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		<title>Join Us – Creating Calamity Within a Chaotic Cultist Sandbox</title>
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		<dc:creator><![CDATA[Mike Nelson, XBOX Wire Editor]]></dc:creator>
		<pubDate>Wed, 10 Jun 2026 17:00:00 +0000</pubDate>
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					<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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							<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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						<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>
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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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<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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<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>
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		<dc:creator><![CDATA[Danielle Partis, XBOX Wire Editor]]></dc:creator>
		<pubDate>Wed, 10 Jun 2026 15:30:00 +0000</pubDate>
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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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			<h2>Halo: Campaign Evolved &#8211; Standard Edition</h2>
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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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						<span class="mspb-total-ratings">161</span>
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			<span>★</span><span>★</span><span>★</span><span>★</span><span>★</span>
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				<span>$69.99</span>
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</div>
				</div>
				<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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		<title>Fable: How We Built the Living Population</title>
		<link>https://news.xbox.com/en-us/2026/06/10/fable-living-population-details-explained-xbox-games-showcase-2026/</link>
		
		<dc:creator><![CDATA[Joe Skrebels, XBOX Wire Editor-in-Chief]]></dc:creator>
		<pubDate>Wed, 10 Jun 2026 15:00:00 +0000</pubDate>
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					<description><![CDATA[<p>The post <a href="https://news.xbox.com/en-us/2026/06/10/fable-living-population-details-explained-xbox-games-showcase-2026/">Fable: How We Built the Living Population</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>						<h1 class="h1">Fable: How We Built the Living Population</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">Dan Greer</span><span class="post__author__position d--block">Lead Game Designer, Fable</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="1781103600">June 10, 2026</a>				</div>
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<p>The Living Population sits at the heart of <em>Fable</em> – it’s our way of referring to the 1,000+ NPCs who bring Albion to life. Each one has a personality and a life that moves along, whether you’re there to see it or not. Your Hero can interact with every single one of them, making friends, enemies, employees, spouses or… corpses.</p>



<p>At XBOX Games Showcase, the Playground Games team have been showing attendees a presentation of the Living Population system in action – which you can <a href="https://youtu.be/doV0yq4kAP0">watch for yourself here</a><a href="https://youtu.be/doV0yq4kAP0?si=r9FHZ4rc_kcgKAou"> </a>– but we also wanted to speak a little more about how this huge, reactive, hilarious system came together, and why <em>Fable</em> was the perfect place to make that happen.</p>



<p>From our very first ideas, to some of the unexpected ways it can affect the wider game, to answering some of the biggest questions you’ve had for us, here’s everything you need to know about <em>Fable</em>’s Living Population.</p>

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<h2 class="wp-block-heading"><strong>Where It All Began</strong></h2>



<p>This all began by thinking deeply about what we loved from the original Fable games. Something that stood out to us was how much fun interacting with Albion’s population was, and we knew from the start that we needed a system that would make <em>Fable</em> feel truly alive.</p>



<p>We didn&#8217;t want our NPCs to be window dressing, existing only to give a feeling of a bustling space. We wanted ours to be individuals, people that you can interact with. Maybe you find one that takes your fancy, and build a relationship with them. Or maybe you want to <em>really</em> piss them off, or even kill them. Making characters that you want to interact with, however you want to interact with them – that was the starting point.</p>



<p>And it kind of snowballed from there. We started having conversations about things like NPC schedules and the time of day. If you&#8217;ve got realistic people, they need to behave realistically – and that means they probably need somewhere to live and a bed to sleep in. It means they need to have things to do during the day, like jobs and hobbies. And if they have jobs, where do they work? And if they don’t have jobs, can they afford to do things like going to the pub? We very quickly had a massive list of all the things that we wanted to achieve.</p>



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<h2 class="wp-block-heading"><strong>Hand-Crafting The Living Population</strong></h2>



<p>We originally thought we could create a procedural tool to generate all of the NPCs we needed for the world, because creating them by hand would have been an enormous amount of work. But, it quickly became obvious that in order to make our NPCs feel believable, procedural generation wouldn’t work. The NPCs the tool generated felt random and incoherent. As so often happens, we realised we wanted to control every detail of every NPC in our game. So, we made the (slightly crazy) decision to design each and every NPC by hand.</p>



<p>In a visual sense, all of our characters are built from modular pieces. We have hundreds of these and our artists can then pick from this vast “wardrobe” of asset pieces, with variations based on where the NPCs live in the world and the type of person they are – be that a noble, a commoner, or a ruffian. Then we have their voices – all of our NPCs are fully voiced. We cast around 100 actors to voice our Living Population alone.</p>



<p>But the truly manual work comes in building their personalities. Every NPC has a Trait (a description of their personality shown to the player), a place to live, a job, a schedule, and more. All of this work was done by the Game Design team &#8211; we wanted to have that level of control to make sure that we could create believable characters. </p>



<p>For example, you may have a snooty nobleperson that lives in a manor house and looks a certain way. When you look at an NPC, all these different pieces combined should tell a story that you should be able to pick up on quite quickly to let you get a feel for them.</p>



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<p>One of the things that helped me realize we were on the right track was when other developers would come up to me and say something like, “What happened to Helen? She looks completely different, and she’s moved home!”</p>



<p>As soon as that happened, I realized, “OK, people are starting to get attached to NPCs, even while they’re just testing them.” They were already building those relationships with them and they didn&#8217;t even know it. I think that was when I realised that all the work we were doing was having the right effect.</p>



<p>Going in, I don’t think we knew how hard it would be to get this right – there’s been real blood, sweat and tears to get us here – but I’m glad we took this route. I think what we&#8217;ve ended up with is something that feels like an interactive people toybox.</p>



<h2 class="wp-block-heading"><strong>The ‘People Toybox’</strong></h2>



<p>Playing with that toybox is where this all comes to life, of course. When you first see an NPC in the world, the game will show you their name, their role in the world and their Trait &#8211; that short identifier for the kind of personality they have, which informs a lot about them.</p>



<p>So it might be something like, ‘Bob the Bartender, a kind-hearted commoner’. And from that, you can already infer the type of person that they are and how they might react to you and the Reputations that you’ve earned. That will affect their opinion of you: they can like or dislike you, they can fear you, they can even fancy you. That in turn might inform how you want to interact with them.</p>



<p>When you speak to an NPC, we bring up the social panel on the side of the screen, which tells you more information about them. It will show you why they feel that way about you, usually based on your Reputations in their settlement. And because you can have up to six Reputations active in any settlement at any one time, these can interact with each other.</p>



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<p>Our NPCs are complicated individuals, so it might be the combination of your reputations that result in them liking you or disliking you. For example, someone who thinks I’m silly for being a chicken chaser might change their tune when I become a rich entrepreneur.</p>



<p>You can become a part of their lives in other ways too. You could buy their house and become their landlord, or buy a shop and become their employer. You could do both of those, and control their wages <em>and</em> their rent. But this cuts both ways – someone might refuse to work for me because they don&#8217;t like my actions or reputation, and if nobody wants to work for me, then the shop never opens and I don’t get any income. Or, if I don’t pay them enough to afford their rent, they’ll have to move out of their home and I won’t have them as tenants anymore.</p>



<p>And beyond all of this, we also have a system that’s effectively “NPC memory”. For example, if you give someone a job, that might change how they feel about you. If I give a beggar a large sum of money, they will remember that I’ve made them wealthier and effectively changed their life as a result. And if I happened to kill their spouse… well, they’re probably going to hold a grudge against me for that too.</p>



<p>And because all of these things are variables that the player can change, an NPC can change as a result. And that&#8217;s ongoing – you could theoretically tinker with your own Living Population forever.</p>



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<p>It’s all about creating a truly reactive system – we want to reward players for playing around with it, in whatever way they choose. You can give a gift to an NPC purely to see how they&#8217;ll react – that could be through a funny voice line or earning some points to a reputation that you didn&#8217;t expect. And sometimes it&#8217;s just because, as a player, you think “I want to see what happens.” What if I gave this basket of rotting fruit to a snobby noble? You’ll get a reaction.</p>



<h2 class="wp-block-heading"><strong>Love and Death</strong></h2>



<p>There are two related questions we’ve seen a lot of since we announced the Living Population: “Can you romance every NPC in the game?” and “Can you kill every NPC in the game?” So I thought I could answer both.</p>



