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Microsoft has launched a new Game Pass tier, Xbox Game Pass Standard, which includes access to hundreds of games and online multiplayer but no day one releases.

Earlier this year, Microsoft announced big changes to Xbox Game Pass, with a new tier called Xbox Game Pass Standard replacing Game Pass for Console for new subscribers. Xbox Game Pass Standard is available now, and there's quite a substantial difference in what the new tier offers in terms of features and the library of games compared to the previous.

Xbox Game Pass Standard launches with a library of 370 games and online multiplayer Xbox Game Pass Standard launches without Starfield, Hellblade 2, and more

Xbox Game Pass Standard is priced at $14.99/£10.99 and gives subscribers access to a library of 370 games and online multiplayer. However, with this tier, day one releases are not included, so you won't see games like Call of Duty: Black Ops 6 and Indiana Jones and the Great Circle drop into Standard upon release. Microsoft has confirmed that it can take up to a year or more before day one releases join Xbox Game Pass Standard.

As for what games are currently included with Xbox Game Pass Standard, it appears that some major releases are missing. Compared to Xbox Game Pass Ultimate, which boasts 506 console games in its library (including EA Play titles), Xbox Game Pass Standard features 370 games and does not include big games such as Starfield, Hellblade 2, Forza Motorsport, Diablo IV, and Call of Duty: Modern Warfare III. As per Vixolus on ResetEra, here is the full list of games not included with Xbox Game Pass Standard:

Games not currently included with Xbox Game Pass Standard

Age of Mythology: Retold Standard Edition

Another Crab's Treasure

Botany Manor

Call of Duty: Modern Warfare III

Core Keeper

Creatures of Ava

Diablo IV

Dungeons Of Hinterberg

Eiyuden Chronicle: Hundred Heroes

Flintlock: The Siege of Dawn

Flock

Forza Motorsport

Galacticare

Go Mecha Ball

Harold Halibut

Hauntii

Humanity

Kunitsu-Gami: Path of the Goddess

Lightyear Frontier (Game Preview)

Little Kitty, Big City

Magical Delicacy

MLB The Show 24 Xbox One

MLB The Show 24 Xbox Series X|S

Neon White

Octopath Traveler II

Open Roads

Payday 3

PlateUp!

Robin Hood - Sherwood Builders

Rolling Hills: Make Sushi, Make Friends

Sea of Solitude

Senua's Saga: Hellblade II

Slime Rancher 2

SpiderHeck

Star Trucker

Starfield

Still Wakes the Deep

Tchia

The Case of the Golden Idol

The Rewinder

Turnip Boy Robs a Bank

Valorant

You Suck at Parking

While You Suck at Parking, SpiderHeck, Slime Rancher 2, and Payday 3 are obviously not included because they are leaving Xbox Game Pass in September, it's surprising to see the likes of Starfield and Forza Motorsport are not a part of Standard.

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I was excited to see this game get released on Game Pass, as I loved the original and SnowRunner. However, after putting several hours in, I get this weird sense that the physics have been changed somehow. It certainly doesn't feel the same as SnowRunner. Anyone else?

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As a Warhammer 40,000 experience, Space Marine 2 is excellent at many things. The relentless tide of Tyranids. The firing patterns of each individual model of Bolt gun. The way Imperial Guardsmen look up at you as if you are a vengeful angel sent from above. As a video game, though, Space Marine 2 has less to boast about. In fact, it is only truly accomplished at one thing: combat.

This is far from the negative critique it first sounds. Space Marine 2, much like its 2011 predecessor, is built on the bones of Gears of War. It offers spectacle and destruction in equal measure, with linear levels designed purely to funnel you from one bloody battle to the next. Aside from the fun fact that such a singular focus makes it an authentic digital embodiment of space marines (who exist purely to fight in a galaxy-spanning external conflict,) Space Marine 2’s design harks back to the time of the Xbox 360, an era before the bloated, overstuffed ‘everything game’. It’s a modern demonstration that sometimes it’s best to dedicate yourself to one idea rather than attempt shallow versions of every feature currently in vogue.

