Note: Sorry about the audio issues in this episode! I totally didn’t confirm the microphone that I was recording with, and it ended up being my notebook’s built in microphone. Thanks for sticking with us anyways!

Welcome to Xbox Game Passengers.

Once a month, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Xbox Game Pass service, which was chosen for them (usually) at random.

Whether the game is a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show, so you always know what’s coming up on the next adventure.

This month, Mikaela’s back for a fine chat all about the first chapter in Supermassive Games’ spooky anthology series The Dark Pictures Anthology: Man of Medan. Derek and Mikaela played this one together… so head below to listen in to see who made the worst decisions, and who killed more characters!

The Dark Pictures Anthology is a series of stand-alone, branching cinematic horror games featuring a multiplayer mode.

In Man of Medan, five friends set sail on a holiday diving trip that soon changes into something much more sinister.

Embark on a horrific journey aboard a ghost ship. Experience your terrifying story with a friend online or go for safety in numbers with up to five players offline. All playable characters can live or die. The choices you make will decide their fate.

Who will you save? Don’t. Play. Alone.

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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Thanks for joining us for another episode! We took a long (long) break as the world fell apart, but we’re glad to be back playing games and making new content. We really hope that you enjoy the episode — if you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

You can also follow us on twitter @XGPPodcast

Theme Song: I Adore My C64 by Nicolai Heidlas from HookSounds.com

Welcome to Xbox Game Passengers.

Once a month, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Xbox Game Pass service, which was chosen for them (usually) completely at random.

Whether the game is a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show, so you always know what’s coming up on the next adventure.

It was clear from its very first trailer that the debut title from developer Out of the Blue games, Call of the Sea, would be beautiful to look at (and with cast members like Cissy Jones and Yuri Lowenthal, listen to) — but can it tell a tale worthy of its beautiful presentation? Mikaela returns to the show to share her thoughts.

Call of the Sea is a first-person adventure puzzle game set in the 1930s that tells the story of Norah, a woman on the trail of her missing husband’s expedition. The search takes place on a strange but beautiful island in the South Pacific, filled with secrets waiting to be unearthed. It is an otherworldly tale of mystery, adventure, and self-discovery.

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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Thanks for joining us for another episode! We took a long (long) break as the world fell apart, but we’re glad to be back playing games and making new content. We really hope that you enjoy the episode — if you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

You can also follow us on twitter @XGPPodcast

Theme Song: I Adore My C64 by Nicolai Heidlas from HookSounds.com

Welcome to Xbox Game Passengers.

Typically, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Xbox Game Pass service, which was chosen for them completely at random.

But these are atypical times, and with the added stress of some certain doom and a sensory overload of bad news, Xbox Game Passengers has found itself in a bit of a hiatus.

Host Derek has spent the past few weeks playing some games that he wanted to play, instead of games that he had to play, and he and guest (and Let’s Play Arcade! cohost John are here to give their thoughts on Call of Duty: Warzone and Modern Warfare. Yep, we know — it’s not even on Xbox Game Pass!

John has spent a lot of money to play this game (more than you’d guess), and Derek ended up with an Elite Controller, plus some initial thoughts on Fallout 76: Wastelanders, and more!

The stakes have never been higher as players take on the role of lethal Tier One operators in a heart-racing saga that will affect the global balance of power. Call of Duty®: Modern Warfare® engulfs fans in an incredibly raw, gritty, provocative narrative that brings unrivaled intensity and shines a light on the changing nature of modern war. Developed by the studio that started it all, Infinity Ward delivers an epic reimagining of the iconic Modern Warfare® series from the ground up.

In the visceral and dramatic single-player story campaign, COD: Modern Warfare pushes boundaries and breaks rules the way only Modern Warfare® 2019 can. Players will engage in breathtaking covert operations alongside a diverse cast of international special forces throughout iconic European cities and volatile expanses of the Middle East.

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

You can also follow us on twitter @XGPPodcast

Theme Song: I Adore My C64 by Nicolai Heidlas from HookSounds.com

Welcome to Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show, so you always know what’s coming up on the next adventure.

This time around, Mike returns for his second episode in a row to discuss the derivative but compelling multiplayer adventure, World War Z. The pair make far too many comparisons to Left 4 Dead… but what are you going to do about it?

World War Z is a heart-pounding four-player cooperative third-person shooter featuring massive swarms of zombies that recklessly rush their living prey. Focused on fast-paced gameplay — and inspired by the incredibly popular Paramount Pictures property of the same name — World War Z explores new storylines and characters from around the world in tense, overwhelming, and gruesomely exciting missions.

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

You can also follow us on twitter @XGPPodcast

Theme Song: I Adore My C64 by Nicolai Heidlas from HookSounds.com

Welcome to Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Xbox Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show.

In this episode, Mike returns to break down 2017’s lauded adventure title, Hellblade: Senua’s Sacrifice. It’s a much different experience than either host expected and… they spend far too much time wondering if the world will ever see a sequel as they recorded this episode just days before Senua’s Saga was revealed.

From the makers of Heavenly Sword, Enslaved: Odyssey to the West, and DmC: Devil May Cry, comes a warrior’s brutal journey into myth and madness. Set in the Viking age, a broken Celtic warrior embarks on a haunting vision quest into Viking Hell to fight for the soul of her dead lover. Created in collaboration with neuroscientists and people who experience psychosis, Hellblade: Senua’s Sacrifice will pull you deep into Senua’s mind.

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

You can also follow us on twitter @XGPPodcast

Theme Song: I Adore My C64 by Nicolai Heidlas from HookSounds.com

Welcome to Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Xbox Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show.

Dougie returns to chat about one of Derek’s most anticipated (and surprise — favourite) games of 2019, The Outer Worlds. It’s pretty much the best Fallout game that we’ve had in years, and brings some cool and original ideas to the table as well.

Lost in transit while on a colonist ship bound for the furthest edge of the galaxy, you awake decades later only to find yourself in the midst of a deep conspiracy threatening to destroy the Halcyon colony. As you explore the furthest reaches of space and encounter various factions, all vying for power, the character you decide to become will determine how this player-driven story unfolds. In the corporate equation for the colony, you are the unplanned variable. 

https://youtu.be/Oxlflrh_Pzw

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

You can also follow us on twitter @XGPPodcast

Theme Song: I Adore My C64 by Nicolai Heidlas from HookSounds.com

Welcome to Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show.

Mikaela returns after a long hiatus to chat about the quirky, spooky, and gorgeous adventure game, Oxenfree. Spoiler: she very clearly doesn’t like it and Derek spends the entire episode defending it.

Oxenfree is a supernatural thriller about a group of friends who unwittingly open a ghostly rift. Play as Alex, a bright, rebellious teenager who brings her new stepbrother Jonas to an overnight party on an old military island. The night takes a terrifying turn when you unwittingly open a ghostly gate spawned from the island’s cryptic past. How you deal with these events, your peers, and the ominous creatures you’ve unleashed is up to you.

YOU determine every aspect of Alex’s story while exploring Edwards Island, uncovering the base’s dark past, and changing the course of your friends’ lives.

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

You can also follow us on twitter @XGPPodcast

Theme Song: I Adore My C64 by Nicolai Heidlas from HookSounds.com

Welcome to Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show, so you always know what’s coming up on the next adventure.

After John’s disappointing reaction (read: not being that scared) to Alien: Isolation in Episode 14, with the release of Bloober Team’s Blair Witch we simply had to break the rules, actually choose a game for the very first time, and bring him back to hopefully scare the shit out of him.