<p>You can have a romantic relationship with every adult NPC in the game – you can date them, you can marry them, have children, live with them – so the answer to the first question is yes… but not necessarily all at the same time.</p>



<p>Because our NPCs have a disposition towards the player based on the actions they’ve taken or the reputations they&#8217;ve earned, some NPCs may hate you for the same reasons another will fancy you. And, of course, you will inevitably break up some households in order to begin a relationship or move in with someone, which will then affect how the other people involved feel about you. These aren&#8217;t unrecoverable situations. It’s obviously easier to start a relationship with an NPC that fancies you, but if you’d like to start a relationship with an NPC that absolutely hates you, then there are various actions you can take to change their opinion of you.</p>



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<p>As for the second question, again, all adult NPCs can be killed – and if you kill an NPC, they are gone, they are removed from the world. You can, if you so wish, kill every person in a settlement, and it will stay empty for some time – but we do have a system in place that will gradually repopulate settlements over time.</p>



<p>This is actually something we discussed a lot – how destructive do we want to let the player be? One school of thought is ‘if the player&#8217;s done it, they should live with their consequences’. But if your consequences mean that a settlement is essentially locked to you as a result? That&#8217;s cool and interesting to start with, but at some point that probably becomes annoying. So, we found a balance between consequences feeling permanent, while also not letting the player get into a state where they can’t recover their game without restarting.</p>



<p>This also ties into another system we have: Settlement Traits. When you ride into a settlement or you look at it on the map, it has the name of the location – so Silverbrook, for example – and it will show the current reputations you have active in that settlement. There will also be a sentence to describe the settlement. Your interactions in that settlement – in this case, killing a bunch of NPCs – &nbsp;will result in the settlement being described as “An underpopulated farming town.”</p>



<h2 class="wp-block-heading"><strong>Choices and Consequences</strong></h2>



<p>Speaking of reflecting those actions back, the Living Population ties into the wider game in other ways. One major way is through your quests. I alluded to it with Settlement Traits, but your choices in quests can impact a settlement quite dramatically. We’ve talked before about how your choice to spare or kill Dave the Giant (played by Richard Ayoade) can not only change the world itself, but affect the people living in Silverbrook.</p>



<p>Leaving a massive corpse on the horizon actually works as a temporary tourist hotspot, affecting the lives of those living there! It’ll also have an impact on house prices – maybe because of the tourists, or maybe because of the giant corpse sprawled across the landscape, which you have to imagine will smell pretty bad after a while. It will also change the Settlement Trait – so that sentence can change to say something along the lines of, “Famous for its giant corpse”.</p>



<p>But the Living Population can also affect your game in return.</p>



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<p>For example, if you marry <em>multiple</em> NPCs in a settlement, you might get blackmailed by someone who knows your secret. Depending on the choices that you make in this encounter, this can have a dramatic effect on your relationships with one or both partners.</p>



<p>The point of difference from most games is that the choices you make through even these little encounters will earn you reputation points, which then feed back into the wider system. So even seemingly innocuous side interactions that you have with NPCs can then impact other systems and cause a ripple effect across the wider game.</p>



<h2 class="wp-block-heading"><strong>Friends, Foes, and Everything in Between</strong></h2>



<p>I think we were in a lucky position making this game, in that we&#8217;ve always said that this is Playground’s <em>Fable</em> – we&#8217;re not making a sequel to Lionhead’s games. But we also knew that there are elements within those that are key to what makes Fable “Fable”.</p>



<p>Having a reactive NPC population is definitely one of them, and building the Living Population gave us the opportunity to look at the things those games did and see how we could take them further. That’s very apparent in our morality system, and the way Albion’s inhabitants perceive your actions through their own lens.</p>



<p>What does that mean? And what does that feel like as a player? If I&#8217;m interacting with different characters and somebody doesn’t like me, what do I have to do to change that? How does that change how I play the game?</p>



<p>This is how you’ll build an extraordinary life in <em>Fable</em>. It&#8217;s all about shades of grey – &nbsp;it&#8217;s not us or the game telling you what is good and what is bad. With the Living Population, it&#8217;s the NPCs themselves judging your actions.</p>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<p><em><em>Fable arrives February 23, 2027, with early access for the Premium Edition beginning February 18. It will be available on 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. </em></em></p>



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		Pre-order Fable now to receive the Pre-Order Content Pack, featuring the questionably heroic Chicken Suit and a collection of charming in-game Gifts: a Wild Flower Bouquet, a Toy Chicken, and a Scones &amp; Jam Picnic Hamper. Use them to build your reputation and shape how Albion sees your Hero.*

Fable Premium Edition includes the full game with Early Access, letting you play up to 5 days before launch, and Premium Edition Content Pack (featuring Splendid Armour, Bastard Armour, and in-game gifts), Fable Digital Artbook &amp; Soundtrack, and the Fable: Order of the Hero expansion coming post-launch.

Become the Hero you want to be in an immersive open-world action RPG where each choice shapes your journey, reputation is everything, and fairytale endings are never guaranteed.

A NEW BEGINNING FOR A LEGENDARY FRANCHISE
Fable returns in a stunning reboot of a beloved franchise. As the first Hero in a generation, explore a living Albion filled with peculiar characters, dark humour, and chickens&#8230; lots of chickens. This isn’t just nostalgia — it’s a new beginning set in a beautifully vibrant open world.
 
BE THE HERO YOU WANT TO BE
Customize your Hero’s appearance and wield powerful weapons as you weave melee, ranged, and magical combat. Take on bandits, beasts, and creatures — including brand-new enemies and fan-favorites like Hobbes, Balverines, and Trolls. Your power grows right alongside your reputation.

BUILD AN EXTRAORDINARY LIFE
Beyond all the combat lies a living world where you can carve your own identity. Get filthy rich as a landlord or blacksmith, romance a villager (or three), have a bunch of kids, and watch as your reputation precedes you. Being a Hero is a bit like being a celebrity… if celebrities carried swords and occasionally battled giant fire-breathing chickens.

YOUR CHOICES CHANGE THE WORLD
In Albion, a Hero’s reputation is everything. Your noble deeds and questionable decisions affect your relationship with each villager and can even shape the world around you. Whose opinion matters most? The choice is yours… and so are the consequences. It’s up to you to decide what it means to be a Hero.

Fairytale Ending Not Guaranteed.

*Pre-order offer ends at official game launch date. Limit 1 per person/account.	</div>
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		Become the Hero you want to be in an immersive open-world action-RPG where each choice shapes your journey, reputation is everything, and fairytale endings are never guaranteed. 

A NEW BEGINNING FOR A LEGENDARY FRANCHISE 
Fable returns in a stunning reboot of a beloved franchise. As the first Hero in a generation, explore a living Albion filled with peculiar characters, dark humour, and chickens&#8230; lots of chickens. This isn’t just nostalgia — it’s a new beginning set in a beautifully vibrant open world. 
  
BE THE HERO YOU WANT TO BE 
Customize your Hero’s appearance and wield powerful weapons as you weave melee, ranged, and magical combat. Take on bandits, beasts, and creatures — including brand-new enemies and fan-favorites like Hobbes, Balverines, and Trolls. Your power grows right alongside your reputation. 

BUILD AN EXTRAORDINARY LIFE 
Beyond all the combat lies a living world where you can carve your own identity. Get filthy rich as a landlord or blacksmith, romance a villager (or three), have a bunch of kids, and watch as your reputation precedes you. Being a Hero is a bit like being a celebrity… if celebrities carried swords and occasionally battled giant fire-breathing chickens. 

YOUR CHOICES CHANGE THE WORLD 
In Albion, a Hero’s reputation is everything. Your noble deeds and questionable decisions affect your relationship with each villager and can even shape the world around you. Whose opinion matters most? The choice is yours… and so are the consequences. It’s up to you to decide what it means to be a Hero. 

