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Reçu aujourd’hui — 9 novembre 2026 ⏭ Windows Central - News, Forums, Reviews, Help for Windows 10 and all things Microsoft.

WoW: Forever civil war stirs as 'retail Andys' beg Blizzard to make it easier

Oh boy, the very thing that made World of Warcraft and, indeed, World of Warcraft: Forever popular is now becoming the subject of intense debate.

World of Warcraft: Forever is Blizzard's take on the "Classic+" pitch, where fans asked the firm for years for an old-school alternative to World of Warcraft: Retail. Now, Retail has become a bit of a chore in recent times, with various systems on timers and deadlines making the game feel a bit more like work than an actual game. To compensate, Blizzard made a big effort to boost "convenience" in Retail, even at the cost of immersion and general quality.

World of Warcraft: Forever is supposed to be an alternative option that's closer to the original experience: meditative, more methodical, and crucially, slower-paced. The friction that exists in Classic-style WoW makes the victories and loot far more meaningful than in Retail-style WoW, which practically hands out the best gear for free these days. Retail has become about timers and racing to the finish line, and it's a fun race, admittedly; but the gameplay style has undoubtedly led to the game's decline in recent years.

Undead rogue in World of Warcraft Forever

World of Warcraft: Forever is attempting to emulate the old-school feel of the game, with modern takes on balancing and boosted retro-style visuals. (Image credit: Windows Central)

World of Warcraft players have been flooding in to play WoW: Forever, which is mechanically more simplistic than Retail on the surface. Instead, it's designed to reward perseverance, planning, socializing, and methodical play over rapidity.

Indeed, much like other friction-heavy games like Elden Ring, World of Warcraft: Forever encourages player interaction and socializing, asking questions, and strategizing, something modern WoW's timer-oriented gameplay undermines. Ironically, it's suboptimal to chat in World of Warcraft these days, with dungeon runs operating in complete silence unless someone gets angry and yells at you for a mistake.

Yet still, some players aren't happy with the way WoW Forever asks players for patience.

Across WoW communities from Reddit to X, players are debating "convenience" in World of Warcraft: Forever, with Classic fans dubbing those who make calls for making WoW:F more convenient "Retail Andys."

@Lotharemas You retail Andy’s are really pisses me off complaining about everything lolNovember 9, 2026

seeing some of the problems people are having on wowf is making me realize why wow is so dumbed down nowNovember 8, 2026

"We wont play retail cus its soulless trash" but you'll use an addon that invalidates all questing and the charm of the Forever experience for convenience? Damn. You need an addon to wipe your ass too lil fella? Ignore this. Go in blind like intended. Especially first timers https://t.co/bUraRchZLANovember 7, 2026

Its perfect. Please dont ruin it.
 from r/wowforever

Blizzard has already begun addressing feedback regarding WoW: Forever, buffing dungeon mob EXP gains by 50%, and some are calling for them to buff it even more.

It'll be interesting to see if Blizzard continues to cave to the loud calls for simplifying World of Warcraft: Forever, given that oversimplification and homogenization are what have essentially killed World of Warcraft's main retail arm.

Games need friction

A hooded fantasy warrior in ornate gold-trimmed armor holds a massive hammer and battered shield in a smoky cave, glowing rune aglow; imposing and ominous.

World of Warcraft: Forever brings undead Paladins to the mix for the first time. (Image credit: Blizzard Entertainment)

A good example of a game that went hard on "quality of life" features to its detriment is Monster Hunter Wilds, and arguably even Monster Hunter World before it.

Monster Hunter is a franchise that revolves entirely around the hunt, which previously included gathering materials, crafting specific counter-armor sets, studying monster behaviors and weaknesses, and so on. In Wilds, Capcom dumbed down every aspect of the game to try and appeal to a so-called "wider" audience, and the game suffered for it. The convenience undermined the game's core gameplay loop, robbing hunts of a sense of challenge and accomplishment.

I think there's certainly something to be said for having "too much of a good thing." Humans are hard-wired to seek convenience and the path of least resistance, and the calls to dumb down World of Warcraft: Forever already emerge from that.

When something becomes too easy, it becomes trivial and arbitrary. I can't remember the last time I was excited for a drop in World of Warcraft's modern setting ... but I was excited to get a basic-ass green dagger on my level 10 rogue earlier today.

Gear and boss kills have become essentially meaningless in modern World of Warcraft, as free loot is handed out simply for logging in. Blizzard gave out the free loot because ultimately, players asked for it. But the decline of the game showcases why listening too much to calls for convenience and difficulty nerfs isn't always a good idea.

Either way, World of Warcraft: Forever has been a resounding success story for Blizzard so far. Let's see if they can avoid messing it up ...

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Reçu — 7 novembre 2026 ⏭ Windows Central - News, Forums, Reviews, Help for Windows 10 and all things Microsoft.

World of Warcraft Forever is the biggest launch in WoW history, beating Wrath of the Lich King

World of Warcraft is the game that absolutely refuses to die, and in fact, it's potentially now bigger than ever.

Confirmed today on the official Warcraft social media channels, Blizzard said that World of Warcraft Forever represents its biggest launch in history by peak players, beating even the likes of Wrath of the Lich King from WoW's previous height almost two decades ago.

"Congratulations, you made HISTORY!" the post reads, "WoW: Forever has achieved the biggest launch in WoW history by peak concurrent players," and also confirmed that it has "the highest number of returning WoW players in history" as well.

Congratulations everyone, you made HISTORY!WoW: Forever has achieved:🔹The biggest launch in WoW history by peak concurrent players🔹The highest number of returning players in WoW historyThis is all because of you, the players. From all of us, THANK YOU! https://t.co/MQxQXmNDbANovember 7, 2026

For those who don't know, World of Warcraft is an MMORPG where thousands of players pile into single servers to create a persistent, online living world. Microsoft and Xbox acquired the game a few years ago along with Activision, Blizzard, and King, and it has already been teasing a World of Warcraft port to Xbox consoles for some time. The game is presently only available on PC and cloud streaming services like NVIDIA GeForce Now.

The retail version of World of Warcraft has strayed intensely from the game's original vision in recent years, leading to players leaving the game and potentially even the genre en masse. World of Warcraft Forever is essentially a remix and polish of the original vision for World of Warcraft, with minimal handholding, a boosted sense of risk and reward, a reduction in "convenience" features that reduce in-game social interaction, atop a boost in visual quality. WoW:F also has thousands of new quests and stories, taking place in an "alternative timeline" of sorts that exists a year or so before World of Warcraft's original base game.

It remains to be seen if WoW:F can maintain the momentum it has seen, but the whole ordeal leaves World of Warcraft's main arm, currently dubbed Midnight, with a bit of a headache in my view.

The only game that could kill WoW was, in fact, WoW itself

Many games have tried to kill World of Warcraft over the years, but none have truly succeeded. WoW and Final Fantasy 14 remain the only large, populated purely subscription-based MMORPGs at least in the West as of writing, with incumbents relying on free-to-play business models to entice players.

World of Warcraft's subscription model ensures it can pump out huge amounts of content at a rapid clip, although in recent years, many have been wondering if it has become too rapid. World of Warcraft's main "retail" arm has seen a huge decline in quality, with players asking the firm to slow down to focus on the details and polish. Blizzard so far has ignored those calls.

WoW:F represents a complete reversal on what WoW retail has become in essence. World of Warcraft retail has abandoned all forms of immersion, friction, world building, and outdoor levelling gameplay for a focus on arcade-style endgame content which, while admittedly still fun, is frankly quite exhausting. World of Warcraft's story writing has been dismal for years, and bugs have been more prevalent than ever before.

RELATED: World of Warcraft's Ion Hazzikostas promises Retail won't get abandoned

The WoW:F team exists separately from the WoW: Retail team, and the divergence in philosophies are stark. WoW:F's focus on social systems, in-game immersion, understated and environmental storytelling, and slower, more methodical gameplay seems far more inline with what lapsed WoW players actually want.

I feel World of Warcraft's retail arm has focused on "data telemetry" over good human design instincts and it has led to the game's hollowing out. Hopefully, World of Warcraft: Forever can give Blizzard a hard lesson in listening to players directly — something I feel the retail team no longer does.

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The shiny new Xbox PC app is going live today for Insiders — Here's how to get it early

The new Xbox PC app, which we recently dived into in its earlier forms, is finally going live for testers today. Here's what you need to know.

On Xbox Wire, Microsoft's VP for Xbox Experiences, Jason Beaumont, revealed that the latest Xbox PC app iteration offers 60% improved launch speed and detailed some of the usability refinements we previously saw in earlier versions.

I demonstrated the upcoming Xbox PC app in a couple of videos recently. It is a web app, but it's orders of magnitude faster than previous versions, and rubber banding on devices like the Xbox Ally X has been virtually eliminated.

"We’re also bringing the refreshed XBOX web experience to more players and rolling out updates to XBOX cloud gaming apps on supported TVs and VR headsets," Beamont explained. "These changes are part of our work to make XBOX faster, simpler, and more familiar wherever you play."

Indeed, the Xbox Cloud Gaming app has also received a similar overhaul, the interface of which has been in testing and early rollout for a few months. The idea revolves around unifying the different Xbox experiences across PC, TV, mobile devices, cloud, consoles, and handhelds so that the most familiar parts of the apps are always within muscle memory.

If you want to test out the new Xbox PC app today, you'll need to enroll your gaming PC in the Xbox Insider test on PC specifically, using the Xbox Insider Hub app from the Microsoft Store.

  1. Download the Xbox Insider Hub on your PC from here.
  2. Navigate to Previews from the left panel.
  3. Scroll down to find "PC gaming."
  4. Click "Join" and wait while it says "Pending." You can leave the app.
  5. Check 10-15 minutes later to see if it now says "Manage." If so, you're now enrolled.
  6. Reboot your PC and check the Xbox app and Microsoft Store for an update.

The Xbox PC app has improved leaps and bounds

New Xbox PC app 2026

The new app performs far better on desktop PCs and on gaming handhelds. (Image credit: Windows Central | Jez Corden)

The Xbox PC app still has a big feature gap compared to Steam, for sure. There's a lack of community tooling, in-app mod delivery and curation, and the search functionality is often slow to catch up with recently launched products. There's also still a big catalog gap between Xbox's PC store and other platforms, although Microsoft's initiatives with Xbox Play Anywhere have been doing some strong heavy lifting recently.

As someone who primarily games via Xbox, I've found recently that I don't really need Steam at all anymore for new PC games, given that so many now support Xbox Play Anywhere across devices.

I'd love to see more customization features go live in the Xbox PC app to line up with what we have on console. I'd love to see more community tools and ways for developers to interact with their audiences. I think Microsoft's game recommendation is very poor overall (why are you recommending me Roblox when you literally know I'm in my 40s, Microsoft?).

But the work is being done; Microsoft has uncharacteristically stuck it out with this aspect of its platform despite being very late to the party, and it's great to see as an Xbox customer. But it remains to be seen if Microsoft can win over non-Xbox customers in a PC universe dominated by Steam.

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Reçu — 4 novembre 2026 ⏭ Windows Central - News, Forums, Reviews, Help for Windows 10 and all things Microsoft.

Xbox’s smallest controller is pocket-sized, rechargeable, and only $50

I managed to get my average-sized hands on a below-average sized controller this past week, as the Xbox Nano Controller prepares for lift off.

Microsoft revealed the Xbox Nano Controller a short while ago, but it had leaked a fair bit even before then via patents and regulatory filings. The pint-sized pad is a unique offering from team green, and it actually gives us a glimpse into how their thinking is evolving for their gaming operation in general.

The Xbox Nano Controller goes on sale on November 4, 2026 for the United States, United Kingdom, and other select markets, arriving right in time for Christmas. The Xbox Nano Controller is priced at $49.99 (via Amazon US here), comes with all the standard Xbox inputs, albeit without vibration motors or removable batteries.

We're still putting it through its paces before a full formal review, but initial impressions are positive. There's one feature here that isn't even activated yet ... though. Let's get into it.

Super cute, with super caveats

Xbox Nano Controller pictures

It's a small boi. (Image credit: Windows Central | Jez Corden)

Yes, this controller is indeed Nano by name, and Nano by nature. It's roughly the same width as a standard Xbox controller, but it has a much shorter profile, with ergonomic palm grips that feel good in the hand even as an adult.

