One of the more interesting things to come out of the Xbox leaks related to the Activision merger (and there was a ton of cool stuff) was Microsoft’s consideration of moving to Arm. It’s something that’s had my head spinning, especially with news cracking that Nvidia and AMD are serious about delivering ARM based processors. As someone who subscribes to Xbox Game Pass, the closure of the Activision Blizzard deal is nothing but good news for a consumer like me in the short to medium term. In fact, I’d call it good for most consumers on those terms. But I can’t help but feel like Microsoft played this case perfectly. They are disadvantaged globally, but the leaks from this case along with Xbox’s general investments make it clear that they, at the very least, have an idea as to how things could flip in the long term.
Almost immediately, Starfield felt fragmented to me. Navigating the UI was a chore, and every move I made inevitably required awkward loading screens. Most of all, the entire experience felt obscured. Starfield is overstuffed with things to do, but most of the time it feels like you’re going against the grain. For me, the biggest appeal of Skyrim was the effortless flow of its open world. Anything I did felt in line with everything else in the game.
And that’s what was most jarring about Starfield – it lacked direction or even a sense that what I was doing was right (it can still feel this way). There are an endless amount of great quests, things to build, places to make sense of, and general paths of exploration. Bethesda clearly swung wide with this game, and at many points during my time with the game so far I was overwhelmed by possibility. But it also feels very uneven and, above all, feels like a whole that’s very systems driven. Right down to its exploration, each of these major aspects can feel very siloed off.
Halo Infinite has been in an absolute groove ever since the December 2022 update, and it looks like 343 Industries has got plenty steam in them yet with Season 5: Reckoning. Whether its Pierre Hintze taking over or the usual drawn out wind up of live service games, Season 5 has again addressed why Infinite hasn’t felt like prior games.
The best ways to lower input lag:
- Always choose Game Mode on your TV (other modes can have more than 1/10 of a second of input lag)
- If you’ve been having spikes of input lag that seem strange, switch to a wired controller
- Microsoft optimized the official wireless controller for latency, but it can still be prone to interference
- Choose Performance Mode over Quality Mode (30 FPS has double the input latency of 60 FPS)
I’ve had the Xbox Series X for about two years, and in that time it’s been mostly smooth sailing when it comes to input latency. There’s been a little weirdness at times (I’ll get to that below), but for the most part, responsiveness has come down to:
- The display I’m using
- The type of controller I’m using
- The game I’m playing
There’s nothing better than a racer that nails physics, presentation, and that itch to push further. I’ve mainly gotten that out of the Forza Horizon series in recent years, but have played a ton of Forza Motorsport and Gran Turismo in the past. Of course you’ve also got your older series like Test Drive, Burnout, and one off titles that died way too soon like Driveclub. And that’s the kicker – it’s damn sad to see the genre flatten out as time goes on.
So when Need for Speed Unbound recently hit Xbox Game Pass I had to at least try it out. It kind of approaches the aspects I look for in a racing game but never really gets there (at least in the first few hours). But it’s scarce for new arcade racers and you can’t exactly be choosy.
For as much hype as Halo Infinite generated on release, 343 has been in a state of perpetual catch up since. I couldn’t believe the way the development team had nailed it – mixing the old with the new – to bring the best Halo game since the Bungie years. And this is what hurt the most. Halo Infinite was (and is) an incredible game, but its lack of content has always been a reminder of ruined potential.
You’re either someone who lives for shaving off milliseconds on lap times in racer’s like Forza Motorsport, or you’re bored to tears by the thought of playing anything that approaches a simulator. It seems like most people fall into the second category these days, and Microsoft definitely read the room with their recent Xbox Showcase.
For all of the costs of console gaming, it’s no wonder so many want to eek out as much value as possible. Preventing damage is par for the course. And if you’re someone who grew alongside the Xbox 360, you know just how much console defects, namely bad thermals, can add to overall cost (the infamous Red Ring of Death).
Thankfully, Microsoft course corrected with the Xbox One. Compared to the PS4, it’s much quieter and cooler. But you’re still going to want to keep certain factors in mind to prevent it from running too hot.
How long can you keep the Xbox One on until it overheats? Theoretically speaking, it’s going to depend on a lot of factors. In most cases, you’ll be absolutely fine with extended gaming sessions going well beyond 5 hours. The Xbox One, along with the Xbox Series X|S, were built with longevity in mind. In fact, the Xbox One was designed to be powered on continuously for 10 years.
Keep reading for our guide on how to minimize the risk of overheating, best practices, and what causes a console to run too hot.
Gaming today is a lot of the unthinkable of yesterday. From the ability for Xbox One players to play with PS5 players to transferring progress from one platform to another, things are a lot more open than they were just 10 years ago.
But if you’re someone looking to change platforms there are still some stubborn restrictions. And if you’ve got a catalog of games, whether physical or digital, you’re probably wondering – can I transfer games from one platform to another?
Unfortunately, whether you’re moving from Xbox One to PS4 or PS5 (or PlayStation to Xbox), you won’t be able to transfer your discs or digital licenses. Neither Sony or Microsoft allow consumers to play the competing version of a game on their platform.