rosenberg / Mashable – ARTICLE) “DeadToast Entertainment’s new side-scrolling action game is all about finding creative ways to murder bad guys. You can activate slow-mo with a button press, and the more you do to make the most of your bullet time — by building your kill count, naturally — the longer you get to linger there. It’s a tough thing to describe using just words, honestly. [SIMON’S NOTE: also on PC, and it’s one of the notable titles of the year so far.]”
Sitting In On A Design Meeting For Star Wars Jedi: Fallen Order(Kyle Hilliard / Game Informer – ARTICLE) “Andrew Reiner, Leo Vader, and I sat in the meeting interjecting as little as possible while the team discussed what was working with the level, what they wanted to change, and how they predicted players would react to the level’s layout and enemy encounters. It offered interesting insight into Respawn’s game design process, so Leo Vader and I decided to talk about the meeting and what we took away from it.”
Call of Duty: Modern Warfare and the problem with its child soldier level(Emma Kent / Eurogamer – ARTICLE) “On Call of Duty: Modern Warfare’s announcement day, I was excited. Not just for the usual reasons, but because this instalment promised to tackle some seriously mature topics. Articles were published describing a terrorist attack in London, civilian collateral damage, situations ripped “straight from the headlines” and a particularly challenging child soldier level.”
A candid conversation with EA’s Andrew Wilson at E3 2019(Mike Futter / GameDaily.biz – ARTICLE) “CEO Andrew Wilson sat down exclusively with GameDaily at E3 2019 to talk about EA’s mistakes, successes, what went wrong with Anthem (and how BioWare is prepared to fix it), and the future of his company and the industry.”
How Mordhau went from janky community project to the biggest melee brawler on PC(Samuel Horti / PC Gamer – ARTICLE) “Five years ago, long-time Chivalry: Medieval Warfare player Marko GrguroviÄÂ began building a prototype for a new melee game in Unity. He had no development experience, and neither did the team he quickly assembled around him, some as young as 17.”
History of Elite Beat Agents / Ouendan Series(DidYouKnowGaming? / YouTube – VIDEO) “Today on Game History Secrets, Liam looks at the history of Elite Beat Agents, which is known as the Ouendan series in Japan. The EBA series has thus far only released on the Nintendo DS system. [SIMON’S NOTE: includes interviews with INIS staff, which is great!]”
Harry Potter: Wizards Unite Improves On What Makes Pokémon Go Great(Gita Jackson / Kotaku – ARTICLE) “Wizards Unite, developed by Niantic of Pokémon Go fame, is a different beast than Hogwarts Mystery, and this time, I feel enthralled by it. It’s a step above Hogwarts Mystery and the perplexing Fantastic Beastsmovies, and also seems like a refinement of the formula of Pokémon Go.”
Q&A: After the Microsoft acquisition, what’s next for Double Fine?(Bryant Francis / Gamasutra – ARTICLE) “San Francisco-based studio Double Fine made a big splash at E3 last week when Microsoft announced it was purchasing the makers of Psychonauts, Brutal Legend, Massive Chalice, and so many other games… At E3 this year, the company set up shop [and] on hand was Tim Schafer, who was down to talk about both the creative drive fueling Psychonauts 2, the Microsoft acquisition and what he thinks GamePass means for studios like his.”
Sam & Max Hit The Road(Jimmy Maher / Digital Antiquarian – ARTICLE) “Sam and Max first made their names as the stars of an indie comic book, and carried a certain indie sensibility with them when they strolled onto our monitor screens. The safe suburban world of gaming had never seen anything quite like this duo — boldly but also smartly written, aggressively confrontational, and absolutely hilarious as they wandered a landscape built out of junk media and decrepit Americana.”
A Gamer’s Secret Life and Tragic Death(The Atlantic / YouTube – VIDEO) “To his mother, David Hance was a shy, nerdy Puerto Rican kid from the Bronx who had an unhealthy obsession with video games. To everyone else, he was Allied—a world-class esports champion, whose boisterous live-streams garnered thousands of views. For years, Hance navigated these disparate identities with ease. But then, at age 24, he was diagnosed with Stage 4 cancer.”
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[REMINDER: you can sign up to receive this newsletter every weekend at tinyletter.com/vgdeepcuts – we crosspost to Gamasutra later, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra & an advisor to indie publisher No More Robots, so you may sometimes see links from those entities in his picks. Or not!]
Welcome to Next Week on Xbox, where we cover all the new games coming soon to Xbox One! Every week the team at Xbox aims to deliver quality gaming content for you to enjoy on your favorite gaming console. To find out what’s coming soon to Xbox One, read on below and click on each of the game profiles for pre-order details (dates are subject to change).
Xbox One X Enhanced – An exploration-focused, side-scroller action RPG packing all the best features from the metroidvania genre into a single, content-packed game. Play as Miriam, an orphan scarred by an alchemist’s curse which slowly crystallizes her body. She must now battle her way through a demon-infested castle summoned by Gebel, her old friend whose body and mind has become more crystal than flesh.
Team up with Durnan, the proprietor of the famed Yawning Portal, to seek the truth behind the mysterious visions and forces beckoning citizens of the Forgotten Realms to the halls of Undermountain. Neverwinter: Undermountain introduces a new level 80 cap, a complete overhaul of class powers and feats, new Adventure Zones, a new Endgame dungeon, and much more!
Xbox One X Enhanced – A new single-player narrative featuring “Jurassic World” character Claire Dearing, voiced by Bryce Dallas Howard herself. Rich in content with seven new story missions with rewards, two new locations, three new dinosaurs, and new game features.
Xbox One X Enhanced – A surreal fantasy adventure with steampunk elements set in London in 1899, towards the end of the Victorian era. With an emphasis on culture and character, Another Sight focuses on the relationship between its two protagonists: Kit, a refreshingly intrepid teenager, and Hodge , a mysterious red-furred cat.
A quirky RPG for all audiences where you’ll recruit citizens of space for battle, traverse the cosmos in search of Earth’s missing pieces, and meet charismatic characters at every turn as you play as an Ambassador of Earth who must put the planet back together.
A fantasy RPG featuring beautiful 2D turn-based battles where you’ll become the master of the battlefield by using the characteristics of the three tribes, Fai, Ruta, and Eeth. The game offers a variety of achievements and elements, from weapon refining to harvesting items.
Cybarian The Tme Travelling Warrior is a classically inspired arcade action game, with a mixture of modern and retro gaming inspirations, an union of old-school 2D platformers and side-scrolling beat em’ ups in an animated, retro styled pixel art.
Explore alternate dimensions, fight interdimensional criminals, and solve crimes in this thrilling action platformer! Developed by 13AM Games, the studio behind award-winning Runbow, Double Cross is an exciting action adventure game that has players take on the role of Zahra, whose job it is to maintain peace and order between all dimensions.
Xbox One X Enhanced – Go fur-throttle with Crash Team Racing Nitro-Fueled. It’s the authentic CTR experience plus a whole lot more, now fully remastered and revved up to the max with all the original game modes, characters, tracks, power-ups, weapons and controls. Additional karts, tracks, and arenas from Crash Nitro Kart- Race.
Captain Cat travels the seven seas in his boat, using his anchor as a hook to fish for the delights and treasures hiding at the bottom of the sea. But navigating the depths of unknown waters is never easy, as there are many mysterious dangers to face along the way. Can Captain Cat overcome them to catch enough fish to satisfy his hunger?