The thumbsticks, buttons, triggers, and bumpers are all slimmed down, but are positioned nicely making it easy to differentiate by feel alone. Actuating the triggers is easy because of the way they're lipped, and the bumpers are slightly raised rather than flush, which makes rolling your finger between them intuitive in motion.

As mentioned, there are no vibration motors this time around, however, as they naturally couldn't fit inside. The battery cell doesn't have a listed lifespan on the page, so we're still testing it out, but I've been abusing it a fair bit over the past week and still have 20% left which is impressive. I'm still working on a more in-depth analysis there.

Speaking of "a work in progress," for some reason, Microsoft has strangely tried to hide the fact this controller supports Wi-Fi direct capabilities for Xbox Cloud Gaming.

Xbox Nano Controller pictures

It's pretty damn fun, but don't dip it in your tea. (Image credit: Windows Central | Jez Corden)

Indeed, as shared by The Verge and clarified by our own sourcing, Microsoft will soon reveal its Google Stadia-like capabilities for gamepad connections direct to your Wi-Fi, eliminating the latency of Bluetooth. By connecting directly to the servers over the internet, you eliminate some additional jumps your controller would otherwise have to do to reach the game. I'm told all future Xbox controllers will come with this tech as standard, including the Xbox Elite Controller Series 3, which is likely also imminent for reveal.

The Wi-Fi direct capabilities will only be available in the United States initially, and only in testing, before going global in the coming weeks and months ahead.

In any case, this is a really nice addition to the Xbox controller lineup. It's going to be ideal for travel due to its weight and size, and is easily pocketable. It might also be a better option for younger gamers with smaller hands. Microsoft has been marketing it against Minecraft Dungeons 2, which offers a glimpse at how they're thinking about positioning it.

I'll put together a full review in the coming days, but early impressions are very solid!

The Xbox Nano Controller is up now for preorder at major retailers, offering a portable way to access your games without the hassle of a bigger, beefier home controller.

See at: AmazonView Deal

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Reçu — 3 novembre 2026 ⏭ Windows Central - News, Forums, Reviews, Help for Windows 10 and all things Microsoft.

Former Xbox COO Helen Chiang denies violating policies in parting LinkedIn post

Microsoft's COO Helen Chiang was fired from Xbox a few weeks ago, after 27 years of top-level leadership spent across the org, most prolifically at Minecraft.

The removal was abrupt and somewhat confusing on the face of it. Chiang was widely respected across the Microsoft stack and is a trusted figure, described to me as "by the book" by our own sources. When it emerged that she had been fired for "policy violations," it added an unexpected twist that left us with more questions than answers, ultimately.

Now, Helen Chiang has responded to the incident on LinkedIn, titled "Clarity is Kindness," which is a comment Xbox CEO Asha Sharma made to the WSJ while discussing the health of Microsoft's gaming business recently.

There has been some speculation about my abrupt departure from Microsoft, including claims that I was “fired for a policy violation”. That’s not accurate," Chiang writes, "silence should not be mistaken for agreement. What has been said about my departure, and what has been left unsaid, has created a picture of me that I hardly recognize. It’s important to me to set the record straight."

In the full post shared below, Chiang denies that she leaked information, sought employment at Microsoft competitors, engaged in insider trading, bullying, or embezzlement, or that she left because she didn't get the CEO job. She says that she always hoped to stay at Microsoft and "keep building," and this departure wasn't what she envisioned.

"I share this because I don’t want my departure reduced to an inaccurate story about incompetence, ambition for the next big job, or a Nelson-level scandal."

As to not paraphrase, I've included the full text from the post below.

"Clarity is Kindness

There has been some speculation about my abrupt departure from Microsoft, including claims that I was “fired for a policy violation”. That’s not accurate and while I won’t turn this into a play-by-play, silence should not be mistaken for agreement. What has been said about my departure, and what has been left unsaid, has created a picture of me that I hardly recognize. It’s important to me to set the record straight.

First, I did not leak confidential company information to the press. I have never communicated with any journalist outside the limited, company-authorized interviews I’ve done as part of my job. That includes every journalist who reached out this week seeking my side of the story.

Second, I did not leave XBOX to join a competitor. You don’t spend two decades somewhere without developing a deep loyalty to the people, teams, and businesses you’ve helped build. XBOX was never just another stop in my career. My end game was always to keep building here.

Third, I did not engage in discrimination, bullying, harassment, insider trading, embezzlement, or other fraudulent activity. I stand by my record: both the results I delivered and the way I have treated people throughout my career. I won’t let speculation define my character or erase that record.

Lastly, I did not leave because I was passed over for a bigger role. Since having children, I’ve been intentional about how I define ambition and success. I haven’t actively sought out bigger roles or increased responsibilities, and the last time I interviewed for a job was in 2011. My reputation and results paved the way for the opportunities that followed. I went where the company believed I was needed and where I could have the greatest impact. I did not ask for my most recent role, either. I was promoted into it in July.

I believe in fairness, accountability, and holding ourselves to the standards we expect of others. Those standards only mean something when they’re applied consistently. I have serious concerns about how they were applied in my case, and I believe those concerns deserve to be taken seriously.

I share this because I don’t want my departure reduced to an inaccurate story about incompetence, ambition for the next big job, or a Nelson-level scandal. My story is about staying true to your core values, especially when it is hard. That’s the legacy I hope to leave behind.

To everyone who has reached out with hugs, love, and support: thank you. So many of you have reminded me of the wonderful times we’ve shared over the past 20 years and the impact we’ve had on one another. Some of you I haven’t been in touch with for several years, yet you still took the time to check on me. Others are people I’ve never even met, but you reached out anyway. That speaks volumes about the care and humanity in our industry and the connections that transcend where we work.

This is not how I ever imagined my story here would end. And it is not the whole story." — Helen Chiang, former Xbox COO.

Helen Chiang's somewhat unceremonious departure comes amidst widespread upheaval at Xbox as Microsoft restructures its gaming org, which has led to thousands of layoffs, divestitures, and studio closures. Microsoft managed to return some studios to independent ownership and has sold others to publishers, as it tries to rein in spending in general.

The Coalition has been put on the hook for $500 million per Microsoft's finance auditors, who only see the dollars and not the complexity of game development, the impact the pandemic had on the development of games between Gears 5 and E-Day, and other mitigating factors.

Xbox CEO Asha Sharma has returned the brand's focus to its core customers in recent months, with a return of exclusive games, boosting investment in the existing console infrastructure, and improving things on the back end for game developers.

I suspect there'll be more disruption before things calm down ... as the industry in general reels from an overabundance of content, reduced consumer spending, and the AI-fostered RAMpocalypse.

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Gears of War: E-Day's "$500m budget" story oversimplifies the situation

From around July, rumors began to swirl that Gears of War: E-Day had cost upwards of half a billion dollars, raising questions about the state of AAA game development.

I can confirm at my end that Microsoft's financial auditors have attributed upwards of $500 million to The Coalition between Gears of War 5 and Gears of War: E-Day. But through multiple sources, I have a clearer picture of how that money has been spread and allocated over the past 6-7 years, and why there are even some internal disagreements over how exactly attribution should be distributed.

The Coalition has cost Microsoft "$500 million~" but is that the full story?

A stern, armored soldier grips a large futuristic rifle amid a devastated urban ruin, under a cloudy sky; the scene feels gritty and tense.

Gears of War has been under a microscope first. (Image credit: Xbox Game Studios)

The reports of Gears of War: E-Day costing upwards of half a billion emerged first via Tom Henderson of Insider Gaming, and were later corroborated by Kotaku's Ethan Gach, with an extra $100 million on top.

I pushed back against the claims on my own show with preliminary information I'd received over the summer that The Coalition's budgeting situation is more complex than simply "Gears of War: E-Day cost half a billion dollars."

Multiple sources familiar with, but unauthorized to speak with us on, Microsoft's plans helped us flesh out a picture of why The Coalition has been hit with a $500 million price tag, and why, ultimately, debates over "how" the money has been allocated are ultimately academic.

Indeed, I am told by a variety of trusted sources that The Coalition has been contributing to a variety of other Xbox flagship titles that use Unreal Engine, including games like Avowed and State of Decay. Former senior Xbox staffer Derek Reese elaborated further recently on BlueSky, noting that The Coalition is "on the hook" for Microsoft's bespoke tools and pipelines for Unreal Engine.

So much of that cost is The Coalition being on the hook for the Microsoft branch of Unreal and one of the flagship titles.I should know, I tried to get leadership to support a plan to have other studios adopt it and write off the support costs.Same problem with Turn10 and ForzaTech.

— @derekree.se (@derekree.se.bsky.social) 2026-11-02T09:20:12.402Z

However, the situation goes a bit further than tooling and collaborative work on first-party Xbox games.

The Coalition also spent a great deal of time working with Epic Games on the "Matrix Awakens" Unreal Engine demonstration, as well as the Alpha Point demo, both of which were intended to showcase the potential of UE5 on next-gen consoles and PCs. The tools and techniques developed for these demonstrations were later deployed across a range of other first and third-party products Windows Central understands, during the period between 2020 and 2021.

Rod Fergusson formally left The Coalition in early 2020, and during the transition, it put the studio into a bit of a dormant state for a period, while Microsoft figured out how best to move the studio forward. The pandemic was also in full swing, creating chaos for game development pipelines that were designed for office work rather than remote work.

During this time, The Coalition worked for over a year and a half on a prototype project for Xbox that Windows Central understands was ultimately canceled. The Coalition also worked on Avowed, Hellblade 2, Clockwork Revolution, State of Decay 3, Grounded and Grounded 2, and has even contributed to the upcoming StarCraft reboot. Eventually Mike Crump was solidified as the new studio head, and E-Day development began in earnest.

Gears of War: E-Day hasn't been a huge success story against what Microsoft auditors and spreadsheets deem to be The Coalition's budget today. It runs afoul of a common theme surrounding Xbox in the post-pandemic period with an unclear accounting structure for contributions towards other projects.

I've previously heard from studio heads at Xbox, both past and present, who didn't have clarity over how their team's contributions to Xbox Game Pass fed back into their costing structure and how it affected investment from the Microsoft mothership.

Either way, it's true that game dev in North America has become incredibly costly ... and times are hard for many consumers

Xbox Helix logos

What will Xbox do next? (Image credit: Microsoft | XBOX)

Either way, even if The Coalition didn't spend $500 million specifically on E-Day over the past half-decade — it's a lot of money to invest without a specific structure in place to explain why some of these costs were worthwhile to Microsoft auditors. A common theme in industry discussions revolves around the month-over-month cost of AAA game development in North America, vs. the willingness to spend on the part of core gamers therein. Competition from free-to-play titles, the sheer volume of content, and even non-gaming hobbies are thought to have reduced the opportunity.

Microsoft CEO Satya Nadella previously said Xbox had to become "sustainable" over the summer, while also stating that it will "always" invest in gaming as a company. Nadella lamented that video platforms like YouTube were doing a better job at monetizing Xbox than Microsoft itself. He's not exactly wrong, but I'd argue that's on Microsoft's lack of innovation at the top level, and tendency to cut and run rather than work through building up new businesses. The Xbox business is heavily constrained right now due to the component rout that Microsoft itself has had a hand in engineering. It doesn't bode well for the upcoming Xbox Helix, widely expected to be the most expensive retail video game console ever.

Xbox Series S GTA 6 styled

GTA 6 should be a huge moment for Xbox, but Microsoft says it can't get any stock to sell beyond its core U.S., UK markets. (Image credit: Windows Central)

I argued in a piece in the summer that Microsoft's Xbox studios shouldn't be forced to bear the pain of previous decisions or market situations that are no longer viable ... alas, in our economic system it's naïve to expect corporations to behave this way.

RELATED: Xbox gamers shouldn't be on the hook for Gears of War: E-Day's retail success

I can't help but feel like the "$500 million" figure being shared around internally is being used to justify potential cuts, layoffs, or worse, a studio closure targeting The Coalition. Perhaps to "soften the blowback", should Microsoft target the studio. For what it's worth, I've not heard that Xbox is planning to close The Coalition. But Microsoft has already laid off thousands at Xbox, and has signaled plans to continue.

It's hardly a good look if Microsoft's first true, full Xbox exclusive in years results in mass layoffs at one of its core pillar studios. Gears of War has a TV show and a movie on the docket, and Gears of War: E-Day reviewed incredibly well. It's also true that Gears: E-Day is squashed beneath Call of Duty: MW4, GTA 6, WoW: Forever, and a variety of other major games that launched between August and now.

