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		<title>CONTROL Resonant: Hands-On With This Ambitious Sequel’s Shapeshifting Combat</title>
		<link>https://news.xbox.com/en-us/2026/06/11/control-resonant-hands-on-melee-combat/</link>
		
		<dc:creator><![CDATA[Will Fulton, XBOX Wire Editor]]></dc:creator>
		<pubDate>Thu, 11 Jun 2026 19:03:13 +0000</pubDate>
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		<category><![CDATA[Control Resonant]]></category>
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					<description><![CDATA[<p>The post <a href="https://news.xbox.com/en-us/2026/06/11/control-resonant-hands-on-melee-combat/">CONTROL Resonant: Hands-On With This Ambitious Sequel’s Shapeshifting Combat</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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							<ul class="post-tags__list"><li class="post-tags__item"><a href="https://news.xbox.com/en-us/games/" class="kicker post__meta--category"><span class="sr-only">Category: </span>Games</a></li></ul><a href="https://news.xbox.com/en-us/2026/06/" class="kicker"><time datetime="1781204593">June 11, 2026</a>							<h1 class="h2">CONTROL Resonant: Hands-On With This Ambitious Sequel’s Shapeshifting Combat</h1>

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									<div class="post-header__author__bylines"><ul class="post-header__author__list"><li class="post-header__author__list__item"><img alt='' src='https://secure.gravatar.com/avatar/7612cc9e3cdef31108ad3c20db959e729ab48348d97d084f0d0cfba7ac35ab3b?s=144&#038;d=mm&#038;r=g' srcset='https://secure.gravatar.com/avatar/7612cc9e3cdef31108ad3c20db959e729ab48348d97d084f0d0cfba7ac35ab3b?s=288&#038;d=mm&#038;r=g 2x' class='avatar avatar-144 photo' height='144' width='144' /><span class="post-header__author__name"><a href="https://news.xbox.com/en-us/author/wfulton/">Will Fulton, XBOX Wire Editor</a></span></li></ul></div>								</div>
							
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							<a href="https://news.xbox.com/en-us/2026/06/11/control-resonant-hands-on-melee-combat/" class="featured-image size-large default" aria-label="Read the story titled CONTROL Resonant: Hands-On With This Ambitious Sequel’s Shapeshifting Combat"><img fetchpriority="high" decoding="async" width="1024" height="576" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/CTRL_R_Key_Art_FINAL_4K_with_logo-68e9f884808979fdf185-1024x576.jpg" class="attachment-large size-large wp-post-image" alt="Control Resonant key art" srcset="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/CTRL_R_Key_Art_FINAL_4K_with_logo-68e9f884808979fdf185-1024x576.jpg 1024w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/CTRL_R_Key_Art_FINAL_4K_with_logo-68e9f884808979fdf185-768x432.jpg 768w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/CTRL_R_Key_Art_FINAL_4K_with_logo-68e9f884808979fdf185-1536x864.jpg 1536w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/CTRL_R_Key_Art_FINAL_4K_with_logo-68e9f884808979fdf185.jpg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" /></a>
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<p>If you love confident imagination and surreal spectacle in your AAA games, then it doesn’t get much better than the work of Remedy Entertainment. I was enthralled by the X-Files-by-way-of-David-Lynch world of paranormal bureaucracy that they created for <em>CONTROL</em>, and (like many) have been eagerly awaiting its sequel.</p>



<p>This past weekend at Summer Game Fest: Play Days, I played the opening hour of <em><a href="https://www.xbox.com/en-us/games/store/control-resonant/9nj07vwb9bvk">CONTROL Resonant</a></em> and a combat arena from later in the game, to get a taste of its full mechanical complexity. I’m happy to report that they’ve still got that magic.</p>



<p>Where <em>CONTROL</em> opens with Jesse Faden entering The Oldest House, <em>CONTROL Resonant</em> inverts that by starting with her brother Dylan escaping its bowels to step outside after years of being held there as a prisoner/test subject/director candidate. We see a vision of Jesse looking over her sedated brother and calling him to action before plunging a sort of vibrating dark metal rod into his chest.</p>

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<p>Dylan wakes up to find his cell open and his chest actually impaled by the shape-shifting melee weapon, the Aberrant, that he’s apparently been granted by his sister and the FBC’s resident governing body/extradimensional cosmic horror, The Board, which addresses him directly in their signature, fourth-wall-breaking, alien rumble: “You will serve as intern/player character/lackey.”</p>



<p>Reaching to pull it out, I faced the first choice of the game between three different melee weapons: Flurry (fast-attacking, close-range twin daggers with a boosted critical chance), Slash (a wide-swiping scythe for attacking groups), and Slice (a high-single-target-damage axe with bonus damage from behind, which is what I went with).</p>



<p>These kinds of substantive mechanical choices do a lot to immediately separate <em>CONTROL Resonant</em> from the first game. Jesse’s kit opened up and allowed for specialization over time, but broadly played the same no matter what. With Dylan, on the other hand, I was making significant build choices right away. You can unlock the other weapons eventually and experiment more, but the game immediately starts getting you used to the idea of mutually exclusive choices.</p>

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<p>Dylan steps out of his cell to find the Oldest House on high alert, with alarms blaring and no other living people anywhere to be found. A handful of bureau employees infected by the Hiss (the infecting alien force Jesse fought (and apparently ultimately failed) to contain in the first game) are stumbling around to serve as tutorial fodder for me to learn the basics of attacking and dodging. Emerging from the front door, Dylan finds Manhattan to be in similarly rough shape to the Oldest House – apparently, the Hiss has fully escaped.</p>



<p>A radio on one of the floating bodies chirps out a distress call that Dylan answers. FBC agent Zoe is extremely relieved to make contact with anyone, even if Dylan is understandably cagey at first about his identity, and she directs him towards her. I then begin to fight my way through the apocalyptic streets and alleys of NYC.</p>



<p>In one of these alleys, I face off against my first larger enemies, towering above with giant heads that they smash down on me. A wall blocks my advancement until I clear the impromptu arena of the larger threats, with smaller, basic enemies respawning continually in the meantime. It requires a bit more situational awareness than the previous fight to make sure Dylan isn’t hit from behind, which is just a taste of things to come.</p>



<p>After this I am presented with another set of three choices for my secondary weapon: Crush (a huge, slow, smashing mallet), Drill (a directed, sustained damage weapon), and Extend (a whip-like chain staff for range, which I chose to complement the close-up damage of Slice).</p>

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<p>Eventually you also choose from a third pool of weapons for combo-finishers. That means that you mix and match your main move set from a different set of weapons each for light, heavy, and finishers attacks. Combine the heavy mallet smashes of Crush with the rapid attacks of Slash, and you’ve more or less built your own Kirkhammer.</p>



<p>One element that hadn’t occurred to me before playing was how much <em>CONTROL Resonant</em> is also a 3D platformer. Making my way up to some rooftops, I see one of the demo’s more striking images: a sort of ribbon of hundreds of pigeons stuttering frozen midair and spiraling down toward a doorway. I make my way over to it and enter to find a sort of pocket dimension of plant-covered building tops in a black void.</p>



<p>Following an impression of his sister Jesse, Dylan finds a number of what look like 16-bit game consoles that unlock movement abilities like a dash, double jump, and levitation, followed by platforming challenges to tutorialize the new skill before adding another. It culminates after he re-emerges into the city with a little test where he leaps and dashes over the biggest gaps yet to reach the first boss, a Resonant Entity.</p>

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<p>According to Zoe, Manhattan was already under assault by another Altered World Event before the Hiss even escaped the Oldest House, compounding the situation. The Hiss and this Resonant AWE seem to be at odds with one another, at least, as we observe the Resonant Entity removing all Hiss from its surroundings from a distance.On reaching it, the Entity itself takes the form of an enormous woman’s head, cut off at the mouth and embedded in a slab of pavement, telekinetically picking up rocks and garbage to throw at me. It was unsettling and spectacular, which is exactly the intersection where I want a CONTROL boss fight to sit.</p>



<p>I scrape through on the first attempt and am given my third and final build choice of the demo: one of three options for a Resonant special ability. These were Barrage (pulling up rocks from the ground to launch at range), Seekers (summoning a sort of auto-firing turret that you can also throw as an explosive), and Shield (pulling up a shield of floating rocks that you can also use offensively by dashing into enemies). You will eventually have three of these equipped at any given moment, giving you a full suite of six unique attacks and abilities that you can build and tweak à la carte. That’s a huge amount of variety even before you take into account the skill trees for each of those weapons with which you can further customize them, or passive abilities you can equip from artifacts that you craft.</p>



<p>I was able to take a sip directly from this firehose of complexity when I jumped to a later save file when Dylan has a full suite of abilities unlocked. The Evacuation Zone is an open combat area, filled with various types of enemies coming from all sides, both melee and ranged. It was a lot to juggle, and Dylan’s expanded kit was overwhelming to take in when jumping ahead like that, rather than building it up incrementally like you will in the normal course of play. It’s good, though – the fact that I wasn’t able to just button-mash my way through the later gameplay section means there will be some real skill to master, which is exciting in the context of all this deep build variety and room for experimentation.</p>

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<p>Dr. Casper Darling fans can also rejoice: Everyone’s favorite charming, quirky, stealth beefcake scientist makes his glorious return in <em>CONTROL Resonant</em>, showing up at the very end of my session in a brief video clip describing when Dylan was first taken in by the FBC. These FMV segments were an absolute highlight of the first game, and I’m thrilled they’ll be returning for the sequel.</p>



<p>All in all, getting hands on <em>CONTROL Resonant</em> only reinforced how excited I already am. It’s a much more kinetic and expressive action game than its predecessor, but also continues and expands upon Remedy’s incredibly evocative and imaginative writing and design at an even grander scale. I can’t wait to see what else they have in store when <em><a href="https://www.xbox.com/en-us/games/store/control-resonant/9nj07vwb9bvk">CONTROL Resonant</a> </em>arrives on September 24, 2026, for XBOX Series X|S and XBOX on PC. Play it on both console and PC at no additional cost with XBOX Play Anywhere.</p>



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	<h2>CONTROL Resonant</h2>
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						<p>Remedy Entertainment</p>
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			<span>☆</span><span>☆</span><span>☆</span><span>☆</span><span>☆</span>
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			<span>★</span><span>★</span><span>★</span><span>★</span><span>★</span>
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		Pre-order CONTROL Resonant now to unlock:
-Hiss Corruption Outfit
-Pickpocket’s Tool Artifact

After years in confinement at the hands of the Federal Bureau of Control (FBC), Dylan Faden emerges into a warped Manhattan at the peak of a paranatural crisis. 
 
Charged with combating a mysterious cosmic entity as it alters fundamental aspects of our reality, Dylan must harness his new-found powers to take the fight to the myriad threats overwhelming Manhattan. 
 
Join Dylan in this sequel to the multi-award-winning CONTROL to explore the expansive zones of a city overrun by the corrupting influences of the chaotic Hiss, invasive micro-organism, the Mold, and other twisted paranatural threats. 
 
On the path to unlocking the full potential of his paranatural abilities Dylan will also seek out his sister, FBC Director Jesse Faden, as he bids to comprehend and contain the dangers that have spilled beyond the confines of the Oldest House to tear our world apart. 	</div>
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<p>The post <a href="https://news.xbox.com/en-us/2026/06/11/control-resonant-hands-on-melee-combat/">CONTROL Resonant: Hands-On With This Ambitious Sequel’s Shapeshifting Combat</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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		<title>How Tomb Raider: Legacy of Atlantis Reimagines the Past Into a Vibrant Future</title>
		<link>https://news.xbox.com/en-us/2026/06/11/tomb-raider-legacy-of-atlantis-reimagining-interview/</link>
		
		<dc:creator><![CDATA[Will Fulton, XBOX Wire Editor]]></dc:creator>
		<pubDate>Thu, 11 Jun 2026 18:36:08 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Amazon Game Studios]]></category>
		<category><![CDATA[Crystal Dynamics]]></category>
		<category><![CDATA[Flying Wild Hog]]></category>
		<category><![CDATA[Summer Game Fest]]></category>
		<category><![CDATA[Tomb Raider: Legacy of Atlantis]]></category>
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					<description><![CDATA[<p>The post <a href="https://news.xbox.com/en-us/2026/06/11/tomb-raider-legacy-of-atlantis-reimagining-interview/">How Tomb Raider: Legacy of Atlantis Reimagines the Past Into a Vibrant Future</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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							<ul class="post-tags__list"><li class="post-tags__item"><a href="https://news.xbox.com/en-us/games/" class="kicker post__meta--category"><span class="sr-only">Category: </span>Games</a></li></ul><a href="https://news.xbox.com/en-us/2026/06/" class="kicker"><time datetime="1781202968">June 11, 2026</a>							<h1 class="h2">How Tomb Raider: Legacy of Atlantis Reimagines the Past Into a Vibrant Future</h1>

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									<div class="post-header__author__bylines"><ul class="post-header__author__list"><li class="post-header__author__list__item"><img alt='' src='https://secure.gravatar.com/avatar/7612cc9e3cdef31108ad3c20db959e729ab48348d97d084f0d0cfba7ac35ab3b?s=144&#038;d=mm&#038;r=g' srcset='https://secure.gravatar.com/avatar/7612cc9e3cdef31108ad3c20db959e729ab48348d97d084f0d0cfba7ac35ab3b?s=288&#038;d=mm&#038;r=g 2x' class='avatar avatar-144 photo' height='144' width='144' /><span class="post-header__author__name"><a href="https://news.xbox.com/en-us/author/wfulton/">Will Fulton, XBOX Wire Editor</a></span></li></ul></div>								</div>
							
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							<a href="https://news.xbox.com/en-us/2026/06/11/tomb-raider-legacy-of-atlantis-reimagining-interview/" class="featured-image size-large default" aria-label="Read the story titled How Tomb Raider: Legacy of Atlantis Reimagines the Past Into a Vibrant Future"><img loading="lazy" decoding="async" width="1024" height="576" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/TombRaider_LegacyofAtlantis_LaraCroft_LostValley-_SolvePuzzle-1-06cf23e89f48e7b44b69-1024x576.jpg" class="attachment-large size-large wp-post-image" alt="Tomb Raider: Legacy of Atlantis screenshot" srcset="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/TombRaider_LegacyofAtlantis_LaraCroft_LostValley-_SolvePuzzle-1-06cf23e89f48e7b44b69-1024x576.jpg 1024w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/TombRaider_LegacyofAtlantis_LaraCroft_LostValley-_SolvePuzzle-1-06cf23e89f48e7b44b69-768x432.jpg 768w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/TombRaider_LegacyofAtlantis_LaraCroft_LostValley-_SolvePuzzle-1-06cf23e89f48e7b44b69-1536x864.jpg 1536w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/TombRaider_LegacyofAtlantis_LaraCroft_LostValley-_SolvePuzzle-1-06cf23e89f48e7b44b69.jpg 1920w" sizes="auto, (max-width: 1024px) 100vw, 1024px" /></a>
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<p>A full decade before Nathan Drake, Lara Croft was the original face of cinematic action-adventure gaming, making her debut in <em>Tomb Raider</em> (1996). I was 10 at the time, and remember being blown away by the (at the time) revolutionary 3D graphics. The Tomb Raider series has always pushed at the boundaries of what’s visually possible in games, which makes it a perfect candidate for remakes as technology improves over the years. There’s already been one remake of the original with <em>Tomb Raider: Anniversary </em>(2007), but now a full 30 years on from the original, it’s once again time for Lara to return to where she started &#8211; and show off how far she’s come.</p>