We think that breaking the rules was worth it. Listen below to find out how things went.

It’s 1996. A young boy disappears in the Black Hills Forest near Burkittsville, Maryland. As Ellis, a former police officer with a troubled past, you join the search. What starts as an ordinary investigation soon turns into an endless nightmare as you confront your fears and the Blair Witch, a mysterious force that haunts the woods…

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

Theme Song: I Adore My C64 by Nicolai Heidlas from HookSounds.com

You can also follow us on twitter @XGPPodcast

Welcome to Xbox Game Passengers.

Every other Wednesday, host Derek and a guest dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show.

This episode, Geekscape Games alumni Courtney joins Derek to chat about lauded Metroidvania title, Hollow Knight. This is pretty much the episode that didn’t want to happen, as Courntey’s keyboard broke, then Derek lost his voice, then Courtney got sick, and we had to push this thing so many freaking times… but here it is!

Forge your own path in Hollow Knight! An epic action adventure through a vast ruined kingdom of insects and heroes. Explore twisting caverns, battle tainted creatures and befriend bizarre bugs, all in a classic, hand-drawn 2D style.

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

You can also follow us on twitter @XGPPodcast

Theme Song: I Adore My C64 by Nicolai Heidlas from HookSounds.com

Welcome to Geekscape’s newest gaming podcast, Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show.

This time around, John is back (yes, again) to discuss survival horror gem, Alien Isolation. John hates horror, and Derek has been trying to get him to play or watch numerous scary IPs over the near-decade that they’ve known each other. This is the first time that he’s said yes.

How did he react? Well, you know how to find out.

Discover the true meaning of fear in Alien: Isolation, a survival horror set in an atmosphere of constant dread and mortal danger. Fifteen years after the events of Alien™, Ellen Ripley’s daughter, Amanda enters a desperate battle for survival, on a mission to unravel the truth behind her mother’s disappearance.

As Amanda, you will navigate through an increasingly volatile world as you find yourself confronted on all sides by a panicked, desperate population and an unpredictable, ruthless Alien.

Underpowered and underprepared, you must scavenge resources, improvise solutions and use your wits, not just to succeed in your mission, but to simply stay alive. 

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

You can also follow us on twitter @XGPPodcast

Welcome to Geekscape’s newest gaming podcast, Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show.

This episode, Evan returns to talk about one of the most peculiar games that the show has featured yet, Innerspace. The game is kind of like being inside a giant beachball, there isn’t really any up or down, and… well, as you’ll hear, things get pretty confusing.

Soar through virgin skies and dive into lost oceans as you hunt for the ancient gods of the Inverse, a forsaken realm of inside-out planets. Created by a small team of seven developers and originally funded on Kickstarter, InnerSpace is a bright, colorful exploration flying game with no horizons.

https://youtu.be/ZxqziYl2giE

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

You can also follow us on twitter @XGPPodcast

Welcome to Geekscape’s newest gaming podcast, Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show.

This episode, Mikaela returns to talk about a calming and completely unique puzzle experience in The Gardens Between. The game was one of Mikaela’s top three games of PAX West 2018, so naturally she had to come back to the show to chat about it.

The Gardens Between is a surreal puzzle adventure that follows best friends, Arina and Frendt, as they fall into a mysterious world of beautiful garden islands. Manipulate time to solve puzzles and discover the secrets of each island.

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

You can also follow us on twitter @XGPPodcast

Welcome to Geekscape’s newest gaming podcast, Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show.

This episode, John returns to chat with Derek about The Elder Scrolls Online. Neither has played an MMO in years, and both were surprised to learn just how fresh (and just how familiar) an MMO today could feel. The pair detail their favourite quests, how playing a game like this with a controller feels, some silly bugs, and much more!

Join over 13 million players in the award-winning online multiplayer RPG and experience limitless adventure in a persistent Elder Scrolls world. Battle, craft, steal, or explore, and combine different types of equipment and abilities to create your own style of play. No game subscription required.

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

You can also follow us on twitter @XGPPodcast

Theme Song: I Adore My C64 by Nicolai Heidlas from HookSounds.com

Welcome to another very special edition of the Xbox Game Passengers podcast.

Typically, every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Today might be Wednesday, but it still isn’t typical. Last week, host Derek and regular guest Mikaela descended on Seattle for the annual PAX West convention. During the show itself, the duo released two special Xbox Game Passengers episodes detailing all of the incredible experiences that they had at the show (episode one here, episode two here). Here’s another (final) PAX special, this time chock full of interviews with game developers on the show floor.

Here are all of the games featured in the interviews, and trailers for each:

Liberated

The Suicide Of Rachel Foster

Wanderlust

https://youtu.be/7ASrKo-yVZ4

Wavebreak

Untitled Goose Game

Dauntless

No Straight Roads

Luna: The Shadow Dust

Stranded Sails

Spiritfarer

Mutazione

Sparklite

Gamedec

If these special episodes aren’t your thing, this will be the last episode for this year’s PAX, and with next Wednesday’s The Elder Scrolls Online episode, we’ll be back to our regularly scheduled programming.

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

You can also follow us on twitter @XGPPodcast

Theme Song: I Adore My C64 by Nicolai Heidlas from HookSounds.com

Welcome to Geekscape’s newest gaming podcast, Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show.

This episode, Mike returns to chat about one of his favourite series of all time, Gears of War. Specifically, they’re playing Gears of War: Ultimate Edition, the impressive Xbox One remake that sadly (somehow) isn’t Xbox One X Enhanced. The duo dish about their favourite moments, their history with the series, and why Derek has to play every game inverted.

“Experience the game that launched one of the most celebrated sagas in entertainment with Gears of War: Ultimate Edition. The shooter that defined the first generation of HD gaming has been painstakingly remastered in 1080P and modernized for Xbox One, and is packed full of new content including five campaign chapters never released on Xbox. The story of “Gears of War” thrusts gamers into a deep and harrowing battle for survival against the Locust Horde, a nightmarish race of creatures that surface from the depths of the planet. Players live and breathe the role of Marcus Fenix. A disgraced former war hero, Marcus seeks personal redemption as he leads his fire team against an onslaught of merciless warriors from below.”

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

Anchor
Apple Podcasts
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You can also follow us on twitter @XGPPodcast

We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

Theme Song: I Adore My C64 by Nicolai Heidlas from HookSounds.com

Welcome to another very special edition of the Xbox Game Passengers podcast.

Typically, every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

But… today isn’t typical, and today isn’t Wednesday. Host Derek and regular guest Mikaela have descended on Seattle for the annual PAX West convention. Yesterday, the duo detailed all of the amazing games that they had the opportunity to experience during Saturday of PAX West 2019, and with another day in the books, they’re here to chat about what else… but more games.

Today they played games like The Suicide of Rachel Foster (which Derek immediately fell in love with), Wave Break (which feels very Tony Hawk’s Pro Skater-esque, with some insanely cool multiplayer modes), Cardpocalypse, Dauntless on Switch (with full cross-play and cross-progression), Her Story follow-up Telling Lies, the super-fun and addicting action of Windjammers 2, the intense roller-derby action of Roller Champions, Hitchhiker, the weird and wonderful world of Mutazione, the unbelievably beautiful world of Spiritfarer (which is already confirmed for Xbox Game Pass), the Stardew-esque Stranded Sails, Sparklight, the breathtaking style of Sayanara Wild Heart, and much, much more.