There's only so much $$$ to go around for one thing, and for many, even less free time to hit all these games.

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OpenAI sociopath Sam Altman says it's "terrible" that your PC, Xbox, etc. have RAM that could be used for his AI

You don't hate OpenAI and Sam Altman enough.

Sam Altman is among a variety of tech bros known for making absurd, often outright evil comments about the state of the world and the future of technology. The spectacularly tone-deaf and generationally ignorant Altman recently appeared on a podcast, Cheeky Pint (via Tom's Hardware) where he made some fresh comments about his hatred of consumer-owned compute.

"From a global allocation perspective, actually, it's quite terrible to have everybody have a bunch of the world's limited supply of DRAM sitting in their own computer and being used 5% of the time," Altman whined without a hint of irony. The supply is, of course, constrained because of Altman and his ilk, pushing generative AI platforms without so much of a whiff of realized benefits, either social or fiscal. Most AI companies are billions, if not trillions in debt, as none have actually delivered a business model that can seemingly make money.

"You want maximum utilization in the cloud if you're trying to deal with this very supply-constrained environment. And somehow many people's intuition is the opposite of that."

I wonder why people's intuition is the "opposite" of what Altman and his billionaire buddies want. What is this utter insanity?

Altman is rightfully getting dragged on social media, but this isn't the first time he's made comments like this.

Dude who caused the DRAM shortage is now scolding people for hoarding memory inside their own laptops instead of giving it all to him.October 29, 2026

lol my lawn mower is only used 1x a week. Should I rent one from OpenAI instead?Also, who caused the DRAM shortage? It wasn't consumers...October 29, 2026

This is literally just “people want to own their own property but they shouldn’t be allowed to do that” lol. I was expecting there to be some other layer to it but there just isn’t.October 29, 2026

Previously, Altman said that he hoped OpenAI would one day be able to effectively rent out compute "on a meter" like a utility, such as water or electricity. "We see a future where intelligence is a utility like electricity or water, and people buy it from us on a meter and use it for whatever they want to use it for."

It feeds a prevailing and genuinely worrying possibility that one day, tech companies like OpenAI, Amazon, Microsoft, Oracle, etc. could essentially monopolize compute, and rent it back to us in the form of subscription or ad-based cloud services. Everything from laptops, to video game consoles have become astronomically expensive in recent years because of fake money being used to inflate RAM prices for the "AI infrastructure build out."

Microsoft lamented the RAM supply issue when it shared its Xbox financials this week — the issue it and its buddies literally caused with this sprint to gen-AI products that have yet to prove themselves even vaguely worthwhile or cost effective.

RELATED: Jeff Bezos hopes you will rent your PC some day

For me, I would argue the issue is less that RAM is going into people's PlayStations, phones, Xboxs, PCs, etc, and more that 95% of the AI cloud inference is being spent on total bullshit like cat memes, next-level generative spam, LinkedIn Thought Leader™️ slop, and engagement-bait grift. Perhaps it's OpenAI that should be more thoughtful about how it allocates its resources (those resources generally being other people's money).

Wasn't this shit supposed to cure cancer and solve cold fusion? Maybe they just need more RAM.

These people are supposed to be smart man ... I can't even anymore.

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A year later: Xbox Ally X re-review — Is it worth $1,000 a year in?

It has been a year since the Xbox Ally X launched, so I figured it was about time we did a re-review.

We have FSR 4.1 on the Xbox Ally X now, a big Xbox app revamp is around the corner, and I'm probably one of the few content creators who actually uses this device on an almost daily basis. So, I really want to answer that burning question for Xbox ecosystem users: is it actually still worth a thousand big ones, even now, one year later?

How has the battery life stacked up? Is Windows 11 actually functional for handheld PC gaming yet? Does FSR 4.1 make for a killer feature?

Let's discuss.

FSR 4.1 is, indeed, a killer feature for the Xbox Ally X

Xbox Ally X shots

Games like Warhammer 40K Darktide and Control Resonant benefit from huge image quality boosts from FSR 4.1. (Image credit: Windows Central | Jez Corden)

The Xbox Ally X launched around this time last year (depending on your market) in partnership between Microsoft and ASUS. I'll do a write-up and a video on its less powerful Xbox Ally Z2A cousin in the future too. But we're looking at the $1,000 Xbox Ally X today. It was the first device to sport the Z2 Extreme chipset from AMD, making it the most powerful handheld at the time. AMD's new FSR 4.1 tech has given it a further boost on top of that as well.

FSR 4.1 is a heavier upscaling model than FSR 3, but it's all about boosting image quality, giving you more flexibility over how you play. You can now run quality modes that would previously look too ugly and blurry to bear, and still maintain a good level of performance. This extends to very graphically intensive games like Control Resonant, Cyberpunk 2077, Gears of War: E-Day, and games like Warhammer 40K Darktide, which have lots of enemies on-screen at any one time. FSR 4.1 will be adopted natively by more games over time, potentially extending the lifespan of the device even further. AMD has a list of games that already support it over here.

Xbox Ally X shots

Annoyingly our website system compressed the pictures here, but in the video above you can get a good look at how crisp and smooth Witcher 3 looks on devices like this now. (Image credit: Windows Central | Jez Corden)

Using Performance and Turbo modes for maximum power, you're easily getting anywhere between 40 and 60 FPS at 1080p for most games out of the box. Heavier games will benefit more from FSR 4.1 being set to performance mode, which appears as crisp as quality mode did on FSR 3 models. I find FSR Frame Generation is also a good way to loop in more frames at the cost of some latency, although in most games I tried it was barely perceptible.

Heavily-optimized games like Death Stranding and the new Witcher 3 enhanced edition look absolutely stunning on this device, both in high and low power modes. Games with FSR 3 automatically benefit from FSR 4.1, which are presently in beta testing on the Xbox Ally X here. Witcher 3 absolutely sings on this device, although games with heavy reliance on ray tracing, like Silent Hill 2, still struggle a bit.

Either way, FSR 4.1 is going to vastly improve the lifespan of compatible devices like this, and it'll be interesting to see how it boosts the base Xbox Ally Z2A model (and Xbox Series X|S platform) in the future.

The hardware holds up, but Windows 11 still needs work

Xbox Ally X shots

Absolutely no issues with the hardware on my end, but I have seen other pronble (Image credit: Windows Central | Jez Corden)

On the topic of lifespan, I'm someone who uses this handheld very regularly, at least every other day before bed. I've been using it mostly to grind Darktide recently, but I will also be using it for WoW: Forever in the coming weeks since it now supports a controller.

The hardware itself has held up incredibly well for me, but it would be neglectful not to mention the quality issues I've seen with the thumbsticks online and on Reddit. I think ASUS could've done a bit more to reinforce the sticks here, but if you go gently on it, I guess, like I do, perhaps you'll be okay. The most wear I have is that the paint on some of the buttons is beginning to wear off, but besides that, my Xbox Ally X seems rock solid.

I find that even a year in, the battery life is still decent on the Xbox Ally X too. I use Battery Care mode religiously to keep the charge topped off at around 80% to protect the lifespan of the cell, but when fully charged at 100% you're easily getting 4-5 hours in 13w silent mode in 2D games, and maybe 2-3 hours in 17w performance mode in a more intensive game, with trade-offs. If you go turbo mode, then yes, the battery will drain out in an hour or so. However, I find that when traveling these days on planes or trains, there's usually an outlet available to give you some extra juice.

There are a lot of games that offer a solid 3D experience even in silent 13w mode, if you're willing to compromise on visual quality and performance to maximize the Ally's longevity.

What is perhaps less solid is the operating system experience. This isn't ASUS' fault, of course, but more on Microsoft and Windows. Xbox and the Windows teams have been collaborating to improve the experience for users on devices like this, but the results have been mixed. The Xbox Ally X is particularly painful to use when hooked up to a TV in a Switch-like "docked" setting. Sometimes the controller loses the focus window, and there's no way to get it back without tapping the screen.

Basic parts of Windows still aren't navigable without a mouse, and the Xbox PC app still leaves a lot to be desired whether docked or not. Luckily, Microsoft is shipping a big update to the Xbox PC app in the coming weeks, and Windows 11 itself is picking up further refinements. It still feels overall like you're a bit of a beta tester for the OS itself, but you do get the full power of Windows as a trade-off, able to turn this device into a work laptop if you so desire (as I've done while traveling myself). You can run any launcher without hassle, like Steam or GOG, and you can connect any accessory that's compatible with Windows, including gamepads, mice, keyboards, and even printers.

The bottom line: I still adore the Xbox Ally X

Xbox Ally X on a desk with Xbox PC app open

My favorite piece of tech (Image credit: Windows Central)

But the bottom line is this: when you're actually in a game, this device absolutely sings. In Turbo mode at 35W, it will provide a solid 1080p 30~ish experience in the heaviest AAA games, even on a medium or even high quality setting, particularly with FSR 4.1 tweaks injected. You can get up to 60 FPS if you're willing to compromise on quality, generally speaking. There are many higher-end games that have been well-optimized for handhelds that deliver a 1080p 60 FPS experience too, such as The Witcher 3 Enhanced Edition.

I've never encountered a scenario where I couldn't get a satisfactory experience from a game, which cannot be said about the Steam Deck and other older or lower-end handhelds.

Given the state of the RAMpocalypse and component market in general, I expect it might be a while before developers push their visuals beyond what is available today. The Xbox Series X|S, PS5, Switch 2, and devices like this are probably going to be the baseline for a longer period than usual. If you were to buy the Xbox Ally X today, I expect you're going to get at least 3 to 4, maybe 5 years of solid use out of it before it might start feeling obsolete.

This is a fantastic device, a perfect companion for any Xbox player with a big Xbox Play Anywhere library. Even if you're dedicated to Steam, you can set Big Picture Mode as your default launcher and skip the Xbox ecosystem entirely if you fancy it.

For gaming evenings in bed, portable co-op with friends, or even as an emergency workhorse, the Xbox Ally X is a fantastic PC companion that I hope will be a staple of my gaming experience for a long time to come. And I would absolutely recommend it — as long as you think you'll get a good amount of use out of it.

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Razer Wolverine V4 Pro (Xbox, PC) controller review — The new standard.

The Razer Wolverine has been the torchbearer for premium alternative Xbox controllers for some time. And now we're on iteration V4, which was released just a few weeks ago.

It comes at an interesting time for the best Xbox controllers. Microsoft relinquished exclusivity over its Xbox Wireless signal. In previous years, all third-party Xbox controllers were wired, which was irritating to say the least, especially since Xbox refused to use new tech like haptics or anti-drift capacitivate thumbsticks.

That might be changing with the Xbox Elite Series 3, rumored to be imminent for release, but it's not here yet. Between then and now, we still have the Razer Wolverine V4 Pro, which might just be the best Xbox controller I've ever used — even if it is missing some crucial features on the convenience side.

But for how long will it remain the king? And is it really worth the cash?

Razer Wolverine V4 Pro — Specs and price

Front view of the black wireless Razer Wolverine controller standing upright in front of its green and black retail packaging box.

No major frills in the box, but the essentials are thoroughly nailed. (Image credit: Daniel Rubino)

The Razer Wolverine V4 Pro is a powerhouse when it comes to raw specs, offering a truly absurd 8,000 Hz maximum polling rate on PC. It's limited to 250 Hz on Xbox (owing to Microsoft's Xbox Wireless signal), but for those who truly want some e-sports-grade connectivity on Windows PC, you need look no further.

Specification

Razer Wolverine V4 Pro

Compatibility

Xbox Series X|S, Xbox One, Windows PC

Connectivity

Razer HyperSpeed Wireless (2.4 GHz), USB-C wired

Polling Rate

Up to 8,000 Hz on PC, up to 250 Hz on Xbox

Thumbsticks

High-resolution capacitive anti-drift thumbsticks with interchangeable stick caps

Additional Inputs

4 removable rear buttons and 2 claw-grip bumpers (6 extra inputs total)

Triggers

With locks for adjustable short-throw and full-range modes

Customization

Remappable controls, interchangeable thumbstick caps, removable faceplate, 4 onboard profiles

Battery Life

Up to 27 hours

Price

$199.99 MSRP

The Xbox version is only compatible with Xbox consoles and Windows PCs, sadly lacking Bluetooth for anyone who wants something compatible with mobile devices on the side. It comes with a USB dongle in the box with Razer's high-spec polling rate capabilities and dynamic switching between Xbox and PC. No need to flip a switch on the dongle itself anymore.