Developer Saber Interactive has crafted such a brilliant combat system thanks to its deep understanding of the Warhammer 40,000 universe. This isn’t a translation of the tabletop game, rather the conflicts those models represent. In fact, Space Marine 2 feels more like an adaptation of the artwork that adorns the pages of Warhammer manuals – so much so that one late-game sequence feels like a reenactment of a piece painted by renowned Games Workshop artist John Blanche. Blanche’s work often captured both the glory and horror of a final stand against an unending sea of enemies and that same feeling is successfully replicated in Space Marine 2. Your foe, the Tyranids, are space bugs capable of swarming the screen by the hundreds thanks to an upgraded version of Saber’s World War Z horde tech.

Space Marine 2 has one of the smoothest transitions between ranged and melee I have ever seen. That approaching tide of Tyranids is initially the target of your ranged arsenal. Gunplay in Space Marine 2 is magnificently weighty thanks to the thunderous roar of your Pringle can-sized gun barrel and the explosive blood bursts that accompany each round detonating inside your targets. Saber shows a true understanding of the many, many different Bolter types in the 40k universe, and so an arsenal that at first seems like the same gun in seven different formats soon reveals itself to be several discreet weapons with meaningful gameplay applications. There’s the reliable cadence of the Auto Bolter, the quick precision of the Occulus Bolt Carbine, and the unrelenting damage of the Heavy Bolter, among others – all of which have their own effective ranges and damage profiles.

But, as good as those Bolters (and their plasma brethren) feel to fire, it’s when the horde gets within slashing distance that Space Marine 2 really gets into gear. It starts with one of the smoothest transitions between ranged and melee I have ever seen in a game. A pull of the trigger can flow into the swing of a Chainsword in a split second, allowing for rapid response to approaching foes. It works the other way, too, which enables a unique, rapid flow between long and short range encounters.

When melee starts in earnest, it’s much, much more involved than the rifle whacks and contextual knife stabbings of so many other third-person shooters. Against the waves of cannon-fodder Hormagaunts it’s a button-mashing bloodbath as you string together light and heavy attacks to stun and skewer. But when the Tyranids (and, later, the Chaos-worshipping Thousand Sons) bring out their heavy-hitting larger units, the melee reveals itself to be a fully-featured, surprisingly deep sword combat system with dodges, parries, and counters. As the smaller enemies grow in number and begin to chew away at your armour and then your health bar, it becomes vital to hunt down the special enemies that tower above the swarm. Engage them in a brutal melee and a gory execution finisher will replenish your armour and keep you in the fight for another minute. All the way through the campaign, Saber has crafted combat scenarios that push you to the very edge of death. It’s incredibly satisfying (and very Warhammer) for a ribcage-breaking finisher move to be the thing that saves you from the corpse pile.

Outside of this absolutely brilliant combat system, though, Space Marine 2 is largely unremarkable when it comes to many of the other things we value in video games in 2024. The level design is incredibly linear, frequently interrupted by loading screen elevator rides, and features none of the knotty, surprise-hidden pathways we’ve begun to prize over the last decade. It’s also lacking in any kind of mechanical or mission variety – outside of a couple of levels in which you use a jetpack, Space Marine 2 is purely about pushing forward through crowds of enemies. You never drive a tank, and there are no environmental puzzles. There’s not even an on-rails turret section.

There are no mini-games. No underbaked space sections. No endlessly-recycled procedural content in the name of ‘longevity’. While I’d have liked a few moments or set-pieces that explored the wider scope of space marine warfare (a section where you pilot an Invictus Warsuit in a sequel, please,) this singular focus reminds me of the straightforward joys of the Xbox 360 era. Back then we were treated to many ‘B-tier’ games which were similarly honed in on a single killer feature. There was Dark Sector with its gory glaive, Singularity and its enemy-withering time manipulation device, Dark Void’s jetpack combat, and – of course – the original Space Marine with its mass Ork slaughter. Many AAA studios also trod this path, too, notably Epic’s Gears of War with its cover-based shooting (a game Space Marine would later take inspiration from, even if it did resolutely reject the idea of hiding behind walls.)