If this episode isn’t your thing, the show will be returning to its regularly scheduled programming on Wednesday, September 4th, when Mike returns to the show to chat about Gears of War: Ultimate Edition. But before then, tomorrow you’ll see another PAX episode release, and a PAX developer interview special coming later in the week.

Also, as Derek details pretty early on, he has kind of lost his voice over the past few days, so thanks a ton for bearing with him as he struggles to talk!

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

You can also follow us on twitter @XGPPodcast

Theme Song: I Adore My C64 by Nicolai Heidlas from HookSounds.com

Welcome to a very special edition of the Xbox Game Passengers podcast.

Typically, every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

But… today isn’t typical, and today isn’t Wednesday. Host Derek and regular guest Mikaela have descended on Seattle for the annual PAX West convention. They’ve spent the day playing a ton of games — some beautiful, some intense, and some featuring impressive hardware, and are simply dying to talk about them.

The duo spent time with titles like Borderlands 3, Final Fantasy VII Remake, Gamedec, Liberated, Mortal Kombat 11 (on Google Stadia), Wanderlust, No Straight Roads, Death Stranding, LUNA The Shadow Dust. Derek also got some hands-on time with Panic Inc.’s upcoming Playdate console, and he needed to talk about that. They also hit up events for Cyberpunk 2077, and The Elder Scrolls Online, and share a few details about what was available at each.

Mostly, they just talk about how freaking cool PAX is, and also how Graveyard Keeper may just have the best booth.

If this episode isn’t your thing, the show will be returning to its regularly scheduled programming on Wednesday, September 4th, when Mike returns to the show to chat about Gears of War: Ultimate Edition. But before then, tomorrow you’ll see another PAX episode release, and a PAX developer interview special coming later in the week.

Also, as Derek details pretty early on, he has kind of lost his voice over the past few days, so thanks a ton for bearing with him as he struggles to talk!

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

Anchor
Apple Podcasts
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Castbox
Google Podcasts
iHeartRadio
Overcast
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TuneIn

We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

You can also follow us on twitter @XGPPodcast

Theme Song: I Adore My C64 by Nicolai Heidlas from HookSounds.com

Welcome to Geekscape’s newest gaming podcast, Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show.

This episode, guest Dougie joins Derek to chat about how many times he’s finished Mass Effect (a lot of times), how upset he was at the lack of split-screen in Halo 5: Guardians, and of course, the cyberpunk survival horror game that stars Rutger Hauer, Observer.

Sounds like a winning combination, doesn’t it?

Also, this episode was recorded well (well) before Rutger’s death (RIP), so please keep that in mind as we make fun of his bad voice acting… Yeah.

“What would you do if your fears were hacked? >observer_ is a cyberpunk horror game from Bloober Team, the creators of Layers of Fear. Play as an Observer, the new front line of neural police, as you hack into the jagged minds of the insane.”

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

Anchor
Apple Podcasts
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Castbox
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iHeartRadio
Overcast
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TuneIn

We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

You can also follow us on twitter @XGPPodcast!

Welcome to Geekscape’s newest gaming podcast, Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show.

We’re super excited for this episode. Geekscape Games (RIP) alumni Shane O’Hare joins Derek to talk about, well, a lot of things. The duo dish about the old days, tell some inside jokes, the Divergent series, and of course, Xbox Game Studios’ surprisingly entertaining platformer, Super Lucky’s Tale. Shane also tells us about his initial Xbox Game Pass impressions, and naturally this episode was recorded just before Xbox Game Pass for PC was officially announced, so if it sounds a little out of date, it’s because things have changed a lot with Xbox Game Pass in the past couple of months!

“A delightful, playground platformer for all ages that follows Lucky, the ever-optimistic, energetic, and lovable hero, on his quest to find his inner strength and help his sister rescue the Book of Ages from Jinx. Jinx is the scheming and mysterious villain trying to reshape the world, but for what reason?”

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

Anchor
Apple Podcasts
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Castbox
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You can also follow us on twitter @XGPPodcast

We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

Welcome to Geekscape’s newest gaming podcast, Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show.

Mikaela returns this week to chat about her new obsession, Cities: Skylines. The duo dish about how rewarding it feels to watch your city grow and grow, to how heartbreaking it can be to watch it all fall apart, and everything in between!

“Cities: Skylines is a modern take on the classic city simulation. The game introduces new game play elements to realize the thrill and hardships of creating and maintaining a real city whilst expanding on some well-established tropes of the city building experience.”

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

Anchor
Apple Podcasts
Breaker
Castbox
Google Podcasts
iHeartRadio
Overcast
Pocket Casts
PodBean
RadioPublic
Stitcher
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TuneIn

You can also follow us on twitter @XGPPodcast

We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

Welcome to Geekscape’s newest gaming podcast, Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show.

This episode, longtime Xbox fan Mike joins Derek to chat about Rare’s quirky 2006 gardening / weird animal farming game, Viva Piñata. They also discuss the surprisingly funny animated series that briefly preceded the game, and how much they wished that the game would go mobile or at least get an Xbox One X Enhanced update… then a few weeks later it did, so now you can play it in 4K!

“Attract and tame your favourite Piñatas. There are more than 60 species that roam wild on Piñata Island. Personalise everything from the grass at your feet to the hat on your Piñata’s head. Welcome to Piñata Island, enjoy your stay!”

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

Anchor
Apple Podcasts
Breaker
Castbox
Google Podcasts
iHeartRadio
Overcast
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PodBean
RadioPublic
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TuneIn

You can also follow us on twitter @XGPPodcast

We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

Last year’s Monster Hunter World went on to become Capcom’s best selling game of all time. It was such a massive hit partially due to the company’s continued support of the game long after release. However, after over a year of free updates that added new monsters, weapons, armor and missions, a full fledged expansion was announced last month. Titled Monster Hunter World: Iceborne, the reveal detailed how new abilities for old weapons, some brand new weapons, an uncharted arctic environment and some debuting monsters would breathe new life into the game. A playable demo was available on the E3 show floor, so we took the chance to try out some new techniques against the giant horned beast, Banbaro.

Hunters who have taken a break from their adventures will find that the game is easy to jump back into. Given the cold environment, hot drinks are a must before setting off to fight in order to stabilize one’s stamina for executing special moves. This is especially important since the new grappling hook will make use of the stamina meter much more frequently compared to the base game. Previously, the only way to get above a monster was to jump from above it or to vault yourself upwards using the Insect Glaive. For bow users like myself, that wasn’t a possibility, so the grappling hook is a much welcomed addition for increased mobility and combat options.

Fighting in a full team of four, we used familiar strategies to track down the moose-like monster, exploring the snow capped map that serves as a stark contrast to the volcanic and forest inspired environments of the main game. Once combat started, it was easy to be caught off guard by Banbaro’s long range thanks to its massive horns. Even when at a safe distance, the monster could pick up boulders with its horns and hit us from afar with the resulting debris coming from its smash. This only became more frequent as it became more aggressive, which was a good time to try out Thousand Dragons, the new bow technique introduced in Iceborne.

In the main game, your Slinger is like a sub-weapon that can shoot various projectiles that are found in the environment. Thousand Dragons acts as a powerful arrow that uses up all of the hunter’s Slinger ammo to deal maximum damage to the target. This gambit can be a risky one, since missing could mean using up useful materials for your fight. On the flip side, it’s a great way to dump useless ammo that you may have picked up by accident. Either way, while I clearly need more time to get used to the new mechanics since 15 minutes isn’t nearly enough time to master them, I have trouble seeing how they will be as effective as the skills from the base game. Once I went back to those, the fight became much easier to manage, even with partners who had never played before.

