The shift is occurring and only the Coli is on the last fighting legs
Now Xbox is really scary - editorial • Eurogamer.it
What is frightening are all those titles that on the stage of E3 2021 have chosen not to set foot. Avowed, Hellblade 2, Perfect Dark, Forza Motorsport, Fable, Project Mara, Everwild, State of Decay 3, Wolfenstein, Fallout, The Elder Scrolls and company. What is frightening is the fact that, if only it wanted to, Microsoft could set up a second conference tomorrow even more impressive than what was undoubtedly the best show of recent years.
Aaron Greenberg could sit on the sofa and wait for the next edition of the Los Angeles event without doing anything, so much so that the line-up would already be beautiful and ready, while the gears of the Xbox Game Pass, a machine that from next July will practically host an AAA video game per month in its catalog, would think about it. Perhaps this was Microsoft's strategy, namely the weaving of a plot between first and third parties capable of monopolizing an entire video game year.
We have said this over and over again over the last few years. "This is the defining moment for Xbox", "this is the occasion when Phil Spencer will finally be able to make his long-term strategy come to fruite", "now or never". And after years of suggestions and acquisitions, initiatives and half-disappointments, Microsoft's gaming division took to the stage at E3 with a conference that was scary.
Over thirty games announced, at least twenty-seven available on Xbox Game Pass since launch, half of these are first parties. An impressive catalog, able to cover practically any creative dimension, from racing to simulation, from strategic to role-playing, from the purely narrative title up to the small gem in pixel art.
But what's really scary is not so much the Microsoft+Bethesda event that aired in front of half a million people, but the other presentation, the one that is still safe in the drawer of some Redmond office, the one that we'll probably never see.
Now Xbox is really scary - editorial • Eurogamer.it