Such a singular format is in direct contrast to what many AAA studios chase today, in which games are designed to cater to as many gameplay tastes as possible. Ubisoft in particular has fallen foul of this, building open worlds that are bursting with features, many of which feel underbaked or superfluous. The recently released Star Wars Outlaws, for instance, is an open world stealth adventure that also has action combat, an RPG-adjacent gear progression system, faction reputation, and space flight; many of which have been criticised by reviewers and players for feeling anaemic. Prior to Outlaws, Ubisoft had similar over-scoped troubles with Ghost Recon Breakpoint (a blend of tactical combat, stealth, survival mechanics, and looter shooter systems) and Watch Dogs Legion (stealth, hacking, action, and a play-as-anyone mechanic that proved far shallower than its design implied).

It’s not just Ubisoft struggling with such ‘everything games’, though. Bethesda’s attempt to affix a traditional RPG to a procedurally generated galaxy with base building and ship crafting in last year’s Starfield resulted in a game that’s widely considered unsatisfactory in its many individual fields. It’s something we even saw creep into the most recent Gears of War game – linear campaign design was partially shunned in favour of a mostly empty open world, underwhelming side missions, and an unwarranted tech tree for Jack in Gears 5.

Space Marine 2 feels like an antidote to all this. There are no mini-games. No underbaked space sections. No endlessly-recycled procedural content in the name of ‘longevity’. It’s laser-focussed on the mass destruction of humanity’s enemies. Yes, such a narrow focus does come with its downsides; I had hoped Space Marine 2 would have featured stronger mission and level design that cherry-picked a few more esoteric ideas from the Warhammer universe. But despite that, Space Marine 2 is a good reminder of an era when one killer feature was enough. While I certainly love ambitious studios and wouldn’t want to curtail important creativity, in a period where sales are struggling and budgets are soaring, maybe Space Marine 2’s approach is something more studios in the AAA and AAA-adjacent space should consider. The Xbox 360 era wasn’t some dark age of technology to be feared, and something could be learned by looking backward. Space Marine 2’s campaign did just that and the results are worthy of the Omnissiah’s blessings.

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Embracer-owned studio Lost Boys Interactive is facing another round of layoffs.

Writing on LinkedIn, the studio said it had "made the very difficult decision to reduce our overall headcount in accordance with local laws and consultation processes". It noted Lost Boys needed to "adapt to shifting market conditions" within the video game industry, which has seen multiple layoffs and studio closures in recent years.

Lost Boys said it is "committed to supporting our affected staff in finding new positions as quickly as possible". Additionally, Lost Boys will "collaborate with other studios and recruiters to help connect them with job opportunities" (thanks, VGC).

Again with these Embracer pricks.

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Join director Ryosuke Murai for a look at some of the features you can expect from Dead Rising Deluxe Remaster, including various outfits from various Capcom games, skateboarding through the mall, a "Psychopath" boss fight, and a peek at the alternate game mode called "Infinity mode," where you try to survive for as long as possible in this remaster of the action game.

Dead Rising Deluxe Remaster will be available on PS5 (PlayStation 5), Xbox Series X/S, and PC on September 19, 2024 (digital), and physical versions will be available on November 8, 2024.

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With Dragon Age: The Veilguard's October release looming, BioWare is starting to discuss the finer details of its latest fantasy RPG. And its newest deep-dive provides a look at how progression will work for protagonist Rook and the companions they'll meet along the way.

Rook's progression systems won't, it has to be said, be much of a surprise to anyone that's had even the faintest brush with a video game in the last decade. Players do stuff, earn XP, gain a new Skill Point each level, then spend them to unlock new abilities on a skill tree.

BioWare's latest blog post does, however, go a little deeper into the minutiae of things - explaining, for instance, that the biggest experience boost comes from completing quests, although there's still XP to be earn from combat and exploration. Of more interest, though, are the particulars of Dragon Age: The Veilguard's skill tree.