Once the demo was over, I felt confident that Iceborne will be the shot in the arm that the game needs to continue to grow for another year and beyond. With new monsters, weapons and abilities, we’ll all have the chance to step back into this world with renewed vigor for that next piece of powerful gear. Until then, we still have the main game to sharpen our skills with as we prepare for the tundra that awaits us on September 6.

What a start to the week!

Yesterday, Xbox fans everywhere celebrated as Microsoft spent over two hours showing off more than 60 games at their 2019 E3 press conference. We saw updates on a ton of games we already knew about, reveals of some brand new, incredible looking titles, learned just a little more about Project xCloud, and are also now privy to the very first details about the next Xbox console, Project Scarlett.

Of the ~60 games showed off during the event, 14 of those titles come from the many developers that make up Xbox Game Studios, including the newly-acquired Double Fine Productions. 34 of the games that were shown off are set to debut on Xbox Game Pass, which is so. freaking. many.

The company also made available Xbox Game Pass for PC, which is… well, Xbox Game Pass for PC. The subscription service at this point includes over 100 titles, including popular titles like ARK: Survival Evolved, the phenomenal Metro: Exodus, and much more. There’s also a new Xbox Game Pass Ultimate option, which includes Xbox Live Gold, Xbox Game Pass, and Xbox Game Pass for PC for one stunningly low price.

That’s a lot of news, and I was so excited that naturally I had to record a podcast that basically sounds like a fluff piece where I talk about just how incredible Xbox Game Pass is (I promise that nobody paid me for it). My good friend John (who you’ll also here on this Wednesday’s theHunter: Call of the Wild episode) joined me to chat about the coolest things revealed during the show. You can listen right here, or look for links to subscibe to the show in your app of choice at the bottom of this article.

Upcoming games are awesome, and those new services sound sick, but for those of us looking for something new to play right now, Microsoft certainly filled our already-stuffed gaming bellies with more than 20 new additions to Xbox Game Pass.

Yep, over 20 new games that you can download on the service right now. Here’s the list and some trailers:

ACA NEOGEO METAL SLUG X

Astroneer

Batman: Arkham Knight

Battle Chasers: Nightwar

Borderlands: The Handsome Collection

Bridge Constructor Portal

Everspace

Guacamelee! 2

Hollow Knight: Voidheart Edition

Lichtspeer

Metro: Exodus

Momodora: Reverie Under the Moonlight

Moonlighter

Neon Chrome

Old Man’s Journey

Riverbond

Shadow Tactics – Blades of the Shogun

Shenmue and Shenmue II

Silence

Smoke And Sacrifice

SteamWorld Dig 2

Supermarket Shriek

Thimbleweed Park

Wizard of Legend

So many of those games look so, so cool, and my backlog grows ever larger. Hopefully some of these are drawn for Xbox Game Passengers sooner than later, so that I don’t have any choice but to play them.

What just-added games are you most excited to play (you should probably start with Metro: Exodus)?

Want to hear me talk about all of these announcements and more? Or review a randomly-selected Xbox Game Passengers game (with a guest!) every other week? Here’s where you can subscribe to Xbox Game Passengers:

Anchor
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TuneIn

Welcome to Geekscape’s newest gaming podcast, Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show.

Mikaela returns for episode 2 to chat about the incredibly challenging racer, MotoGP 17. The game allows you to ” Enjoy maximum entertainment with all the bikes, teams and tracks of the official Championship,” and to “Try the new Managerial Career mode and put yourself in the shoes of a team manager, trying to make the right choices both on the track and off it.”

Nothing can prepare you for the adrenaline of the 2017 MotoGP™! Except maybe listening to this show…

Listen below to find out how things went, and if you’ve like what you’ve heard, here’s where you can subscribe the the show:

Anchor: https://anchor.fm/xboxgamepassengers
Apple Podcasts: https://podcasts.apple.com/us/podcast/xbox-game-passengers/id1460683080
Breaker: https://www.breaker.audio/xbox-game-passengers
Google Podcasts: https://www.google.com/podcasts?feed=aHR0cHM6Ly9hbmNob3IuZm0vcy81MDA2MzRjL3BvZGNhc3QvcnNz
Overcast: https://overcast.fm/itunes1460683080/xbox-game-passengers
Pocket Casts: https://pca.st/lg22
PodBean: https://www.podbean.com/podcast-detail/kzkie-8f0ae/Xbox-Game-Passengers-Podcast
RadioPublic: https://radiopublic.com/xbox-game-passengers-8gKOon
Spotify: https://open.spotify.com/show/5JSshr8x6CIGIBt7wTWMWs

We’ve had a blast making this show so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the show would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to taking just a few seconds to leave us five stars (or even a review) on Apple Podcasts (you can do that right here), to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

On Tuesday, April 2nd, 2019, Kotaku’s Jason Schreier posted an article detailing just how much of a trainwreck EA and Bioware’s newest AAA live service Anthem actually was behind the scenes. In the past couple of years, it’s been the norm to usually blame the publisher for when most things in AAA development go awry (as seen with both Star Wars Battlefront debacles and Destiny.) Usually, the higher-ups in the publishing company will try and shift the core focus of the game to match modern gaming trends or even try and disrupt it via additional monetization or cutting out integral story content to use it later on down the line as additional content. With Anthem though, it’s not so black and white.

It turns out that Bioware had much more freedom to do what they wanted to do with the project. Due to upper leadership problems, and not having a clear direction, the project ended up suffering. I’ll be covering some key points, but not everything mentioned by Kotaku. The article itself goes into incredible depth, so check it out here. It’s definitely worth a read. With that being said, let’s take a look at this mess.

1. Pre-Production

Remember that beautiful and dynamic demo that EA showed of Anthem back at Microsoft’s E3 2017 conference? It turns out the version we saw wasn’t real. It didn’t really exist. Anthem started pre-production back in 2012 and only entered full-on production in October of 2017. around October 2017. This means the game only started full-time development 5 ½ into its 7-year development cycle!

This comes down to the project leaders constantly changing what the game would be. Everything from a more bitter survival game to its current state as a mech-based looter shooter. The fact that these leads constantly kept poor communication with their team is stressing as all hell for the team. Imagine you’re creature or character designer for this game and are constantly afraid that everything you’ve been designing for a couple of months can be thrown away at any moment because it no longer matches what the leads want for the game. The kind of un-needed stress that this caused many employees during the 7-year dev cycle of Anthem is frankly disgusting and makes those in charge of it look incredibly unprofessional and inept to the mental damage they’re causing their employees.

By this point, EA had become upset with Bioware’s failure to get any part of Anthem off the ground that they forced the release date of February 22nd, 2019. This resulted in bringing on Dragon Age Producer Mark Darrah, who along with EA, was responsible for getting the Anthem team in gear.

EA’s frustration is pretty justified. They had put a tremendous amount of time, money, and faith into Bioware, only to find out that 5 ½ years into development that they still have barely anything to show for it. Usually taking a year or 2 to plan a big project isn’t too unheard of, but once that time is more than half of its cycle, I think it might be time to switch gears to a different project.

2. Gameplay
Can you Imagine Anthem without its trademark flying mechanic? One of the sole things most reviews could agree on was the thrill of choosing the Javelin of your choice and flying wherever you wanted to. Well, turns out Bioware could, and they almost completely abandoned it! This wasn’t a one-time thing either, as Bioware constantly struggled internally to keep and drop the much-loved mechanic due to control concerns. It also didn’t help that every time they’d drop or bring back flying that the design team would have to constantly re-design the world so that it could feel more seamless to have it in the game.