The thumbsticks are capacitive and thus anti-drift (a major issue with all current Xbox controllers), and measures far more steps than typical TMR sticks. They come with programmable "claw" shoulder buttons as well as four removable back buttons, Elite-style.

It sports up to 27 hours of continuous play, is chargeable via USB-C cable, and has a removable faceplate for good measure.

It all comes in at $199.99, however, putting it on par with the Xbox Elite Series 2 controller with its full bundle of accessories. While you do miss out on a charge dock and Bluetooth, you are gaining some serious firepower and a design chassis built to last, rather than fall apart.

Razer Wolverine V4 Pro — Features, software, and ergonomics

Front view of the controller with bare analog stick shafts, displayed alongside six interchangeable replacement thumbstick caps.

A large suite of customization awaits. (Image credit: Daniel Rubino)

The Razer Wolverine V4 Pro is becoming something of a leader in this space. I've been using the Razer Wolverine V3 Pro as my go-to PC gaming controller for some time now, and to say I'm used to it would be an understatement. I would say I've come to prefer it overall, particularly over time, as my Xbox Elite Controller Series 2 has succumbed to stick drift in a big, annoying way. But more on that in a sec.

The Wolverine V4 Pro doesn't reinvent the wheel over its predecessors, but does address some nitpicks and annoyances I've seen some people have.

It comes with the same two extra shoulder claw bumpers, which can be programmed to do a variety of additional things. The back paddles can be removed now, for those who prefer to only rock two instead of all four, for example. The buttons and D-pad still have a "clicky" actuation, which I know sometimes gets a mixed reaction. I don't mind it myself, but if you didn't like it, know that it's back here with the V4.

Close-up of the controller's textured left analog thumbstick, hybrid directional pad, and glowing Xbox guide button.

Superior sticks really elevates the package above what Microsoft offers today. (Image credit: Daniel Rubino)

The sticks are capacitive anti-drift, and contactless, and should be utterly resistant against wear and tear. Quality-wise, they feel almost 1:1 with what Xbox offers — minus the inevitable drift, which is a huge plus. Razer includes some swappable options in the box too, and they're easy to swap out. Unlike the magnetic ones on the Elite, though, Razer's won't fall off as easily, as they're held in place with a small clasp. I can't tell you how many times I've dropped my Elite controller only for the thumbsticks to fall off and go hiding somewhere.

Design-wise, the Razer Wolverine V4 Pro is not exactly a huge looker, but it does have a magnetic faceplate that can be swapped out for custom designs. I've not seen any available online yet, but I'm sure they're coming down the pipeline.

I'm not a huge fan of the large USB-C port on the top of the controller, which juts out haphazardly. It's not a big deal, and I guess it helps hold the cable in place for charging, but it isn't a pretty solution.

Speaking of charging, the Razer Wolverine V4 Pro gets around 27 hours on a single charge according to the firm, although I'd say it clocks in a bit less than that in practice, maybe around 20-24 hours when used via Xbox. Coupled with the fact that it has no charge dock unlike other controllers in this price range, I was hoping Razer would look to move beyond cables with the V4 Pro. Alas, we might need to wait for the V5. Again, not a big deal, but it is something worth considering.

Top view of the controller's triggers, bumpers, and USB-C port, displayed with a USB wireless dongle and spare thumbstick caps.

More inputs than most people would need. (Image credit: Daniel Rubino)

Razer's software is still among the best third-party solutions for gaming accessories on PC, in my view, with everything bundled in a single place. It's easy to manage the features on the Wolverine V4, assigning buttons and the like, although be wary of using Razer's macros in some competitive games — automation detection can get you banned in some PvP titles like shooters. Offline though, it can be a handy feature, especially in some management and simulation games.

Speaking of shooters, Razer's triggers are also well put together here. The trigger locks make activation more rapid, which can be a boost for pistols and rifle fire. You can disable them with a switch for full motion activation for acceleration in racing games and things like that.

The V4 boasts flawless reception without disconnects or degradation, even in a radio-hostile environment.

Crucially, Razer also seems to have eliminated signal interference issues that came in the box with the V3. Firmware updates fixed those over time, but the V4 boasts flawless reception without disconnects or degradation, even in a radio-hostile environment (i.e., my office with a thousand other radio signals interfering with each other).

All in all, I think this is more of a refinement and iteration over the V3 Pro, improving and polishing the strong fundamentals to a mirror finish.

Razer Wolverine V4 Pro — Competition

Close-up of the controller's top edge, highlighting the recessed USB-C connection port, bumper buttons, and remappable M1 and M2 buttons.

I think for many, the Xbox Elite comparison will be top dog. But there's a third Elite around the corner ... (Image credit: Daniel Rubino)

There are many great Xbox controllers from third-party firms these days. As much as I truly adore the convenience of the Xbox Elite charge dock and monstrous, infinite-feeling battery, the sticks and general build quality degrade rapidly over time. It's hard to recommend the Xbox Elite controller these days to most people as a result, even if the dock is the best out there by a mile.

The Razer Wolverine V4 Pro is not cheap at $199, and perhaps is best considered over things like 8BitDo Ultimate 3E if you are looking for something on the higher end for rapid response in multiplayer PvP PC games, like Call of Duty and such. The 8BitDo Ultimate 3E Xbox / PC wireless controller has a charge dock, has Bluetooth, as well as anti-drift sticks and programmable additional buttons. It is also $70 cheaper than the Razer Wolverine V4 Pro, at the cost of a "premium feel" potentially. Razer also rocks that absurd 8000 Hz maximum polling, although the 8BitDo does also go up to 1000 Hz on PC for good measure, albeit with a smaller battery.

I wish Razer would jump on the battery dock train to reduce reliance on cables and charging. I shouldn't need to be scrambling for a cable mid-match in 2026, particularly when so many others are offering them now.

There are also even more premium options out there now too, like the SteelSeries Aeon Pro, which is $50 more expensive, but also offers a charge dock and the ability to connect and switch between two platforms at once. The Razer Wolverine V4 Pro asks you to physically move the dongle between platforms if you're moving between devices, which isn't always ideal either.

Razer Wolverine V4 Pro — Should you buy it?

Top-down view of the black Razer Wolverine controller nestled securely inside the black foam insert of its open packaging box.

A great pure controller, but for the price Razer could stand to offer a bit more. (Image credit: Daniel Rubino)

I think the 8000 Hz polling radio does a lot of the heavy lifting on the price here, potentially making this a niche option for esports-grade level play — something other controllers simply don't offer right now. However, for the vast majority of consumers, I would've liked to have seen a bit more on the convenience end. This is branded as a "Pro" controller, though to be fair, i.e. for "Pro" gamers. In that, it does exactly the job it set out to do.

There are other options that might be better value for a regular gamer like those outlined above. There's also the Xbox Elite Controller Series 3 which is probably just weeks away from a reveal, making the decision to grab this even murkier maybe in the near term (as of writing, that is). But one thing is for sure: you won't be disappointed if you do end up picking this controller up.

The Razer Wolverine V4 Pro absolutely nails the fundamentals like few other controllers do, delivering massive performance in a tidy, intuitive package.

Razer Wolverine V4 Pro controllerWindows Central

Razer
Wolverine V4 Pro

The Razer Wolverine V4 Pro is a stellar controller that every other controller should draw from with regards to the fundamentals. Superb ergonomics, great customizability, and high-quality materials provide a reassuring sense of value for money. As a consumer, I'd probably swap out the 8K polling for something else, but this is for "Pro" gamers, and in that, it surely delivers.

See at: Amazon

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Former Minecraft lead, Xbox COO Helen Chiang fired for "policy violations"

Late on Friday, it was revealed that former Minecraft lead Helen Chiang was leaving Microsoft, shared by CEO Asha Sharma in an internal email.

Helen Chiang had been leading at Xbox as its first ever Chief Operations Officer, and had only been in the post for a few months. As such, the departure raised eyebrows immediately.

"Helen Chiang is leaving Microsoft today. I’m grateful for her years of service and wish her well," Asha Sharma said in an internal email shared by The Verge. Sharma noted that an update on the COO post would arrive later. Indeed, it doesn't sound as though the COO post is going away, suggesting that this wasn't a redundancy departure. People immediately began to speculate that Chiang had been removed over a clash or disagreement of sorts.

In a statement to Windows Central, a Microsoft spokesperson said: "We don't discuss individual personnel matters. We are grateful for Helen's years of service and wish her well," echoing statements given to other outlets.

We now have more detail on what might've transpired from Eurogamer, who suggests that Chiang was "terminated for policy violations," via one of its sources, although it said it wasn't able to gain additional corroborative sources.

Minecraft Hero

Helen Chiang was instrumental in growing Minecraft to the fiscal powerhouse it is today. (Image credit: Mojang Studios)

Chiang has had a large, storied career at Microsoft. She joined all the way back in 2005 working on mapping software, and then began rising through the ranks of Xbox back in 2007. She's been working on Minecraft since 2014, and led the game's expansion across consoles, mobile devices, education services, merchandising, and more recently, movies and other transmedia opportunities.

Chiang is incredibly well-liked and highly regarded within Microsoft by every employee I've spoken to. She's known as supportive and helpful, described to me as going above and beyond for employees at all levels.

She has been one of Xbox's longest-serving leaders and her promotion to COO was celebrated. Her purported termination immediately struck me as odd, and not exactly something that would've been done lightly.

I suspect this isn't the last we've heard of this story, and certainly not the last we've heard of Chiang, who by all accounts was excellent in her role.

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Xbox hijacks your custom background for Call of Duty Modern Warfare 4 ads

Call of Duty: Modern Warfare 4 looks set to be the best Call of Duty this decade thus far, but I'd give this marketing stunt a 0/10.

Ads are annoying at the best of times. If you're reading Windows Central without an adblocker (thanks!), you're probably getting bombarded in all directions by ads right now (sorry. But also, no, us lowly writers have no control over that). But hey, they keep the lights on, and Windows Central is free without paywalls at least, right?

You know what isn't free? Your shiny Xbox Series X|S console. That wasn't free. You know what else isn't free? Xbox Game Pass, nor is Xbox Game Pass Ultimate. Nor is Call of Duty: Modern Warfare 4, in fact. And today, even if you already purchased the game, Xbox is making sure that your console has a very yellow theme this morning — whether you like it or not.

An official screenshot of Call of Duty: Modern Warfare 4 showing gas-masked soldiers.

Modern Warfare 4 seems like a banger, but c'mon Microsoft ... this is too much. (Image credit: Xbox Game Studios)

I get that Call of Duty is incredibly important to Xbox's bottom line these days, and funds from the franchise are effectively propping up a variety of other bets Xbox is making right now. I get that last year's "disappointing" Call of Duty pulled down Xbox's financials overall, heaping on additional pressure for Call of Duty: Modern Warfare 4 to deliver.

Reviews suggest that Call of Duty: Modern Warfare 4 absolutely has delivered, by the way, with what fans and critics have been calling the best campaign maybe in a decade. It even has the top spot in sales on both Xbox and PlayStation as of writing, beating out GTA 6 itself (for now).

Does it really really need to take over my entire Xbox dashboard, though?

Today, Xbox fans woke up and noticed that Call of Duty not only has the entire spread of those loathed advertising tiles across the bottom of the dash, but also usurps your custom background. I went over to the Personalization settings and no, changing the background doesn't fix it.

You can actually disable this, however, (thanks Donkeyz) using the following steps.

How to turn off full-screen background ads on the Xbox Series X|S dashboard

Disable event-themed backgrounds

Head into the Personalization settings to disable the "event" of Call of Duty marketing. (Image credit: Windows Central)
  • Open Settings via the Xbox guide menu.
  • Navigate to General.
  • Open Personalization.
  • Go to My backgrounds. You might have to enter your pin.
  • Disable "Show event-themed backgrounds."

Xbox's ads have long been a source of irritation. Sometimes they can be useful, helping discover new games (rarely, I might add), or deals and in-game events you might've missed. This, though? It's too much, IMO.

At least when Xbox was doing those full-screen pop-ups on boot, you could peruse and then dismiss at your leisure. It's not a big deal ultimately, you're not really on the dashboard for any length of time if you're just passing through to get to a game ... but it initially struck me as another annoying hint we don't actually own the shit we buy.