<p><em><a href="https://www.xbox.com/en-US/games/store/tomb-raider-legacy-of-atlantis/9P82C3N2TLSV">Tomb Raider: Legacy of Atlantis</a></em> is an upcoming “reimagining” of the original <em>Tomb Raider</em>, developed in collaboration between Flying Wild Hog (<em>Shadow Warrior</em>) and Crystal Dynamics, who are best known for the “Survivor Trilogy” (<em>Tomb Raider</em> (2013), <em>Rise of the Tomb Raider</em> (2015), and <em>Shadow of the Tomb Raider</em> (2018), which served as an origin story prequel to the original game. <em>Legacy of Atlantis</em> picks up and continues that Lara’s journey, but also with a new actor (Alix Wilton Regan) and a new, more vibrant style all its own.</p>



<p>At Summer Game Fest: Play Days this past weekend, I got to play a brief demo of the game’s early levels in Peru’s Lost Valley. First, I did a bit of classic tomb raiding, solving puzzles in jungle ruins in an attempt to enter the Tomb of Qualopec. Like in previous versions, this involved finding and arranging several large gears, hidden around the environment (alongside various other optional secrets and collectibles). Unlike previous versions, the environment was far more organic, detailed, and beautiful.</p>

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<p>“Lush” is the first word that comes to mind to capture how <em>Legacy of Atlantis</em> looks. This was especially apparent in the transition to the next section, shown in recent trailers, where Lara emerges through a waterfall to a gorgeous vista of the Lost Valley before diving into a pool of water. As was in fashion at the time, the Survivor trilogy was acclaimed for its gritty realism, offering a darker and more grounded take on Tomb Raider than we’d ever seen before. <em>Legacy of Atlantis</em> retains that realism in terms of visual fidelity, but turns up the vibrance. Everything is a little more saturated, a little bigger, a little more dramatic. It doesn’t go so far as to feel stylized or exaggerated, but it’s full technicolor realism, and it looks great.</p>



<p>That sense of pizzazz also showed itself in the action, when in the next section Lara whipped out her classic dual pistols to battle dinosaurs. After building up a Focus meter, Lara can leap into bullet time, slowing time down to a crawl as she dramatically flips through the air and unloads her pistols at superhuman speed, making Swiss cheese out of any velociraptors caught in her crosshair. After the Survivor trilogy’s more grounded and realistic focus on combat, Lara’s bullet-time finesse is a fun and stylish way to integrate her signature acrobatics from earlier entries, heightening the experience.</p>



<p>The velociraptors and T-Rex also newly have feathers this time around, which is both a cool glow-up and better in line with current paleontology. They’re indicative of the whole project of <em>Legacy of Atlantis</em> – the underlying bones are the same, but now we simply know more, and can make it cooler.</p>



<p>After the demo, I also interviewed three of its lead creatives: Jeff Adams, Experience Director, Crystal Dynamics; Raul Siqueira Game Director, Crystal Dynamics; and Arek Tomaszewski, Art Director, Flying Wild Hog. We discussed coming full circle with the Tomb Raider series and returning to its origins with 30 years of knowledge and technology to leverage, and what separates this game and this Lara from both the original and the Survivor trilogy.</p>

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<h2 class="wp-block-heading"><strong>With this being the second remake of the original <em>Tomb Raider</em>, how much do you feel you need to be faithful to the original vs. how free are you to play and invent?</strong></h2>



<p><strong>Adams: </strong>We’re clearly fans of the originals, and we want to make sure that it is a resonant experience for people. I want them to be able to see the clear, tentpole connecting points that they remember from those adventures, but at the same time, we also don&#8217;t want to be pigeonholed by them. We want to be able to have the opportunity to say, ‘hey, this would be a place where we can take this to make it feel it&#8217;s more appropriate for a modern audience’ and also helps us tell the story that we want to tell.</p>



<p><strong>Siqueira: </strong>I think, just to add to that, the word that we&#8217;ve been using a lot, both internally and externally, is we reference it as a <em>reimagining</em>, because we want to make sure that people understand this isn&#8217;t just the same game, but we just made the graphics better. We are trying to bring a lot of new blood and new things into it. Obviously, we&#8217;re being respectful, and then that line between what the original and <em>Anniversary</em> did versus the new stuff that we&#8217;re doing, that is kind of where we find a good ground. So “reimagining,” to us, just means: how do we take the feelings and the ideas of the original and preserve it and present it in a way that is fit for a modern audience.</p>



<p><strong>Tomaszewski: </strong>The T-Rex boss fight is a good example of it. So, from the T-Rex design itself, we try to be very respectful and keep it as it was in the original one, but we’re adding the red feathers, which obviously adds a new quality to it. And then the combat itself is basically an original one was very simple: just shoot and run. Here, we try to make a new, cinematic experience and expand on what the original was.</p>



<p><strong>Adams: </strong>Yeah, go back and play <em>Anniversary</em>. You’ll see glimmers of the past existing there, but it&#8217;s not been presented like this before.</p>

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<h2 class="wp-block-heading"><strong>Now that there have been 30 years of subsequent Tomb Raiders since the original, what are some ideas from later games that you&#8217;ve been excited to reintegrate back into this new take?</strong></h2>



<p><strong>Siqueira:</strong> We looked at a lot of different things. I think the Survivor trilogy, being the closest touch point for us, served as a good entry for us to look at, like, the core three that we talk about in Tomb Raider, which is puzzles, traversal, combat. Obviously, Survivor had a heavier focus on combat. We made it a little bit more complex. There&#8217;s a lot of depth to it.  Arek was kind of touching on this in his previous answer, but we wanted combat in <em>Legacy of Atlantis</em> to not be just point-and-shoot, but we also didn&#8217;t want people to think that this is a combat game – we wanted to find the right amount of depth to put into it.</p>



<p>So, we introduce things like the Focus Mode, which you played, which is, like, our currency of combat. Basically, dealing damage and taking damage fills the meter, and you spend it to go into bullet time, or a slowed-down mode. That, to us, was a really cool way of merging the two, because, in the original, Lara used to do a lot more acrobatics – very different than Survivor, which is more grounded. So, we decided we absolutely need to have acrobatics, but from a game perspective, how does that work, right? Like, if you&#8217;re taking longer times to perform a jump or a dodge, you&#8217;re just more vulnerable. You&#8217;re exposed to taking damage. So, we figured out that when you push the button and slow down time, you get a cool move that celebrates Lara&#8217;s personality and traversal, and it also gives you an opportunity to deal more damage, and then just celebrate it.  </p>



<p>So, there&#8217;s lots of little things like that where we look at Survivor, look at <em>Angel of Darkness</em>, look at all of the games before. What did they do that we like, what did the original do, and how do we combine the two of them together?  </p>

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<h2 class="wp-block-heading"><strong>Tomb Raider has obviously always been on the cutting edge of 3D gaming visuals from the very beginning. Is there anything you&#8217;re particularly excited that you&#8217;ve been able to achieve in this one that was not possible for previous iterations?</strong></h2>



<p><strong>Tomaszewski: </strong>Tomb Raider was always setting the bar for visuals very high. When you played the Survivo<em>r </em>series, it was amazing. The original one, if you played it, it was like, what&#8217;s going on? Why is it 3D? How can you move in all those directions? So, we are trying to be believable to what the original was, visually from the color palette, and we want to recreate the feeling of amazingness of the environment. But it also gives us an opportunity because the Survivorseries was very gritty. It was very realistic, in a way – in the movement, in a color palette, in what Lara could do. Here, we can recreate it with more freedom and add more flavor to it. But obviously, we&#8217;re trying to build the world in a beautiful way and just create this feeling of discovery of a place that hasn&#8217;t been discovered. And at this point, with the Unreal Engine, we can just do so much to make a beautiful world.  </p>



<p><strong>As a new take on an iconic character, what separates your version of Lara from previous versions?</strong></p>



<p><strong>Adams: </strong>Alix. It&#8217;s very direct, but it&#8217;s true. We&#8217;ll write things down on the page and we&#8217;ll be very proud of ourselves. Like, ‘yeah, that&#8217;s great – that&#8217;s gonna be awesome,’ and we&#8217;ll mock it up. And then we take it into the booth, and we&#8217;ll put it onto the stage, and Alix comes along and she transforms it. She brings the classic cool of Lara back, and she brings it real human expression. So, there&#8217;s layers. I hate to use the onion analogy, but there&#8217;s layers to the way she performs Lara, and that&#8217;s situational. And so, it&#8217;s gonna be really fun to see how people respond to her when she&#8217;s in the moment of dealing with others, versus those moments where a little bit more of that humanity comes through. But the way that she pulls it off, I mean, it’s truly watching a craftsman at work. It&#8217;s a really amazing thing to see.</p>



<p><strong>Siqueira: </strong>That&#8217;s true. We also have the privilege of doing Survivor trilogy, knowing that that is the past, and <em>Legacy of Atlantis</em> is the present. It gives us a really good opportunity to make sure that everything that we did prior is represented, or that it makes sense in the nuances of the character is written and portrayed. We want you to know that this is the Lara that went through the Survivor era, grew up, and became who she is in <em>Legacy of Atlantis</em>. <strong>Adams: </strong>Yeah, all that stuff counts. It absolutely counts. But she&#8217;s not beholden to Survivor here. That&#8217;s not where we&#8217;re finding her right now – that&#8217;s in her past, but it is real</p>

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<h2 class="wp-block-heading"><strong>What are you most excited for players to discover when they get their hands on it?</strong></h2>



<p>&nbsp;<strong>Tomaszewski: </strong>(all laughing) I have 16 things, at least, that I cannot tell you about. They will be excited about discovering those things, because of the way we were excited to creating them. We’re all Tomb Raider fans, given this opportunity to recreate those worlds and add our flavor and we have been super respectful to the fans and what they expect. There are a lot of little things they would find and be excited about. But there&#8217;s also massive pieces of environments and combat and story that will get them excited. Come back in few months.</p>



<p><strong>Siqueira: </strong>Ask that question again in February.Yeah, I think the Easter eggs are definitely just a warm feeling in the heart – making them, placing them in the game, and then we are just all really waiting for everyone to see them and see how much love and passion went into them.</p>



<p>Me personally – we were just talking about this – but I am excited that dual pistols are back. We didn&#8217;t get a chance to really bring that to a modern era in the Survivor trilogy. So, finding our voice in how do we bring dual pistols in a way that it&#8217;s fun, balanced, and it feels awesome in combat? It&#8217;s one of the things that I am most proud of, and I&#8217;m really excited for players to get their hands on.  </p>



<p><strong>Adams: </strong>When we released our first trailer, we were watching a lot of reaction videos, obviously, and I think seeing the reaction to just those small little fragments of the game, makes me really look forward to actually seeing that once the whole thing comes out. But for me personally, the part that I&#8217;m most excited about is just those little moments that people experience while they&#8217;re moving through the world where they&#8217;ll stop and they&#8217;ll feel like, ‘wait a minute, this actually feels really like I’m out there.’ And it really would put them into Lara’s boots, unlike any way we&#8217;ve been able to do before because world looks great and she moves so well. &nbsp;</p>



<p><a href="https://www.xbox.com/en-US/games/store/tomb-raider-legacy-of-atlantis/9P82C3N2TLSV"><em>Tomb Raider: Legacy of Atlantis</em></a> comes to XBOX Series X|S on February 12, 2027, and is available for pre-order now.</p>



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<p>The post <a href="https://news.xbox.com/en-us/2026/06/11/tomb-raider-legacy-of-atlantis-reimagining-interview/">How Tomb Raider: Legacy of Atlantis Reimagines the Past Into a Vibrant Future</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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		<title>Stranger Than Heaven: We Grapple with RGG Studio’s New Combat System</title>
		<link>https://news.xbox.com/en-us/2026/06/11/stranger-than-heaven-rgg-studio-new-combat-system/</link>
		
		<dc:creator><![CDATA[Mike Nelson, XBOX Wire Editor]]></dc:creator>
		<pubDate>Thu, 11 Jun 2026 17:30:00 +0000</pubDate>
				<category><![CDATA[Games]]></category>
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					<description><![CDATA[<p>The post <a href="https://news.xbox.com/en-us/2026/06/11/stranger-than-heaven-rgg-studio-new-combat-system/">Stranger Than Heaven: We Grapple with RGG Studio&#8217;s New Combat System</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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						<ul class="post-tags__list"><li class="post-tags__item"><a href="https://news.xbox.com/en-us/games/" class="kicker post__meta--category"><span class="sr-only">Category: </span>Games</a></li></ul>						<h1 class="h1">Stranger Than Heaven: We Grapple with RGG Studio&#8217;s New Combat System</h1>

						
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				<div class="post__author__bylines"><ul class="post__author__list"><li class="post__author__list__item"><span class="post__author__name">Jeff Rubenstein, Captain of the XBOX Wire Family</span><span class="post__author__position d--block"></span></li></ul></div>				<div class="post__date">
					<h5>Published</h5>
					<a href="https://news.xbox.com/en-us/2026/06/" class="kicker"><time datetime="1781199000">June 11, 2026</a>				</div>
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<div class="wp-block-xbox-summary"><h3>Summary</h3><ul><li>At Summer Game Fest: Play Days, we experience <em>Stranger Than Heaven’s </em>combat system across Fukuoka, Hiroshima, and Osaka.</li><li>There’s now a tremendous amount of variety and player expressiveness in combat, where each thug you encounter can be dispatched differently than the last.</li><li><em><strong><a href="https://www.xbox.com/en-US/games/store/stranger-than-heaven/9MX72N8WCV88/0017" type="link" id="https://www.xbox.com/en-US/games/store/stranger-than-heaven/9MX72N8WCV88/0017">Stranger Than Heaven</a></strong></em> arrives January 15, 2027, for XBOX Series X|S, XBOX on PC, and included day one with Game Pass. Play it on both console and PC at no additional cost with XBOX Play Anywhere.</li></ul></div>



<p>We’ve learned so much about RGG Studio&#8217;s newest project <a href="https://www.xbox.com/en-US/games/store/stranger-than-heaven-deluxe-edition/9P1PS99H3GRJ/0017"><strong><em>Stranger Than Heaven</em></strong></a> this year, from the cities and eras we’ll inhabit, to the characters we&#8217;ll meet and experience this new world through. At Summer Games Fest: Play Days this past weekend, we had our first opportunity to pick up the sticks and learn how the game feels – and it’s a world apart from anything RGG has ever created.</p>



<p>This first demo was all about combat, offering a series of encounters of escalating difficulty across Fukuoka, Hiroshima, and Osaka. It can&#8217;t be overstated how much of a sea change <em>Stranger Than Heaven</em> is from their previous titles, or other melee-dominated action games. Gone are mashing face buttons to attack, replaced by a more granular, bumper- and trigger-dominated approach, with LB and LT activating Makoto&#8217;s left-sided attacks (light and heavy respectively), and RB/RT doing the same on the right. This allows for a tremendous amount of variety and player expressiveness, where each thug you encounter can be dispatched differently than the last.</p>

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<p>Squaring up against an enemy, Makoto can throw a few jabs with his left (LB), follow up with a right-handed roundhouse (RT), then charge (hold LT), to finish with a brutal left haymaker. And that&#8217;s barehanded. Even more variety is introduced with three of the 13 weapons featured in the game, which are more persistent than those seen in previous titles.</p>