The result of this ends up being a game where it’s fun to fly around, but disappointing due to there not being much that takes advantage of the mechanic. The fact that the leads of the project could never fully come to an agreement on a very integral part of the game is incredibly alarming. It shouldn’t take 5 ½ years to decide on something like this, especially if they want it as one of the foundation pillars of their game.

On the other hand, it’s no secret that the tomb trials are one of the most heavily criticized aspects of Anthem. They’re said to be nothing more than monotonous and unnecessary padding for a game that already felt light on content. Was this intended by Bioware or perhaps one of their many oversights during the project’s hell induced cycle?

To no surprise, they weren’t a mistake. Knowing about the lack of content and short length of the game and the release approaching, the team chose to add the trials, but not without an internal fight. It’s absolutely ridiculous that because they wasted so much time into what they wanted this game to be, that they fundamentally failed at really putting anything substantial into it. Even worse, there was infrastructure in place to also have time gates in which the player would have to wait days to get past. Here’s a question: If they realized that players would grow tired of the tombs repetition, why anger them further with a time gate? At that point, you’re just asking for your player base to hard quit.

Repetition isn’t always a bad thing. Rare’s Sea of Thieves is a personal favorite of mine, and the game released light on content as well. Where Rare was able to succeed, however, was that even though the voyage missions were relatively the same, the fun and excitement came from what happened on the trip to our destinations. Whether it was getting attacked by an enemy ship, finding shipwrecks underwater, or even fighting a Kraken, there was always something new. The area where Sea of Thieves draws the line though is that nothing is ever forced on you. Anthem, on the other hand, constantly has you doing busy work to distract you from a game and world that is mostly barren.

3. Destiny
Destiny is a game similar to Anthem. Both are incredibly ambitious projects that each company has spent several years developing. They’ve each had incredibly rocky starts and mismanagement, but they do diverge. Bungie has been steadily learning from all of their mistakes with Destiny to help shape it into a better game. You’d think that after its release that Bioware would be closely paying attention to what was going on and constantly tweak and learn how to craft a better Anthem from Destiny’s faults. If only it were that easy.

Turns out that Destiny was the biggest no-no word for the project leads as they would constantly become angered anytime the live service was brought up. The leads were so convinced that what they were doing was so far removed from Bungie’s looter shooter they wouldn’t hear a thing about it.

There’s so much in Anthem that could easily have been improved if they’d been able to learn from Destiny. These things may not have been solved overnight, but seeing as the game was in production long enough to see 2 Destiny titles released, I’d say there was plenty of chance to right Anthem’s wrongs. Some things include but are not limited to; gun variety, mission structure, general online stability, engaging NPCs, and of course, loot drops.

Imagine you’re a gameplay designer and not satisfied with the loot drops in Anthem or how the guns feel. Trying to bring these problems up to the higher-ups and trying to build off of Destiny would get you the cold shoulder and sent off back to your cubicle. Now with no real leads on where to take these elements, it all comes down to crossed fingers and hoping for the best.

At the end of the day, Schrier’s article is eye-opening in many ways. So often these days when a game doesn’t turn out as planned, it’s easy for everyone to point fingers at the publisher and scream foul. Rarely do we realize that a lot of times it can also result from a directionless leader within the developer instead. All that was asked was for Bioware to admit responsibility and promise to learn from their mistakes. I guess it’s sad that they didn’t then.

Only a couple of hours post-Kotaku article, Bioware posted their own response to the tale of tragedy with deflection. Instead of taking responsibility for their actions, they tried to take the article’s call for change within the company as a toxic attack on the company as a whole. This is incredibly discouraging as the 19 employees re-telling their tale of terror and anxiety were attempted to be made light of or dismissed.

It’s never fun to watch a respected developer lose their way, but that is sadly what is happening with Bioware. I never want to say that something is damaged beyond repair, but for now, the “Bioware Magic” that the company insists carries them, is no more. I don’t think Anthem is completely lost though. Just like Sea of Thieves, No Man’s Sky and more, If Bioware really listens to fan feedback then they can improve the game in future updates. Hopefully, someone high within the company finds a way to address the problems plaguing them. Only then can they rekindle that magic.

Join Derek and NEW CHALLENGER Jake as they break down this week in gaming.

THIS WEEK:

Derek is still addicted to Graveyard Keeper and won’t shut up about it. Jake soft-mods his PS3 and it sounds cool and easy. The pair gushes over new Cyberpunk 2077 screenshots and talks about what they’re most excited to see at PAX West.

All this, and much more ONLY! On the Geekscape Games Podcast.

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Outro – Time to put away Fortnite – The Holderness Family

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E3 2018 is NEXT WEEK and there are so many anticipated video games and potential announcements to talk about! Luckily, Geekscape Games co-host Josh Jackson is on the show to talk through all of them with me! Is Nintendo phasing out their super successful 3DS? Can Microsoft and the XBox One earn back fans’ good will? What surprises does Sony have in store for the rest of the PS4 lifetime? How will the Let’s Go Pokemon games play out? How will the Overleague compete against Twitch viewership and what does it mean for EVO and competitive gaming? Is crossplatforming the future? Will we see anticipated titles like a new Metroid, Last of Us 2, a new Bethesda title or a Switch Animal Crossing? And this isn’t HALF of it! Thanks to our friends at Fan Guru for being a part of this episode and our E3 experience! Definitely go check them out!

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I’m not big on open world games.

I’ve said it many, many times on the Geekscape Games Podcast (as well as in my written work over the past six years), but it takes a truly special open world experience to hold my interest and to keep me motivated through the vast quantity of hours required to realize all that these gigantic worlds have to offer.

Very few games in the genre have gripped me over the years; Vampire: The Masquerade – Bloodlines, Fallout 3, Skyrim, Grand Theft Auto 5, The Witcher 3, Red Dead Redemption, and The Legend of Zelda: Breath of the Wild are the only really memorable titles that come to mind (and it’s a little tough to compare a series like State of Decay to some of the games in that list). Typically I’ll play through the opening missions or until the game really opens up before I get bored or overwhelmed, and simply… never play the game again.

I had a brief affair with the first State of Decay shortly after the Year One Survival Edition released for Xbox One. I played the game for somewhere between seven and ten hours, and thoroughly enjoyed much of my (albeit short) time with it. I quickly became invested in the storyline for Marcus, who returned from a weekend fishing trip to find out that the world had ended and that the undead had taken over. I jumped in and out of State of Decay here and there, and while I enjoyed the aspect of needing to ensure that your small (but growing) community had the resources that it needed to be successful, it absolutely infuriated me that those necessary resources continued to deplete (at a slower rate) while you weren’t even playing. I typically play games in fairly short sessions, and I simply felt like each and every time I tried to jump into State of Decay, I’d have just enough time to stop my settlement from imploding before I’d need to stop again — I rarely felt a sense of progress, and eventually lost my motivation to continue altogether.

Last week I began playing State of Decay 2, and holy hell am I motivated to keep playing in this world (even if I’m not always exactly sure why).

‘State of Decay 2’ has some TENSE interactions.