Fairytale Ending Not Guaranteed. 	</div>
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<p>The post <a href="https://news.xbox.com/en-us/2026/06/10/fable-living-population-details-explained-xbox-games-showcase-2026/">Fable: How We Built the Living Population</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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		<title>XBOX Insider Update Adds More Personalization, Easier Social Discovery, and Energy-Saving Improvements</title>
		<link>https://news.xbox.com/en-us/2026/06/10/xbox-insiders-july-2026-console-features-2/</link>
		
		<dc:creator><![CDATA[Jon]]></dc:creator>
		<pubDate>Wed, 10 Jun 2026 14:00:04 +0000</pubDate>
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					<description><![CDATA[<p>The post <a href="https://news.xbox.com/en-us/2026/06/10/xbox-insiders-july-2026-console-features-2/">XBOX Insider Update Adds More Personalization, Easier Social Discovery, and Energy-Saving Improvements</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/insider/" class="kicker post__meta--category"><span class="sr-only">Category: </span>XBOX Insider</a></li></ul><a href="https://news.xbox.com/en-us/2026/06/" class="kicker"><time datetime="1781100004">June 10, 2026</a>							<h1 class="h2">XBOX Insider Update Adds More Personalization, Easier Social Discovery, and Energy-Saving Improvements</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">Alex Charters, Senior Product Manager; Eden Marie, Principal Software Engineering Lead</span><span class="post-header__author__position d--block"></span></li></ul></div>								</div>
							
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							<a href="https://news.xbox.com/en-us/2026/06/10/xbox-insiders-july-2026-console-features-2/" class="featured-image size-large default" aria-label="Read the story titled XBOX Insider Update Adds More Personalization, Easier Social Discovery, and Energy-Saving Improvements"><img loading="lazy" decoding="async" width="1024" height="576" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/0.-Hero-4416ac21921a63cdfca4-1024x576.png" class="attachment-large size-large wp-post-image" alt="" srcset="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/0.-Hero-4416ac21921a63cdfca4-1024x576.png 1024w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/0.-Hero-4416ac21921a63cdfca4-768x432.png 768w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/0.-Hero-4416ac21921a63cdfca4-1536x864.png 1536w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/0.-Hero-4416ac21921a63cdfca4.png 1920w" sizes="auto, (max-width: 1024px) 100vw, 1024px" /></a>
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<p>Starting today, select XBOX Insiders can start testing new updates designed to make your XBOX consoles feel more personal and connected to the people and games you care about. From discovering mutual friends across XBOX and customizing the look of My games &amp; apps, to quickly wishlisting upcoming games and exploring new energy-saving console improvements, these changes were shaped by your feedback and are part of our ongoing work to deliver a better console experience.</p>



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<h2 class="wp-block-heading"><strong>Mutual Friends Are Easier to Spot</strong></h2>



<p>When you view someone’s profile, you can now see mutual friends on XBOX (depending on their privacy settings), helping you feel more confident connecting.</p>



<p>If you’re viewing someone you are not already friends with, you’ll also see how many mutual friends you share, making it simpler to discover new people and build connections, whether you met through multiplayer, or across the XBOX community.</p>



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<h2 class="wp-block-heading">More Ways to Customize Your Games &amp; Apps</h2>



<p>We’re continuing to make it easier for both Home and My games &amp; apps feel uniquely yours. In My games &amp; apps, you can now display games with rich poster-style artwork for a more immersive library experience and customize your view by choosing which status icons are visible for a cleaner look.</p>



<p>We’ve also made personalization settings easier to navigate and customize by separating Home and My Games &amp; apps into separate sections And to make personalization even more accessible, we’ve added new shortcuts throughout menus, so you can quickly jump in and tailor your XBOX experience the way you want.</p>



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<h2 class="wp-block-heading">It’s Easier to add Upcoming Games to Your Wishlist</h2>



<p>Spotted an upcoming game you’re excited about? You can now add games to your wishlist directly from the Game Card before they’re available for purchase. That means less time searching later and an easier way to keep track of the games you’re looking forward to.</p>



<h2 class="wp-block-heading">Energy Saving Console Power Settings Update</h2>



<p>We recently began rolling out an update to XBOX Insiders whose XBOX Series X|S and XBOX One consoles are set to Sleep mode, updating their consoles to the Shutdown (energy saving) power option. <a href="https://news.xbox.com/en-us/2023/01/11/xbox-carbon-aware-console-sustainability/" target="_blank" rel="noreferrer noopener">First introduced to XBOX Insiders in 2023</a>, the Shutdown (energy saving) power option can significantly reduce power consumption by up to 20X while your console is off, without impacting performance, gameplay, or your ability to receive system, games or apps updates overnight.&nbsp;</p>



<p>You can adjust your settings at any time and choose what works best for you. For more on power options, visit <a href="https://support.xbox.com/en-SG/help/hardware-network/power/learn-about-power-modes" target="_blank" rel="noreferrer noopener">XBOX Support</a>.&nbsp;&nbsp;</p>



<h2 class="wp-block-heading"><strong>How to Get XBOX Insider Support and Share Your Feedback</strong></h2>



<p>Thanks to XBOX Insiders for all of the feedback. You can also visit <a href="https://aka.ms/xboxplayervoice" target="_blank" rel="noreferrer noopener">aka.ms/XBOXplayervoice</a> to share what you think.  </p>



<p>If you’re an XBOX Insider looking for support, please join our community on the <a href="https://reddit.com/r/xboxinsiders" id="https://reddit.com/r/xboxinsiders">XBOX Insider subreddit</a>. Official XBOX staff, moderators, and fellow XBOX Insiders are there to help. We recommend adding to threads with the same topic before posting a brand new one. This helps us support you the best we can!</p>



<p>If you&nbsp;aren’t&nbsp;part of the&nbsp;XBOX&nbsp;Insider Program yet and want to help create the future of&nbsp;XBOX&nbsp;and get&nbsp;early access&nbsp;to new features, join the <a href="https://support.xbox.com/help/account-profile/manage-account/xbox-insider-program" target="_blank" rel="noreferrer noopener">Program</a> today by downloading the&nbsp;XBOX&nbsp;Insider Hub for <a href="https://www.microsoft.com/en-us/p/xbox-insider-bundle/9p8qtp44njgb" target="_blank" rel="noreferrer noopener">XBOX&nbsp;Series X|S &amp;&nbsp;XBOX&nbsp;One</a> or <a href="https://apps.microsoft.com/detail/9PLDPG46G47Z?hl=en-us&amp;gl=US" target="_blank" rel="noreferrer noopener">Windows PC</a>. For more information on the&nbsp;XBOX&nbsp;Insider Program, follow us on Twitter at <a href="https://twitter.com/xboxinsider" target="_blank" rel="noreferrer noopener">@XBOXInsider</a> and keep an eye on this blog for all the latest news.</p>



<h2 class="wp-block-heading"><strong>Other resources:</strong></h2>



<ul class="wp-block-list">
<li><a href="https://support.xbox.com/en-US/help/account-profile/manage-account/xbox-insider-hub">Get the XBOX Insider Hub app</a></li>



<li><a href="https://support.xbox.com/en-US/help/account-profile/manage-account/xbox-insider-program">XBOX Insider FAQ</a></li>



<li><a href="https://support.xbox.com/en-US/help/account-profile/manage-account/xbox-insider-hub-report-a-problem">How to provide feedback as an XBOX Insider</a></li>
</ul>



<p><em>For more information: follow us on X/Twitter at&nbsp;</em><a href="https://twitter.com/xboxinsider"><em>@XboxInsider</em></a><em>&nbsp;and this blog for announcements and more. And feel free to interact with the community on the&nbsp;</em><a href="https://www.reddit.com/r/xboxinsiders/"><em>XBOX Insider SubReddit</em></a><em>.</em></p>

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<p>The post <a href="https://news.xbox.com/en-us/2026/06/10/xbox-insiders-july-2026-console-features-2/">XBOX Insider Update Adds More Personalization, Easier Social Discovery, and Energy-Saving Improvements</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">222563</post-id>	</item>
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		<title>Alien: Isolation 2 is Poised to Deliver Another Bold Chapter in Survival Horror</title>
		<link>https://news.xbox.com/en-us/2026/06/10/alien-isolation-2-poised-to-deliver-another-bold-chapter/</link>
		
		<dc:creator><![CDATA[Mike Nelson, XBOX Wire Editor]]></dc:creator>
		<pubDate>Wed, 10 Jun 2026 14:00:00 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Alien]]></category>
		<category><![CDATA[Alien: Isolation]]></category>
		<category><![CDATA[Alien: Isolation 2]]></category>
		<category><![CDATA[Creative Assembly]]></category>
		<category><![CDATA[Sega]]></category>
		<guid isPermaLink="false">https://news.xbox.com/en-us/?p=222586</guid>