Big tech is aggressively fighting ownership

Living room with a Microsoft Xbox Series X home video game console alongside a television and soundbar, taken on October 9, 2020.

If purchasing isn't owning, then piracy isn't stealing, right? (Image credit: Getty Images | Future)

There seems to be a wider theme at play here. Yes it's just a temporary picture that will probably be gone by the end of the day, and yes you can disable it (for now ...) but it continues a trend of companies like Microsoft reminding us that we don't actually own or control the stuff we buy from them. Windows 11 itself has been blasted for the abundance of "recommended content" it comes with out of the box, and most don't know how to turn some of it off, or that they even can.

PlayStation has triggered a huge backlash over the summer by ending support for physical discs, with figures testifying in court that purchasing games grants you a license only — something many of us already knew, but they're increasingly testing the definition of this in recent years.

RELATED: How to turn off Windows 11 tracking and ads

Digital rights and even physical rights have been increasingly called into question in recent years. Whether it's companies like John Deere fighting against farmers' rights to repair their tractors, companies like BMW or Tesla charging a subscription to turn on features that already exists in your cars. What about companies like Apple intentionally making their laptops impossible to fix without specialist tools (offered by them only)? Companies are really really fighting against your right to actually own the things you buy from them.

Which comes back to the Xbox dashboard. Yes it's just a background today, no big deal right? But what happens tomorrow? Will Microsoft starting putting dashboard customization in as a premium feature? Microsoft is already charging playtime by the hour in Xbox Cloud Gaming ... is that the future of "ownership"? OpenAI's Sam Altman has been fully mask off with hopes that compute in general will be a rented accommodation in the future.

The Xbox Call of Duty: Modern Warfare 4 dashboard take over is irritating and inconvenient, and an pretty shameless reminder that Xbox can hijack your console whenever it feels like it, even if you paid the full recent $799 price tag ...

Am I paranoid? Maybe ... but maybe you're not paranoid ENOUGH! ... maybe.

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Microsoft’s new playtime pass brings hourly access to Xbox Cloud Gaming

A few weeks ago, Microsoft unveiled pretty huge limits on Xbox Cloud Gaming, which up until now has been unlimited for Xbox Game Pass Ultimate users.

Starting in November, Xbox Cloud Gaming via Xbox Game Pass Ultimate will be limited to 15 hours, with Premium users getting 10, and basic users getting 5. The breakdown of the limitations can be seen below.

However, Microsoft just revealed that users will be able to move beyond these limits with new cloud playtime passes — which don't require Xbox Game Pass at all.

Xbox Cloud Gaming access via playtime passes

Xbox Cloud Gaming access in hours

Resolution and bitrate

Price

10 hours

Up to ~1080p

$3.99

25 hours

Up to ~1080p

$7.99

50 hours

Up to ~1080p

$11.99

30 minutes per session

Up to ~1080p

Free with ads

In a blog post, Microsoft says, "Cloud playtime packs provide an ad-free cloud gaming experience, including shorter wait times, high-quality streaming, and playtime that remains available until it's used."

Unlike some other providers, these playtime passes don't expire until they're actually fully used. You could buy the 50-hour pass and just keep it rolling throughout the year, for example, using it when needed. Some other services put a limit on when the passes can be used, i.e., they expire within the month.

For those on Xbox Game Pass, these are the current limits you get with Xbox Cloud Gaming.

Xbox Game Pass Tier

Features

Resolution

Price (US)

Essential

5 hours per month, with 50+ games

Up to ~1080p

$9.99/mo

Premium

10 hours per month, with 200+ games

Up to ~1080p

$14.99/mo

Ultimate

15 hours per month, with 400+ games, and day-one Xbox titles

Up to 1440p

$22.99/mo

Microsoft says that these new passes will go live for Xbox Insider Program members today, as well as a new free ad-supported tier. I'm told it comes with a 30-minute session limit for the Xbox Insider Program test run.

After 30 minutes, an ad will play, and then users will have to re-queue to resume their session. The ad-based option is, indeed, an option, and probably designed to on-ramp players to a more premium offering.

Is this all in preparation for Grand Theft Auto 6?

Xbox Cloud Gaming

Xbox Cloud Gaming is quite good, but it'll be interesting to see how well this token-based playtime system is received. (Image credit: Windows Central | Jez Corden)

Recently, Tom Warren at The Verge reported that Microsoft has landed Xbox Cloud Gaming rights for Grand Theft Auto 6, although it led to a very curiously worded denial from Xbox. Microsoft said specifically that they won't be streaming GTA 6 on PC, nor exclusively ... but left the door open for console streaming. Perhaps Microsoft has landed some form of access for streaming GTA 6 via Xbox Cloud Gaming, specifically to Xbox consoles.

The Xbox One console range can stream Xbox Cloud titles, and there are still hundreds of thousands of users on the previous-gen console platform, given that games like Fortnite, Roblox, Minecraft, and others are still fully updated on PS4 and Xbox One.

RELATED: Best Xbox Cloud Gaming controllers

It's entirely possible that Microsoft has landed some form of cloud streaming deal specifically for Xbox consoles, offering Xbox One players a chance to join in on the GTA 6 fun without having to upgrade to one of the more expensive modern systems. Microsoft also has a few PC games on Xbox Cloud Gaming too ... perhaps World of Warcraft: Forever could jump on this bandwagon as well, given that WoW:F won't be native on consoles for now.

This is speculation for the time being, though. I'm also curious how well received the pricing tiers will be for users who are active on Xbox Cloud Gaming. As an Ultimate subscriber, 15 hours is already way more than I use cloud these days (since getting an Xbox Ally ... which will get even better with FSR 4.1 soon).

But Xbox consoles have become prohibitively expensive in some regions. Xbox Cloud Gaming has been a useful bridge for some, but perhaps not at these new prices. I'm curious what you think?

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When will Xbox Series X|S and Xbox Ally get FSR 4.1? Sooner than you think!

Xbox Ally and Xbox Series X|S consoles are about to get a big AMD-shaped boost.

Yesterday, AMD and Microsoft revealed that FSR 4.1 is coming to the entire suite of current-gen Xbox devices. That includes Xbox Ally (base model), Xbox Ally X, and Xbox Series X|S consoles.

FSR 4.1 is an upscaling technology that allows games to render images at a lower resolution, passing overhead to performance. Then, FSR 4.1 upscales the image to create a sharper image, granting the appearance of higher native resolution. Technologies like FSR and DLSS have been boosting the lifespan of older and less-powerful hardware for some time now, and given the on-going RAMpocalypse and component crisis, anything that extends the usability of more affordable hardware is a win in my book.

But, when can we expect to get our hands (and eyes) on it? Here's what our sources are telling us so far.

FSR 4.1 will become available to Xbox Series X|S game developers in the next couple of weeks. Some partner developers have already had early access in preview builds, and will enable FSR 4.1 earlier than others. In the AMD video above, the firm used Blood of Dawnwalker to demonstrates FSR 4.1 boosts on Xbox Ally devices, so you can probably expect that to be among the first batch.

For Xbox Ally X and the Xbox Ally base model, AMD and ASUS will ship updated drives to the Armoury Crate's new "Preview Update" segment by Friday, Oct 23. The new preview segment which lets users test out early builds if they don't mind risking some bugs and polish, similar to the Xbox and Windows Insider programs.

AMD confirms FSR upscaling 4.1 is coming to Xbox Series X|S and both Xbox Ally models.

(Image credit: AMD)

Developers that have enabled FSR 3.1 on existing PC games will automatically get enhanced when the drivers go live on Xbox Ally devices.

On Xbox Series X|S console, FSR 4.1 won't be retroactively injected into existing games. Developers will have to implement it into their existing games via updates, or support it out of the box in future games.

Sources tell me that there is a "handful" of FSR 4.1-enhanced titles slated for the holiday season on Xbox Series X|S, with a steady feed of new games gaining FSR 4.1 throughout 2027 and beyond.

Blood of Dawnwalker with FSR 4.1

FSR 4.1 upscaling is a big leap over previous versions. (Image credit: AMD)

FSR 4.1 should provide a meaningful quality bump for all sorts of games across Xbox Series X|S and Xbox Ally X and the base model, but perhaps more so on the lower-end devices. The Xbox Series S has been notorious for performance trade offs, with developers struggling with the irregular RAM allocation.

Games on Xbox Series X|S that presently trade resolution down for frame rates should get noticeably sharper even in performance mode when implemented.

People have been using apps like Optiscaler on Github to inject FSR 4 on devices like the Steam Deck, and the results have been impressive, but setting it up can be a chore. Native, official support should bring a ton of performance benefits for the Xbox range across the board without the headaches of using workarounds.

As soon as it's available, I'll be demonstrating how it all works in practice right here on Windows Central.

The big question is ... will GTA 6 support it? Time will tell.

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Forza Horizon is reportedly banning users for anime car liveries — what's going on?

Over the past couple of weeks, I've been investigating an apparent wave of undeserved bans across the Forza Horizon community on Xbox, particularly in Japan.

Japan has a strong and unique car culture, and Playground Games acknowledged that Japan has been the most-requested setting for their popular Forza Horizon franchise. Forza Horizon is now in its 6th installment, which is currently available exclusively on Xbox Series X|S and PC.

Indeed, general Xbox adoption in Japan has generally been anemic at best. Microsoft has historically struggled to compete against PlayStation and Nintendo in the region for a variety of reasons. Microsoft's U.S.-centricity has long prevented it from achieving reasonable penetration outside of its traditional English-first markets.

Forza Horizon set in Japan should've been a chance to change Xbox's fortunes in at least one region, but the RAMpocalypse has put a stop to that. But even beyond simply maintaining Xbox Series X|S stock levels, Microsoft has drawn the ire of some Japanese Forza Horizon players, who have once again put a spotlight on its haphazard community management systems.

Ban waves have been hitting some Forza Horizon 6 players in Japan and beyond over anime-styled skins

Forza Horizon livery with anime stylings

Itasha (痛車) liveries have been catching bans, even if the liveries seem generally harmless. (Image credit: @vinylkotuosiete)

Japanese "Itasha (痛車)" user-generated liveries seem to be at the center of the ban waves Playground Games has been handing out for Forza Horizon 6 players.

Itasha is a car subculture, literally meaning "painful car," ironically celebrating overly flashy or "cringy" car liveries. The culture represents a nexus of sorts between car culture and anime culture, going all the way back to the 1980s.

As vinyl printing got more sophisticated and affordable, full-blown car skins became prevalent in Japan and even in the West, with otakus with more money than perhaps good taste (or armed with a strong sense of irony) jumping on board. Even major brands have been on the trend in recent years, too.

Naturally, since Forza Horizon 6 allows users to generate their own custom designs, Itasha car culture has proliferated within the game as well. However, sometimes the designs have fallen afoul of Forza Horizon's "E for Everyone" rating. Or at least, on paper.

Forza Horizon Itasha livery

While some of the skins are pretty clearly not suitable for "E for Everyone" ESRB ratings, others caught in the ban were using very mild skins. (Image credit: @vinylkotuosiete)

Some of the skins that have caught bans are pretty clearly in violation of the policies like the above, but others seem relatively innocuous, making users wonder if Microsoft is being a bit heavy-handed.

One user told me that they had been banned for a month, potentially for the above livery, which they had designed and then kept in storage. I say potentially, because Forza doesn't exactly tell you why you've been banned or for which livery.

"This game has a forum for appealing penalties, and although I submitted a post there, I haven't received a reply in over a month," he said. "Consequently, I have no idea which livery caused my ban."

"Furthermore, there are people who received harsher penalties than I did—such as permanent bans or device bans—despite creating vinyls featuring female characters that were clearly less revealing than mine."

Other livery creators have seen their entire Xbox accounts permanently banned without so much of an explanation. If you live in the U.S. or UK and have ever had to deal with Microsoft's Kafka-esque AI-powered support systems, imagine how much worse they are outside of Microsoft's core markets. There's little viable recourse to appeal bans, seemingly, and Microsoft's systems aren't transparent enough about the reasons as to why a user might catch a ban, permanent or temporary.