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Star Wars Outlaws is the first open-world Star Wars game ever, but it seems that this galactic low-life adventure isn't quite living up to sales expectations. 

Ubisoft's share price has fallen 12.6% since Outlaws released on August 27, and it now sits at the lowest level since 2015.

Ubisoft's sales target for Star Wars Outlaws is unclear--the company didn't announce a public number--but the market results indicate that it's not a hit. Per Reuters, JP Morgan analyst Daniel Kerven said that the game has "struggled to meet sales expectations despite positive critical reviews." The analyst lowered his sales expectations for the game from 7.5 million to 5.5 million through March 2025, noting that Outlaws' budget was at least 30% higher than last year's Assassin's Creed Mirage.

Outlaws isn't the only game weighing on Ubisoft's stock price. Initial interest in the company's free-to-play online shooter XDefiant has cooled off in recent months, which contributed to the slide. Ubisoft's next major release will come on November 15 with Assassin's Creed Shadows, the feudal-Japan-themed entry that fans have been asking for for years.

Continue Reading at GameSpot

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Microsoft has again confirmed the delay to the Xbox release of Black Myth: Wukong is not due to "platform limitations".

Game Science's action-RPG was released last month on PC and PS5, but the Xbox version was delayed for an unknown reason. Speculation grew the developer was struggling to run the game on the Series S console, while other rumours suggested the game was in fact a PlayStation console exclusive.

A representative from Microsoft has now confirmed to Forbes the game is still on the way, though it won't comment "on the deals made by our partners with other platform holders".

Read more

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A huge remake of an RTS classic!

Welcome to another Xbox Game Pass update! Today, Microsoft is dropping a big first-party release in the form of Age of Mythology: Retold; the team's new remake of an RTS classic.

We recently posted our full review of this remake, so we'll drop a link to that down below, alongside a quick introduction to the title and what it has to offer on Xbox Game Pass.

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Relevant part:

Unfortunately, at this time, we have to announce an indefinite delay of the Xbox version.

We understand how disappointing this news is to the Xbox community. Unfortunately, despite our best efforts and the hard work of our dedicated team, we’ve encountered challenges that have delayed our release on the Xbox platform. We want to emphasize that this is not a decision we’ve made lightly.

We apologize for any disappointment this may cause and sincerely thank you for your understanding and patience. As a self-published indie studio, your support means everything to us, and we are dedicated to bringing Enotria to as many players as possible.

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"I've made some of the worst game choice decisions".

During PAX West 2024, Xbox boss Phil Spencer hosted a 'Story Time' chat about the gaming industry, discussing many different aspects of the business - including some of Xbox's history. In that chat, Phil was asked about some of the biggest games that Microsoft 'missed out' on signing up, and the boss mentioned two popular series that went on to live for years to come.

When they were being conceptualised by their individual dev teams, Xbox was pitched to publish both Destiny and Guitar Hero. At the time, Destiny dev Bungie had only just split with Microsoft, so that one perhaps makes more sense - but the boss goes into a bit more detail on the team skipping over Guitar Hero.

Read the full article on purexbox.com

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With a discount for owners of the Xbox One version.

You know the Xbox One version of the LEGO Harry Potter Collection? The one that was remastered for the console back in 2018 following the Xbox 360 versions? Yeah... it's getting another remaster for Xbox Series X|S this October.

This one is specifically called the Remastered LEGO Harry Potter Collection, and it features all the same content as the Xbox One release along with two DLC packs. The main attraction is definitely the 60FPS gameplay along with native 4K resolution (possibly including Series S as well?), along with haptic feedback and high-resolution shadow maps.

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Voice acting legend Jennifer Hale, who's appeared in the likes of Metal Gear Solid, Baldur's Gate, Mass Effect, and more, has commented on the ongoing video game strikes and the threat of artificial intelligence.

Hale told Variety that "AI is coming for us all" and is a key factor behind the current Screen Actors Guild - American Federation of Television and Radio Artists (SAG-AFTRA) strikes, though something that makes things particularly difficult.