The basic mechanics in State of Decay 2 are fairly simple. You take control of a group of survivors (a group which will grow or shrink as time goes on, as death is permanent),  simply trying to make the most out of what’s left. You’ll quickly fill your extremely limited inventory as you search the world for weapons, food, home improvements, and other supplies (you’ll need to collect these things to keep your settlement running as efficiently as possible, and to help with the morale of your community), and will meet other groups that may help or hinder you along the way. Each character has their own backstory,  personal journey, and set of missions to keep you motivated (this mostly works, as certain storylines can feel like a bit of a chore to get through) and as it turns out, you’ll also need to switch characters often: play as the same survivor for too long and fatigue will set in, severely limiting your ability to run, fight, or do much of anything until that survivor has had an appropriate amount of rest. The game frequently feels like a balancing act, and in perfect fashion every choice you make will positively affect your life in some way, while being debilitating in another — these tough moments of choice and consequence are the times that State of Decay 2 shines the brightest, and some of the choices I’ve made have stuck with me long after I shut the game off for the day.

Unlike in the first game (which was set near the beginning of the zombie apocalypse), you begin State of Decay 2 by choosing a duo of survivors who are picking for scraps at an abandoned military encampment some eighteen months after the fall of humanity. While scavenging for supplies, you meet a few other like-minded survivors, and with that, your ragtag community is born. Your group chooses to migrate to one of three towns (each map is approximately the size of the first game, and at some point in your journey you may even want to move on to the next map as you strip the world of resources), and here your adventure begins.

Naturally, it doesn’t take long before a member of the community is bitten and infected, and here we’re introduced to one of the coolest (and most stressful) new mechanics in State of Decay 2 – the ‘Blood Plague’. Sure, there are a lot (a lot) of undead in this world, but there are also a myriad of even creepier, bloodier zombies that can wreak absolute havoc on your survivors if you’re not careful. Blood Plague zombies have glowing red eyes and are fittingly drenched in blood, and if they successfully attack you, a meter will begin to fill with each subsequent strike. Once the meter is full, that survivor contracts the Blood Plague, and is pretty much dead meat unless you can quickly find a cure (created from blood samples from numerous Blood Plague zombies).

Screamers will give you nightmares.

Along with Blood Plague zombies, you’ll also encounter a number of ‘Plague Hearts’ while you’re out scavenging the world. These are gross looking, apparently smelly (based on your survivor’s observations), gory, stationary objects that spew poison, and that need to be destroyed in order to keep the Blood Plague at bay. Taking down a Plague Heart marks quite the challenge, as they can take some time to destroy (fire and explosives work better than regular attacks), and a huge quantity of Blood Plague zombies will spawn as you begin to attack it. Somehow, all of the Plague Hearts on the map are connected, and destroying one will make every Plague Heart that still exists even stronger, meaning you’ll need to bring along better skills, stronger weapons, and likely help for each subsequent Heart that you try to destroy.

As for that aforementioned help, State of Decay 2 brings an exciting new option for taking on this tough, tough world. Sure, you can enlist survivors from your group or spend your precious Influence (the game’s currency, which can be used to trade with other survivors you find in the world, to move to a bigger, better home base, or to help find resources in a pinch, for example) to hire help from neighbouring NPC groups, but this time around you’ll also be able to enlist up to three real world friends (or random people that you find on the internet) to join your game. This co-op mode sounds fun as hell (the game hasn’t launched yet, so I haven’t actually been able to give co-op a shot), but is also fairly limited. Join a friend’s game and you’ll be able to progress your survivor’s stats (shoot to get better at shooting, sprint to get better at cardio, etc), earn Influence, and collect consumables, but you won’t be able to interact with NPC’s or collect more substantial resources like rucksacks or modifications for your home base. Still, the ability to drop in and drop out without much consequence should make for some fun evenings, and it encourages you to play together regardless of your current progress in your own game. I’m in.

Surviving is more fun with friends (I hope).

I mentioned earlier that I hated managing community resources (food, medicine, ammo, etc) in the first game, almost exclusively because they continued to deplete even when you weren’t playing, and I was beyond relieved to learn that this wasn’t the case in State of Decay 2. There’s no Animal Crossing shit here – when you’re not playing, neither is the game, and you’ll return to your world in the exact state that you left it, and can get right back to whatever you were doing when you stopped playing, saving you a ton of time, a ton of resources, and a ton of frustration.

Speaking of frustration, State of Decay 2 in its current form may mark one of the most outwardly buggy experiences that I’ve ever had playing a video game. From odd white flickering lines when driving at night, to zombies frequently falling right out of the sky, to  open doors that don’t register that they’re open, to being unable to clear an infestation as a zombie is stuck in a wall, you’ll likely encounter all of these within your first few hours of playing the game. On one instance, my mission was to help another survivor (and potential recruit) clear the zombies from a gas station – those zombies simply never spawned until I quit and reloaded the game. In another instance, I was completing a tougher mission in a far corner of the map, ‘Freaks’ (special, more powerful zombies like Bloaters, Screamers, Juggernauts, and Ferals) were all over the place, and a Plague Heart was just next door. I found the person (a fugitive) that I was looking for, helped him find an item that they needed to find to prove their innocence (all of this being far harder than expected due to my survivor being absolutely exhausted), and all that was left was to help them get back to their community for a fair trial. We snuck back to my vehicle, and when I tried to get in I realized that my character could no longer stand up from his crouching position or interact with anything in the environment. I tried everything that I could (slowly scrambling to a nearby ladder, performing emotes that required standing), but eventually had to quit and reload the game. Once the game loaded again, I was in the same location, but the mission was no longer active and I haven’t seen it since. Super frustrating.

I never did get to kill him (or several others like him that I’ve encountered since).

Yeah… These guys are everywhere.

Aside from these occasional frustrations, I’m having a total blast with State of Decay 2. The game is addicting as hell, and while playing I’ll constantly think to myself “just one more supply run,” over and over and over again – you can pretty much never stop playing until you’re about to pass out from exhaustion (mirroring just how tough things can get in the game if you don’t let your survivors rest).

At times it can be unclear just what you should be focussing on next, but I suppose that’s just in the true open world nature of the game – focus on what you think is important, the supplies you need the most, or the thing that will make the biggest difference in your group. Early on in the game I came across a huge potential home base that would cost quite a bit of influence to obtain, so I spent the next few hours barely getting by, constantly running low on ammo, and breaking a ton of weapons (I didn’t spend the influence to build a workshop, which can help you repair damaged weapons and craft additional ammunition). Eventually I had the resources to make the move, and it was quickly clear that the few hours of struggle was more than worth the wait. I also had an instance early in the game where I’d received word of a group of traders with some powerful weapons who were charging far more for them than was fair. I tried to get them to make their prices more reasonable (because everyone left alive in this world deserves to feel at least somewhat safe), and they simply told me to screw off. Here, I had the choice to leave them be, continuing to gouge prices for their weapons, or to threaten to take matters into my own hands if they weren’t more fair going forward. I began to leave the establishment before thinking “I don’t think that they’ll actually attack me this early on in the game,” and turned around to persist in my demands. The group became hostile and began to open fire, and I was forced to kill the group in order to survive myself. The missions in State of Decay 2 can occasionally feel like they exist simply to give you tasks to fill your day, but there’s also the inverse, where missions like I’ve just described and the choices that you’ve made within them, will stick with you long after they’ve been completed.