FH6における性的表現の規制と、運営ポリシーの不明確さについてイギリスと日本では、性的表現に対する認識や許容範囲に大きな隔たりがあると感じています。グローバル展開するゲームにおいて、この文化的な認識の違いが十分に考慮されていないことは、問題ではないでしょうか。イギリスでは、子供っぽく見えるアバターを使用しているだけで逮捕されることがある、という話を耳にします。一方、日本ではテレビやSNS、公共の場でも、水着姿のゲーム・アニメキャラクターを目にすることは珍しくありません。現在FH6とコラボしているセブン-イレブンでも、グラビアが掲載された少年誌が普通に販売されています。もちろん、各国の法律やゲーム運営の規約は別のものです。しかし、こうした文化的背景の違いを考慮せずに一律の基準を適用すれば、認識の食い違いが生じるのは当然だと思います。9月のBAN祭りの前日に追加されたとされる運営ポリシーでは、痛車そのものは禁止しない一方、以下のような表現を禁止対象としています。胸元・臀部など、特定の身体部位を強調する構図性的なポーズ、身振り、表情露骨な性描写や性器の描写下着・水着姿のキャラクター露骨な性描写や性器の描写が禁止対象となることは理解できます。しかし、それ以外の基準については、具体的な判断基準が不明確です。例えば、「胸元・臀部など、特定の身体部位を強調する構図」とは、該当する部位だけを切り取ったアップの構図を指すのでしょうか。それとも、キャラクターの全身が描かれていても、胸元や臀部が認識できる時点で問題になるのでしょうか。「性的なポーズ、身振り、表情」についても、文化圏によって表現の受け止め方は異なります。ある国では性的な表現と認識されるものが、別の国では一般的なキャラクター表現として受け入れられている場合もあります。こうした違いを、どのような基準で判断するのでしょうか。また、下着や水着姿のキャラクターは、一律に禁止されるのでしょうか。それとも、性的な演出を伴う場合に限られるのでしょうか。もともとアニメやゲームの公式デザインとして存在するキャラクターであっても、同様に禁止対象となるのでしょうか。このような疑問に対する明確な説明がなく、公式資料を確認しても判断できないのであれば、日本の感覚では問題ないと思えるデザインであっても、運営の判断では違反とされる事態が頻発するのではないでしょうか。さらに、規制の対象となる行為そのものについても、明確な説明が必要です。自作したリバリーを使用する場合と、ゲーム内で公開されていた他人の作品を偶然ダウンロードして使用する場合とでは、行為の性質が異なります。制作・公開した本人と、単にダウンロードしただけのプレイヤーを、同じ基準で処分するのでしょうか。また、ソロモードで使用する場合も違反となるのでしょうか。オンラインの道路やレースで他のプレイヤーに見せることなく、外部からの閲覧を制限したガレージ内に展示し、自分で鑑賞するだけでも処分対象になるのでしょうか。それとも、単に所持しているだけで違反となるのでしょうか。こうした点が明確でない以上、プレイヤーは何をすれば違反になるのか、どこまでなら許されるのかを判断できません。今回、当事者となった自分としては、運営に対して以下の点を再考・改善するよう求めていただきたいと考えています。1. 文化圏ごとの表現の違いへの配慮グローバルなゲームの規約が、各文化圏における表現の違いを十分に吸収できていない現状を改善すること。世界共通の基準を設けるのであれば、その基準が各国の文化や表現慣習とどのように折り合いをつけるのか、運営として明確な方針を示す必要があります。2. 表現基準の明確化何が性的な強調に該当し、何が許容されるのかについて、具体例を交えて判定基準を補足すること。胸元や臀部の強調、水着姿、性的と判断されるポーズや表情などについて、禁止例だけでなく許容例も提示し、一般のプレイヤーが事前に判断できるようわかりやすく明示するべきです。3. 文化的文脈を考慮した説明日本のアニメ・ゲーム文化で一般的に見られる表現を、世界共通の基準のもとでどこまで許容するのか、一般ユーザーにも理解できる形で公開すること。公式作品に登場するキャラクターのデザインであっても禁止対象となるのかなど、プレイヤーが特に判断に迷う点について、明確な説明を求めます。4. 制裁の比例性と透明性の確保軽微な違反、判断が分かれる表現、悪質で露骨な性的コンテンツを区別し、違反の重大度に応じた処分を行うこと。さらに、個々の処分について、どの表現が、どの規約の、どの項目に違反したのかを具体的に説明する必要があります。判断に異議がある場合に、適切な再審査を受けられる仕組みも重要です。これらの問題が改善されない限り、プレイヤーは常に通報やBANを恐れながら活動することになります。本来、FH6は車を走らせるだけでなく、自分の好きなデザインを制作し、共有し、他のプレイヤーと交流することも楽しみの一つであるはずです。痛車の制作や鑑賞も、そのクリエイティブな楽しみを支える重要な要素です。しかし、規約の境界線が曖昧なまま重い処分を受ける可能性があるのであれば、プレイヤーが自主的に表現を控えるようになるのは当然です。結果として、リバリー制作や交流といった創造的な活動が衰退し、プレイリストを消化するだけのゲームになってしまうのではないでしょうか。必要なのは、性的表現を無制限に認めることではありません。何が禁止され、何が許容されるのかを明確にし、プレイヤーが納得できる基準と、公平で透明性のある運営を実現することです。それができなければ、プレイヤーの創作意欲を損ない、Forzaシリーズが長年培ってきたリバリー文化そのものを衰退させることにつながると考えます。October 11, 2026

Some users have speculated that Forza Horizon is using some form of auto-banning system, AI-powered or otherwise, handing out false bans. There are also conspiracy theories of mass reporting to trigger the automated ban systems. Forza Horizon's Code of Conduct claims that all reports are reviewed by a human moderator and now contains a segment regarding "Itasha-style" designs.

"Itasha-style designs are permitted; however, explicit sexual content and sexually suggestive content are forbidden. While we cannot show specific examples of suggestive imagery in this article, designs that depict provocative poses, associated gestures and facial expressions, and attention to specific body parts can be examples of suggestive imagery."

The problem here could pertain to a lack of "specific examples" more than likely. When it comes to art, what could be deemed "sexually suggestive" is subjective across cultures and demographics. But it also continues a general trend of Microsoft's opaque systems for enforcement across its platforms.

A former Xbox staffer told me that the teams that handle moderation within Forza and other games had effectively been gutted by Microsoft's layoffs, leaving a big gap for community management in general across Microsoft's platforms.

Indeed, even beyond the Itasha ban waves, I've been investigating hacked Xbox users being locked out of their accounts due to the way Microsoft handles account support for Xbox as well, and the above could just be symptomatic of overstretched staff unable to handle the workload placed upon them.

The situation underpins Microsoft's struggles in Japan, but also account management systems in general

Forza Horizon 6 screenshot of

Forza Horizon 6 is spectacular, but it hasn't been plain sailing post-launch. (Image credit: Michael Hoglund)

Microsoft has struggled to get Xbox stock to its main markets, let alone some of its smaller markets like Europe, the Middle East, and indeed, Japan itself. But there's a cultural issue too. Microsoft generally doesn't make or publish games that have strong appeal outside of its U.S.-centric markets, and Japanese publishers have historically arrived on Xbox last.

The situation has improved over time with companies like Square Enix, Capcom, and Konami pledging greater support, but I would argue things still aren't where they should be.

Forza Horizon 6 is currently Xbox exclusive, and if the RAMpocalypse wasn't destroying stock levels, it might've been a good source of progress for the brand in Japan. Regardless, the situation with the Itasha liveries highlights, again, Microsoft's opaque systems for enforcement and account management.

Over the summer, a Brazilian user who was locked out of his account by a hacker actually sued Microsoft and won after the big M admitted he was hacked but claimed they couldn't do anything about it. Since then, Xbox has been working through a backlog to help users locked out of their accounts to regain access, but it shouldn't be this hard.

As more of our content goes digital, and with AI-powered mods and user-generated art becoming more commonplace, the systems that govern access to our digital platforms need to improve a ton. Losing access to years of content and hundreds or thousands of dollars of investment shouldn't come without a clear explanation of why you lost access. Nor should appealing those bans be so slow and difficult.

It'll probably end with some form of legislation, but that won't help today's users.

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Reçu — 20 octobre 2026 ⏭ Windows Central - News, Forums, Reviews, Help for Windows 10 and all things Microsoft.

AMD’s FSR 4.1 update could be a game‑changer for Xbox Series X|S and Xbox Ally

Surprise! Hot on the heels of PlayStation's own upscaling tech announcements, Microsoft and AMD just revealed that the firm's flagship FSR 4.1 tech is coming to the Xbox platform.

FSR (FidelityFX Super Resolution) is a technology from AMD that renders games at a lower resolution, and then uses machine learning to generate a sharper image. Since the hardware isn't working as hard, that overhead can be used for performance.

FSR 4.1 is a big leap over previous versions, and Microsoft has partnered with AMD to bring it not only to Xbox Series X, but also Xbox Ally X, Xbox Ally S and Xbox Series S — the latter two of which should benefit from very, very big performance boosts as a result.

"At Xbox, we're building a gaming platform designed to meet players where they are, and make it easier for creators to reach them," Xbox CTO Scott Van Vilet explained. "AMD has been an important partner in that journey for more than two decades. Together our teams have been pushing gaming forward, across Xbox and Windows. From the silicon at the heart of our consoles and handhelds, to technologies like DirectX, Advanced Shader Delivery, and AutoSR that helps developers get more from the hardware and deliver better experiences for our players."

"Today, we're excited to take another step forward together. With FSR 4.1 coming to Xbox. Now, we've worked very closely with AMD to optimize this technology, giving developers another powerful tool for great performance and visual quality for players. Now, whether you're playing on an Xbox Ally handheld, as well as coming soon to Xbox Series X and Series S consoles. And this is just the beginning. Our teams are continuing to work together across hardware and software, and there's even more ahead with Project Helix, leveraging FSR Diamond to power what comes next."

It's unclear exactly when these technologies will roll out to Xbox devices. It sounds as though FSR 4.1 will hit Xbox Ally X before the year end, but Xbox Series X|S are listed as "coming soon," with no exact window offered.

Blood of Dawnwalker with FSR 4.1

AMD showed how much of a boost FSR 4.1 can offer. (Image credit: AMD)

Sadly, it seems the Xbox Ally base model is fully incompatible with FSR 4.1, which is a bit of a shame, but it should prove transformative for those with the Xbox Ally X and the just-released Xbox Ally X20, as well as the Xbox Series S.

The Xbox Series S has historically been difficult for developers owing to its irregular RAM allocation, but if FSR 4.1 can do some of the heavy lifting, it should ease the pressure on developers to deliver a native 1080p image.

We're reaching out to Microsoft for some clarification on timelines for Xbox Ally and Xbox Series X|S consoles, and will get back to you if we hear from them.

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Xbox is struggling for stock so bad that it's asking ex-users to trade-in

The console industry continues to reel from the RAMpocalypse, and Xbox is certainly feeling it.

Circana analysis suggested a few weeks ago that Xbox hardware sales are at their lowest level ever, with PlayStation also suffering their lowest hardware sell-through situation since 2013. Without a doubt, the so-called RAMpocalypse is to blame, with companies like Google, Anthropic, OpenAI, and indeed, Microsoft itself buying up all the RAM for their AI-tinted ambitions.

That leaves little left over for "niche" consumer electronics scenarios, such as video game consoles ... ballooning Xbox, PlayStation, and Nintendo console prices to their highest levels ever in some cases.

The timing couldn't be worse really. Grand Theft Auto 6 launches in a month from now, and its mainstream appeal would've driven huge amounts of users to upgrade older consoles or perhaps enter the hobby for the first time. With global stock levels battered and prices otherwise impossible for most to consider, Microsoft is turning towards a novel approach to try to increase stock availability.

Xbox email detailing how to trade in an old console.

Microsoft is emailing users with dormant Xbox Series X|S hardware to recommend that they trade them in so that other users can potentially get their hands on it. (Image credit: H on X)

Spotted by users on X (cheers H!) and covered first by PowerUP, Microsoft is actually sending out emails to users who have dormant Xbox Series X|S hardware, recommending that they trade them in, offering links and advice on how to do so. The email specifically cites Best Buy, which has a trade-in system here you can explore for Xbox hardware.

It seems the emails are going out specifically to users who have hardware that they aren't actively using, including users who own multiple consoles potentially.

Indeed, the economics on console hardware is so bad right now that any user sitting on a dormant PS5, Xbox Series X|S, or Nintendo Switch potentially represents a big net loss for the big three. The margins are so bad, and the stock availability so low, that trying to convince users to move their consoles to others who might actually become more active players (and spenders) is more than preferable.