<p>By pressing Y on the controller, Makoto can pull out a weapon and even cycle through them in his inventory by holding that button down (displayed as a transparent overlay at the bottom of the screen), with an arsenal that, for this demo, included a variety of knives and larger blunt objects such as a crowbar and sledgehammer.</p>



<p>Rounding out the moveset are a variety of grapples, blocks, parries, and dodges – this is where the face buttons come into use. By combining the shoulder buttons with face buttons – holding B with a tap of LB or RB is a directional parry, for example – it opens up opportunities for effective defensive counters to attacks if correctly timed. This also comes into play for when Makoto finds himself knocked to the ground – another new RGG combat element – to fend off attacks like we’re in a UFC-styled cage match until his stamina has recovered enough for him to get to his feet.</p>



<p>Enough explaining – here’s how we fared across three different decades and encounters during our hands-on time with <em>Stranger Than Heaven</em>.</p>



<h2 class="wp-block-heading"><strong>1915 – Kokura, Fukuoka</strong></h2>



<p>While this was billed as a combat demo, I couldn’t help but soak in the setting. RGG Studio has proven its talent at making cities feel alive and that’s very much the case here in 1915 Kokura. Citizens went about their business, walking through the mostly unpaved streets interwoven with railway tracks, past ramen stalls, vegetable stands, and other stores. I can’t wait to fully explore Kokura in the final game.</p>

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<p>But this was my opportunity to get acquainted with the controls. Facing a group of bedraggled grunts, it was immediately clear that combat is heavier and more intimate than previous RGG titles. Battles feel high stakes as you balance who you’re hitting and who might be lining up an attack on you.</p>



<p>I tried out combos, like mixing up left- and right-handed strikes; light and heavy; charged attacks, all while blocking and avoiding as many attacks as I could. Once I pulled out my dagger, the tide turned quickly, and knocking down an enemy revealed an opportunity for a brutal finisher: pulling both triggers over his prone form, Makoto plunged a knife into his gut so powerfully I instinctively cringed.</p>



<p>The effects of combat seem bloodier than previous RGG titles. The longer a battle goes on, and the more damage is inflicted on both Makoto and enemies; you see the effects of bloodied faces, on clothes and on bodies. Moreso than previous titles, there’s a clearer realism and brutality to combat.</p>



<p>But that was it for this group. No sweat.</p>



<h2 class="wp-block-heading"><strong>1929 – Kure, Hiroshima</strong></h2>



<p>As the year increased, so did the challenge. &nbsp;A group of thugs led by a positively gargantuan gangster, armed with a long blade that almost seemed superfluous considering his size and obvious power, were my next opponents.</p>



<p>At the start of battle, Makoto pulled out a massive crowbar and I started swinging. The weapon is so weighty that missing contact with an enemy almost makes Makoto lose balance and opens him up to counters.</p>

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<p>This is new: one enemy grabs the crowbar, preventing me from swinging. However, Makoto’s left hand is still free, so with a flurry of presses of LB, Makoto smacks him until he lets go. Once the regular-sized gangsters are dispatched, I switch to Makoto’s smaller knife to make more nimble quick stabs and slashes on the big guy.</p>



<p>Throughout all of this, I’m still learning to manage Makoto’s health; it’s a new system of items with both instant and recovery-over-time effects mapped to the D-pad. On my second attempt I’ve emerged from Kure successfully. I’m getting the hang of this!</p>



<h2 class="wp-block-heading"><strong>1943 – Minami, Osaka</strong></h2>



<p>Our final challenge was just one wiry, heavily tattooed yakuza with a sword. How hard could it be? Well… this guy is <em>fast</em>, putting my blocking, parries, and dodging to the test, while resisting a lot of my previous strategies.</p>



<p>I eventually find the most success in a battle of attrition; getting in a few slashes, blocking most of his counters, and using my left hand to punch through his blocks when he starts deflecting my knife. I was also able to land a few stuns with a swift kick to his ribs using LT.</p>

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<p>I keep my health as topped up as possible, but eventually he pulls a crazy takedown move and one shots Makoto with a vicious impalement with his sword – we’re told as the battle drags on, he becomes more desperate and will unleash these types of high-damage attacks. After a few tries I get tantalizingly close to victory. I know the challenge is real, as when a neighboring player wins, the whole dev team applauds!</p>



<p>I leave eager to learn more about this deep system, and hungry to have my revenge on my tatted-up nemesis.</p>

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<p><strong><em><a href="https://www.xbox.com/en-US/games/store/stranger-than-heaven/9MX72N8WCV88/0017" type="link" id="https://www.xbox.com/en-US/games/store/stranger-than-heaven/9MX72N8WCV88/0017">Stranger Than Heaven</a></em></strong> arrives January 15, 2027, for XBOX Series X|S, XBOX on PC, and included day one with Game Pass. Play it on both console and PC at no additional cost with XBOX Play Anywhere.</p>



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		Pre-order STRANGER THAN HEAVEN to get the “Dosu: Kagekiri” weapon to use in-game.

*To use this content, the base game STRANGER THAN HEAVEN (sold separately) is required. If a patch is required, please update the game to the latest version before use. This content can be procured and used in-game by progressing through the main story. The details, specifications, and release timing of the pre-purchase content are subject to change without notice.

Add an original outfit for the protagonist Makoto Daito, this upgrade also includes new weapons to expand players&#039; combat options, new skilled performers to enhance shows, new stage production elements, a special promotional poster, a record player that lets you enjoy music from each era at your home base, and an electronic camera that expands the photography functionality.

Deluxe Edition Contents:
&#8211; Base Game
&#8211; Original Outfit (Makoto Daito)
&#8211; Set of 4 New Weapons
&#8211; Set of 4 New Skilled Performers
&#8211; Set of 3 New Stage Production Items
&#8211; Special Promotional Poster
&#8211; Record Player (in-game soundtrack)
&#8211; Electronic Camera

*If a patch is required, please update the game to the latest version before use. This content can be procured and used in-game by progressing through the main story.

■ FACE DOWN FATE
A fifty-year saga of those with nowhere to go and their desperate struggle to find a home. San Francisco, 1915. Our story begins as a young boy sneaks aboard a mysterious ship in the dead of night.

His name? Makoto Daito. Born to an American father and a Japanese mother, Makoto&#039;s world is one of harsh persecution, a fate cruely cast upon him simply because of his Asian heritage.

After losing both of his parents and finding himself completely alone, Makoto, in an act of desperation, decides to risk it all and travel to his mother&#039;s birthplace. If the United States won&#039;t accept him for who he is, maybe Japan will&#8230;

With nothing but the shirt on his back, Makoto soon learns, however, that his voyage across the Pacific is anything but a &quot;&quot;free ride,&quot;&quot; and that this one choice will forever change the course of his life. What awaits our young stowaway in Japan? And where will the years take him next?

■ 5 ERAS, 5 CITIES
The story unfolds across a version of Japan that may have existed in another life altogether, immersing you in 5 sprawling cities, each modeled after real locations of their respective eras.

1915, Kokura, Fukuoka: home of what was said to be one of the world’s largest foundries, a smoke-scorched town bursting with the passion of hard-driven, equally fiery workers.
1929, Kure, Hiroshima: a port town dominated by Japan’s largest naval arsenal and heavily influenced by the presence of yakuza organizations.
1943, Minami, Osaka: the biggest entertainment district in western Japan, set against the ever-rising tension of a world at war.
1951, Atami, Shizuoka: a bustling seaside getaway synonymous with tourism in postwar Japan.
1965, Shinjuku, Tokyo: Japan’s most iconic pleasure district—a city of swirling and unpredictable chaos.

■ THE MOST CREATIVE, INTUITIVE, AND EXTREME VIOLENCE
In these turbulent times, fighting to survive means one thing: doing whatever it takes. Experience this struggle through the raw brutality of an ever-changing combat system that feels alive.

You won&#039;t just control Makoto Daito, you&#039;ll become him—moving his left and right sides independently and instinctively as you attack, defend, and force your way to victory.

Follow a jab with a crushing blow, send enemies flying with a charged attack, tackle them while they stagger or pin them to the ground and unleash a relentless flurry of punches. Nothing is off the table in Makoto&#039;s world. 

You can also block enemy strikes with one hand and instantly counter with the other. Reading their moves and creating your own openings is key to coming out on top.

Additionally, you’ll master and enhance a wide array of weapons—knives, hammers, katanas, and more—as you fight your way through era after violent era.

■LIFE OF A SHOWMAN
In the earliest chapters of our story, Makoto&#039;s guide and mentor discovers his hidden talent for music, and, before long, Makoto finds himself not only singing a tune or two but stepping into the role of a showman, producing a wide variety of incredible acts throughout all of Japan.

In order to get these shows off the ground, Makoto must gather rumors from the streets and use them to scout skilled singers and performers. He can then head out into town to create new music—collecting any and every sound he can find: the swish of a broom, snoring of a sleepy neighbor, the rumble of passing trains, distant animal cries, even the grunts and growls of the enemies he fights.

By combining these sounds, Makoto can craft original tracks, brand new music for the whole nation to hear. From there, he&#039;ll choose the setlist, arrange the band, assign a cast, and design the production—from lighting colors to staging—all in an effort to bring each show to life. As you tour the country staging performances and captivating audiences, you’ll experience Makoto&#039;s rags-to-riches rise to success as a master showman.

Will the relentless determination of two men racing through fifty years of chaos change the future as we know it?

From RGG Studio—the master storytellers behind some of gaming&#039;s most intense battles and heartfelt drama—comes their latest unforgettable adventure.	</div>
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	<h2>STRANGER THAN HEAVEN</h2>
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*To use this content, the base game STRANGER THAN HEAVEN (sold separately) is required. If a patch is required, please update the game to the latest version before use. This content can be procured and used in-game by progressing through the main story. The details, specifications, and release timing of the pre-purchase content are subject to change without notice.

■FACE DOWN FATE
A fifty-year saga of those with nowhere to go and their desperate struggle to find a home. San Francisco, 1915. Our story begins as a young boy sneaks aboard a mysterious ship in the dead of night.

His name? Makoto Daito. Born to an American father and a Japanese mother, Makoto&#039;s world is one of harsh persecution, a fate cruely cast upon him simply because of his Asian heritage.

After losing both of his parents and finding himself completely alone, Makoto, in an act of desperation, decides to risk it all and travel to his mother&#039;s birthplace. If the United States won&#039;t accept him for who he is, maybe Japan will&#8230;

With nothing but the shirt on his back, Makoto soon learns, however, that his voyage across the Pacific is anything but a &quot;free ride,&quot; and that this one choice will forever change the course of his life. What awaits our young stowaway in Japan? And where will the years take him next?

■5 ERAS, 5 CITIES
The story unfolds across a version of Japan that may have existed in another life altogether, immersing you in 5 sprawling cities, each modeled after real locations of their respective eras.

1915, Kokura, Fukuoka: home of what was said to be one of the world’s largest foundries, a smoke-scorched town bursting with the passion of hard-driven, equally fiery workers.
1929, Kure, Hiroshima: a port town dominated by Japan’s largest naval arsenal and heavily influenced by the presence of yakuza organizations.
1943, Minami, Osaka: the biggest entertainment district in western Japan, set against the ever-rising tension of a world at war.
1951, Atami, Shizuoka: a bustling seaside getaway synonymous with tourism in postwar Japan.
1965, Shinjuku, Tokyo: Japan’s most iconic pleasure district—a city of swirling and unpredictable chaos.

■THE MOST CREATIVE, INTUITIVE, AND EXTREME VIOLENCE
In these turbulent times, fighting to survive means one thing: doing whatever it takes. Experience this struggle through the raw brutality of an ever-changing combat system that feels alive.

You won&#039;t just control Makoto Daito, you&#039;ll become him—moving his left and right sides independently and instinctively as you attack, defend, and force your way to victory.

Follow a jab with a crushing blow, send enemies flying with a charged attack, tackle them while they stagger or pin them to the ground and unleash a relentless flurry of punches. Nothing is off the table in Makoto&#039;s world. 

You can also block enemy strikes with one hand and instantly counter with the other. Reading their moves and creating your own openings is key to coming out on top.

Additionally, you’ll master and enhance a wide array of weapons—knives, hammers, katanas, and more—as you fight your way through era after violent era.

■LIFE OF A SHOWMAN
In the earliest chapters of our story, Makoto&#039;s guide and mentor discovers his hidden talent for music, and, before long, Makoto finds himself not only singing a tune or two but stepping into the role of a showman, producing a wide variety of incredible acts throughout all of Japan.

In order to get these shows off the ground, Makoto must gather rumors from the streets and use them to scout skilled singers and performers. He can then head out into town to create new music—collecting any and every sound he can find: the swish of a broom, snoring of a sleepy neighbor, the rumble of passing trains, distant animal cries, even the grunts and growls of the enemies he fights.

By combining these sounds, Makoto can craft original tracks, brand new music for the whole nation to hear. From there, he&#039;ll choose the setlist, arrange the band, assign a cast, and design the production—from lighting colors to staging—all in an effort to bring each show to life. As you tour the country staging performances and captivating audiences, you’ll experience Makoto&#039;s rags-to-riches rise to success as a master showman.