"The truth is, AI is just a tool like a hammer," she said. "If I take my hammer, I could build you a house. I can also take that same hammer and I can smash your skin and destroy who you are.”

Hale continued: "If you use something that originated in our body or our voices, can we please get paid?” Because now you’re using technology to take away our ability to feed our kids.

"What I wish everyone would do was keep asking the actual question, which is: 'There’s a lot of money being made here. Where is it going?’ And in the current setup, the way our system operates, and this whole idea of shareholder supremacy, it’s flowing to the 1%. If you flow so much money, you can’t even feed the people who made it possible."

Hale revealed in October 2023 she was paid just $1,200 for her role as Naomi Hunter in the original Metal Gear Solid, a game which eventually grossed $176 million for publisher Konami (and is still making the company money through myriad re-releases).

The disparity between Hale's alleged payment and the success of Metal Gear Solid is "indicative of what's happening in modern culture", she said, adding she hopes the standard for these payments changes.

Many voice actors have expressed how AI adds to this disparity, as companies can now generate voices and other work without having to pay anyone but the companies behind the AI itself, despite them pulling from real people like Hale.

The Witcher 3: Wild Hunt lead Doug Cockle similarly expressed caution and frustration at the growing presence of artificial intelligence within the video game industry, calling it "inevitable" but "dangerous".

Cissy Jones, a voice actor known for her roles in Disney's Owl House, Destiny 2: The Witch Queen, Shin Megami Tensei 5, and more, has started a company called Morpheme.ai to let voice actors embrace AI and gain control of their own voices going forward. Though the odds still appear stacked against them.

Voice actors have previously called out AI-generated explicit Skyrim mods, and Assassin's Creed Syndicate voice actress Victoria Atkin called AI-generated mods the “invisible enemy we're fighting right now” after discovering her voice was used by cloning software. Paul Eiding, the voice actor behind Colonel Campbell in the Metal Gear Solid series, also condemned its use.

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Dragon Age: The Veilguard developers have answered the most urgently thirsty questions about the RPG fourquel, confirming that there will be a Baldur's gate 3-style toggle to turn nudity on and off during the game's more frisky scenes.

"There is a toggle for on/off nudity," game director Corinne Busche said in a recent Discord Q&A. "That is one of the settings we have - and we'll be going deeper into settings and accessibility as we get a little bit closer to launch."

Busche elaborates that the character creator will also let players customize Rook's underwear, or underclothes, to decide "whether that exposes your chest or your breasts." Dragon Age: The Veilguard's default option is to have nudity turned on, though, "but at any point, you can toggle the setting to be non-nudity and it will overwrite your undergarments."

Since Baldur's Gate 3 set players loose to seduce vampires, bears, and any other manner of vaguely sexy fantasy denizens, there's definitely been an uptick in interest over how romantic RPGs are now - to the point where Busche previously teased nudity in The Veilguard like it was a sparkly feature.

While we know that topless nudity is definitely a thing in this version of Thedas, confirming whether "bottom nudity" was also featured apparently veered too closely into spoilery territory, as the studio said it wants fans to discover that for themselves when the time comes.

In less thirsty news, BioWare recently revealed all of Dragon Age: The Veilguard's different editions for when it finally comes out on October 31. The Collector's Edition is a whopping $150, includes tons of fun merch, but not the game itself. Meanwhile, the Deluxe Edition got the EA special with 23-exclusive cosmetics, pre-order armor, and three art book editions.

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After our first taste of Borderlands 4 with the Gamescom announcement trailer, the devs took to the stage at PAX to talk a little bit more about the upcoming loot shooter. They didn't reveal a whole lot of concrete details, but they did confirm that the new game will stick to series tradition with four new Vault Hunters, and provided a bit of insight into their design philosophy on the new characters.

"We will have four brand new Vault Hunters in Borderlands 4," chief creative officer Randy Varnell confirmed, to the mock surprise of the developers gathered on the PAX stage. Every Borderlands game up to this point - even the Pre-Sequel - has introduced four new playable characters that essentially serve as player class selections, so the new game won't be a dramatic departure in that regard.