					<description><![CDATA[<p>The post <a href="https://news.xbox.com/en-us/2026/06/10/alien-isolation-2-poised-to-deliver-another-bold-chapter/">Alien: Isolation 2 is Poised to Deliver Another Bold Chapter in Survival Horror</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/alien-isolation-2-poised-to-deliver-another-bold-chapter/" class="featured-image size-fullsize default" aria-label="Read the story titled Alien: Isolation 2 is Poised to Deliver Another Bold Chapter in Survival Horror"><img decoding="async" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/05_PROLOGUE-ALIEN-ATTACK-db260343c31f2b3cf24b.jpg" alt="ALIEN: ISOLATION 2 SCREENSHOT"></a>
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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">Alien: Isolation 2 is Poised to Deliver Another Bold Chapter in Survival Horror</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/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__author__name"><a href="https://news.xbox.com/en-us/author/mnelson/">Mike Nelson, 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="1781100000">June 10, 2026</a>				</div>
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<div class="wp-block-xbox-summary"><h3>Summary</h3><ul><li>We played the <em>Alien: Isolation 2</em> prologue at Summer Game Fest: Play Days and lived to talk about it with the creative geniuses at Creative Assembly.</li><li>Creative Director Al Hope, Art Director Ana Sopikova, and Lead Game Designer James Green provide insight into their craft behind this highly anticipated sequel.</li><li><strong><em><a href="https://www.xbox.com/en-US/games/store/alien-isolation-2/9nvc76mlkdbb">Alien: Isolation 2</a></em></strong> is available to wishlist now for XBOX Series X|S on the XBOX Store.</li></ul></div>



<p>I was determined to wait it out. I could see the terrifying Xenomorph through the window, pacing up and down the corridor, trying to suss out my location – meanwhile I was holding my breath under a table in the adjacent room, trying to remain out of sight. The ladder to escape was right there in the hallway, just out of reach… next to the alien. Each time I built up the courage to move out from under the table, the alien seemingly sensed it and came into the room. Back under the table I went. We must have done this dance for five minutes or so, but it felt like hours.</p>



<p>If there was ever a doubt at Creative Assembly’s genius being able to make that magic strike twice, those fears (small as they were) have been put to rest after our brief 20-minute hands-on gameplay session of <a href="https://www.xbox.com/en-US/games/store/alien-isolation-2/9nvc76mlkdbb"><strong><em>Alien: Isolation 2</em></strong></a>’s prologue at Summer Game Fest: Play Days this past weekend.</p>

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<p>“When we think about the sequel, we wanted to expand and evolve beyond what we did in the first game,” explains Creative Director Al Hope. “Coming out of the tin-can-in-space experience into a new world, onto our planet&#8217;s surface, and really opening the canvas and telling a new story – which is still really closely connected to the first game. Having this new outpost, Kurosaki Station, that we could bring to life, which would have those claustrophobic interiors where the player feels trapped – and is super familiar to anyone who&#8217;s played the first game – but now also allows us to have these hostile exteriors that you&#8217;re going to be hunted in.”</p>

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							<p>Audio is half the experience. It’s such a massive component of any horror experience, but for us, it’s enormous. It’s kind of our shortcut to helping steer how you’re feeling and thinking; a shortcut to your brain.</p>
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								Creative Director Al Hope							</div>
							
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<p>The events of <em>Alien: Isolation 2</em> take place months after the events of the first game, featuring a new protagonist, Blake, a Weyland-Yutani employee. As the hands-on demo kicks off, we’re along for the ride on a survey expedition when a tremendous explosion occurs outside. The team then steps out of their large transport to investigate the crashed craft that has plunged into the planet’s surface… but from where?</p>



<p>Walking outside for the first part of the demo gives us a tease of the terror that CA is going to be playing with for <em>Alien: Isolation 2</em>. While a fierce storm is pelting us from overhead, drowning us in rain, I navigate through twisted roots and wet mud that feels like an intentional callback to moving through the alien hive’s slime-encrusted interiors of Sebastopol Station from the first game. The tension is thick, magnified by the deep brass horns and crackling thunder – audio design is making its place known once again as a key player in an Isolation experience.</p>



<p>“Audio is half the experience,” adds Hope. “It’s such a massive component of any horror experience, but for us, it’s enormous. It’s kind of our shortcut to helping steer how you’re feeling and thinking; a shortcut to your brain. One of the other ways we think about the Isolation experience is like an information war – what do I know versus what the enemy knows? And then you have all these modifiers that play with that to either enhance it or take it away. And weather is this great disruptor for all those bits of information. We’ve got so many ways we can have weather influence the experience. It really kind of gives us, a really definitive way of expanding the core Isolation experience.”</p>



<p>Coming back to my demo, I continue to investigate the outside of this crashed ship and eventually find a hatch that can lead us inside, to much protest of Blake’s companions. “But we need to check for survivors,” she says. Entering the detached lab gives us a break from the storm, but we know something isn’t quite right in here.</p>

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<p>This inside harkens back to the retro-futurism that we’ve come to know and love from the Alien franchise, with analog monitors, unreliable fluorescent lighting, flips and switches along the walls, and dark, rubber hoses strewn about that make me second guess what I’m actually looking at.</p>



<p>“I really love the idea that players, when they&#8217;re in the interior, are feeling really trapped and claustrophobic and they want to get out just like before,” Hope says. “But after that initial rush of, I&#8217;m no longer trapped, they start to feel exposed and vulnerable. Riding this sea of emotion and motivation felt like such a delicious mix – that was something that seemed like a really, really great opportunity for a sequel.”</p>

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							<p>But it’s still all about diverting and trying – it’s not about overpowering, not about killing the alien. That’s not what we’re all about. It’s just giving you tools to distract and escape. That’s the focus.</p>
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<p>“It really allows us also to stick to the original pillar of Ridley Scott’s 1979 ‘Alien,’ because we are still very much laser-focused on that part of the franchise,” adds Art Director Ana Sopikova. “You still have those claustrophobic spaces, and it’s still very much the lo-fi sci-fi clunky, chunky tech that is not going to save you. Everything is very analog. And then you just add in that flavor of exteriors, it’s a different type of fear, right? You’re confined, and then you’re exposed. It’s still as desperate as ever.”</p>



<p>As I proceed deeper into the seemingly abandoned craft, I collect computer components that have been strewn about, plugging them into control panels along the wall to help restore lighting and power to the facility. Continuing to navigate the interior, I make my way to a nearby lab to access additional computer terminals to continue to bring systems online and learn more about the crashed ship – and that’s when the big reveal hits: this is a hazmat lab that has broken off from Sebastopol Station. And just to compound that revelation, the Xenomorph drops from the ceiling, making its grand entrance. Time to hide.</p>



<p>This is where my learned experience from the first game kicks in immediately. I duck under the nearest table and listen as the alien moves about the room looking for any hint to uncover who was the source for all the racket. Eventually it moves off and I duck into a nearby floor vent shaft to try and backtrack my way out of the lab.</p>



<p>“It’s interesting seeing different players approach that differently and spot different things,” explains Lead Game Designer James Green. “Things that would be obvious to one player don’t occur to other players. It’s really important we have that in the prologue because that’s kind of the model for all the other encounters. I think the phrase we like to use is: more player agency, more player choice, more small victories. Even if you’re only moving 10, 15 feet, but that feels to you like the biggest thing you’ve ever accomplished in a game. Those little moments are really important, and we wanted more of those, and different ones for different players.”</p>

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<p>“But it’s still all about diverting and trying – it’s not about overpowering, not about killing the alien. That’s not what we’re all about. It’s just giving you tools to distract and escape. That’s the focus,” adds Sopikova.</p>



<p>This feeds into something that I wanted to talk to the team about, is how they strike that balance to create a layer of fear so it remains exhausting (in a good way) without falling into frustration – as I was playing, I felt myself already trying to build up the courage and acceptance that I will fail. Eventually, the alien will get ahold of me – but that’s part of the fun… right?</p>