Will the relentless determination of two men racing through fifty years of chaos change the future as we know it?
From RGG Studio—the master storytellers behind some of gaming&#039;s most intense battles and heartfelt drama—comes their latest unforgettable adventure.	</div>
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<p>The post <a href="https://news.xbox.com/en-us/2026/06/11/stranger-than-heaven-rgg-studio-new-combat-system/">Stranger Than Heaven: We Grapple with RGG Studio&#8217;s New Combat System</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
]]></content:encoded>
					
		
		
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		<title>Beastro Brings a Traditional Card Game Spin to the Cozy Genre</title>
		<link>https://news.xbox.com/en-us/2026/06/11/beastro-cozy-deckbuilder-out-now/</link>
		
		<dc:creator><![CDATA[Will Fulton, XBOX Wire Editor]]></dc:creator>
		<pubDate>Thu, 11 Jun 2026 16:00:00 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Beastro]]></category>
		<category><![CDATA[cozy games]]></category>
		<category><![CDATA[Deckbuilder]]></category>
		<category><![CDATA[Game Pass]]></category>
		<category><![CDATA[pc gaming]]></category>
		<category><![CDATA[Timberline Studio]]></category>
		<category><![CDATA[Xbox Series X|S]]></category>
		<guid isPermaLink="false">https://news.xbox.com/en-us/?p=222069</guid>

					<description><![CDATA[<p>The post <a href="https://news.xbox.com/en-us/2026/06/11/beastro-cozy-deckbuilder-out-now/">Beastro Brings a Traditional Card Game Spin to the Cozy Genre</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
]]></description>
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							<ul class="post-tags__list"><li class="post-tags__item"><a href="https://news.xbox.com/en-us/games/" class="kicker post__meta--category"><span class="sr-only">Category: </span>Games</a></li></ul><a href="https://news.xbox.com/en-us/2026/06/" class="kicker"><time datetime="1781193600">June 11, 2026</a>							<h1 class="h2">Beastro Brings a Traditional Card Game Spin to the Cozy Genre</h1>

															<div class="post-header__author post-header__author--line">
									<div class="post-header__author__bylines"><ul class="post-header__author__list"><li class="post-header__author__list__item"><span class="post-header__author__name">Lindsey Rostal, Studio Director at Timberline Studio</span><span class="post-header__author__position d--block"></span></li></ul></div>								</div>
							
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<div class="wp-block-xbox-summary"><h3>Summary</h3><ul><li><em><a href="https://www.xbox.com/en-US/games/store/beastro/9njrsc0b0k88">Beastro</a></em> is out today on XBOX Series X|S and XBOX on PC; Game Pass Ultimate and PC Game Pass.</li><li>Pulling from both traditional card games and trading card games, <em>Beastro</em> aims to be an accessible and cozy deckbuilder for interested players new to the genre.</li><li>Start your journey to feed and protect Palo Pori right with deckbuilding tips from the developer.</li></ul></div>



<p><em>Beastro</em> is out on XBOX today, with day one Game Pass access. If you’ve heard of our ‘cozy deckbuilder’ and are wondering how those two things can be blended together, then there is a simple answer: Deckbuilders are cozy at their very core.&nbsp;</p>



<p>Let me explain. At first glance, <em>Beastro</em> is approachable. You farm, plant, water and grow your ingredients to make delicious meals. The cards are colorful, the creatures and inhabitants of the village you live in are charming, and the world is full of food, flavor and discovery.&nbsp;</p>



<p>But scratch beneath the surface, and the deckbuilding challenge becomes clear. The ingredients you farm enable you to build different and diverse decks. Those decks, in turn, form the basis of how the village protectors, the Caretakers, defend the village throughout the day.&nbsp;</p>



<p>This is the ethos that we’ve made <em>Beastro</em> with &#8211; it takes a moment to learn, but hours to master.</p>



<p>It’s cozy, but it’s also a deckbuilder that opens the door to the genre for players who may not have thought this game was for them.&nbsp;</p>



<p>And it all started with our own love of trading card games…&nbsp;</p>



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<h2 class="wp-block-heading"><strong>Build, Battle, BBQ &#8211; How It All Started</strong></h2>



<p>For me, card games are intrinsically cozy. Sitting around the fire with friends and family, whether it’s on holiday or at Christmas, is both a deeply personal memory and a shared experience that people of all generations can relate to.</p>



<p>My wife’s family spend a whole bunch of their time playing traditional card games like Bid Whist, Spades and Euchre. Also, our friends and I host Build, Battle and BBQ nights, where we open a bunch of trading cards, create decks and battle them together before eating some barbecue.&nbsp;</p>



<p>These are things that bring people together, and we wanted to bottle that energy and bring it to video games with Beastro.&nbsp;</p>



<p>But there is a challenge. Deckbuilders, and trading card games in general, can be intimidating. Either the community around them, or just the mechanics of the game itself. Keywords. Effects. Card types. Synergies. Metas. It’s… a lot. They aren’t always the easiest place to pick up and play.&nbsp;</p>



<p><em>Beastro</em> changes that.&nbsp;</p>



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<h2 class="wp-block-heading"><strong>How Beastro Brings Cozy Into Deckbuilding</strong></h2>



<p>We’ve built <em>Beastro</em> to be the first deckbuilding game people ever play. You might collect cards that are cute, or maybe enjoy playing traditional card games with your family. If that’s you, then <em>Beastro </em>is a great entry point.&nbsp;</p>



<p>At its core, we wanted it to mirror a traditional playing card, but cut out some of the fluff that makes other trading card games a little overwhelming. So the core information on <em>Beastro</em>’s cards is the number, then the flavor (effectively the ‘suit’). That’s it.&nbsp;</p>



<p>From there, there’s more depth if you want it. Different flavors balance and enhance each other, which can be make-or-break as part of your deck. It’s a feature we took from trick-taking card games and then gave it a fresh new feel to suit <em>Beastro</em>.</p>



<p>So if you’re the sort of person who enjoys really getting into their decks, then you can go down that route &#8211; but you also grasp everything essential in the first few minutes.&nbsp;</p>



<p>Crucially, there are also methods to advance your deck outside of the actual deckbuilding. You can grind it out if you prefer, or you can spend more time investing in your farming, planting or cooking techniques to improve the cards you have already.</p>



<p>So no matter how you play, you can still enjoy what might be your first deckbuilder on your own terms.&nbsp;</p>



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<h2 class="wp-block-heading"><strong>Tips for Building Your First Deck&nbsp;</strong></h2>



<p>If you do find yourself picking up <em><a href="https://www.xbox.com/en-US/games/store/beastro/9njrsc0b0k88">Beastro</a></em> and are looking to build out your first deck in this cozy-crunchy title, then these tips will help:&nbsp;</p>



<p><strong>Look at effects when you’re ready &#8211; there’s no rush! </strong>Once you’re comfortable, start looking beyond numbers and flavors. Some cards have effects that can create new opportunities and open up new ways to build your deck. They aren’t essential, but they can help your Caretakers when they’re beyond the walls.&nbsp;</p>



<p><strong>Keep a good mix of flavors.</strong> You never know what you’ll encounter in the wild, so bring a little bit of everything to keep your approach varied. This also gives you a chance to explore different mechanics whilst you discover who &#8211; and what &#8211; is outside the village walls.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;6a2b3c24bf342&quot;}" data-wp-interactive="core/image" data-wp-key="6a2b3c24bf342" class="wp-block-image size-fullsize wp-lightbox-container"><img loading="lazy" decoding="async" width="1900" height="1080" data-wp-class--hide="state.isContentHidden" data-wp-class--show="state.isContentVisible" data-wp-init="callbacks.setButtonStyles" data-wp-on--click="actions.showLightbox" data-wp-on--load="callbacks.setButtonStyles" data-wp-on-window--resize="callbacks.setButtonStyles" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Card-Battle-2b868a2059fd9e64770b-1900x1080.jpg" alt="Beastro screenshot" class="wp-image-222074" /><button
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<p><strong>Balance and enhance.</strong> Balancing a monster’s card can be useful, but enhancing your own flavor is just as important. Sometimes you won’t win by countering your opponent, but you’ll win by strengthening your own strategy instead.&nbsp;</p>



<p><strong>Use what you love. </strong>There are definitely some cards, and some Caretakers, that have a wider range than others. But each one has its strengths. If you find cards and recipes that you like and they fit your style, but they aren’t that strong yet, then look into techniques that help you improve them.&nbsp;</p>



<div id="msp1780684288236" class="">
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	<h2>Beastro</h2>
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						<p>Timberline Studios</p>
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		Palo Pori is a beautiful and peaceful village of artisans and tastemakers. Beyond the village’s protective wall, darkness has begun to stir. Ravenous monsters have claimed the land and threaten to sink their teeth into this final morsel of hope and happiness.

Play as Panko, a young, talented chef, helping to run the local eatery. When Panko’s teacher goes missing, a mysterious visitor arrives with warnings of the dangers beyond the wall. It&#039;s up to Panko to step up and take over the restaurant and tend to the ingredients and patrons. But that’s not all, Panko also finds himself serving the Caretakers, brave adventurers, sent to save the world. In this adventure, preserving peace starts in the kitchen!

FEATURES – WHAT’S ON THE MENU?

FROM TOWN TO TABLE
In Palo Pori, fresh is best! Gather ingredients and resources, care for animals and grow your own fruit and veg to build up your very own cozy town to table restaurant. Forage for wild herbs and unlock new seeds to grow to expand your meals.

SERVING YOUR COMMUNITY
Chop, flip, and sizzle your way through mouthwatering mini-games as you whip up delightful dishes for the townsfolk. Good food is always better with company, so work hard to improve your cooking and experiment with ingredients, to keep your patrons happy.

Tailor your restaurant to the tastes of your community, develop new meals, progress your know how through a skill tree and adjust the decor to increase your restaurant’s appeal.

FEED THE CARETAKERS
You’ll also need to feed the hungry Caretakers; these brave denizens of the land will venture out into the wilds to fight the ravenous monsters threatening the peace of Palo Pori. Each Caretaker hails from their own flavour region, affecting their own tastes and preferences: some like it bitter, some like it sweet and some are just looking to fulfil their craving of the day! Craft thoughtful meals and balance the flavour profiles to boost their spirits, sharpen their skills, and unlock new abilities. Because let’s face it… Who can save the world on an empty stomach?

DELICIOUS DECK BUILDING
Now it’s time to put your meal to the test! This is where taste meets tactics. The dishes you serve will build your Caretaker’s deck – each ingredient unlocking a card. And once they’ve eaten, they’ll venture into the wilds to fight the monsters. Upon their return, they’ll recount their journey and play out their battles through a charming puppet theatre sequence. They might even bring you back some MONSTEROUS ingredients from their ventures. Fight the monsters in turn-based deck building combat, inspired by traditional trick-taking card games. Outplay the monsters, by matching their flavour magic or neutralising it with a balancing card. Add an enhancing card to power up your moves! Your magic can turn the tables!

Utilize the unique effects of your ingredients to put your enemies to sleep, blow away their cards, and more, but watch out, you’re not the only one with special abilities. If you’re not paying attention, you might get burned.

In this food-based fantasy adventure, it’s time to give peas a chance! &#8211; Are you ready to get cooking?

Unlock the magic in food.	</div>
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<p>The post <a href="https://news.xbox.com/en-us/2026/06/11/beastro-cozy-deckbuilder-out-now/">Beastro Brings a Traditional Card Game Spin to the Cozy Genre</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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		<title>Free Play Days – Hell Let Loose, State of Decay 2, and Blasphemous 2</title>
		<link>https://news.xbox.com/en-us/2026/06/11/free-play-days-06-11-2026/</link>
		
		<dc:creator><![CDATA[Danielle Partis, XBOX Wire Editor]]></dc:creator>
		<pubDate>Thu, 11 Jun 2026 15:00:00 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[PC Gaming]]></category>
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									<div class="post-header__author__bylines"><ul class="post-header__author__list"><li class="post-header__author__list__item"><span class="post-header__author__name">Kyle Ocean</span><span class="post-header__author__position d--block">Marketing Manager, XBOX</span></li></ul></div>								</div>
							
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<p>Jump into a weekend of survival, spectacle, and all-out warfare with Free Play Days! <strong><em>Hell Let Loose</em></strong> is available this weekend for XBOX Game Pass Ultimate, Premium and Essential members to play from <strong>Thursday, June 11 </strong>until <strong>Sunday, June 14.</strong></p>



<p><strong><em>State of Decay 2: Juggernaut Edition</em></strong> is free for <strong>all XBOX members</strong> to play from <strong>Thursday, June 11 </strong>until <strong>Sunday, June 14</strong> (XBOX Game Pass Game Pass Ultimate, Premium and Essential membership not required).</p>



<p><strong><em>Blasphemous 2</em></strong> is free for <strong>all XBOX members</strong> to play from <strong>Thursday, June 11 </strong>until <strong>Sunday, June 14</strong> (XBOX Game Pass Game Pass Ultimate, Premium and Essential membership not required) with a 5hr-timed trial.</p>



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<h2 class="wp-block-heading"><strong>How To Start Playing</strong></h2>



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<p>Scroll down and find and install the games on each of the individual game details page on <a href="https://www.xbox.com/en-US/" target="_blank" rel="noreferrer noopener">XBOX.com.</a>&nbsp;Clicking through will send you to the Microsoft Store, where you must be signed in to see the option to install with your XBOX&nbsp;Game Pass Ultimate,&nbsp;Premium and Essential membership.</p>



<p>To download on console, click on the Subscriptions tab in the XBOX Store and navigate down to the Free Play Days collection on your XBOX One and XBOX Series X|S.</p>



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<h2 class="wp-block-heading"><strong>Keep The Fun Going</strong></h2>



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<p>Purchase the game and other editions at a limited time discount and continue playing while keeping your Gamerscore and achievements earned during the event! <strong>Please note that discounts, percentages, and title availability may vary by title and region.</strong></p>



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<h2 class="wp-block-heading"><strong>Free Play Days (Game Pass Membership Required)</strong></h2>



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						<p>Team17</p>
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			<span>☆</span><span>☆</span><span>☆</span><span>☆</span><span>☆</span>
						<span class="mspb-total-ratings">7326</span>
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			<span>★</span><span>★</span><span>★</span><span>★</span><span>★</span>
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				<span>$49.99</span>
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<p><strong><a href="https://www.xbox.com/en-us/games/store/Hell-Let-Loose/9N44WK3WV2HJ">Hell Let Loose</a></strong><br><strong><em>Optimized for XBOX Series X|S</em></strong>, <strong><em>XBOX Play Anywhere</em></strong><br>Enlist in the ever-expanding Hell Let Loose experience, bringing you World War II on an epic scale. This first-person shooter demands teamwork, communication, and strategy, not only to win but to survive! With battles of 50v50 players that include infantry, tanks, artillery and a dynamically shifting front line – be ready for combat on a whole new scale.</p>
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<h2 class="wp-block-heading"><strong>Free Play Days For all</strong></h2>



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	<h2>State of Decay 2: Juggernaut Edition</h2>
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						<p>Xbox Game Studios</p>
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			<span>☆</span><span>☆</span><span>☆</span><span>☆</span><span>☆</span>
						<span class="mspb-total-ratings">10117</span>
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			<span>★</span><span>★</span><span>★</span><span>★</span><span>★</span>
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		<span>$23.99</span>
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<p><strong><a href="https://www.xbox.com/en-US/games/store/state-of-decay-2-juggernaut-edition/9NT4X7P8B9NB/0010">State of Decay 2: Juggernaut Edition</a></strong><br><strong><em>Optimized for XBOX Series X|S</em></strong>, <strong><em>Smart Delivery</em></strong>, <strong><em>XBOX Play Anywhere</em><br></strong>State of Decay 2: Juggernaut Edition is an improved version of the popular zombie survival game and includes the all-new Homecoming Update – a fully remastered, open world version of Trumbull Valley for the core game, reintegrating the Mount Tanner and Fairfield regions to the map, and adding new sites to scavenge, along with new sights to behold.</p>
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	<h2>Blasphemous 2</h2>
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						<p>Team17</p>
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			<span>☆</span><span>☆</span><span>☆</span><span>☆</span><span>☆</span>
						<span class="mspb-total-ratings">279</span>
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			<span>★</span><span>★</span><span>★</span><span>★</span><span>★</span>
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				<span>$29.99</span>
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<p><strong><a href="https://www.xbox.com/en-US/games/store/blasphemous-2/9NXBH70B3CVP/0010">Blasphemous 2</a></strong><br><strong><em>Optimized for XBOX Series X|S</em></strong><br>The second scripture in the Blasphemous series portends the return of The Penitent One, with a story that continues from the free Wounds of Eventide DLC for the original game, where The Heart in the sky heralded the return of The Miracle and foretold the birth of a new miracle child. Trial Blasphemous II and begin your penance. Dive into a perilous, afflicted world and tear your way through monstrous foes that stand between you and your quest.</p>
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<p>Don’t miss out on these exciting Free Play Days for XBOX Game Pass Ultimate, Premium and Essential members!&nbsp;<a href="https://support.xbox.com/en-US/help/subscriptions-billing/buy-games-apps/free-play-days-faq" target="_blank" rel="noreferrer noopener">Learn more about Free Play Days here</a>&nbsp;and stay tuned to XBOX Wire to find out about future Free Play Days and all the latest XBOX gaming news.</p>