The game looks and sounds fine, but it’d be hard to call it very pretty after so recently experiencing titles like Sea of Thieves (read my review here) or God of WarState of Decay 2 is a budget-priced title from a small developer, and while every aspect of its presentation has improved significantly from the first game (and its Xbox One / PC special edition), it’s simply not going to win any awards for its looks. That said, I’ve been playing on an Xbox One X, and have definitely appreciated the game’s 4K resolution and HDR support, The lighting can often be fairly striking, and as the sun sets each day it’s tough not to look at the horizon or up at the gorgeous starscape. Sound wise, the zombies sound gross, the guns sound loud (sometimes teeth-clenchingly so, like when you know you’ve just summoned a nearby horde), and the soundtrack is tense and not overused. Voice acting is another story, and while much of the game is not voice acted due to the procedural generation of many characters, when it is present you… well, pretty much just wish it wasn’t. It’s not good.

Overall, for all of the small (and occasionally larger) issues that I’ve had so far, many of which I’d imagine we’ll see taken care of in patches after launch, I am unbelievably addicted to State of Decay 2. I’m beyond excited to jump into a friend’s world once the game launches next week in order to learn just how much we can help (or hinder) one another, and with so much still to explore in this expansive world, I know there are still a myriad of memories to be made. Undead Labs has crafted a smart action survival game with a lot to love – I just hope that sooner or later the technical issues can be resolved so that the only reason you’re swearing at State of Decay 2 is because of tough zombies or your poor decisions.

State of Decay 2 shambles its way to a 3.75/5.

tl;dr

+Expansive, interesting world
+Massive improvements to the first game’s mechanics, did away with some systems that were poorly received.
+Fatigue system can make things very tense (good tense)
+Your actions (or lack of) actually feel important

-So. Many. Bugs.
-Not very pretty
-Poor voice acting
-Tutorial doesn’t provide enough explanation for some mechanics, leaving you feeling like an idiot when you realize them hours later (here’s looking at you, transferring contents from your vehicle to your supply locker)

Side note: Back in January, Microsoft noted that all future Microsoft Studios published titles would hit their inexpensive Game Pass service on the day they release. This, of course, includes future games in the HaloGears of War, and Crackdown series’, and it also included Sea of Thieves (review here) day and date with its launch back in March. As I mentioned above, I’ve (mostly) been having a blast with State of Decay 2 so far, but if you didn’t enjoy the first game, or you’re just not sure if an open world zombie survival title is the game for you, you can simply sign up for a free Game Pass trial and make up your own damned mind!

State of Decay 2 is also an Xbox Play Anywhere title, which means your digital purchase (or Game Pass subscription) lets you play the game across your Xbox One or Windows 10 PC. My fiancé and I have been using this feature to play Sea of Thieves together, and if my computer will run it, we might do the same thing here!

I don’t enjoy online multiplayer games.

I’m all for local multiplayer (I’ll kill you at Mario Kart 8), and I enjoy the occasional round of PUBG or Fortnite (solo queues only because anything else is just too much commitment). In most cases, however, I simply avoid online multiplayer like it’s going out of style. Aside from a few titles over the course of my long, long gaming career, this has always been the case

Between work (and transiting forever to and from work), recording two podcasts, trying to work out a few times per week, a weekly Dungeons and Dragons game, attempting to (somewhat) keep up with WWE, and trying to spend even a little time hanging out with Mikaela, my video gaming time feels damned limited at this point in my life, and I find much more satisfaction slightly progressing a storyline, completing a few quests, or… well, probably starting a new title (new games come out every week, okay guys?) than I do playing some competitive mode or trying to organize a time for online play with some friends.

Online gaming just seems freaking hard to do – obviously it’s extremely popular, very few other people that I’ve talked to have an issue with it, and I’m absolutely the problem here, but I’m just not at all into matchmaking (something to do with being shy probably), and am only really interest in playing with people that I actually know. In the past, I’ve bought a game at launch, played it with friends once or twice (and had a blast), but within a few weeks my progress would be significantly behind those I’d been playing with, meaning I’m either jumping into their game leaving them feeling as though they’re on an escort mission, or they’re jumping into mine in an extremely overpowered state, removing any challenge from the game. Series like Borderlands seemingly force you into running multiple campaigns with different levels of progress which you jump between based on who you’re playing with. None of this sounds very fun to me at all.

Enter Sea of Thieves, Rare’s shared-world pirate simulator, and my next multiplayer obsession.

I dove into Sea of Thieves during one of the game’s various betas knowing very little about the title, aside from the fact that a) you’re a pirate on a journey to becoming a legendary pirate through whatever means necessary and b) the game takes place in a persistent multiplayer world where other pirates will definitely have their eye on your booty (treasure, not ass).

The first time that I played, I ignored the warning that journeying on your own was dangerous and only for experienced players, dropping in on a tiny island with (surprisingly) no tutorial, and with absolutely no idea what I was supposed to do (a tiny opening cutscene and small tutorial has been added to clear things up for the game’s full release, but sailing will still take you far too long to become comfortable with). After collecting some bananas, some wooden planks, and a treasure chest that I couldn’t figure out how to open (hint: weirdly enough, you can’t), I eventually found a small ship just offshore, and after a few moments of fiddling around, finally hit the high seas. In this moment, I realized just how incredibly beautiful Sea of Thieves is.

The game’s cartoony, yet breathtaking presentation perfectly fits the adventurous, mysterious, and casual (but not too casual) feel of the title, from the look of every aspect of your ship (or that ship off in the distance that may or may not be coming closer), to the uncomfortable creak your galleon (or sloop) produces as it rocks back and forth across the sea, to the bananas that you don’t even peel before eating (weird), to the NPC’s you’ll encounter on the game’s many, many islands, to the it-never-ever-gets-old sound of the herdy gurdy (which I’m hearing in my dreams at this point), and of course, the freaking incredible water that makes up the majority of this world. The water effects look like nothing that I’ve ever seen in a video game, and the entire world looks as though it’s been pulled straight out of some sort of lost Pixar film. Sea of Thieves’ presentation as a whole is simply astonishing, and there wasn’t a moment that I wasn’t enjoying everything that I was seeing and hearing.

Presentation isn’t everything, of course, and while it’d be impossible to look at Sea of Thieves without thinking “Damn, is that ever pretty,” (especially on the Xbox One X) many of the choices that Rare has made in regards to gameplay will leave some gamers coming back again and again, many scratching their heads in wonder, and probably a lot of them bringing their copy to GameStop after a few dedicated days of playing.

Sea of Thieves follows a fairly simple gameplay loop of beginning a quest (called Voyages) for one of the game’s three trading companies: the gold obsessed, aptly-named Gold Hoarders will have you hunting for treasure chests, the creepy Order of Souls will have you fighting skeletons and stronger skeletons in the search for valuable skulls, and the time-obsessed Merchant Alliance will have you on a race to find and deliver goods (and animals) with a strict deadline. The quests all follow the same formula – figure out where you need to go via an unlabelled map, a riddle, or otherwise, go to said location, do X task, return and cash in for some gold, rinse, repeat. You can stay out longer and do multiple Voyages before returning to an outpost for some huge rewards, but that’s where things get really interesting. Naturally, pirates are pirates, and if you sea another ship (filled with one to four real players) during your journey, there’s a good (very good) chance that they’re going to attack you and try to steal your stuff. The longer that you stay out completing voyages, the more you can cash in all at once, but the more that you have to lose if a more skilled crew decides to take you on. It adds a super interesting (and often stressful) element to the game, and some of the most exciting moments that I’ve had this far have been during the throes of battle, on a ship full of treasure, simply trying to survive long enough to turn in some chests that I’d spent way too long finding.

Playing with friends has already led to some of my favourite gaming memories… ever.