Ahead of Grand Theft Auto 6's launch, Microsoft and its competitors are working around the clock to source components for their hardware provisions. Call of Duty has also stopped shipping on past-gen consoles, and it seems fairly likely given how popular Modern Warfare 4 has been so far that many users would want to upgrade for that as well ... if indeed there was stock available.

Stock availability of new (and very pricy) Xbox Series X|S hardware has generally remains stable in Microsoft core markets like the U.S., UK, Canada, Australia, and so on. In Asia, mainland Europe, the Middle East, and South America Xbox console stock has been almost non-existent. Tariffs, the RAMpocalypse, and general global economic instability has left the console market in a precarious state ... despite an unprecedented density of high-quality games.

Some analysts expect the "RAMpocalypse" to last through to 2028, maybe even 2029, with consumer electronics expected to take a battering between now and then. Smartphone, PC, laptop, and of course, game console shipments are all down as a direct result of the AI build out. It doesn't look like things will change any time soon.

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“This isn’t sustainable.” WoW’s 8‑week patch cadence is reaching a breaking point

It might seem weird to complain about having "too much content." I've been around World of Warcraft for over two decades, more than half of my entire existence, and I've known some of the game's notorious and mighty content droughts.

When Blizzard first introduced roadmaps a few years ago, I was pretty excited. The World of Warcraft team offered unprecedented transparency about where the game would go over the coming weeks and months ahead. In a subscription-based game, that is a pretty great thing. I pay for the 12-month subscription year in, year out, rain or shine. WoW is my go-to game, and I presume it always will be. I've taken breaks; I've even said I'm totally done with it a few times. But I, like many others, always come back.

With World of Warcraft: Forever on the horizon, I can't help but lament the state of the separate Retail experience. It should be the core of what WoW ultimately is. It comes with expansion packs; it has the most investment, the most history, and legacy. Yet, it feels worse than ever in a lot of ways.

I've come to decide Blizzard's self-imposed 8-week patch cadence is to blame. But whatever the cause, something needs to change.

Blizzard is destroying WoW's setting and story, chasing short-termism

World Of Warcraft Sylvanas

Shadowlands casts its long, painful shadow over WoW's writing quality. (Image credit: Blizzard Entertainment)

I wrote this week about Blizzard's mid-season patch, which featured the highly unceremonious death of a major lore figure. The 30-minute quest chain concludes with a painfully anticlimactic cutscene, at the hands of an entity that has about 5 seconds of screen time.

The death felt undeserved and unearned, and continues Blizzard's losing streak in handling major Horde characters ... representing another issue I have with the writing in general. Blizzard built up and threw away this character like they were nothing, echoing previously failures with the likes of Vol'jin and others.

I'm sure the death will serve some ham-fisted gameplay purpose in the coming weeks. Some are already speculating it could be to do with the introduction of Undead Paladins on the Horde, for example, but even still ... it was so oddly handled, anticlimactic, and uncinematic, and does subscribers a disservice in general.

Story needs to drive patch cadence. Right now patch cadence is driving story, and therein lies the struggle.October 15, 2026

This absolutely isn't the first time I've written about these kinds of problems, and they've been going on for some time. It's especially problematic when World of Warcraft sits side-by-side with recent Blizzard writing wins like Diablo IV: Lord of Hatred, and even Warcraft 3: Forsaken Kingdom. Why does World of Warcraft, its flagship product, feel as weak as a Saturday morning kids' TV show right now?

Much like a Saturday morning kids' TV show, I want to firmly believe it's deadline expectations and patch cadence driving the utter crater in quality. Unlike a Saturday morning kids' TV show, though, Blizzard is utterly imposing these deadlines on itself, to the detriment of the game.

Midnight was filler, bro. It served no purpose other than to dismantle blood elf lore, ruin the Amani, take the piss out of the Silver Covenant and the Sunreavers, and propel Arator into the same exact position that Anduin was in during TWW.My head hurts, man.October 15, 2026

The deciding factor for shipping a product should always be quality, and WoW hasn't walked this line for what feels like forever.

World of Warcraft players are in their 30s and increasingly 40s and even 50s ... I think players want an end to their intelligence being insulted like this. I think players want a more mature tone, and higher-quality treatment of the setting and characters we all know and love.

The story feels as rushed out and forced as Shadowlands did, an expansion so notorious for its damage to WoW that it is whispered like a curse in discussions about the game.

It's beyond writing. I feel like WoW hasn't been this buggy in over 20 years.

Labyrinth STILL broken
 from r/wow

I already conceived this article last week to focus generally on the story delivery, but Blizzard itself injected another point I might've otherwise overlooked.

As recently as patch 12.0.5, Blizzard literally issued an apology for bugs and the state of the game in general. Yet here we are again, another patch, more game-breaking bugs.

12.1.5 should've been a big deal arguably. We have a mid-season boss battle featuring lore that pushes the story forward. Instead we have cringeworthy writing and needless character death that has become a meme in of itself. But hey, at least we got the first Labyrinth, right?

The Labyrinth of Kindo-Jan does NOT let you resume if you log out
 from r/wow

WoW retail has long focused on linear dungeons designed for the timed Mythic+ race experience, but Labyrinths sounded like a great opportunity to get back to the old-school "lets get lost and have an adventure"-style dungeon of WoW: Classic. Like BRS, Scholomance, Stratholme, BRD, etc. Alas, it too, is broken.

Whether it's progression resetting unexpectedly or total game-breaking blockers and walls, the first Labyrinth has been an unmitigated disaster so far. Reddit is full of complaints like the above over how wings aren't being registered as completed, with random disconnects resetting progress and the like.

Even the store set is bugged! ...or Rexxar is into latexhttps://t.co/Hp7tN7oq75 https://t.co/csB4IKchLkOctober 15, 2026

Blizzard can't even get its microtransactions right either. It pulled a new Rexxar-themed outfit from sale just yesterday, owing to weird missing textures and clipping. I wrote about the Haranir race, a major expansion inclusion, suffering from similar issues months ago. Blizzard said they would improve ... alas, here we are, with more examples of the exact opposite.

Is Blizzard just AI vibe coding the game? Are there not enough QA people left? Or is it, once again, the self-imposed deadlines that some CFO spreadsheet says are well worth ditching quality for?

I think people would accept a slower patch cadence for higher quality

Lor'themar from World of Warcraft reacting to the writing quality of the game (it's bad.)

Lor'themar laments the state of WoW. (Image credit: Blizzard Entertainment)

I'm sure what has ultimately happened here is that Blizzard has some magical telemetry data that suggests 8 weeks is the sweet spot to prevent churn. Churn is the un-subscriber factor, and World of Warcraft is a very big, complex, and expensive game to run.

Built out of California, one of the most expensive game development communities on Earth, World of Warcraft has long been Blizzard's golden goose. Former writer Eric Covington suggested on X that it represents load-bearing revenue for the entire Blizzard operation.

Blizzard President Johanna Faries said in a recent email to staff that the storied publishing house is now Xbox's top studio after a successful sprint across Overwatch, World of Warcraft, and Diablo IV. BlizzCon 2026 just wrapped up with World of Warcraft: Forever, which has seen subscribers flock back into the game in abundance not seen in over a decade.

I asked World of Warcraft director Ion Hazzikostas if World of Warcraft: Forever would end up becoming what Blizzard points to when Retail players ask for higher quality in certain areas of the game ... he assured me that isn't the plan. But we've seen the apologies before. Apologies for bugs, promises to do better, and "we're listening to feedback."

@BellularGaming @warcraftstats Wont stop until the entire company can survive financially with WoW slowing down, which it can’t, because the structure has become bloated and reliant on monolithic games driving load-bearing revenue to keep it from crumbling down.October 15, 2026

I think putting major story beats on a 16-week, or even 24-week cadence instead of an 8-week cadence might help. Mid-season patches, if they must exist, shouldn't try to squeeze in major character deaths out of the blue with no real build-up or inference.

Bugs are one thing, but shitty story delivery threatens to unmake the entire game, turning it into cringe meme fodder, serving to turn people off the setting in a big way. We don't need this. Given how out-of-the-blue Kith'ix has been, he could've worked better as a boss with story context delivered entirely in text, as a side mission-type experience for "player mercenaries." The rush job to inject the major characters has only served to hurt the entire feel of the current arc. It all just continues to contribute to the sense that WoW's writing team is utterly rudderless.

RELATED: World of Warcraft players beg Blizzard to slow down

World of Warcraft is still fun. I have a great guild, I love the gameplay, and I love the relationships I've made and the memories I've carved out. I've met tons of people from the WoW team, and I know they're all passionate, well-meaning people who want to deliver the best quality possible. I imagine it's frustrating for them too, seeing reactions like the above. But something needs to change.

As someone who has played pretty much non-stop through every permutation of the game, I'm wondering if World of Warcraft: Forever will take some of the pressure off the retail team to keep driving this self-destructive 8-week dance. I'm also wondering if WoW: Forever will end up harvesting up resources that would otherwise go to Retail, making the situation there even worse. I'm also wondering if I'm part of the problem by remaining subscribed despite my dissatisfaction ...

Indeed, perhaps there's only one piece of feedback Blizzard will listen to here, and it's to unsubscribe.

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Xbox is hiring a "Physical Games Strategist" — will Helix have discs?

Microsoft might be planning to take a sharp left turn on the whole digital games argument, with this new Xbox job vacancy.

The summer has been quite fractious for the gaming industry. Xbox has laid off hundreds and divested, closed down studios. And Sony nuked all the good will it has built up over the years by announcing PlayStation will no longer support physical discs, while reiterating in court testimony that it doesn't consider purchases to represent true ownership.

Xbox has pulled in the opposite direction so far, in some ways. Xbox's new Disc-to-Digital program gives disc-based game owners digital rights simply for inserting the game into a compatible Xbox One or Xbox Series X console. But, Microsoft alone can't really stop the tide. It remains true that the only mass-market use case for Blu-ray drives these days are video game consoles, and if PlayStation is pulling out, the supply chain generally won't be viable at scale. Disc drive manufacturers are pivoting their assembly lines to adjacent industries, like lenses and lasers, ditching mechanical disc drives and putting disc-based games on notice.

But, could there be an alternative?

Microsoft is hiring a Xbox Games Supply Strategist.The primary responsibilities of this role include overseeing the launch of physical Xbox game releases, managing their global distribution strategy, inventory planning, sales execution, and retail channel operations.It appears that Xbox intends to continue supporting physical game releases in future generations as part of its broader gaming business strategy.https://t.co/SEBkdWafZOOctober 17, 2026

Users on X noticed last night that Microsoft has posted a vacancy for a "Xbox Games Supply Strategist" specifically focused on physical games.

"The Xbox Games Supply Strategist will coordinate the launch of physical Xbox games across all platforms, lead development & oversee execution of global supply positioning strategies across all stages of the product lifecycle, ensure that inventory is positioned to deliver working capital/cost/service goals, and oversee the sales & channel execution of those games. You’ll work closely with Product Marketing, Finance & various groups within Supply Chain to establish & manage supply and sales plan of record. Every day will bring a new challenge, and you’ll be continually looking for ways to drive business profitability by planning and executing a predictable, reliable & low-cost supply chain."

Notice that the copy makes no mention of discs here specifically ...

Indeed, with disc drives for laptops, Blu-ray players, and even CD players being phased out, it doesn't seem entirely likely to me that Xbox Helix will have a traditional disc drive. But, it increasingly seems like Microsoft may be looking at alternatives. The Nintendo Switch range for example uses SD cartridges to deliver game licenses, and in some cases entire games when the speed is adequate. Could Microsoft be looking to follow suit here?

Will Xbox Helix support physical games?

Xbox Helix logos

(Image credit: Windows Central)

Microsoft has stayed fully quiet on its plans for physical games, even as PlayStation leaps head-first into self-imposed brand damage by telling users it's going all-in on digital.

Digital-based games are the norm now, owing to convenience and often times price. Xbox Game Pass delivers hundreds of games for a low monthly fee, all digital. Steam accelerated the death of disc-based games on PC, and the Steam sales, cloud saves, and family sharing, and offline playback have become the gold standard for a digital games platform. Mobile games too have converted entire generations to assume gaming is a digital-first medium.