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<p>The post <a href="https://news.xbox.com/en-us/2026/06/11/free-play-days-06-11-2026/">Free Play Days – Hell Let Loose, State of Decay 2, and Blasphemous 2</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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		<title>Next 100 Days: XBOX Reset</title>
		<link>https://news.xbox.com/en-us/2026/06/10/next-100-days-xbox-reset/</link>
		
		<dc:creator><![CDATA[Mike Nelson, XBOX Wire Editor]]></dc:creator>
		<pubDate>Wed, 10 Jun 2026 21:00:00 +0000</pubDate>
				<category><![CDATA[Announcements]]></category>
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					<description><![CDATA[<p>The post <a href="https://news.xbox.com/en-us/2026/06/10/next-100-days-xbox-reset/">Next 100 Days: XBOX Reset</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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				<div class="post__author__bylines"><ul class="post__author__list"><li class="post__author__list__item"><span class="post__author__name">Asha and Matt</span><span class="post__author__position d--block"></span></li></ul></div>				<div class="post__date">
					<h5>Published</h5>
					<a href="https://news.xbox.com/en-us/2026/06/" class="kicker"><time datetime="1781125200">June 10, 2026</a>				</div>
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<p class="has-xbox-quarternary-background-color has-background"><em>This message was just sent to Team XBOX employees globally.</em></p>



<p>Team,</p>



<p>Over the first 100 days together, we have started to revive XBOX.</p>



<p>Our platform teams have already shipped more updates in the last 100 days than during the prior year combined. We now have more active partners on XBOX than ever before. Our Game Pass team set to work fixing our offering and after 8+ months of decline, our service has started to grow again. And through Player Voice, we have a 24/7 channel to hear directly from players, creators, and developers.</p>



<p>With the XBOX Games Showcase and the return of FanFest, we brought together hundreds of millions of fans globally. We reintroduced exclusives with <em>Gears of War: E-Day</em> in 2026 and <em>Clockwork Revolution</em> in 2027. Players can continue to expect signature exclusives from us every year. In parallel, Playground Games reminded us that established franchises can achieve incredible new highs.</p>



<p>These results are early, but they demonstrate what is possible when we move faster, stay close to our community, and align behind a shared vision. We have made mistakes, and will continue to make them, but what matters is that we listen, learn, and adjust the course where needed. Remember, our fans are rooting for us.</p>



<p>Now we start the next 100 days. It is important to have both optimism and realism as we work to reset the business.</p>



<p>Here are the realities that we need to navigate:</p>



<p><strong>#1</strong>: Over 1 billion players choose to play XBOX and our games each year, for a total of 72 billion hours across Console, PC, Mobile, and Streaming (excluding much of China and a few other properties). Our franchises are also among the largest and most beloved globally and are now breaking records in TV and film. Going forward, our competition is attention. There are more great games, TV series, franchises, creators, content formats, apps, etc., than ever before.</p>



<p><strong>#2</strong>: We will end this fiscal year at about a 3% accountability margin, down year-over-year. Excluding Activision Blizzard King, over the past five years, we have spent over $20 billion on ongoing investments in our content, platform, and hardware subsidy, but our annual revenue has declined nearly half a billion during that time. Going forward, this cannot continue.</p>



<p><strong>#3</strong>: We are in a hardware component crisis. When I joined as CEO in February, the price we paid for console storage components was over 2x as high as we paid last fall. These costs have since doubled again. And as we plan for the 2027 holiday season, we expect another significant increase, taking us over 5x the prices we paid only two years earlier. Memory costs have followed a broadly similar trajectory. While the entire industry is facing a components crisis, we believe we have been impacted more greatly than many of our peers due to the choices we made over the last half decade. We are currently unable to make as many consoles as players want to buy, and we need a new business model and partnerships for hardware as we remain committed to Helix.</p>



<p><strong>#4</strong>: We expanded our studio system when we needed a pipeline of content to meet multiple strategies across subscription, streaming, and devices. In the process, we have found ourselves over extended as we executed on changing strategies in a landscape of more readily available content. We are the fortunate stewards of industry-defining franchises that have enormous potential and player demand, but we have not adequately funded them to compete and win. At the same time, as we saw this past weekend at Showcase, a reliable pipeline of first- and third-party exclusives and new IP are critical to our success. We need to reassess the balance between these and our investment priorities for the next 5 years.</p>



<p><strong>#5</strong>: Our current platform infrastructure is not built for the battle ahead. Our systems are overly complex, spanning hundreds of dependencies, which hinders our ability to move fast. We’ve become too reliant on vendors to operate our systems and must become more self-reliant as an engineering culture to build for the future. We must increase the value we ship to players while decreasing the time it takes to do so. Going forward, we&#8217;ll evolve and rebuild our stack and look at capabilities across all of XBOX and potential M&amp;A to help us win in hardware, PC, mobile, and streaming.</p>



<p>For some of you, these realities will be surprising and even frustrating to discover. We won&#8217;t succeed by hiding hard truths, nor will we succeed by doing the same thing and expecting different results. Like the &#8216;everyday wins&#8217; mentality from the first 100 days, we will sprint to make progress against hardware, content, experience, and services together.</p>



<p>XBOX is one of the few places where people come not just to play, but to connect with others to create memories. With console at the center of how our showcase experiences are defined, Windows as one of the largest gaming platforms in the world, and incredible games under our roof as one of the largest publishers in the world, we have the foundation in place.</p>



<p>Let&#8217;s reset for a stronger XBOX and build the #1 gaming and entertainment company.</p>



<p>Asha and Matt</p>

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<p>The post <a href="https://news.xbox.com/en-us/2026/06/10/next-100-days-xbox-reset/">Next 100 Days: XBOX Reset</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">222717</post-id>	</item>
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		<title>Join Us – Creating Calamity Within a Chaotic Cultist Sandbox</title>
		<link>https://news.xbox.com/en-us/2026/06/10/join-us-preview-xbox-games-showcase-2026/</link>
		
		<dc:creator><![CDATA[Mike Nelson, XBOX Wire Editor]]></dc:creator>
		<pubDate>Wed, 10 Jun 2026 17:00:00 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[XBOX Games Showcase]]></category>
		<category><![CDATA[Join Us]]></category>
		<category><![CDATA[pc gaming]]></category>
		<category><![CDATA[Sandbox]]></category>
		<category><![CDATA[Xbox Games Showcase 2026]]></category>
		<category><![CDATA[Xbox Series X|S]]></category>
		<guid isPermaLink="false">https://news.xbox.com/en-us/?p=222676</guid>

					<description><![CDATA[<p>The post <a href="https://news.xbox.com/en-us/2026/06/10/join-us-preview-xbox-games-showcase-2026/">Join Us – Creating Calamity Within a Chaotic Cultist Sandbox</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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										<content:encoded><![CDATA[<article id="single-222676" class="mssrc-features font-- has--theme has--branding" data-clarity-region="article">
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							<ul class="post-tags__list"><li class="post-tags__item"><a href="https://news.xbox.com/en-us/xbox-games-showcase/" class="kicker post__meta--category"><span class="sr-only">Category: </span>XBOX Games Showcase</a></li></ul><a href="https://news.xbox.com/en-us/2026/06/" class="kicker"><time datetime="1781110800">June 10, 2026</a>							<h1 class="h2">Join Us – Creating Calamity Within a Chaotic Cultist Sandbox</h1>

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									<div class="post-header__author__bylines"><ul class="post-header__author__list"><li class="post-header__author__list__item"><img alt='' src='https://secure.gravatar.com/avatar/658c53123d4e713e892549ff2fc488cea467432f709a807f65a5fcd0f3ca0aaf?s=144&#038;d=mm&#038;r=g' srcset='https://secure.gravatar.com/avatar/658c53123d4e713e892549ff2fc488cea467432f709a807f65a5fcd0f3ca0aaf?s=288&#038;d=mm&#038;r=g 2x' class='avatar avatar-144 photo' height='144' width='144' /><span class="post-header__author__name"><a href="https://news.xbox.com/en-us/author/mnelson/">Mike Nelson, XBOX Wire Editor</a></span></li></ul></div>								</div>
							
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<div class="wp-block-xbox-summary"><h3>Summary</h3><ul><li>We go hands-on at XBOX Games Showcase 2026 with the darkly humored <strong><em>Join Us</em></strong>, an upcoming open world sandbox game that has you creating and managing your very own cult.</li><li>Combat was the central focus of our demo, sampling a variety of weapons you can use in the game, ranging from pistols to machine guns and serrated machetes.</li><li><em>Join Us</em> launches March 2027 for XBOX Series X|S, XBOX on PC, cloud and included with Game Pass. Play it on both console and PC at no additional cost with XBOX Play Anywhere.</li></ul></div>



<p><strong><em>Join Us</em></strong><em> </em>wastes little time in letting me know how silly things are about to get. Shortly after navigating its cultist creator and adorning my robes in a brightly colored yellow, white, and green checkerboard pattern, selecting a flying saucer as my cult’s icon, and insisting everyone refer to each other as a number, is when I set my expectations for hilarity – and was not disappointed.</p>



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<p><em>Join Us </em>has all the markings of an ambitious indie that, on the surface, describes itself as sandbox survival game, but it feels much deeper than that. The 10-person team at Wolf Haus Games has seemingly kept throwing ideas at the wall and instead of rejecting them, found ways to make them work. Want to ride a deer? Sure. What if we had aliens? Yes. Want to drive a forklift? Of course you do. And that’s a big part <em>Join Us’</em> charm, is giving you a wide range of methods to both enjoy your time in the game’s world and ways for your party of cultists to infiltrate the local populace.</p>



<p>Exiting the cultist creator screen, I soon found myself in a large outdoor compound with dozens of fellow cultists adorned in my colors, all in a synchronized dance, guiding me to a makeshift obstacle course to get a feel for the controls and a test of my indoctrination – shooting a pig (or not) at the behest of our great Leader. I’m then sent to the House of Business (a barn) to receive my orders: travel to the nearby county of Bedford and spread the good word of our little cult. And by spreading the good word, we mean violently.</p>



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<p>Bedford is incredibly rural, surrounded by wilderness, military bases, an abandoned circus, and rusted cars. This is also home to the start of our own little compound, located just outside of town, featuring a variety of followers already on-site, pounding drums, caring for chickens, and harvesting tomatoes. It isn’t long until the locals arrive to take offense to our presence by rushing in guns blazing.</p>



<p>Combat was one of the central focuses of my hands-on time with <em>Join Us</em>, giving us a sample of the variety of weapons you can use in the game, ranging from pistols to machine guns and serrated machetes. Cycling through weapons was a breeze and combat felt pretty good for the current state of the demo build &#8212; it has good bones and will no doubt see some further refinement leading up to its full release next year.</p>



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<p>After we took care of the invaders in an extremely bloody battle, I then conscripted other cultists in our compound to pile into a white van and drive over to the nearby farm to take out the rest of these ruffians while “Cielito Lindo” was playing on the radio – there are a half-dozen radio stations to cycle between while driving vehicles, because of course there are (the wall, remember?).</p>



<p>Once we arrived at the enemy farm, I looted a nearby weapon cache that uncovered a grenade launcher, flame thrower, and chainsaw – that’s when the chaos really started to unfold as we began to put these enemies out to a bloody pasture. It wasn’t long until the flurry of explosions and hail of bullets attracted the attention of the local police who arrived on the scene and immediately opened fire on us – even a police helicopter arrived – and really laid into my character until he was toast. That was the end of Number 14. My cult was gone, or so I thought&#8230;</p>



<p>You know all those cultists back at the compound? If your playable character is killed off, you’ll switch over to any surviving follower to continue your game. You can even swap into the body of any nearby cult member at any time, even during combat, with the long-distance swaps functioning like a cult-powered form of fast travel.</p>



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<p><em>Join Us </em>also features permadeath, meaning the poor sap I was playing who got caught up in the hail of bullets back at the farm, is gone forever from the game. Now in a newfound body with a desire to spread our cult’s influence even further, I hit the road and explore more of the vast surrounding area.</p>



<p>One such stop included a small neighborhood where I walked up to and converted more of the local populace – this not only increases my cult’s following but gives me some additional respawn options should I fall victim to another round of bullets. Pulling this off required influence that can be obtained by putting flyers up all over town, handing out personalized autographs from our Leader, or just threatening them to death.</p>



<p>Soon I had a half-dozen new followers adorned in a matching wardrobe, who hilariously ran over to the nearest vehicle, hijacked it, and drove to the compound – which left me without a set of wheels, leaving me to walk all the way back to the compound. Unfortunately, I passed by a police station on the way back home and thus was a swift end to Number 53.</p>



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<p>There’s much more to <strong><em>Join Us</em></strong> than dispatching a bit of ultra-violence and exploration. Their official channels mention base building, farming, indoctrination of members, domesticating animals, and aliens. It’s all over the place – but that’s part of its charm. Wolf Haus wants to give you one of the wildest and weirdest sandboxes for you to play in and it seems like they’re well on their way in doing so. Consider myself indoctrinated.</p>



<p>Look for <em>Join Us </em>to launch in 2027 for XBOX Series X|S, XBOX on PC, cloud and included with Game Pass. Play it on both console and PC at no additional cost with XBOX Play Anywhere.</p>

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<p>The post <a href="https://news.xbox.com/en-us/2026/06/10/join-us-preview-xbox-games-showcase-2026/">Join Us – Creating Calamity Within a Chaotic Cultist Sandbox</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">222676</post-id>	</item>
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		<title>Long Overdue, Bad Magpie Finally Expands the ‘Be a Rude Bird’ Genre</title>
		<link>https://news.xbox.com/en-us/2026/06/10/bad-magpie-preview-xbox-games-showcase-2026/</link>
		
		<dc:creator><![CDATA[Will Fulton, XBOX Wire Editor]]></dc:creator>
		<pubDate>Wed, 10 Jun 2026 16:30:00 +0000</pubDate>
				<category><![CDATA[Cloud Gaming]]></category>
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					<description><![CDATA[<p>The post <a href="https://news.xbox.com/en-us/2026/06/10/bad-magpie-preview-xbox-games-showcase-2026/">Long Overdue, Bad Magpie Finally Expands the ‘Be a Rude Bird’ Genre</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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										<content:encoded><![CDATA[<article id="single-222646" class="mssrc-features font-- has--theme has--branding" data-clarity-region="article">
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							<ul class="post-tags__list"><li class="post-tags__item"><a href="https://news.xbox.com/en-us/xbox-games-showcase/" class="kicker post__meta--category"><span class="sr-only">Category: </span>XBOX Games Showcase</a></li></ul><a href="https://news.xbox.com/en-us/2026/06/" class="kicker"><time datetime="1781109000">June 10, 2026</a>							<h1 class="h2">Long Overdue, Bad Magpie Finally Expands the ‘Be a Rude Bird’ Genre</h1>

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									<div class="post-header__author__bylines"><ul class="post-header__author__list"><li class="post-header__author__list__item"><img alt='' src='https://secure.gravatar.com/avatar/7612cc9e3cdef31108ad3c20db959e729ab48348d97d084f0d0cfba7ac35ab3b?s=144&#038;d=mm&#038;r=g' srcset='https://secure.gravatar.com/avatar/7612cc9e3cdef31108ad3c20db959e729ab48348d97d084f0d0cfba7ac35ab3b?s=288&#038;d=mm&#038;r=g 2x' class='avatar avatar-144 photo' height='144' width='144' /><span class="post-header__author__name"><a href="https://news.xbox.com/en-us/author/wfulton/">Will Fulton, XBOX Wire Editor</a></span></li></ul></div>								</div>
							
