AlexanderTheGreat

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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.

Instructions unclear, drove an Uber on the beach for a year. Still layed off.

 

Ex-Sony Computer Entertainment Europe president Chris Deering does not believe recent layoffs across the games industry have been a result of corporate greed. Instead, workers who have lost their jobs should "drive an Uber" or "go to the beach for a year" until employment settles.

Deering was a guest on games writer Simon Parkin's podcast My Perfect Console, where the pair discussed games industry layoffs.

"I don't think it's fair to say that the resulting layoffs have been greed," said Deering. "I always tried to minimise the speed with which we added staff because I always knew there would be a cycle and I didn't want to end up having the same problems that Sony did in Electronics."

What a prick. Revenue grew 17% last year but need to lay people off lol.

"Sony has released its FY2023 financial results, revealing that its game and network services revenue grew 17% to ¥4.3 trillion ($27.5 billion). Likewise, the company’s FYQ4 (ending March 31, 2024) gaming revenue saw a modest 2% bump to ¥1.1 trillion ($7.0 billion).

According to its earnings presentation, Sony attributes these gains to increased sales of non-first party titles and add-on content. The company sold 286.4 million games — 14% of which were first party titles. While the year’s total game sales grew 8%, first party sales fell 9% compared to FY23."

 

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.

 

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.

 

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.

Fantastic news! Can't wait to try it out.

I could also be completely wrong on the PS part. I have no insider information lol.

[–] AlexanderTheGreat@lemmy.world 1 points 1 week ago (1 children)

I'm pretty sure both mid-gen updates this cycle are mostly cosmetic thing's. We aren't getting like an Xbox One to One X kinda upgrade and I'm 90% sure PS isn't either.

 

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.

 

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

 

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

[–] AlexanderTheGreat@lemmy.world 1 points 1 week ago (1 children)

Yeah, I guess I would be pretty pissed too if I was losing a lot of money. Still, should have private messaged their socials or Execs before going full public. I'm just glad they were able to sort it out. Hopefully the next update is that the game is on it's way!

 

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.

[–] AlexanderTheGreat@lemmy.world 1 points 1 week ago (3 children)

UPDATE 4/9/2024: Microsoft has reportedly apologised to Jyamma Games following claims from the Enotria: The Last Song developer it was being ignored by the Xbox maker.

Earlier this week, Jyamma Games announced it had indefinitely delayed the Xbox release of Enotria: The Last Song, claiming Microsoft had "decided to ignore us" as it attempted to navigate certification on the platform.

Microsoft has now reportedly reached out to the developer and apologised. "They contacted us and said sorry about the situation, we're trying to solve everything as soon as possible," Jyamma Games' CEO Jacky Greco wrote on Discord this morning. "We will tell more to community asap."

Some good update news. I do feel sorry for the developer and how they've been treated by Microsoft. It is shit to be put on hold for 2 months. That said,

They obviously don't care about you

Because Microsoft is bad at responding to him sounds very whiney and petty to me.

 

"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

 

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.

Thanks for the offer but I was able to make an AI make a decent one!

Thanks for the detailed write up. I'll take a look at Fooocus.

[–] AlexanderTheGreat@lemmy.world 11 points 1 month ago

But it works perfect for a soulless corporation in a sci-fi setting aha.

[–] AlexanderTheGreat@lemmy.world 12 points 1 month ago (3 children)

It's for a tabletop roleplaying game, I ain't hiring a professional lol.

[–] AlexanderTheGreat@lemmy.world 1 points 1 month ago (2 children)

No, anything will do. It's just for a virtual table top. I've gotten so pretty decent ones out of the generic AI's so those were great suggestions!

[–] AlexanderTheGreat@lemmy.world 1 points 1 month ago (4 children)

I do not, what is it?

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