Tagged With Xbox


It shouldn't be much of a surprise that Project Scorpio will be a major drawcard at this year's E3. And we'll no doubt hear more about the raw hardware, all the games it can play at 4K, and how nice HDR makes everything look. But there's one thing I badly want Microsoft to do with Project Scorpio, and it's a lesson they can learn from Sony.


Ghost Recon Wildlands seems innocuous at first glance. It is a passable open world shooter where cooperative play leads to exciting gunfights and silly vehicle stunts. But Wildland's core is far more insipid. It is propaganda. It is jingoism made playable, perpetuating the failed logic that all it takes to solve the world's woes is enough ammo.


Innovation is like a game of telephone. Someone creates a message, but as it spreads, it loses its meaning. Lessons that seemed clear back in the first-person shooter's formative years became taken for granted and eventually forgotten. Shooters today are all about weapon limits, level design set pieces and regenerating health. Doom's return in 2016 was like finally hearing those original lessons with startling clarity. Its immaculate design is a defiant reminder of the strength of classic shooter design.


Dirty Worka and Carbine King - not their real names, as you may have guessed - are two Grand Theft Auto Online players who clash about one important thing. Dirty Worka hates the rampant cheating in the game. Carbine King is a boastful cheater. Despite this, they're friends and sometimes play against each other.


Dishonored 2 lives and dies by its level design. Tricky guard patrols and magical abilities don't mean much without a good playground to sneak around in. Luckily, the game has one of the best levels in recent memory: The transforming Clockwork Mansion.