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<div class="wp-block-xbox-summary"><h3>Summary</h3><ul><li><em>Bad Magpie</em> comes out next year for XBOX Series X|S, XBOX on PC, cloud, and included with Game Pass. Play it on both console and PC at no additional cost with XBOX Play Anywhere.</li><li>You are a magpie, separated from its family because you lost the ability to fly, trying to win the favor of a disinterested fallen star with shiny trinkets.</li><li>Gameplay involves exploration, puzzle solving, and light immersive sim elements as you set fires, break glass, and generally cause chaos wherever you go.</li></ul></div>



<p>The immediately appealing pitch of <em>Bad Magpie</em> – a world premiere from developer Milktooth in the XBOX Games Showcase – is right there in the title. Be a bird; cause trouble. Like their fellow corvids, crows and ravens, magpies are particularly intelligent and curious birds, with a reputation for stealing shiny things. Amorally creating problems for everyone around them in pursuit of collecting arbitrary treasures? Magpies sound like gamers to me.</p>



<p>In the roughly half-hour demo I got to play, you have been injured and separated from your fellow magpies (like a murder of crows, apparently it’s “a mischief of magpies” – delightful), since you can only hop around instead of flying, with a little band-aid cross on one of your wings. You meet and become obsessed with a fallen star, and at its demand go seek shiny trinkets to earn its favor.</p>



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<iframe loading="lazy" title="Bad Magpie | Official Announce Trailer | XBOX Games Showcase 2026" width="500" height="281" src="https://www.youtube.com/embed/ixtwifLrU5M?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
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<p>The game is presented in lovely 3D isometric minimalism, a little like <em>Untitled Goose Game</em>, but with a pixelated fuzziness and cell shading that gives it a lovely, painterly softness all its own. <em>Untitled Goose Game </em>is the obvious comparison in concept as well, as a sort of simple adventure game about being a rude bird, though where that game felt grounded in realism as you terrorized the quaint little populated hamlet, here people are pointedly absent (at least so far) and there’s an interesting element of magical realism that kept me unsure of what to expect next at any given moment.</p>



<p>You start on a section of road and make your way into what looks like an abandoned human schoolyard, populated by mice playing like children (building sandcastles, drawing on the pavement with chalk, etc.) When you do find the trinket, a huge serpent with jeweled rings around its neck snatches it and demands you find 20 of the meteorite shards scattered around the area nearby from when the star fell.</p>



<p>The shards were distributed behind simple environmental puzzles. You have three actions: chirping, pecking/picking something up, and contextually interacting with whatever object you’ve picked up (such as shaking a soda can or chirping into a megaphone). </p>

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					<figure class="wp-block-image horizontal"><div class="size-large"><img decoding="async" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-01_OO-f74581d06f9f69e47399-1024x576.jpg" srcset="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-01_OO-f74581d06f9f69e47399-1024x576.jpg 1024w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-01_OO-f74581d06f9f69e47399-768x432.jpg 768w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-01_OO-f74581d06f9f69e47399-1536x864.jpg 1536w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-01_OO-f74581d06f9f69e47399.jpg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" alt="A magpie stands at a fork in a road and watches as a fire spreads across some dry grass towards a wooden gate. The magpie’s calm demeanour implies it is responsible for the destruction." data-caption=""><a class="image-gallery__download ms-Icon ms-Icon--Download" href="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-01_OO-f74581d06f9f69e47399.jpg" target="_blank" rel="noopener" aria-label="Download image Screenshot-01_OO"><svg viewBox="0 0 10 13" fill="none" xmlns="http://www.w3.org/2000/svg"><path d="M.5 12h9a.5.5 0 0 1 .09.992L9.5 13h-9a.5.5 0 0 1-.09-.992L.5 12h9-9ZM4.91.008 5 0a.5.5 0 0 1 .492.41L5.5.5v8.792l2.682-2.681a.5.5 0 0 1 .638-.058l.07.058a.5.5 0 0 1 .057.638l-.058.069-3.535 3.536a.5.5 0 0 1-.638.057l-.07-.057-3.535-3.536a.5.5 0 0 1 .638-.765l.069.058L4.5 9.292V.5a.5.5 0 0 1 .41-.492L5 0l-.09.008Z" fill="#fff"/></svg></a></div><figcaption><span class="image__counter">1 of 8</span></figcaption></figure><figure class="wp-block-image horizontal"><div class="size-large"><img decoding="async" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-02_OO-a06eeaf3340feaea5d41-1024x576.jpg" srcset="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-02_OO-a06eeaf3340feaea5d41-1024x576.jpg 1024w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-02_OO-a06eeaf3340feaea5d41-768x432.jpg 768w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-02_OO-a06eeaf3340feaea5d41-1536x864.jpg 1536w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-02_OO-a06eeaf3340feaea5d41.jpg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" alt="A small magpie tentatively approaches an alien-looking fallen star that has crash landed into a multistory car park. Shooting stars decorate the night sky." data-caption=""><a class="image-gallery__download ms-Icon ms-Icon--Download" href="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-02_OO-a06eeaf3340feaea5d41.jpg" target="_blank" rel="noopener" aria-label="Download image Screenshot-02_OO"><svg viewBox="0 0 10 13" fill="none" xmlns="http://www.w3.org/2000/svg"><path d="M.5 12h9a.5.5 0 0 1 .09.992L9.5 13h-9a.5.5 0 0 1-.09-.992L.5 12h9-9ZM4.91.008 5 0a.5.5 0 0 1 .492.41L5.5.5v8.792l2.682-2.681a.5.5 0 0 1 .638-.058l.07.058a.5.5 0 0 1 .057.638l-.058.069-3.535 3.536a.5.5 0 0 1-.638.057l-.07-.057-3.535-3.536a.5.5 0 0 1 .638-.765l.069.058L4.5 9.292V.5a.5.5 0 0 1 .41-.492L5 0l-.09.008Z" fill="#fff"/></svg></a></div><figcaption><span class="image__counter">2 of 8</span></figcaption></figure><figure class="wp-block-image horizontal"><div class="size-large"><img decoding="async" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-05_OO-eedec002d2b39279f5e7-1024x576.jpg" srcset="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-05_OO-eedec002d2b39279f5e7-1024x576.jpg 1024w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-05_OO-eedec002d2b39279f5e7-768x432.jpg 768w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-05_OO-eedec002d2b39279f5e7-1536x864.jpg 1536w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-05_OO-eedec002d2b39279f5e7.jpg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" alt="A magpie runs amongst five mice playing football on a rundown concrete pitch. Their shadows are long, suggesting it is late in the day." data-caption=""><a class="image-gallery__download ms-Icon ms-Icon--Download" href="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-05_OO-eedec002d2b39279f5e7.jpg" target="_blank" rel="noopener" aria-label="Download image Screenshot-05_OO"><svg viewBox="0 0 10 13" fill="none" xmlns="http://www.w3.org/2000/svg"><path d="M.5 12h9a.5.5 0 0 1 .09.992L9.5 13h-9a.5.5 0 0 1-.09-.992L.5 12h9-9ZM4.91.008 5 0a.5.5 0 0 1 .492.41L5.5.5v8.792l2.682-2.681a.5.5 0 0 1 .638-.058l.07.058a.5.5 0 0 1 .057.638l-.058.069-3.535 3.536a.5.5 0 0 1-.638.057l-.07-.057-3.535-3.536a.5.5 0 0 1 .638-.765l.069.058L4.5 9.292V.5a.5.5 0 0 1 .41-.492L5 0l-.09.008Z" fill="#fff"/></svg></a></div><figcaption><span class="image__counter">3 of 8</span></figcaption></figure><figure class="wp-block-image horizontal"><div class="size-large"><img decoding="async" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-04_OO-c346defab46f7c958a0c-1024x576.jpg" srcset="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-04_OO-c346defab46f7c958a0c-1024x576.jpg 1024w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-04_OO-c346defab46f7c958a0c-768x432.jpg 768w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-04_OO-c346defab46f7c958a0c-1536x864.jpg 1536w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-04_OO-c346defab46f7c958a0c.jpg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" alt="A 2D magpie appears on one of the screens of a pile of old CRT monitors depicting a pixelated adventure game. The screens glow green in the dark of the room." data-caption=""><a class="image-gallery__download ms-Icon ms-Icon--Download" href="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-04_OO-c346defab46f7c958a0c.jpg" target="_blank" rel="noopener" aria-label="Download image Screenshot-04_OO"><svg viewBox="0 0 10 13" fill="none" xmlns="http://www.w3.org/2000/svg"><path d="M.5 12h9a.5.5 0 0 1 .09.992L9.5 13h-9a.5.5 0 0 1-.09-.992L.5 12h9-9ZM4.91.008 5 0a.5.5 0 0 1 .492.41L5.5.5v8.792l2.682-2.681a.5.5 0 0 1 .638-.058l.07.058a.5.5 0 0 1 .057.638l-.058.069-3.535 3.536a.5.5 0 0 1-.638.057l-.07-.057-3.535-3.536a.5.5 0 0 1 .638-.765l.069.058L4.5 9.292V.5a.5.5 0 0 1 .41-.492L5 0l-.09.008Z" fill="#fff"/></svg></a></div><figcaption><span class="image__counter">4 of 8</span></figcaption></figure><figure class="wp-block-image horizontal"><div class="size-large"><img decoding="async" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-06_OO-bdf56453d1a9e32a0723-1024x576.jpg" srcset="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-06_OO-bdf56453d1a9e32a0723-1024x576.jpg 1024w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-06_OO-bdf56453d1a9e32a0723-768x432.jpg 768w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-06_OO-bdf56453d1a9e32a0723-1536x864.jpg 1536w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-06_OO-bdf56453d1a9e32a0723.jpg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" alt="A magpie and a dog are illuminated by a streetlamp in a suburban, leafy setting. The magpie is chattering at the dog, who is angry and has his head stuck inside a corrugated iron fence." data-caption=""><a class="image-gallery__download ms-Icon ms-Icon--Download" href="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-06_OO-bdf56453d1a9e32a0723.jpg" target="_blank" rel="noopener" aria-label="Download image Screenshot-06_OO"><svg viewBox="0 0 10 13" fill="none" xmlns="http://www.w3.org/2000/svg"><path d="M.5 12h9a.5.5 0 0 1 .09.992L9.5 13h-9a.5.5 0 0 1-.09-.992L.5 12h9-9ZM4.91.008 5 0a.5.5 0 0 1 .492.41L5.5.5v8.792l2.682-2.681a.5.5 0 0 1 .638-.058l.07.058a.5.5 0 0 1 .057.638l-.058.069-3.535 3.536a.5.5 0 0 1-.638.057l-.07-.057-3.535-3.536a.5.5 0 0 1 .638-.765l.069.058L4.5 9.292V.5a.5.5 0 0 1 .41-.492L5 0l-.09.008Z" fill="#fff"/></svg></a></div><figcaption><span class="image__counter">5 of 8</span></figcaption></figure><figure class="wp-block-image horizontal"><div class="size-large"><img decoding="async" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-07_OO-acb75af4afafe96002b6-1024x576.jpg" srcset="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-07_OO-acb75af4afafe96002b6-1024x576.jpg 1024w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-07_OO-acb75af4afafe96002b6-768x432.jpg 768w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-07_OO-acb75af4afafe96002b6-1536x864.jpg 1536w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-07_OO-acb75af4afafe96002b6.jpg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" alt="A big mystical serpent emerges from an abandoned tyre swing to loom over a magpie. The serpent has two jewel encrusted rings around its neck and a shiny trinket in its mouth." data-caption=""><a class="image-gallery__download ms-Icon ms-Icon--Download" href="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-07_OO-acb75af4afafe96002b6.jpg" target="_blank" rel="noopener" aria-label="Download image Screenshot"><svg viewBox="0 0 10 13" fill="none" xmlns="http://www.w3.org/2000/svg"><path d="M.5 12h9a.5.5 0 0 1 .09.992L9.5 13h-9a.5.5 0 0 1-.09-.992L.5 12h9-9ZM4.91.008 5 0a.5.5 0 0 1 .492.41L5.5.5v8.792l2.682-2.681a.5.5 0 0 1 .638-.058l.07.058a.5.5 0 0 1 .057.638l-.058.069-3.535 3.536a.5.5 0 0 1-.638.057l-.07-.057-3.535-3.536a.5.5 0 0 1 .638-.765l.069.058L4.5 9.292V.5a.5.5 0 0 1 .41-.492L5 0l-.09.008Z" fill="#fff"/></svg></a></div><figcaption><span class="image__counter">6 of 8</span></figcaption></figure><figure class="wp-block-image horizontal"><div class="size-large"><img decoding="async" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-08_OO-c338c084aec3f0b84b8d-1024x576.jpg" srcset="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-08_OO-c338c084aec3f0b84b8d-1024x576.jpg 1024w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-08_OO-c338c084aec3f0b84b8d-768x432.jpg 768w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-08_OO-c338c084aec3f0b84b8d-1536x864.jpg 1536w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-08_OO-c338c084aec3f0b84b8d.jpg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" alt="A magpie holding a megaphone stands before an open fire door in the music room of an abandoned school. There is a sense that the magpie has been up to mischief, evidenced by the active fire alarm sprinklers, a giant keyboard with keys held down, and a drumkit with a torn skin." data-caption=""><a class="image-gallery__download ms-Icon ms-Icon--Download" href="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-08_OO-c338c084aec3f0b84b8d.jpg" target="_blank" rel="noopener" aria-label="Download image Screenshot-08_OO"><svg viewBox="0 0 10 13" fill="none" xmlns="http://www.w3.org/2000/svg"><path d="M.5 12h9a.5.5 0 0 1 .09.992L9.5 13h-9a.5.5 0 0 1-.09-.992L.5 12h9-9ZM4.91.008 5 0a.5.5 0 0 1 .492.41L5.5.5v8.792l2.682-2.681a.5.5 0 0 1 .638-.058l.07.058a.5.5 0 0 1 .057.638l-.058.069-3.535 3.536a.5.5 0 0 1-.638.057l-.07-.057-3.535-3.536a.5.5 0 0 1 .638-.765l.069.058L4.5 9.292V.5a.5.5 0 0 1 .41-.492L5 0l-.09.008Z" fill="#fff"/></svg></a></div><figcaption><span class="image__counter">7 of 8</span></figcaption></figure><figure class="wp-block-image horizontal"><div class="size-large"><img decoding="async" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-03_OO-d5681088a3e7b373d70a-1024x576.jpg" srcset="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-03_OO-d5681088a3e7b373d70a-1024x576.jpg 1024w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-03_OO-d5681088a3e7b373d70a-768x432.jpg 768w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-03_OO-d5681088a3e7b373d70a-1536x864.jpg 1536w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-03_OO-d5681088a3e7b373d70a.jpg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" alt="A magpie stands in an abandoned schoolyard at dusk, surrounded by scattered cans and bottles. It has just pecked a vending machine, which spits out a soda can." data-caption=""><a class="image-gallery__download ms-Icon ms-Icon--Download" href="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Screenshot-03_OO-d5681088a3e7b373d70a.jpg" target="_blank" rel="noopener" aria-label="Download image Screenshot-03_OO"><svg viewBox="0 0 10 13" fill="none" xmlns="http://www.w3.org/2000/svg"><path d="M.5 12h9a.5.5 0 0 1 .09.992L9.5 13h-9a.5.5 0 0 1-.09-.992L.5 12h9-9ZM4.91.008 5 0a.5.5 0 0 1 .492.41L5.5.5v8.792l2.682-2.681a.5.5 0 0 1 .638-.058l.07.058a.5.5 0 0 1 .057.638l-.058.069-3.535 3.536a.5.5 0 0 1-.638.057l-.07-.057-3.535-3.536a.5.5 0 0 1 .638-.765l.069.058L4.5 9.292V.5a.5.5 0 0 1 .41-.492L5 0l-.09.008Z" fill="#fff"/></svg></a></div><figcaption><span class="image__counter">8 of 8</span></figcaption></figure>					</div>
				
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<p>True to the spirit of chaos implied by the name, the very first thing that the game teaches you is that pecking or striking wooden objects against the shiny, flint-like boulders scattered around the level will set any nearby wood and grass on fire. One of the very first puzzles I solved was to knock a log from a tree (all of which have the Kirby tree face, making you feel a little bad about it), setting it on fire, then using that to bust through a car window and get through to the crystal on its hood.</p>



<p>A lot of the puzzles are solved by setting fire to things, breaking glass with loud noises, or by being very rude to those playing mice (such as smashing their sandcastle to get the shard inside). The game generally revels in satisfying your id for being a little gremlin and causing trouble. I saw other shards that I didn’t collect, and when I went to turn in my 20, a pop-up said that there were 30 in total if I wanted to continue, giving a generous flexibility to ignore any you might have trouble with while providing completionists with more to do.</p>



<p>The interactions were all delightfully playful and surprising, so I expect to be among the latter. The systemic nature of the fire and physics objects elevates it above a simple adventure game to feeling like a light immersive sim, which makes me all the more excited to explore and see what surprises they have in store when the game comes out in full next year.</p>



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	<h2>Bad Magpie</h2>
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						<p>Milktooth</p>
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			<span>☆</span><span>☆</span><span>☆</span><span>☆</span><span>☆</span>
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			<span>★</span><span>★</span><span>★</span><span>★</span><span>★</span>
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		Bad Magpie is a narrative adventure game about a magpie with one wing, a fixation on shiny things, and no interest in connecting the two dots.