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							<p>Even if you’re only moving 10, 15 feet, but that feels to you like the biggest thing you’ve ever accomplished in a game. Those little moments are really important, and we wanted more of those, and different ones for different players.</p>
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								Lead Game Designer James Green							</div>
							
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<p>“The way we think about it is tension and release,” explains Hope. “We could probably change the settings so it’s just unrelenting and completely menacing, but I don’t think that would be a very satisfying experience for most people. It’s about getting that balance right – that it feels tough but fair. It needs to be true to the movie, that idea of people trying to survive and improvising to survive. It’s not a power fantasy; it’s about trying to understand and make the right choice at the right time. It might not be the best choice, but it might just be enough to enable you to move on.”</p>



<p>To Hope&#8217;s point, the save stations are the most obvious example of this – where you punch your card in, bank your progress, and breathe a sigh of relief. That small victory over the Xenomorph. And then you go again, taking that next step into a darkened corridor. “We’re trying to create this survival playground with these systemic elements. We start you in one point and ask you to get to another point, and what happens in between is really down to you, the systems, and the choices you make,” adds Hope.</p>



<p>“I think one thing that having lots of options gives you is, if you’re facing a challenge – which is what happens in the game; you face these huge challenges – we know that if the game is too frustrating, that starts to push against the fear a little bit. You start to see it as a game,” explains Green. “But the different options mean you have this moment where you say, ‘Oh man, this is really hard. It keeps getting me; it keeps anticipating what I’m doing. Maybe there’s something else I can try. I can try a different kind of tactic.’ That means it’s going to play out differently. And we want to make sure that when you do that, it does play out differently, and you go, ‘Oh, okay, I get it.’ But then, in the next encounter, something different will happen. The alien will do something different. You will do something different.”</p>



<p>Preserving what was great about the first game feels like a monumental task, one that CA is poised for by understanding how to retain that core <em>Isolation </em>experience that many of us are already familiar with – improvise to survive, the menacing alien, the relatively simple goal of trying to escape and survive – but with that attention to detail: the immersion, the audio, the vision breaks, the lighting, all coming together to deliver something that feels truly authentic.</p>

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<p>“I think that’s what we see as the heart of the experience, with our player choice within all those systems,” says Hope. “And I guess for us, for the sequel, it felt like the opportunity was, okay, well, let’s take that and let’s evolve it in interesting ways. Taking the experience both interior and exterior, having this creature now be able to learn and adapt in both of those spaces, felt like a really natural evolution. And yeah, the opportunity to tell a new story and kind of shine the spotlight on a new part of the world.”</p>



<p>Back to my hiding place, I’m continuing to try and wait the alien out. It doesn’t want to budge – then suddenly, it goes up into the airshaft. The way is clear; I make my move. I get into the hallway, and I see the ladder just ahead to escape the lab – and I can hear the alien is closing in behind me. As soon as my hand grabs the ladder, it grabs me and is moments away from plunging its slimy teeth into my skull that an explosion rocks the lab, sending both of us spiraling, marking the end of the demo.</p>



<p>I could feel the adrenaline still pumping through me as I stood up from the gaming station, turned around, and found that most of the Creative Assembly development team had been standing behind my chair, watching me play those last five minutes. “We were all rooting for you!”</p>



<p>I think it’s fair to say that we’re all rooting for them as well. This is a sequel I think few thought would ever come to light. But now, having played it, the excitement is palpable and contagious. <em>Alien: Isolation 2</em> is real – and it’s going to scare the hell out of us. I can’t wait.</p>

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<p><strong><em><a href="https://www.xbox.com/en-US/games/store/alien-isolation-2/9nvc76mlkdbb">Alien: Isolation 2</a></em></strong> is available to wishlist now for XBOX Series X|S on the XBOX Store.</p>



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		When a survey team on a remote colony-planet discovers a mysterious crashed vessel, one member makes it her priority to investigate. No one is prepared for the horror unwittingly unleashed on the settlement. Nowhere is safe. 

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<p>The post <a href="https://news.xbox.com/en-us/2026/06/10/alien-isolation-2-poised-to-deliver-another-bold-chapter/">Alien: Isolation 2 is Poised to Deliver Another Bold Chapter in Survival Horror</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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		<title>Star Wars Zero Company: How Some of the Greatest Minds in Tactics Games are Pushing the Genre, Again</title>
		<link>https://news.xbox.com/en-us/2026/06/09/star-wars-zero-company-tactics-interview/</link>
		
		<dc:creator><![CDATA[Will Fulton, XBOX Wire Editor]]></dc:creator>
		<pubDate>Tue, 09 Jun 2026 16:30:00 +0000</pubDate>
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		<category><![CDATA[Bit Reactor]]></category>
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		<category><![CDATA[Star Wars Zero Company]]></category>
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					<description><![CDATA[<p>The post <a href="https://news.xbox.com/en-us/2026/06/09/star-wars-zero-company-tactics-interview/">Star Wars Zero Company: How Some of the Greatest Minds in Tactics Games are Pushing the Genre, Again</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="1781022600">June 9, 2026</a>							<h1 class="h2">Star Wars Zero Company: How Some of the Greatest Minds in Tactics Games are Pushing the Genre, Again</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/2026/06/09/star-wars-zero-company-tactics-interview/" class="featured-image size-large default" aria-label="Read the story titled Star Wars Zero Company: How Some of the Greatest Minds in Tactics Games are Pushing the Genre, Again"><img loading="lazy" decoding="async" width="1024" height="576" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/assets_2026_06_1780649787_SWZC_KEY_Standard_16x9_3840x2160-c7590df6f6233e5f16ca-1024x576.jpg" class="attachment-large size-large wp-post-image" alt="Star Wars Zero Company key art" srcset="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/assets_2026_06_1780649787_SWZC_KEY_Standard_16x9_3840x2160-c7590df6f6233e5f16ca-1024x576.jpg 1024w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/assets_2026_06_1780649787_SWZC_KEY_Standard_16x9_3840x2160-c7590df6f6233e5f16ca-768x432.jpg 768w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/assets_2026_06_1780649787_SWZC_KEY_Standard_16x9_3840x2160-c7590df6f6233e5f16ca-1536x864.jpg 1536w, https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/assets_2026_06_1780649787_SWZC_KEY_Standard_16x9_3840x2160-c7590df6f6233e5f16ca.jpg 1920w" sizes="auto, (max-width: 1024px) 100vw, 1024px" /></a>
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<p>“A Star Wars turn-based tactics game” is a pitch as obvious as it is exciting. <em>Of course, and really—how have we not gotten here sooner?</em> It’s also hard to imagine a better studio to bring that game to us than Bit Reactor, which was recently founded by a core group of former Firaxis (<em>XCOM</em>, <em>Marvel’s Midnight Suns</em>) developers.</p>



<p>I was thrilled to speak with Greg Foertsch, Creative Director and CEO, and James Brawley, Lead Designer, about the tactical side of <em><a href="https://www.xbox.com/en-US/games/store/star-wars-zero-company/9ppt228dzk4n">Star Wars Zero Company</a></em>, Bit Reactor’s upcoming debut.</p>



<p>In <em>Star Wars Zero Company</em>, you run the eponymous company of mercenaries during the Clone Wars. Early previews have described it as a hybrid of Mass-Effect-style RPG storytelling and third-person exploration with XCOM-style turn-based tactical battles. Like Shepherd, you customize the appearance and class specialization for your own version of protagonist Hawks at the start of the game. You then fill out your roster with a combination of authored characters created by the developers, as well as any number of your own original creations. As with the XCOM series, the threat of party members permanently dying in difficult battles looms, which I&#8217;d imagine will have even greater emotional stakes in the context of a more narrative-focused game.</p>



<p>Foertsch was an original member of the Firaxis art department, and Brawley worked there for 8 years as a Level Designer and Technical Designer. Both, notably, worked on <em>XCOM: Enemy Unknown, XCOM 2, </em>its expansion <em>War of the Chosen</em>, and <em>Marvel’s Midnight Suns</em>, and so have had a direct hand in shaping the modern tactics genre. I’ve adored their previous work, and was eager to hear about how they intend to build on it and take the genre forward once again.</p>

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<h2 class="wp-block-heading"><strong>When building the tactical gameplay of <em>Star Wars Zero Company</em>, what were the core principles or lessons from your previous, foundational work in the genre that you wanted to carry forward?</strong></h2>