"When we look at the Vault Hunters, the first thing that we always try to look at is 'what are some fundamental promises and fantasies that players might have that we want to explore?'" creative director Graeme Timmins explained. "Some examples might be - starting way back on BL1 - like a soldier fantasy. Straightforward, FPS-style character, carried on to Axton. Another premise might be our Sirens. Our Sirens speak to a mage or sorcerer fantasy in our very sci-fi world."

Between each game, Timmins said, Gearbox aims to keep the core identity of these class archetypes while providing fresh twists on that formula. "Our Sirens have been very ranged in some of their abilities, but then in BL3, we wanted to flip that concept from what Maya was, to Amara - she went more physical and melee based. So even though we have some similar promises, we think it's important that we switch it up and not do just rote designs, game to game."

Timmins believes that managing approachability and complexity are very important for designing each set of Vault Hunters. "I think our RPG side of the game is so important," he said. "Just like our first-person side, where we're always looking to expand and add depth, we're doing that on the RPG side, but we don't want to do that at the cost of complexity. I always look at our characters and [try to] understand, between their action skills, how much management might be happening when you press the action skill button. Is it just fire and forget? That's great - it's a simple return on your investment. Or to get the most value out of this character, do you have to manage your action skill?"

We'll find out how this all plays out in practice when Borderlands 4 launches sometime in 2025.

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Here's the latest list of Xbox Game Pass announcements for September 2024. We're expecting more games to be announced for September as the month rolls on.

September 3 - Star Trucker - Console, PC, TBD

September 4 - Age of Mythology: Retold - Console, PC, Cloud

September 5 - Expeditions: A MudRunner Game - Console, PC, TBD

September 11 - Riders Republic - Console, PC, TBD

September 17 - Train Sim World 5 - Console, PC, TBD

September 20 - Frostpunk 2 - PC

September 24 - Ara: History Untold - PC

Along with these, we'll be losing two batches of games from Xbox Game Pass in September 2024. Neither of these have been revealed as of yet, but we've made some predictions about what might leave

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cross-posted from: https://lemmy.world/post/19234122

Destiny had the same thing... If you could shoot from the Sparrow there'd be no reason to do anything else.

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cross-posted from: https://lemmy.world/post/19006113

Rumors say the next Xbox will be a handheld. As while MS executives say it will be their most powerful system yet. Which is it? This video speculates on what this all could mean

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It's been two years since Mafia developer Hangar 13 confirmed it was working on a new entry in its open-world crime series, and the time has finally come for it to be revealed to the world. It's called Mafia: The Old Country and is heading to PS5, Xbox Series X/S, and PC next year.

While 2016's Mafia 3 shunted the series forward in time to the late 60s (the first two games spanned the 1930s, 40s, and 50s between them), The Old Country is going backward, presenting players with a "gritty mob story set in the brutal underworld of 1900s Sicily."

"Fight to survive in this dangerous and unforgiving era," teases the scant bit of blurb accompanying today's teaser trailer, "with action brought to life by the authentic realism and rich storytelling that the critically acclaimed Mafia series is known for."

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In the aftermath of rumours about Indiana Jones and the Great Circle coming to PS5 next year, former Xbox exec Major Nelson has defended Microsoft's Phil Spencer on the recent strategy change over at Xbox.

With Indiana Jones potentially being the next big Xbox-developed game to launch on other console platforms, fans have begun questioning Xbox's leadership - and the decisions that Phil & co. are taking right now. Major Nelson has responded to one of these questions on Twitter, simply stating that Phil is "running a business" for Microsoft, that's all.

I'm a huge proponent of all games being multiplatform. But I'm worried only Xbox is going to do it, then stop making hardware, and leave all of us die hard Xbox veterans with 15+ year accounts hanging out to dry because"business"...

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It's back!

Today's Gamescom Opening Night Live pre-show kicked things off with a bang - it was announced that a brand-new game in the Sniper Elite series known as Sniper Elite: Resistance will be coming to Xbox Game Pass in 2025!

You can get a look at the debut trailer up above, and we'll throw more details down below.

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