Yet, in the core gaming audience, the hobbyist audience that makes up Xbox, Nintendo, and PlayStation's bulk customers — perhaps there's an opportunity for Microsoft here with Xbox Helix.

Retail presence, physicality, that sense of ownership, and resale viability are all hugely popular aspects of the hobby. Microsoft would score a huge win with large swaths of the most passionate fans were it to announce long-term support for physical games delivery. But, Microsoft would also be swimming hard against the tide. The quiet majority has signalled pretty loud and clear they prefer digital, whether it's via Netflix, YouTube, Spotify, or gaming itself. But ... vinyl, 4K Blu-Ray, and even music cassettes have fought back in recent years, as discussions about ownership heats up.

Perhaps Xbox could do something similar to Nintendo with Helix, delivering games via cartridges. Perhaps they could come up with something alternative, low cost and proprietary, even if it was just discs. Perhaps they could revive Skylanders toys and put game licenses on NFC chips inside action figures. Who knows? I guess we'll have to wait and see what Microsoft's ultimate play here is.

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Reçu — 15 octobre 2026 ⏭ Windows Central - News, Forums, Reviews, Help for Windows 10 and all things Microsoft.

Microsoft is asking players if its biggest franchises should go Xbox‑only — including Minecraft

It's no secret that Microsoft's gaming division has struggled to keep pace with PlayStation and Nintendo for active console users, and this Xbox survey suggests the firm might be considering the nuclear option to fix things.

Yesterday, a new survey appeared for a subset of Xbox users on the Insider Program, presumably among those who Microsoft tracks as having multiple devices. A user sent us the below survey screens, which Windows Central has verified as real.

Microsoft's problematic Xbox multiplatform strategy has left many users who own multiple devices with fewer reasons to actually turn their consoles on. In that universe, it reduces Microsoft's chances to earn users in it's own ecosystem considerably, impacting both first party revenue and third party port viability. Microsoft sells mountains of games on PlayStation, but it has to pay a 30% cut for the privilege. Many PlayStation users already own an Xbox too, so Microsoft is potentially handing away potential users for no real reason.

These new surveys suggest Microsoft may be considering some drastic moves to change the situation.

Xbox surveys asking about exclusivity
Windows Central
Xbox surveys asking about exclusivity
Windows Central

The survey asks a variety of questions of users across multiple ecosystems, asking how likely they would be to invest in the Xbox platform if various games went timed, or even fully console exclusive.

Microsoft asks if users would switch to Xbox on a per game basis, including pitches of exclusivity for games like Fallout, The Elder Scrolls, DOOM, Hideo Kojima's PHYSINT, Diablo, and even Minecraft itself. The survey even stresses that existing titles wouldn't be removed from other platforms, but would no longer receive new content.

There's even a nuclear option question, asking users how they'd change their habits if every single Xbox game (except Call of Duty, likely owing to acquisition requirements) went fully console exclusive.

It asks users to consider the hypothetical scenario, offering multiple choice responses below it.

"Imagine it was announced that all future title releases from every XBOX-developed gaming franchise except Call of Duty will be console-exclusive to XBOX," the final survey question reads. "For Minecraft only, existing titles would no longer be available for purchase on PlayStation or Nintendo consoles, and would not receive any new content updates. However, there is no impact to any of the existing titles or content you already own. Nothing changes on PC in this announcement."

It asks users if they would move to an existing Xbox console they already own, buy a new one, switch to PC, or skip it entirely in this scenario.

Going multiplatform didn't work, would going maximum exclusivity work instead?

PS5 controller with Xbox logo

Is Xbox looking at ditching PlayStation completely? (Image credit: Windows Central)

In the near term, even if Microsoft did create massive desire for its platform and was somehow able to make even GTA6 magically exclusive, the RAMpocalypse has driven hardware sales to historic lows. Even if there was Xbox stock available globally, they've become prohibitively expensive for many. But, that situation (hopefully) won't last forever.

If games like Fallout 5, The Elder Scrolls 6, and Diablo 5 were Xbox Helix exclusive, it would undoubtedly drive masses of sales for Xbox hardware. But would the stock even be available? Microsoft has historically struggled with global distribution even before the component crisis. As much as I think Xbox desperately needs exclusive content, the risks are undeniable on paper.

But sacrificing the entire platform is just as risky potentially. PlayStation itself just massively clawed back from Steam and Windows PC gaming too.

There's little point in maintaining Xbox as an entity if it was to become a simple publisher. Microsoft is more of a hardware company than it has ever been arguably, powered by data centers and increasingly home grown silicon, like its new Maia chips which has driven the stock to new highs recently. Microsoft has already sacrificed mobile as a platform endpoint, greatly limiting its ability to distribute and train its AI platforms. I can't imagine they'll seek to make the same mistake with Xbox.

Surveys are just surveys, and it all might amount to nothing. It could also be a hint around Xbox's thought processes. Perhaps there's math that exists that proves that the juice just isn't worth the squeeze. Halo Campaign Evolved on PlayStation likely did irreparable brand damage to Xbox as a hardware entity, even though the game itself wasn't spectacularly well-received.

The future of Xbox could end up being more interesting than expected.

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Reçu — 14 octobre 2026 ⏭ Windows Central - News, Forums, Reviews, Help for Windows 10 and all things Microsoft.

World of Warcraft: Midnight continues to deliver maddeningly weak writing

World of Warcraft has been my main gaming love for over two decades; I have multiple tattoos dedicated to the game. I built my career on top of it, and met my partner of 14 years because of it. So believe me when I say it HURTS to be feeling this way about the game.

World of Warcraft has never boasted the most amazing writing at a granular level, but at least it was often steeped in satisfying spectacle, leading with the "rule of cool" for better or worse. The setting was always what made it stand out, atop genuinely immersive background lore and major story beats that feel like the product of something greater. Or at least, should be the product of something greater.

I feel like since the disaster that was Shadowlands in back in 2020, Blizzard hasn't been able to find its narrative voice with World of Warcraft retail. I've written more than a few articles on the topic, but this week's major story resolution as part of Patch 12.1.5 is already seeing significant backlash.

Has Blizzard completely lost the plot here? SPOILERS AHEAD.

World of Warcraft *has* to be an episodic soap opera to function, but the payoff almost never materializes

As I sit to write this, I'm wondering to myself if eventually I'll eat some crow. There's always a flicker of curiosity in my mind about the way the game has moved forward since its most hated story arc, which demystified Death itself, reducing the universal stakes to almost nothing. Shadowlands effectively rendered death and dying as relatively inconsequential in the Warcraft universe, and the inconsistent behavior of some of its major characters, namely Sylvanas, single-handedly undid decades of character development and expectation.

Blizzard doesn't seem to have learned any lessons about stakes, and it's increasingly maddening given how well Diablo 4: Lord of Hatred, and even the recent Warcraft III: Forsaken Kingdom expansions prove that Blizzard can still write good shit. Why can't we have this in WoW retail?

In World of Warcraft: Midnight Patch 12.1.5, which launched today in Europe, Lady Liadrin, matriarch of the Horde Blood Elven paladins, dies. Her death is perhaps among the most anticlimactic, unceremonious, and understated deaths for a major character I've seen in video game history.

World of Warcraft: Midnight

Xal'atath has been WoW's central evil for years now, and we still have no clue what her goals or motivations are, even slightly. (Image credit: Blizzard)

Blizzard has long held a strange joy for killing off Horde figures in unsatisfying and frankly wasteful ways. Whether it's Garrosh, Saurfang, Vol'jin, Cairne Bloodhoof ... at least some of these figures got meaningful deaths as part of an epic cutscene or CGI sequence. Liandrin simply passes out on a cavern floor, in a death that felt wholly unearned narratively and undeserved figuratively.

Throughout WoW: Midnight, Lady Liadrin has basically followed the player about, giving them quests and standing around while you did most of the busywork. Blizzard has rushed through troll and elf reunification, pushing aside thousands of years of baggage in a few relatively underwhelming quest segments that often feel pretty disconnected from the central battle against Xal'atath. That sense of disconnect extends to Liadrin in general, who hasn't really enjoyed enough build-up in my view to warrant what ultimately happened next.

I guess all my hype is just for Mega Delves and the Rexxar Set for this current patch.Cause holy shit that ending was bad. Midnight has this low record of just... upping its previous patch/story's ends by being worse. Cause this is just bad.Poor Liadrin man. https://t.co/o6bC4jAB4nOctober 14, 2026

In Patch 12.1.5, she channels her faith in the Light to deal a decisive blow to returning Old God general Kith'ix, who represents this patch's mid-season boss. The power seemingly overwhelms her, leading to her pretty unexpected demise on the cavern floor. I felt sadly bemused and mildly irritated. But not exactly shocked ... this has been par for the course as a Horde player for some time.

I saw the cutscene without any exposure to reactions online, and wondered if my immediate and overwhelming sense of dissatisfaction was simply a me problem. Apparently not. The backlash so far seems pretty palpable.

I feel as if Blizzard has tried to cram far too many characters in all at once in recent years, leaving them without meaningful story arcs. Mountains of supporting characters appeared as quickly as they then disappeared from the central narrative, robbing deaths like Liadrin's of any real sense of build-up, and therefore, no sense of payoff. It just feels awful, man. It's wild I find myself not even vaguely caring about the death of a character that has been in the game for almost 20 years ... what another miserable, maddening waste.

At least 12.1.5 has a new raid, a new "Mega Delve" to explore (which looks awesome), and other new content ... but man. For me, it has always started with caring about the setting, the roleplay, and feeling immersed in the world. Blizzard has been stripping that away with reckless abandon in recent years.

We have World of Warcraft: Forever coming up thankfully ... but game director Ion Hazzikostas promised me at BlizzCon that WoW: Retail wouldn't be left on the shelf as a result. That might not be his intention ... but it seems to be happening anyway.

Why is World of Warcraft: Retail's writing such a mess right now?

YouTube comments reacting negatively to the latest WoW story beats

World of Warcraft: Battle for Azeroth and the Shadowlands storyline seem to have broken Blizzard's ability to write for WoW retail. (Image credit: via YouTube)

I'm still trying to speak to sources to get to the bottom of what's going on with World of Warcraft's writing so far. This isn't a matter of taste or sour grapes; I'm certainly not alone in thinking that WoW's writing has completely fallen off a cliff in recent years.

There are tons upon tons of issues with World of Warcraft's story delivery right now. I've theorized it's the self-imposed 8-week patch cadence, preventing quality and iteration from reaching the live client. I've huffed copium thinking that maybe, maybe there's going to be a payoff at the end of all this ... and that stuff like Liadrin's death will lead to something more interesting later, somehow?!

If Blizzard does somehow manage to pull off a gallery of major pay offs from all of this weirdness come The Last Titan, I'll be the first in line to apologize for my lack of faith. But right now, I can't see it.

I've clung to hopium that Blizzard's appointment of franchise architect Chris Metzen might lead to somehow fixing the disaster that is Shadowlands in the wider narrative. I still have Vol'jin's urn in my inventory ...

Yeah ... I'm most likely just deluding myself at this point. And make no mistake, if Blizzard does somehow manage to pull off a gallery of major pay offs from all of this weirdness come The Last Titan, I'll be the first in line to apologize for my lack of faith. But, right now, I can't see it. After so many disappointments, cringeworthy story beats, and years upon years of unresolved plot threads — perhaps it's time for me to accept that WoW's retail writing team just isn't capable of delivering anything I find to be vaguely engaging.

The South Park team previously talked up a writing rule they follow, by which if your story beats can be linked by "and then" statements instead of "but" and "therefore" connections to denote consequences ... you've created something boring. I can't think of something more relatable to the current WoW writing style.

Things just keep happening for no real reason; "and then," it leads to no real consequences. There are too many plot threads going nowhere. Too many characters are half-baked and then sidelined, leading to various instances of "and then" instead of "therefore." Major lore points keep getting glossed over. Villains who vaguepost and scheme and tease and spend years leading us on to nowhere. Sylvanas showed up in Midnight for literally no reason. So many things keep happening for no reason.

RELATED: An ode to the Horde, and its weird erasure

Arator who? Turaylon when? Thrall where? There's not a single character left in WoW that isn't constantly wracked with self-doubting introspection, suffering from a terminal lack of conviction. Everything in WoW retail has become homogeneous sludge, and it's driving me crazy.

And perhaps worst of all, it's all just getting so, so boring.

World of Warcraft players deserve better.

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