—

YOU ARE A MAGPIE

One wing. No flock. One obsession: a fallen star that wants shiny trinkets and nothing else.

Burn a meadow, drain a swimming pool, write off a car… You can&#039;t fly but there are plenty of other ways to navigate the world… and you’re going to try all of them.

Your plan is simple:

Find the trinkets. Win over the star. Cure your loneliness. 

—

A WORLD TEEMING WITH SECRETS

Explore a small, densely packed, non-linear open world full of things to peck, steal, combine, and meddle with.

Bad Magpie runs on a delightfully elastic cartoon logic. Screech into a megaphone to shatter glass. Peck flint to spark fires. Drop an apple in oil and see what happens.

Tear through the world in a fury, or carefully sweep every corner leaving no stone unpecked. There&#039;s no dialogue, no text, and no cutscenes. Just a world that rewards anyone curious enough to mess with it.

Every puzzle has multiple solutions. Most of them are intentional.

—

FIND SHINY THINGS

You want the star. The star wants trinkets. But trinkets don’t come free. Not when there’s meteorites to be found.

So what’s the use of wallowing? You have shiny things to find.

—

A MYSTERY DRIVING THE WHOLE THING

You are haunted by a mysterious vision. What is it? Why is it appearing now? And how long will the star keep you distracted from it?
 
It&#039;s probably nothing.
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<p>The post <a href="https://news.xbox.com/en-us/2026/06/10/bad-magpie-preview-xbox-games-showcase-2026/">Long Overdue, Bad Magpie Finally Expands the ‘Be a Rude Bird’ Genre</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
]]></content:encoded>
					
		
		
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		<title>Minecraft Dungeons II Blows the Doors of the ARPG Wide Open</title>
		<link>https://news.xbox.com/en-us/2026/06/10/minecraft-dungeons-2-arpg-details-demo-xbox-games-showcase-2026/</link>
		
		<dc:creator><![CDATA[Will Fulton, XBOX Wire Editor]]></dc:creator>
		<pubDate>Wed, 10 Jun 2026 16:00:00 +0000</pubDate>
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					<description><![CDATA[<p>The post <a href="https://news.xbox.com/en-us/2026/06/10/minecraft-dungeons-2-arpg-details-demo-xbox-games-showcase-2026/">Minecraft Dungeons II Blows the Doors of the ARPG Wide Open</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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							<ul class="post-tags__list"><li class="post-tags__item"><a href="https://news.xbox.com/en-us/xbox-games-showcase/" class="kicker post__meta--category"><span class="sr-only">Category: </span>XBOX Games Showcase</a></li></ul><a href="https://news.xbox.com/en-us/2026/06/" class="kicker"><time datetime="1781107200">June 10, 2026</a>							<h1 class="h2">Minecraft Dungeons II Blows the Doors of the ARPG Wide Open</h1>

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									<div class="post-header__author__bylines"><ul class="post-header__author__list"><li class="post-header__author__list__item"><img alt='' src='https://secure.gravatar.com/avatar/7612cc9e3cdef31108ad3c20db959e729ab48348d97d084f0d0cfba7ac35ab3b?s=144&#038;d=mm&#038;r=g' srcset='https://secure.gravatar.com/avatar/7612cc9e3cdef31108ad3c20db959e729ab48348d97d084f0d0cfba7ac35ab3b?s=288&#038;d=mm&#038;r=g 2x' class='avatar avatar-144 photo' height='144' width='144' /><span class="post-header__author__name"><a href="https://news.xbox.com/en-us/author/wfulton/">Will Fulton, XBOX Wire Editor</a></span></li></ul></div>								</div>
							
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							<a href="https://news.xbox.com/en-us/2026/06/10/minecraft-dungeons-2-arpg-details-demo-xbox-games-showcase-2026/" class="featured-image size-large default" aria-label="Read the story titled Minecraft Dungeons II Blows the Doors of the ARPG Wide Open"><img loading="lazy" decoding="async" width="1024" height="576" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Minecraft-Dungeons-2-719c2dda62666439f581-1024x576.jpg" class="attachment-large size-large wp-post-image" alt="Minecraft Dungeons 2 Hero Image" srcset="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Minecraft-Dungeons-2-719c2dda62666439f581-1024x576.jpg 1024w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Minecraft-Dungeons-2-719c2dda62666439f581-768x432.jpg 768w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Minecraft-Dungeons-2-719c2dda62666439f581-1536x864.jpg 1536w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Minecraft-Dungeons-2-719c2dda62666439f581.jpg 1920w" sizes="auto, (max-width: 1024px) 100vw, 1024px" /></a>
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<div class="wp-block-xbox-summary"><h3>Summary</h3><ul><li><em>Minecraft Dungeons II</em> builds on the original game with an all-new story, an emerging threat, an Overworld map, new gear slots, among many other tweaks and enhancements.</li><li>With added mechanical depth and all of the approachable gameplay from the first title, it will be an excellent and accessible co-op game for a wide variety of players.</li><li><em>Minecraft Dungeons II</em> arrives on September 29, and will be available for XBOX Series X|S, XBOX on PC, cloud, and included with Game Pass. Play it on both console and PC at no additional cost with XBOX Play Anywhere. Also available on Steam, PlayStation 5, Nintendo Switch and Nintendo Switch 2.</li></ul></div>



<p>I’ve enjoyed ARPGs (action role-playing games) ever since discovering the original <em>Diablo</em> as a preteen, but they really clicked a few years later when <em>Diablo II </em>became the first game I played online with friends. The ecstatic flashing colors of exploding demon hordes combined with the drip feed of incrementally better loot cast a soothing spell that I find is best enjoyed with company. Later on, when I finally played <em>Diablo III</em> in couch co-op on a console instead of with mouse and keyboard, I understood: ARPGs are for chilling.</p>



<p>Having played a demo after its XBOX Games Showcase appearance, <em>Minecraft Dungeons II</em> understands this, and has clearly been built from the ground up to allow as wide a range of players as possible to jump in and have fun, from casual ARPG dabblers, up through more hardcore genre devotees.</p>



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<iframe loading="lazy" title="MINECRAFT DUNGEONS II | Reveal Trailer | XBOX Games Showcase 2026" width="500" height="281" src="https://www.youtube.com/embed/vq5M47synfo?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
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<p>The contemporary mainstream ARPGs out there tend to embrace complexity, particularly in their endgames, adding a profusion of new systems to tweak, customize, and enhance your character and extend the interest of their most dedicated players. That’s great when I want a puzzle to min-max, but when I’m not in the mood to spend an hour re-speccing my whole build around a new item, it can be too much friction between me and the actual gameplay.</p>



<p><em>Minecraft Dungeons II</em> strikes a really smart middle ground between the first game and its genre peers by increasing gameplay and build expressivity, while keeping things decidedly friendly and streamlined. I can very easily imagine a younger <em>Minecraft</em> fan and an older relative that loves ARPGs finding common ground here and having a great time, which is a rare offering for a game. It’s the ARPG for everyone.</p>



<h2 class="wp-block-heading"><strong>A Greater Sense of Place</strong></h2>



<p>Where the original <em>Minecraft Dungeons</em> had a more old-school structure of selecting discrete missions, the sequel dials up the RPG by setting the action in a contiguous, fixed and interconnected world, dotted with dungeons. This is one of many touches that really enhances the foundation of the original and makes it feel more alive. The newly added ability to jump is another, making your presence in the world feel much more tactile and enhancing the possibilities for exploration.</p>



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<p>You’ll want to explore in no small part because <em>Minecraft Dungeons II</em> looks and sounds fantastic. Going back and comparing to the original game, the difference feels like going from out-of-the-box <em>Minecraft</em> to adding some great texture and shader mods that maintain the spirit of the base game, but are enhanced to take advantage of your GPU and look much more alive.</p>



<p>The most obvious enhancement may be the lighting engine, which is vibrant and dynamic. Going from dappled sunlight through trees that shifted as the sun moved to a dark cave lit by torchlight and the eerie, bioluminescent glow of sculk was a great contrast, and demonstrated how much light ties it all together with a strong sense of place.</p>



<h2 class="wp-block-heading"><strong>Into the Depths</strong></h2>



<p>The demo comprised a cave delve in which I spiraled deeper and deeper into the earth, being jumped by slimes, skeletons, spiders, and illagers from out of the darkness. It climaxed with an exciting boss fight against the Twisted Warden, which is like a supersized and extra powerful version of the already-scary Warden enemy from <em>Minecraft</em>. It was a fun capstone to the dungeon that showed off a bit of spectacle.</p>



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<p>Like in the first game, you don’t choose a class but rather build out your own through the gear that you curate. You have a melee and a ranged weapon, three artifact slots (serving as active abilities or spells), and &#8211; new to the sequel &#8211; you now have four armor slots for deeper customization and three slots for talismans that provide passive bonuses to further sculpt your build.</p>



<p>My favorite talisman that I found was a bone that summoned a dog companion to fight alongside me. In addition to attacking, they also draw aggro and take damage, respawning on a short timer after going down (or, in maybe the most harrowing moment of my demo, when a section of cave floor collapsed under us and I rolled to safety while they tumbled into the void, not yet knowing if or how they would respawn). </p>



<p>I was able to build around them by enchanting my weapon such that it had a chance to create regen spots on the ground when I killed enemies, keeping both of our health topped off and allowing us to tear through the horde even more quickly. It was a nice little taste of the buildcraft options that will be available, making me wonder whether I could eventually lean into a full minion-based style of play.</p>



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<h2 class="wp-block-heading"><strong>Friends Encouraged</strong></h2>



<p>This range between casual approachability and crunchy depth really pays off in how much <em>Minecraft Dungeons II </em>is built with co-op play in mind. You can play local multiplayer, online with friends, matchmaking with strangers, or various combinations thereof. It’s chill enough to be inviting to casual players, while offering genre sickos something to sink their teeth into – the people’s ARPG.</p>



<p>I had a lovely time with <em>Minecraft Dungeons II</em>, and can see it being a great hangout game for a wide range of players when it releases on September 29 for XBOX Series X|S, XBOX on PC, cloud, and included with Game Pass. Play it on both console and PC at no additional cost with XBOX Play Anywhere. Also available on Steam, PlayStation 5, Nintendo Switch and Nintendo Switch 2.</p>



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Includes the Minecraft Dungeons II base game and the Deluxe Edition, featuring 4 hero skins, the Soul cape cosmetic item, the Blub pet companion, and DLC 1 &amp; 2 (available as released) 	</div>
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		Drop the pickaxe, grab a sword, and charge into a thrilling new adventure in Minecraft Dungeons II. Journey through unexplored lands and mysterious locations, in a quest to stop a new evil from causing chaos in not one, but two worlds! Clash with menacing foes in explosive encounters and fight your way through hordes of mobs that will do everything in their power to stop you! 

The challenges will be tougher than ever, so face them either solo or with up to 4 players in online or couch co-op. Pre-order today to get 2 hero skins, the Twisted cape, and the Twisted chicken pet! With a crisis upon us, will you and your friends rise to meet it? 	</div>
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<p>The post <a href="https://news.xbox.com/en-us/2026/06/10/minecraft-dungeons-2-arpg-details-demo-xbox-games-showcase-2026/">Minecraft Dungeons II Blows the Doors of the ARPG Wide Open</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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		<title>Halo: Campaign Evolved Hands-On Demo – It’s The Halo You Love, But Even Better</title>
		<link>https://news.xbox.com/en-us/2026/06/10/halo-campaign-evolved-hands-on-demo-2/</link>
		
		<dc:creator><![CDATA[Danielle Partis, XBOX Wire Editor]]></dc:creator>
		<pubDate>Wed, 10 Jun 2026 15:30:00 +0000</pubDate>
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					<description><![CDATA[<p>The post <a href="https://news.xbox.com/en-us/2026/06/10/halo-campaign-evolved-hands-on-demo-2/">Halo: Campaign Evolved Hands-On Demo – It’s The Halo You Love, But Even Better</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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					<a href="https://news.xbox.com/en-us/2026/06/10/halo-campaign-evolved-hands-on-demo-2/" class="featured-image size-fullsize default" aria-label="Read the story titled Halo: Campaign Evolved Hands-On Demo – It’s The Halo You Love, But Even Better"><img loading="lazy" decoding="async" width="1900" height="1080" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/HCE_B40_CoOp-01-38a307d631d177dba8b8-1900x1080.jpg" class="attachment-fullsize size-fullsize wp-post-image" alt="" /></a>
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						<ul class="post-tags__list"><li class="post-tags__item"><a href="https://news.xbox.com/en-us/xbox-games-showcase/" class="kicker post__meta--category"><span class="sr-only">Category: </span>XBOX Games Showcase</a></li></ul>						<h1 class="h1">Halo: Campaign Evolved Hands-On Demo – It’s The Halo You Love, But Even Better</h1>