<p><strong>Foertsch: </strong>I think, looking at the genre, we believe a lot in its ability to tell stories, and connect with players, and immerse them in ways that we&#8217;ve been trying to push forward for multiple projects. We&#8217;ve got a core group of people, about 20 of the team, that have worked on strategy games, which was pretty deliberate with how we stacked the team. And then we really wanted a big group of people that didn&#8217;t have that background to give us insight, right? We didn&#8217;t want to keep just retreading our own ideas. And so we&#8217;ve got a really diverse group of developers with different backgrounds from <em>God of War</em> and <em>Elder Scrolls Online</em> and all sorts of stuff. We&#8217;ve got this nucleus of people that know some of the pitfalls, and also some of the places where we want to push forward. I am always trying to erase the last thing I did: I wanna move forward. My background being in art, it&#8217;s like ‘I did a painting yesterday, I don’t know what we’re doing today.’ And so it&#8217;s been a pretty fun ride from that perspective, and James can talk a little bit more about the specific design stuff.</p>



<p><strong>Brawley: </strong>We spent a lot of time rolling around through different mechanics, different concepts, and, you know, we landed on something pretty close to the general genotype of these games, but that has its own unique features to it as well. A lot of that stuff carries over from the previous titles, things like how we structure missions, how we structure encounters, how we apply pressure to the player during the tactical gameplay, but at the root of this particular genotype of tactics games is the fact that the enemy units present a puzzle every turn that you get to think through – with a big canvas of possibilities and actions and figuring out who does what and in what order – in order to orchestrate the results of each turn. I think that&#8217;s where the reward and the depth in these games really emerges effectively.</p>

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<h2 class="wp-block-heading"><strong>Conversely, with this chance at a clean slate, was there anything you were happy to leave behind or do differently?</strong></h2>



<p><strong>Foertsch: </strong>It&#8217;s really trying to push narrative, married with visuals, married with gameplay, with no sacrifices that people have come to expect for strategy games. That was something that we really tried to push on and emphasize with this game. Star Wars is very narrative-driven, which helps us push that as well. It just marries up really nicely. And so, at the end of the day, we&#8217;re all trying to make sure that if you love strategy games, you&#8217;re not sacrificing something. You can have all that stuff. Like, we don&#8217;t have latency issues, because we&#8217;re not a twitch-based game, and we&#8217;re not online. It&#8217;s a single player experience. We should be able to tell better stories. They should look better, and they should be more immersive.</p>



<h2 class="wp-block-heading"><strong>How has Star Wars inspired the design of the tactical gameplay? Are there any particular moments or feelings from the franchise that you have tried to reproduce through gameplay systems?</strong></h2>



<p><strong>Foertsch: </strong>Star Wars, at its best, is about relationships and found families. If you watch “Rebels,” you&#8217;ve got Rex and Kanan, a Jedi and a clone after Order 66, hating each other, but then overcoming that. That was a theme that we wanted to tie into, and it just naturally fit with what we wanted to do from a mechanical perspective.</p>



<p><strong>Brawley: </strong>It was pretty clear early on that we wanted to be able to work in some kind of mechanic to help characters bond with one another. Building their relationships should help you, the player, feel like you are not just building a company or a team—you are building friendships between these characters. You are building relationships that matter and would then map into the gameplay in some kind of beneficial way, that would deepen it a little bit.</p>

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<h2 class="wp-block-heading"><strong>Can you tell us more about the bond system and how it works?</strong></h2>



<p><strong>Brawley: </strong>Basically, every character on your roster has a tracked relationship with every other character on the roster. The more you have those characters do things together, the stronger that relationship grows. Now, those relationships can start in the negative in some cases. We certainly have some of our authored characters that start with negative relationships with specific other characters. But as you send them on missions together, completing those missions will increase the bond relationships between each of those characters, as well as certain actions in combat. Using support actions in combat will boost the relationship between those two characters. So, I have my medic heal my soldier, for example, and that relationship is going to improve. Or we have a system for shot assists, where you can call people in to assist on attacks and boost the relationship as well. Additionally, there&#8217;s some actions you can take on the strategy side of the game that will also positively affect those relationships when you assign the characters to work together.</p>

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<h2 class="wp-block-heading"><strong>How about the different classes in <em>Zero Company</em> and their respective roles in combat – how do they fit together?</strong></h2>



<p><strong>Brawley: </strong>We refer to it as our specialization system, and each character in the game begins with one specialization. Certain characters begin with specific specializations, but for the most part, we&#8217;ll allow you the freedom to change that even on the authored characters, with a couple of exceptions, characters whose identities are very, very strongly connected to their specializations. There are eight general specializations in the game (Assault, Heavy, Sharpshooter, Scoundrel, Soldier, Gunslinger, Scout, and Medic) and each provide a slightly different role in combat.</p>



<p>For example, we have the assault, who is meant for mobility and close-range combat. You&#8217;re meant to get into flanking positions, and there’s a suite of abilities to reinforce that. And we have a sharpshooter whose role is to hang back and take high precision shots and score critical hits from long range. Or the medic, who&#8217;s a support class intended to heal and buff his teammates. When you get midway through the game, you&#8217;ll be permitted to select a secondary specialization for each character, so you can create a two-point permutation that creates a lot of possibilities for how you can build your characters and combine those abilities to pursue specific builds.</p>

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<h2 class="wp-block-heading"><strong>Does your protagonist character play a special tactical role on the battlefield as well, or do they share the same general specializations?</strong></h2>



<p><strong>Brawley: </strong>They slot into those specializations. Each character also has a talent specialization, which generally carries one or two abilities. So your main character, Hawks, has a unique talent that provides an ability that carries over no matter what your specialization selection is, but in the intro of the game, you&#8217;ll be permitted to not only customize Hawks’ appearance, but also select their starting specialization and starting weapon.</p>



<h2 class="wp-block-heading"><strong>How do tactics rely not just on individually powerful characters and abilities, but the synergies between them?</strong></h2>



<p><strong>Brawley:</strong> There are definitely some synergies that emerge. Take the medic, who has an ability called Combat Stim that provides a temporary buff to a teammate, which includes increased damage and health. So, combining that with a gunslinger who takes a lot of single shots, you can output a lot of extra damage, for example. We have a number of those synergies that exist across the classes. Another great example is the scoundrel specialization, which has an ability to identify weakness, and flags a target to take a critical hit on the next attack. So, you can combine that very effectively with the sharpshooter class.</p>

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<h2 class="wp-block-heading"><strong>How much flexibility is there both in composing your team and in building individual characters over time?</strong></h2>



<p><strong>Brawley: </strong>Well, each character has their talent specialization. For some characters it’s fixed and cannot be changed; for the custom operators that you generate on your own, there is a pool of different talents that you can select from. They have a weapon specialization, (our four primary weapon specializations are the pistol, the rifle, the long arm, and the repeater). You select your primary tactical specialization, and then in the middle of the game, you can select that secondary.</p>



<p>So, you have four points that combine to create a kit for each operator on your squad, and get four operators on your team. It gives you a pretty wide slate of possibilities for how to compose your team. It also makes it very easy and comfortable to rotate one character out and rotate another character in without disrupting the play for the rest of the team in a particularly severe way.</p>



<h2 class="wp-block-heading"><strong>Tell us more about the Advantage Points system and how having a shared resource pool for special abilities across your squad affects gameplay.</strong></h2>



<p><strong>Brawley: </strong>Advantage is a shared resource that, during gameplay, you earn by damaging enemies. Each time one of your operators damages an enemy, it adds a point of advantage to the whole squad. Many of the squad&#8217;s special abilities consume advantage instead of action points. So, they don&#8217;t count against your normal action limit. They&#8217;re basically an extra action that that character can take. And many of the most powerful attacks in the game rely on and consume the advantage resource. But that also means if I want my soldier to fire a rocket, it will consume the advantage that I might use to have my medic use morale boost to provide regeneration to the team, for example. This is another interesting level of decision making.</p>



<p>I also like the system because it provides momentum in combat. You can&#8217;t just open with all your powerful moves and just, like, shoot rockets all over the place and annihilate everything you’re facing. You need to do a little bit of tactical action to build up to those. </p>

