Last 7 years also had gears 5
Matrix demo they helped with
Gears 5 dlc
Gears 5 MP maintenance
Baulders gate 3 help.
Plus Eday?
I think all these combinations costed more than 500m...
Just saying
PlayStation fan Jason Schreier says that Gears of War: E-Day cost $500 million to make. What makes much more sense is that 500 million is what was spent on Studio operations/projects and staff over the last 7 years.
▪️Work on Fable.
▪️Work on Forza.
▪️Work on the Matrix Unreal Tech Demo.
▪️Work on Gears of War Reloaded.
▪️Engine work and support for other teams via ATG.
▪️Salary for the 300 or so devs and, of course, E-Day.
kingthrash the Gatekeeper retweeted
LEAVE @PAPOOSEONLINE THE FUCK ALONE‼️‼️‼️‼️😩😩‼️🚨🚨🚨🔥🔥🔥🔥🔥🔥🔥🔥🔥 WHOAAAAA!!
IF BARZ| DISS TRACK| HIP HOP WAS A PERSON ‼️‼️‼️ # EazyDiss Justice for @Claressashields @TheBronxZu @Tsu_Surf @MeekMill @TheOnlyTayRoc #chess #Gun 😩😩
Goofies man..
Tutorial sections do this all the time to teach you the basics.
Crazy how miserable engagement hunters are getting.
They will do this in every game
No way its happening again. You LITERALLY can not lose in this section. Your health bar goes to zero and just sits there. Even if it is the beginning of the game there should ALWAYS be a fail state to add basic levels of IMMERSION to the game.
Readers added context they thought people might want to know
This is the tutorial wagon chase section in Phantom Blade Zero's opening chapter (following the prologue). The game intentionally prevents failure with scripted progression and forgiving mechanics so players can practice combat.
sportskeeda.com/esports/phanto…
ign.com/wikis/phantom-…
showgamer.com/en/prohozhdeni…
youtu.be/O0Y8w7TbOw8?is=n-YQ…
If only they knew they were exposing themselves....smdh...hilarious to see.
These reviewers dont even know why kind of game they playing.
Reviewers are so trash I swear.
Phantom Blade Zero Reviews Officially Just Beat Every Soulslike In 2026 polygon.com/phantom-blade-ze…
Said it before and ill say it again....metacritic is for the birds.
Todays reviewers pus for bait over accuracy.
Why is 90% of the games they review a 60?
Why is it mostly eastern games that get a 60?
Never trust reviewers....trust yourself.
Phantom Blade Zero achieves its goal of creating wonderfully fluid and cinematic kung fu-style combat - but balance and quality issues ultimately dim its shine.
Our review:
eurogamer.net/phantom-blade-…
Put this debate to bed.
MJ clothes there are signature
Dance moves that are signature
Hair that is signature
Drake has none of this.
And We not even talking music.
Its incredible for people to think it isnt disrespectful to have the thought to compare MJ to Drake
People lying showing dlss5 footage.
They put the fps counter on when they running lower settings and its dark and have it off on higher settings when its bright.
Am i tripping or do you see it too?
They trying to say it runs at 4k 120 fps
But clearly they edited the footage
PC is actually cooked but PC guys would rather talk about consoles rumors than the actual device they perfer
Bro they made if mandatory because people were openly jailbreaking them to steal games. They were bragging online about it.
Thats billions of dollars at stake so yeah, they forced an update.
Wheres your outrage for these theives who hurt gaming?
This quoted post is unavailable.
All that to say they wanna make games with ai, and want gamers to use they ai to make games so they can take a free cut of the profits.
Pretending this "note" was internal is funny too. Like its a inside scoop, but really just a titter ad for ai.
Today we're standing up XBOX LABS (labs.xbox.com). Here is the note that I sent to the team:
Team,
The first video games emerged some 75 years ago. In the time since, there have been booms and busts, but every year there are more great games to play, more devices to play them, and best of all, more people than ever playing. That growth helped make XBOX what it is today, and we've helped shape the industry in return, from bringing hard drives to consoles and online gaming through Xbox Live to Game Pass and cloud gaming, alongside franchises that have brought millions of people together.
In recent weeks, we've seen games rapidly decompiled and rebuilt to run on hardware they were never originally designed to support. Windows PC builds have been translated to run on Apple Silicon or ported to run inside a browser through WebAssembly and WebGPU, the latter now approaching 90% global browser support. Perhaps more surprisingly, we've seen many of the biggest games in the world have been remixed into the source code of another.
These experiments challenge long-held assumptions about our industry: the tether between software and hardware, the boundary between creation and play, and how people discover and experience games. While it is hard to predict the future of gaming, it is easy to see the possibilities in making great games easier to access, giving old games new life and allowing more players to become creators and co-creators. These are unmistakably good outcomes for players, even when (and sometimes because) they challenge our existing business models.
To explore these possibilities, I’ve asked Scott to stand-up XBOX LABS, a small group of game makers, engineers and scientists whose job is to turn emerging ideas into things our players and developers can experience. We'll build in the open, learn from what people do, and measure success by whether more people are playing and creating.
I think XBOX has an important role to play here. Coding became the first major workload for agents because they can write, run, and test software. Games share many of those same properties, and people spend more than 72 billion hours a year playing XBOX games, roughly five times the estimated time spent writing code worldwide. We've spent 25 years learning how to make great games, and I want our game makers to help shape what these new technologies make possible. As we learn, we’ll share the tools we build with developers across the industry, just as we always have.
Our priorities aren't changing. We remain committed to the 4Cs, to making great games, to our hardware and to being responsible stewards of IP and the communities built around it. LABS gives us a way to explore new technology that is game design led without abandoning the work already underway.
Asha





