That gameplay loop has remained pretty fun in the 15-20 hours that I’ve spent with the game thus far, and so far I’ve found lots of other elements in the world (in addition to meeting other players, as mentioned above, which has remained exciting each and every time that it’s happened) that have added to the excitement and feeling of exploration. Walking the beaches of the game’s many beautiful islands, you may come across a message in a bottle, or a mysterious book that may lead you on a quest-within-a-quest and to even more treasure. Sometimes I’ll choose to head to an island that simply looks cool, and may come across chests, caves, remnants of previous island inhabitants, cave paintings, and more. Shipwrecks within the game’s vast ocean are fun to traverse, and have led to some of the most valuable treasure that I’ve claimed so far. Storms will mess your shit up (and you’ll stare at them in awe because they’re freaking beautiful), and giant, foreboding, skull shaped clouds loom off in the distance, tempting you with the promise of bountiful treasure, while (often) keeping you away with the threat of certain death.

Death, which at this point is one of my few gripes with the game. When you die, you wake up aboard a spooky (gorgeously spooky) ghost ship, complete with creepy captain. Here… you kind of just wait for 30 seconds until the doors to the captain’s quarters open. Walk through these doors, and you’ll find yourself back on your ship, in the water near it, or on a nearby island if your ship has sunk in the time you’ve been away. There should be something to do on this ship (right now it’s like a glorified loading screen or respawn timer, which, I suppose, is still better than just having a loading screen or respawn timer). The whole respawn system makes for a myriad of annoying moments when fighting other players, as unless your enemies on the opposing ship all die at the same time or their boat is headed to the bottom of the sea, it can often feel like you’re fighting an endless stream of the same people, leading to these PVP battles taking substantially longer than they probably should (they’re still super fun and exciting, but killing the same opponent five times over a few minute period can definitely get old). I’d love to see some sort of monetary penalty for deaths (Rare has actually noted that this is coming soon), which could increase when you die again within a short period of time and maybe after you die, respawn on your ship, and die again, you could respawn elsewhere the next time around, simply to limit the player-on-player battle time, and to make it feel like you’re fighting a few people instead of an endless horde of crew members. Right now, having your ship sink during a battle (unless it’s full of treasure) can often even be advantageous for your crew – your freshly respawned ship comes complete with the default quantity of cannonballs, bananas, and wooden planks, while the ship that just sunk you is likely running low on the same supplies. This simply feels broken, and something needs to change about it.

We tried to be friendly… but they shot us anyways.

As noted above, I’m still having a ton of fun with Sea of Thieves, even if the gameplay loop is rather simple at this time, but this doesn’t mean that I wouldn’t love to take part in some additional activities as I sail these beautiful seas. The possibilities really are endless, but things like fishing (please, give us fishing), card games (either in the pub or on the high seas), some five finger fillet, some sort of collection aspect, or even the ability to duel your fellow crew members with swords would make sailing or downtime simply fly by.

Really, Sea of Thieves in its current iteration is a phenomenal start, and it sounds like that’s just what it is, a start. Rare’s Craig Duncan has stated that the team wants “people to still be playing it five or even ten years from now. We’re in this for the long game,” and I’m looking forward to seeing this world evolve every step of the way.

I’m more enamored with Sea of Thieves than I’ve been with a multiplayer title since Call of Duty: Modern Warfare, and at this point I don’t see that subsiding anytime soon. I’m having a blast completing voyages, finding treasure, and simply sailing the high seas with my friends. I could keep rambling on and on and on about “threading the needle” through tiny gaps in islands, or being so pre-occupied with playing instruments and dancing across the bow of our galleon that we crashed hard and nearly sank, or watching a friend die just steps away from turning in a valuable skull, leading to a tirade of words I don’t think that I’ve ever heard him say before, but, well, I’m overdue for some adventure.

Sea of Thieves is simply fun, and for that it scores a harrrrrrrrrrty 4/5. See you on the high seas!

tl;dr

+Incredible visuals, wonderful audio
+Casual style makes it fun for hardcore and casual gamers alike
+Drop in/out easily, you won’t be at a disadvantage because you took a break
+Simply fun, and often hilarious

-Not enough variation in mission (Voyage) types
-Maximum crew of four, no way to guarantee a second crew of friends will end up on the same server
-Respawn system, and thus PVP itself, feels broken

Side note: Back in January, Microsoft noted that all future Microsoft Studios published titles would hit their inexpensive Game Pass service on the day they release. This, of course, includes future games in the HaloGears of War, and Crackdown series’, but it also means that from the moment Sea of Thieves went live, Game Pass subscribers have had full access to the titles, with no limitations (aside from server issues right at launch, naturally). I’m loving Sea of Thieves, but if you’re not sure if there’s enough content to keep you having fun, or if you’re just not sold on the quest to become Pirate Legend, you can simply sign up for a free Game Pass trial and make up your own damned mind!

Sea of Thieves is also an Xbox Play Anywhere title, which means your digital purchase (or Game Pass subscription) means that you can play the game across your Xbox One or Windows 10 PC. This means that with one subscription to Game Pass, my fiancé and I have been able to sail the high seas together, which I absolutely appreciate in a generation of gaming that is seeing fewer and fewer local multiplayer games be released. I’m loving my Game Pass subscription so far, and I love the fact that with just a few clicks, I was able to install Sea of Thieves on my computer too!

https://youtu.be/O1YnzQax8TM

Some huge news this morning from Major Nelson regarding Microsoft’s Xbox Game Pass subscription program.

The low-cost, play all you want subscription program currently features over 100 games, including hits like Halo 5Gears of War 4ReCore (that was a hit, right?) and many more, but beginning on March 20th, that subscription is about to get far more valuable.

Beginning with the launch of Sea of Thieves, Game Pass subscribers will be able to to play all upcoming Microsoft Studios releases on launch day. I’m not talking a 10-hour trial like with EA’s much cheaper Access subscription (as much as I appreciate those) – these are full releases.

This mean’s that subscribers will also have access to games like State of Decay 2 and Crackdown 3 at launch, as well as other Microsoft Studios titles, like upcoming (unannounced) Halo and Gears of War games.

This is a pretty unbelievable move from Microsoft, and should certainly help to boost Game Pass subscriptions (by a buttload). To this point, I don’t know a single person that subscribed to the service. I know that at this point I’ll be cancelling my Sea of Thieves pre-order and subscribing to Game Pass instead.

What I’m really interested in seeing as well is how long it takes for previous Microsoft Studios titles to hit the service. I’ll be very excited to try Forza 7 on my new Xbox One X, but don’t love racing games enough to buy it at current its current cost. I could certainly see the company rolling older titles out slowly over time to keep subscribers, and to keep a good amount of Game Pass additions coming each month.

In any case, it was a service that I had little interest in, and they’ve just earned themselves a new subscriber. I’m sure many others are in the same boat.

Microsoft’s Phil Spencer notes that soon there’ll be another way to pick up Game Pass as well, stating that “Our fans have also asked for more choice in the subscription offerings available for Xbox Game Pass. As part of today’s library expansion, we are also pleased to announce that we are working closely with our retail partners, such as GameStop, to offer a 6-month Xbox Game Pass subscription card for those fans who look for a variety of ways to purchase and enjoy new games and services. The 6-month Xbox Game Pass subscription card will be available at select retail partners for $59.99 beginning March 20. By working closely with retail partners, Xbox Game Pass will have valuable ambassadors in popular destinations for gamers to discover new and exciting games and enjoy community.”

Will you be checking it out? Are you looking forward to Sea of Thieves? Sound out below!