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<h2 class="wp-block-heading"><strong>How are you introducing enemies and objectives that push the player to break out of the traditionally safe overwatch crawl strategy commonly found in tactics games, and how have you designed encounters to encourage different play patterns in <em>Zero Company?</em></strong></h2>



<p><strong>Brawley: </strong>We have a variety of different map structures, some of which where you have close-range combats, where it is sometimes a better strategy to find good positions and counteract the enemy attacks. We also have some maps that are longer, where you need to move through the map in order to complete an objective, and so you have to think about how to advance and deal with the enemy at the same time.</p>



<p>The structure of our maps is also different from XCOM in a couple of key ways. One is that we don&#8217;t use Fog of War, so you know where all the enemies are. In XCOM, a lot of people felt incentivized to use that overwatch strategy because they didn&#8217;t know where enemies were going to be or when enemies could walk out. So, that change makes that overwatch strategy a little less appealing. Our overwatch is also not omnidirectional: you place a cone in the combat space and when enemies enter or act within that cone, you will counterattack them.</p>

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<h2 class="wp-block-heading"><strong>Is there anything you’re particularly excited for players to experience?</strong></h2>



<p><strong>Brawley: </strong>One of the things that really excites me about this game is that it&#8217;s the first Star Wars game where I can make a whole team of characters and make them mine. I can create eight, 10, 15 stories to comprise my squad. I can build my own Astromech. I can make my own scoundrel. I can make my own Star Wars sniper. There&#8217;s just a wondrous playground here to explore possibilities and put characters together. We give you the authored characters to hook you into some of the very specific fantasies, like a Mandalorian or a Jedi. You can customize them if you wish. You can bring in your own characters. I can make my family members and make them work together with these characters. I think that that&#8217;s something that a lot of people are truly going to appreciate, and our customization is excellent.</p>



<p><strong>Foertsch: </strong>One of the big things we wanted when we started early to make sure that the game felt like the things I did in tactical really continued into the strategy. Those relationships and decisions carry over, and vice versa. They&#8217;re not these two separate halves that don&#8217;t really touch. And so I think that not only does the gameplay marry, but the narrative marries, and, like, the characters you&#8217;re interacting with in the story also go out on the missions, and they can die, and it changes the experience. And so, while everybody has a canon result, your journey and all the stuff that happens in the middle is different than mine, and every time you play it, it could be different based on the relationships you build and the characters you decide to grow, the specializations you choose. What I&#8217;m probably the happiest about is that every level connects holistically. Again, whether it&#8217;s the story, whether it&#8217;s the visuals, whether it&#8217;s the gameplay, the strategy versus the tactics, it all kind of just works as a unit.</p>



<p><em><a href="https://www.xbox.com/en-US/games/store/star-wars-zero-company/9ppt228dzk4n">Star Wars Zero Company</a></em> arrives on XBOX Series X|S on August 27.</p>



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			<h2>STAR WARS Zero Company<img src="https://s.w.org/images/core/emoji/17.0.2/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" /></h2>
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						<p>Electronic Arts</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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	<a class="mspb-link" href="https://www.microsoft.com/en-us/store/apps/9ppt228dzk4n" target="_blank">Get it now</a>
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		Command an elite squad through a gritty and authentic story in STAR WARS Zero Company<img src="https://s.w.org/images/core/emoji/17.0.2/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />, a single-player turn-based tactics game set in the twilight of the Clone Wars<img src="https://s.w.org/images/core/emoji/17.0.2/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />.

You will step into the shoes of Hawks, a former Republic officer who leads Zero Company as they are recruited for an operation that pits them against an emerging threat that will consume the galaxy if left unchecked.

Lead the Clone Wars’ Most Cunning Operatives
Command the galaxy’s finest in tactical operations, investigations and other heart-pounding missions through a cinematic original story.

Choose Your Path to Victory
Strategize and adapt at both your base of operations and an ever-shifting battlefield to make every move count. The outcomes of your decisions make each playthrough different.

Engage in Tactical Star Wars Combat
Deploy a team of operatives composed of a variety of archetypes ranging from scoundrels to astromechs, or even a Jedi, choosing from an arsenal of tactical abilities to outmaneuver and defeat your foes.

Forge Deep Bonds with your Squad
Improve your squad’s skills as you deploy them on missions, where they learn to work together and unlock new combat synergies that could be the difference between victory and defeat.

Personalize Your Fight
Customize Hawks’ combat specialization and appearance, then fill out your team with original and custom-made Star Wars characters, tailoring their appearances, loadouts, and abilities to fit your playstyle.

*Conditions and restrictions apply. See https://www.ea.com/games/starwars/zero-company/disclaimers for details.
Lucasfilm, STAR WARS and related properties are trademarks and/or copyrights, in the United States and other countries, of Lucasfilm Ltd. and/or its affiliates. © &amp; TM 2026 Lucasfilm Ltd. All rights reserved.	</div>
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<p>The post <a href="https://news.xbox.com/en-us/2026/06/09/star-wars-zero-company-tactics-interview/">Star Wars Zero Company: How Some of the Greatest Minds in Tactics Games are Pushing the Genre, Again</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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		<title>Gears of War: E-Day Gameplay Reveal Deep Dive  – Official XBOX Podcast</title>
		<link>https://www.youtube.com/watch?v=m8kSqrvBKoE#new_tab</link>
		
		<dc:creator><![CDATA[Joe Skrebels, XBOX Wire Editor-in-Chief]]></dc:creator>
		<pubDate>Tue, 09 Jun 2026 15:39:44 +0000</pubDate>
				<category><![CDATA[XBOX Games Showcase]]></category>
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					<description><![CDATA[<p>The post <a href="https://www.youtube.com/watch?v=m8kSqrvBKoE#new_tab">Gears of War: E-Day Gameplay Reveal Deep Dive  &#8211; Official XBOX Podcast</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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<p>The post <a href="https://www.youtube.com/watch?v=m8kSqrvBKoE#new_tab">Gears of War: E-Day Gameplay Reveal Deep Dive  &#8211; Official XBOX Podcast</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">222509</post-id>	</item>
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		<title>Where Winds Meet is Out Today, With Exclusive XBOX Game Pass Benefits and a New Expansion on the Way</title>
		<link>https://news.xbox.com/en-us/2026/06/09/where-winds-meet-new-expansion-game-pass-xbox-games-showcase-2026/</link>
		
		<dc:creator><![CDATA[Joe Skrebels, XBOX Wire Editor-in-Chief]]></dc:creator>
		<pubDate>Tue, 09 Jun 2026 15:00:00 +0000</pubDate>
				<category><![CDATA[Cloud Gaming]]></category>
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		<category><![CDATA[Where Winds Meet]]></category>
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		<guid isPermaLink="false">https://news.xbox.com/en-us/?p=222527</guid>

					<description><![CDATA[<p>The post <a href="https://news.xbox.com/en-us/2026/06/09/where-winds-meet-new-expansion-game-pass-xbox-games-showcase-2026/">Where Winds Meet is Out Today, With Exclusive XBOX Game Pass Benefits and a New Expansion on the Way</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/2026/06/09/where-winds-meet-new-expansion-game-pass-xbox-games-showcase-2026/" class="featured-image size-fullsize default" aria-label="Read the story titled Where Winds Meet is Out Today, With Exclusive XBOX Game Pass Benefits and a New Expansion on the Way"><img loading="lazy" decoding="async" width="1900" height="1080" src="https://xboxwire.thesourcemediaassets.com/sites/2/2026/06/Image-0-92f18b784d58f66cd468-1900x1080.jpg" class="attachment-fullsize size-fullsize wp-post-image" alt="Where Winds Meet Key Art" /></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">Where Winds Meet is Out Today, With Exclusive XBOX Game Pass Benefits and a New Expansion on the Way</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">Eric Zheng</span><span class="post__author__position d--block">Head of Where Winds Meet Publishing</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="1781017200">June 9, 2026</a>				</div>
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<div class="wp-block-xbox-summary"><h3>Summary</h3><ul><li>Announced at XBOX Games Showcase, <em><strong><a href="https://www.xbox.com/en-us/games/store/where-winds-meet/9N76QGDS5GJR/0010">Where Winds Meet</a></strong></em> is out now for XBOX Series X|S, XBOX on PC, cloud, and is XBOX Play Anywhere.</li><li>We also unveiled a sneak peek at <em>Hidden Mountain</em>, the upcoming major expansion.</li><li>We are thrilled to welcome XBOX Game Pass members to join the Jianghu by offering an exclusive XBOX Game Pass Ultimate Perks bundle.</li></ul></div>