						
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				<div class="post__author__bylines"><ul class="post__author__list"><li class="post__author__list__item"><img alt='' src='https://secure.gravatar.com/avatar/f1f7c5bb89b11d874ad42c9e072abe316daa16fdb16f9d6e8b7f92b66eded965?s=144&#038;d=mm&#038;r=g' srcset='https://secure.gravatar.com/avatar/f1f7c5bb89b11d874ad42c9e072abe316daa16fdb16f9d6e8b7f92b66eded965?s=288&#038;d=mm&#038;r=g 2x' class='avatar avatar-144 photo' height='144' width='144' /><span class="post__author__name"><a href="https://news.xbox.com/en-us/author/dpartis/">Danielle Partis, XBOX Wire Editor</a></span></li></ul></div>				<div class="post__date">
					<h5>Published</h5>
					<a href="https://news.xbox.com/en-us/2026/06/" class="kicker"><time datetime="1781105400">June 10, 2026</a>				</div>
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<div class="wp-block-xbox-summary"><h3>Summary</h3><ul><li>We went hands-on with <em>Halo: Campaign Evolved</em>’s remake of Assault on the Control Room, <em>Combat Evolved</em>’s memorable fifth – and longest – campaign level.</li><li><em>Halo: Campaign Evolved</em> Creative Director Max Szlagor joins us to share why the team wanted to showcase this level, and highlights the big changes.</li><li><em>Halo: Campaign Evolved</em> arrives on July 28 – pre-orders are available now. It will be available for XBOX Series X|S, XBOX on PC, cloud, and included with Game Pass. Play it on both console and PC at no additional cost with XBOX Play Anywhere. Also available on Steam and PlayStation 5.</li></ul></div>



<p>After a solid five minutes of playing cat-and-mouse with an invisible Covenant Elite, having to quietly duck around corners and constantly watching my back, before finishing him off and then taking his sword as the prize, it became clear that to me that this is still the classic Halo experience I know and love. However, technological leaps and 20+ years of hindsight from both the community and the studio itself have built an experience that sits truly at home in the modern gaming landscape. Here’s what we know.</p>



<p>This week, I was able to spend some time with a new demo from the <em>upcoming Halo: Campaign Evolved – </em>specifically, the game’s version of ‘Assault on the Control Room’ – the memorable fifth level from the original <em>Halo:</em> <em>Combat Evolved’s</em> original campaign, and the longest level in the game by quite a margin. This level became memorable for the spaces and combat opportunities it introduced in the original game. Its snowy, open landscapes are linear in design, but grant players total freedom in how to approach them, with almost every weapon in the game on offer to use throughout its duration.</p>



<p>“This is one of the all-time iconic and beloved missions from <em>Halo: Combat Evolved</em> that really exemplifies the core sandbox experience,” says Max Szlagor, Creative Director on <em>Halo: Campaign Evolved</em>. “The snowy valleys provide a nice contrast to the beach of ‘Silent Cartographer’ and also present the opportunity to pilot a wide range of different vehicles in a large environment.” </p>



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<p>It also became somewhat memorable for its sprawling interior sections – winding,&nbsp;repetitive Covenant corridors leading into small rooms full of close-quarters combat and few supplies – something that the Halo Studios team knew it could improve upon, without completely changing the flow of the level.</p>



<p>Needless to say – it looks absolutely fantastic. Everything you see has been recrafted with the utmost care – from the wider environment, to the tiniest details tucked away inside it. The Forerunner spaces that once felt like grey voids are now striking, complex tapestries that reflect not just how far technology has come, but how much detail the Halo universe offers in terms of filling them –&nbsp; &nbsp;not to mention how much consideration has gone into ensuring they <em>feel </em>correct while looking brand-new.<del>,</del> That attention to detail applies to every cog in the machine here, from enemy encounters, to combat, and even a more thoughtful, reorganized UI.</p>



<p>The original spirit of the level feels entirely retained, but with several updates and tweaks that make it feel more streamlined than ever before. Szlagor notes that the most iconic moments throughout the level are preserved as they were, like&nbsp;the battle with the Zealot on the first bridge, the introduction of the Scorpion and a subsequent battle on&nbsp;the&nbsp;narrow bridge,&nbsp;and the race against the Elite for the Banshee.</p>



<p>“We ultimately decided to&nbsp;make more targeted improvements to areas of frustration, slow pacing, or navigation confusion based on where players wanted to see adjustments,” Szlagor says. Effectively, the set pieces we remember best remain, but the gaps between them have been tightened, polished, and refined.</p>



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<p>For example, there are fewer interior sections than in the original level, and a short voice line offers immediate guidance on how to navigate them that doesn’t feel too intrusive to exploration. They’re not all the same layout, either – these rooms have been trimmed down and configured differently, making each one feel like a fresh combat puzzle to solve.</p>



<p>That environmental direction feels prevalent across the level – in the outside areas, which feel more sprawling and impressive than ever – you’re quietly nudged towards the next checkpoint by way of thawed patches of snow, openings in trees, and an excellent use of lighting that the original <em>Combat Evolved</em> couldn’t have made work in 2001.</p>



<p>Long-time fans will remember that this level is where you’ll find the Scorpion Tank for the first time – alongside a handful of Marines. Here is where we see Halo Studios not just tweaking, but improving &nbsp;– Chief can now equip Marines with different weapons, including the rocket launcher and sniper rifle, and they can all ride on the tank alongside you offering heavy support in mowing down waves of enemies, rather than running alongside it with no defence. It’s a true upgrade – one that makes the fight feel like a newly collaborative effort between Chief and the Marines. Their stacked arsenal also means you can take the weapons from them if you need them later. A much better option than the ultimate last resort – having to use a Plasma Pistol.</p>



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<p>You’ll need that variation of weapons, too – because The Covenant feel more intuitive and reactive than ever before, which feels magnificent in practice. Enemy aggression and spawn rate are now altered by difficulty – not only are your foes tougher and smarter, there’s also <em>more</em> of them. Some enemy units like Elites and Hunters will pursue you relentlessly, on foot, on vehicles, and from every conceivable angle, prompting constant vigilance and careful treading, both indoors and outdoors.</p>



<p>That snow-coated battlefield is made even more fun with the ability to hijack and drive Covenant vehicles, a feature originally introduced in <em>Halo 2</em>. Of course, there’s still a Warthog and a Scorpion to plough through enemies with – but when your tank gets blown up – which mine inevitably does – there’s a new array of traversal outside of simply running through the level. Chief can also operate Ghosts, Wraiths, and of course, the flying Banshees from the original. There’s even a conveniently parked Wraith that players can pick up – either as a fresh tank if you’ve destroyed your first one, or an additional tank that your co-op partners can take.</p>



<p>While I played this demo on my own, the prospect of four-player co-op sat at the forefront of my head. These spaces weren’t originally built to accommodate so many players, but they’ve been rebuilt to ensure that no Chief is left behind.</p>



<p>“Every level requires thoughtful&nbsp;consideration of&nbsp;checkpoints for single player&nbsp;and co-op scenarios; navigation markers, co-op catch up points,&nbsp;as well as&nbsp;enemy and weapon placements&nbsp;for&nbsp;different player counts&nbsp;and difficulty levels,” Szlagor adds.&nbsp;“We also evaluated the size of interior spaces and made targeted adjustments based on player flow through spaces while trying to preserve the feel&nbsp;of locations that are intended to be more intimate combat scenarios. Our goal is to provide something unique&nbsp;for each player to do in each canyon.”</p>



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<p>The final section of the level – which sees Chief fighting his way up a pyramid to the entrance of the control room, really felt like a true example of where <em>Halo: Campaign Evolved </em>has been rebuilt to shine. Even on normal difficulty, the battle to get to the top of the pyramid – if you choose not to use a Banshee to fly to the top &#8211; is punctuated by enemy encounters, and a real struggle for resources and ammo. By the end, my UNSC loadout was completely exhausted, which led to me precariously trying to take down a lone Hunter with two Plasma Pistols and a dream. This for me, is also the spirit of Halo – taking care of business with whatever’s leftover after a huge firefight, and getting to the end no matter what.</p>



<p>It could be considered a bold manoeuvre to make such noticeable changes to such a familiar, beloved Halo level, but my experience fills me with confidence that the redesign is nothing but a good thing – making it look visually striking, implementing ideas that didn’t or couldn’t make it into the original vision, and most importantly, bottling the impact of seeing these spaces for the first time, and delivering it to seasoned and brand-new players alike.</p>



<p><em>Halo: Campaign Evolved</em> presents the original vision with stunning accuracy, showing that the bones of this 25-year old XBOX titan can still stand tall among its modern peers without the need for significant change – just a few practical, modular tweaks pulled from later Halo games that only make the debut experience even better.</p>



<p><em>Halo: Campaign Evolved</em>&nbsp;launches globally on July 28,&nbsp;2026, with early access beginning July 23 for Premium Edition owners. It will be available for XBOX Series X|S, XBOX on PC, cloud, and included with Game Pass. Play it on both console and PC at no additional cost with XBOX Play Anywhere. Also available on Steam and PlayStation 5.&nbsp; The game supports cross-play and cross-progression across&nbsp;XBOX&nbsp;Series X|S, Windows PC, Steam, and PlayStation 5<em>.</em></p>



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			<span>☆</span><span>☆</span><span>☆</span><span>☆</span><span>☆</span>
						<span class="mspb-total-ratings">189</span>
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			<span>★</span><span>★</span><span>★</span><span>★</span><span>★</span>
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		Pre-purchase Halo: Campaign Evolved and get the Foundry Armory Pack, featuring legendary looks for the Master Chief’s iconic Mark V Mjolnir armor. 

PRE-PURCHASE INCLUDES:
•	Classic 2001 Mark V Armor skin
•	Classic 2001 Assault Rifle skin 
•	Gilded Onyx Armor style
•	Gilded Onyx Assault Rifle style

EXPERIENCE WHERE THE LEGEND BEGINS
Halo: Campaign Evolved is a faithful yet modernized remake of Halo: Combat Evolved’s campaign. Experience the original story rebuilt with high-definition visuals, updated cinematics, refined controls, plus a brand-new three-mission adventure featuring the Master Chief and Sgt. Johnson. A broader arsenal of weapons, vehicles, enemies, and gameplay-modifying “Skulls” – optional modifiers that change combat in fun and challenging ways – add fresh tactics and endless replayability. 

Play it your way: solo or up to 4-player online co-op with full crossplay and cross-progression support.  Whether you’re discovering Halo for the first time or returning to the ring after 25 years, Halo: Campaign Evolved delivers an adventure that feels both timeless and brand new.

DISCOVER THE RINGWORLD: 
After crash landing on a mysterious ringworld known as Halo, the Master Chief is tasked with helping the remaining humans survive against overwhelming Covenant forces. Alongside his AI companion Cortana, he uncovers Halo’s dark secrets and fights to avert the annihilation of all life in the galaxy.

THE COMPLETE CAMPAIGN, REBUILT: 
Battle through the original missions, remade with high-def visuals, updated cinematics, and refined level design.

CINEMATICS AND AUDIO OVERHAULED: 
All-new visuals and animations, plus a remastered soundtrack and fully rebuilt sound design for deeper immersion.

COMBAT AND WEAPONS EXPANDED: 
Classic Halo combat feels sharper than ever, now with 9 additional iconic weapons from across the series to add to your arsenal.

THREE NEW MISSIONS: 
Play as the Master Chief alongside Sgt. Johnson in Operation: Meteorite, a standalone combat operation featuring new environments, gameplay, and enemies.

PLAY SOLO OR WITH FRIENDS: 
Experience the complete campaign your way, solo or in 4-player online co-op, complete with crossplay and shared progression across console and PC.

DRIVE, HIJACK, WREAK HAVOC: 
Halo’s iconic vehicles return with more ways to create unforgettable chaos. For the first time in Halo: CE, hijack enemy vehicles and pilot a fully drivable Wraith tank.

ENDLESS REPLAYABILITY: 
Remix every mission with optional “Skull” modifiers that add variety and challenge with randomized weapons, enemies, and environments.	</div>
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						<p>Xbox Game Studios</p>
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			<span>☆</span><span>☆</span><span>☆</span><span>☆</span><span>☆</span>
						<span class="mspb-total-ratings">189</span>
					</div>
		<div class="mspb-full-stars" style="width: 72px">
			<span>★</span><span>★</span><span>★</span><span>★</span><span>★</span>
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				<span>$69.99</span>
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				<div class="mspb-right-container">
						<div class="mspb-description">
		Pre-order the Premium Edition and get up to 5 days early access and the Foundry Armory Pack, featuring legendary looks for the Master Chief’s iconic Mark V Mjolnir armor.

PRE-ORDER INCLUDES:
•	Up to 5 days early access, beginning July 23, 2026
•	Classic 2001 Mark V Armor skin
•	Classic 2001 Assault Rifle skin 
•	Gilded Onyx Armor style
•	Gilded Onyx Assault Rifle style

PREMIUM EDITION INCLUDES:
•	Halo: Campaign Evolved game
•	Alpha Halo Armory Pack, featuring 5 Master Chief Armor skins &amp; 6 weapon skins
•	Art of Halo: Campaign Evolved Digital Artbook
•	Halo: Hungry Buzzards Digital Short Story
•	Digital Game Manual

EXPERIENCE WHERE THE LEGEND BEGINS
Halo: Campaign Evolved is a faithful yet modernized remake of Halo: Combat Evolved’s campaign. Experience the original story rebuilt with high-definition visuals, updated cinematics, refined controls, plus a brand-new three-mission adventure featuring the Master Chief and Sgt. Johnson. A broader arsenal of weapons, vehicles, enemies, and gameplay-modifying “Skulls” – optional modifiers that change combat in fun and challenging ways – add fresh tactics and endless replayability. 

Play it your way: solo, in 2-player split-screen co-op (console only), or up to 4-player online co-op with full crossplay and cross-progression support.*  Whether you’re discovering Halo for the first time or returning to the ring after 25 years, Halo: Campaign Evolved delivers an adventure that feels both timeless and brand new.

DISCOVER THE RINGWORLD: 
After crash landing on a mysterious ringworld known as Halo, the Master Chief is tasked with helping the remaining humans survive against overwhelming Covenant forces. Alongside his AI companion Cortana, he uncovers Halo’s dark secrets and fights to avert the annihilation of all life in the galaxy.

THE COMPLETE CAMPAIGN, REBUILT: 
Battle through the original missions, remade with high-def visuals, updated cinematics, and refined level design.

CINEMATICS AND AUDIO OVERHAULED: 
All-new visuals and animations, plus a remastered soundtrack and fully rebuilt sound design for deeper immersion.

COMBAT AND WEAPONS EXPANDED: 
Classic Halo combat feels sharper than ever, now with 9 additional iconic weapons from across the series to add to your arsenal.

THREE NEW MISSIONS: 
Play as the Master Chief alongside Sgt. Johnson in Operation: Meteorite, a standalone combat operation featuring new environments, gameplay, and enemies.

PLAY SOLO OR WITH FRIENDS: 
2-player split-screen (console only) or 4-player online co-op, with crossplay and cross-progression across console and PC.

DRIVE, HIJACK, WREAK HAVOC: 
Halo’s iconic vehicles return with more ways to create unforgettable chaos. For the first time in Halo: CE, hijack enemy vehicles and pilot a fully drivable Wraith tank.

ENDLESS REPLAYABILITY: 
Remix every mission with optional “Skull” modifiers that add variety and challenge with randomized weapons, enemies, and environments.	</div>
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<p>The post <a href="https://news.xbox.com/en-us/2026/06/10/halo-campaign-evolved-hands-on-demo-2/">Halo: Campaign Evolved Hands-On Demo – It’s The Halo You Love, But Even Better</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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