<p>Hello, Xbox fans! We are incredibly excited to announce that our epic free-to-play Wuxia open-world ARPG <em>Where Winds Meet</em> is available today on XBOX Series X|S, XBOX on PC, cloud and is XBOX Play Anywhere. And as a surprise, we are unveiling a sneak peek at Hidden Mountain, the upcoming major expansion coming to <em>WWM</em>.</p>



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<p>Since our initial launch last November, <em>Where Winds Meet</em> has grown tremendously, welcoming over 80 million players worldwide and expanding through two major expansions. Now, it is time for the XBOX community to step into the Wuxia world.</p>



<h2 class="wp-block-heading"><strong>Step Into a Vast Wuxia Open World</strong></h2>



<p>The story of <em>Where Winds Meet</em> is set in the turbulent 10th Century of ancient China, during the twilight of the Five Dynasties and Ten Kingdoms period. Taking on the role of a young wanderer you will uncover the truth behind your own identity, navigate a world of shifting alliances and hidden secrets, and forge your own legend in a land full of danger, intrigue, and endless possibilities.</p>



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<p>The game delivers a breathtaking, narrative-driven exploration experience across an incredibly diverse landscape. Currently spanning six massive and distinct regions, your journey will take you from tranquil countrysides and lively cities to sweeping deserts, snow-capped mountains, vast grasslands, and the labyrinthine halls of the Imperial Palace.</p>



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<h2 class="wp-block-heading"><strong>Create Your Own Legend As a Wuxia Martial Arts Hero</strong></h2>



<p>As you delve into the mystique of Wuxia martial arts, you are granted absolute freedom to define your combat style. Master intense, close-quarters battles using a diverse arsenal of traditional and unconventional weapons, including Swords, Dual Blades, Glaives, Umbrellas, Fans, and more. You can customize your approach even further by unlocking distinctive legendary martial arts skills like the Lion&#8217;s Roar, Acupuncture Hitting, and Tai Chi.</p>



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<p>But your legend is defined by more than just the blade. Beyond combat, you can shape the world by taking on dynamic roles such as a doctor, merchant, assassin, or bounty hunter. Whether you choose to experience the immersive narrative as a lone swordsman, team up with friends for seamless co-op adventures, or test your mettle against other players in thrilling PvP battles, the choice of how you conquer this martial arts epic is entirely yours.</p>



<h2 class="wp-block-heading"><strong>The Horizon Expands: New Hidden Mountain Expansion Revealed</strong></h2>



<p>As revealed during last weekend’s XBOX Showcase, the adventure is far from over. After the first two expansions, <em>Hexi </em>and <em>Imperial Palace</em>, we are excited to tease our upcoming third major expansion: <em>Hidden Mountain</em>.</p>



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<p>This massive new region introduces a breathtaking mountainous landscape built with deep, multi-layered 3D verticality. This vertical design adds entirely new dimensions to exploration, rewarding curious players with hidden surprises at every elevation. High among these treacherous peaks lies the secretive Mohist sect, bringing new mysteries, intriguing gameplay, martial arts mechanics, and narrative twists to your ongoing journey.</p>



<h2 class="wp-block-heading"><strong>Built for the XBOX Experience</strong></h2>



<p>We want your martial arts journey to feel perfect from the comfort of your couch. <em>Where Winds Meet</em> supports Smart Delivery, ensuring you automatically get the best version for your console. We have fully optimized the game for the living room environment, featuring overhauled UI and enlarged text scaling so you never miss a crucial piece of dialogue or inventory detail while sitting back.</p>



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<p>Visually, the world has never looked better. With full HDR support and AMD FSR 2 upscaling, the breathtaking scenery truly pops. XBOX Series X players will enjoy a crisp 4K upscale (from 1080p), while Series S players get a gorgeous 2K upscale (from 900p). Combined with deep memory optimizations, you will experience buttery-smooth frame rates whether you are soaring across city rooftops or engaging in lightning-fast sword clashes.</p>



<h2 class="wp-block-heading"><strong>Your Game Pass Journey Begins</strong></h2>



<p>We are thrilled to welcome XBOX Game Pass members to join the Jianghu. XBOX Game Pass gives players an incredibly easy way to begin their adventure from day one, whether diving in solo or teaming up with friends.</p>



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<p>To kick off your journey, we are offering an exclusive XBOX Game Pass Ultimate Perks bundle. During Phase 1, running from June 7 to July 23 (PT), members can claim a rich starter pack featuring 450 Echo Jade, 90,000 Coins, 6 Attune Stones, 3 Large Attune Stones, 3 Pillow Pills, and 3 Lingering Melodies. These resources will give you a vital head start in your journey.</p>



<p>The winds are calling. Grab your controller now, and we will see you in the Jianghu!</p>



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	<h2>Where Winds Meet</h2>
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		Jianghu knows no bounds: Cross-play available on XBOX, PS5, PC, and Mobile. Where Winds Meet is an epic open-world action-adventure RPG rooted in the rich legacy of Wuxia. Set during the turbulent era of tenth-century China, you take on the role of a young sword master, uncovering forgotten truths and the mysteries of your own identity. As the wind stirs across mountains and rivers, so too will your legend rise.

An Era on the Brink. A Hero on the Rise

Explore China&#039;s Five Dynasties and Ten Kingdoms period, where political intrigue, power struggles, and epic battles shape the course of history. From the bustling heart of the imperial capital to the hidden corners of forgotten wilderness, every path is layered with secrets, sights, and stories waiting to be discovered.

Who are you — a hero, or an agent of chaos?

Here, freedom is yours, but every action has its weight. Cause chaos, defy the law, and face bounties, pursuit, even time behind bars. Or walk a nobler path: befriend villagers, forge alliances, and grow your reputation as a hero of the Wuxia world. In a world torn by chaos, become the spark that ignites change and forge your legacy!

An Open World of Infinite Possibilities

From bustling cities to forgotten temples hidden deep within emerald forests, the world flows with life—changing with time, weather, and your actions.

Traverse vast landscapes in Wuxia style: scale rooftops with fluid parkour, ride the windstride across miles in moments, or use fast travel points to leap between regions.

Uncover thousands of points of interests, discover over 20 distinct regions, interact with diverse characters, and engage with numerous authentic activities in a world that teems with life. Explore ancient cities, reveal forbidden tombs, play flutes beneath swaying willows, or drink under lantern-lit skies.

Master Your Way of Wuxia Combat

Build your fighting style to match your rhythm—whether you thrive in the heart of melee, strike from afar, or move unseen in the shadows. Choose how you engage, and build a loadout that supports your playstyle. 

Take control of fluid, responsive martial arts combat built around classic wuxia weaponry, skills, and strategy. Wield weapons both familiar and legendary—sword, spear, dual blades, glaive, fan and umbrella. Switch between weapons, bows, and mystic martial arts like Taichi to outmaneuver your enemies.

Create and customize your character and progression, choose your role in a fractured world. Align with powerful factions, explore distinct professions, and forge your identity through your actions.

Adventure Alone or Forge Your Community

Embark on a rich, narrative-driven adventure with over 150 hours of solo gameplay, or open your world to up to 4 friends in seamless co-op.

Build or join a Guild to unlock a wide range of group activities—from intense guild wars to challenging multiplayer dungeons and epic raids.

Prove your might in competitive duels, or step into a shared, ever-evolving world with thousands of fellow adventurers.

Official Website：https://www.wherewindsmeetgame.com/
Youtube ：https://www.youtube.com/@WhereWindsMeet
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Discord：https://discord.gg/eQc47PbWCK
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<p>The post <a href="https://news.xbox.com/en-us/2026/06/09/where-winds-meet-new-expansion-game-pass-xbox-games-showcase-2026/">Where Winds Meet is Out Today, With Exclusive XBOX Game Pass Benefits and a New Expansion on the Way</a> appeared first on <a href="https://news.xbox.com/en-us">XBOX Wire</a>.</p>
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