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What’s new on Xbox Game Pass on console, PC and mobile in early December 2022

Every month, Xbox brings new titles to its Xbox Game Pass subscription service.

Normally, these come in two waves and now, the company has revealed what’s coming to Game Pass in the first half of December. Note: ‘Cloud’ refers to a game that can be streamed via Xbox Cloud Gaming to a variety of devices, including Android and iOS.

Highlights this month include this year’s Lego Star Wars: The Skywalker Saga, Justin Roiland’s High on Life and Montreal-based Manavoid Entertainment’s Rainbow Billy: The Curse of the Leviathan.

See below for the full list:

  • Eastward (Cloud, Console and PC) — December 1st
  • The Walking Dead: The Final Season (Cloud, Console and PC) — December 1st
  • Totally Reliable Delivery Service (PC) — December 1st
  • Lego Star Wars: The Skywalker Saga (Cloud, Console and PC) — December 6th
  • Hello Neighbor 2 (Cloud, Console and PC) — December 6th
  • Chained Echoes (Cloud, Console and PC) — December 8th
  • Metal: Hellsinger (Xbox One) — December 8th (already on Game Pass for Xbox Series X/S, Cloud and PC)
  • High On Life (Cloud, Console and PC) — December 13th
  • Potion Craft (Console and PC) — December 13th
  • Hot Wheels Unleashed – Game of the Year Edition (Cloud, Console and PC) — December 15th
  • Rainbow Billy: The Curse of the Leviathan (Cloud, Console and PC) — December 15th

Additionally, here’s what’s leaving Game Pass on December 15th:

  • Aliens: Fireteam Elite (Cloud, Console, and PC)
  • Breathedge (Cloud, Console and PC)
  • Dragon Quest XI: Echoes of an Elusive Age (Cloud, Console and PC)
  • Firewatch (Cloud, Console and PC)
  • Lake (Cloud, Console and PC)
  • Neoverse (Cloud and Console)
  • One Piece: Pirate Warriors 4 (Cloud, Console and PC)
  • Race with Ryan (Cloud, Console and PC)
  • Record of Lodoss War: Deedlit in Wonder Labyrinth (Cloud, Console and PC)
  • Rory McIlroy PGA Tour (Console) — EA Play
  • Transformers: Battlegrounds (Cloud, Console, and PC)

As always, Game Pass subscribers can take advantage of an exclusive 20 percent discount to purchase any game on the service and keep playing even after it leaves the catalogue.

Xbox Game Pass and Game Pass for PC each cost $11.99 CAD/month, while Game Pass Ultimate, which includes both versions of Game Pass, Xbox Cloud Gaming, EA Play and Xbox Live Gold, is priced at $16.99/month.

Find out what came to Game Pass last month here.

Image credit: Warner Bros.

Source: Xbox

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Mobile Syrup

What’s new on Xbox Game Pass on console, PC and mobile in late November 2022

Every month, Xbox brings new titles to its Xbox Game Pass subscription service.

Normally, these come in two waves and now, the company has revealed what’s coming to Game Pass in the second half of November. Note: ‘Cloud’ refers to a game that can be streamed via Xbox Cloud Gaming to a variety of devices, including Android and iOS.

Highlights this month include the point-and-click narrative adventure Norco, third-person shooter Gungrace G.O.R.E. and strategy game Dune: Spice Wars. See below for the full list:

  • Dune: Spice Wars (Game Preview) (PC) — November 17th
  • Ghostlore (Game Preview) (PC) — November 17th
  • Lapin (Cloud, Console and PC) — November 17th
  • Norco (Cloud and Console) — November 17th
  • Gungrave G.O.R.E (Cloud, Console and PC) — November 22th
  • Insurgency: Sandstorm (Cloud and Console) — November 29th
  • Soccer Story (Cloud, Console and PC) — November 29th
  • Warhammer 40,000: Darktide (PC) — November 30th

Additionally, mobile-optimized touch controls have been added to the following 15 Xbox Cloud Gaming titles:

  • Amnesia: Collection
  • Amnesia: Rebirth
  • Assassin’s Creed Odyssey
  • Assassin’s Creed Origins
  • DC League of Super Pets: The Adventures of Krypto and Ace
  • Disney Dreamlight Valley
  • Football Manager 2023 Console
  • Fuga: Melodies of Steel
  • Ghost Song
  • Immortals Fenyx Rising
  • Opus: Echo of Starsong
  • Pentiment
  • Scorn
  • Soma
  • You Suck at Parking

Finally, here’s what’s leaving Game Pass on November 30th:

  • Archvale (Cloud, Console, and PC)
  • Deeeer Simulator (Cloud, Console, and PC)
  • Final Fantasy XIII-2 (Console and PC)
  • Mind Scanners (Cloud, Console, and PC)
  • Mortal Shell (Cloud, Console, and PC)
  • Space Warlord Organ Trading Simulator (Cloud, Console, and PC)
  • Undungeon (Cloud, Console, and PC)
  • Warhammer 40,000 Battlesector (Cloud, Console, and PC)

As always, Game Pass subscribers can take advantage of an exclusive 20 percent discount to purchase any game on the service and keep playing even after it leaves the catalogue.

Xbox Game Pass and Game Pass for PC each cost $11.99 CAD/month, while Game Pass Ultimate, which includes both versions of Game Pass, Xbox Cloud Gaming, EA Play and Xbox Live Gold, is priced at $16.99/month.

Find out what came to Game Pass earlier this month here.

Image credit: Prime Matter

Source: Xbox

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Mobile Syrup

Microsoft Flight Simulator 40th Anniversary Edition got me genuinely more interested in aviation

As I cruised through the skies in Microsoft Flight Simulator 40th Anniversary Edition, I found myself quite relaxed.

While I’ve played Flight Sim now that it’s on Xbox, I confess that I forgot just how calming the experience can be. Indeed, the game’s unique brand of tension-free virtual tourism feels fresher than ever, especially thanks to the meaty 40th Anniversary Edition update.

“It’s as big as a sequel,” says Jorg Neumann, head of Microsoft Flight Simulator, at a preview event at the Evergreen Aviation & Space Museum in McMinnville, Oregon. He’s not lying — going through the in-game ’40th Anniversary’ section, I was impressed by the mix of new aircraft, locations and missions. Below is everything included in the update:

  • 2 helicopters and 14 heliports
  • 2 gliders and 15 glider airports
  • 7 famous historical aircraft, including the Hughes H-4 Hercules (AKA the Spruce Goose)
  • 4 classic commercial airports
  • 24 classic missions from older Flight Sim games

It’s an appropriately sizeable update considering the franchise — Microsoft’s oldest product line that predates even Windows and Office — turns 40 this month. Naturally, then, the company went big for such a milestone.

A new lease on flight

Charmingly, Neumann says he views the update as a “box of chocolates,” and part of that sweetness meant listening to the fans.

The biggest requests? The inclusion of helicopters and gliders for the first time in the series since 2006’s Microsoft Flight Simulator X. Evidently, these handle completely differently from planes, so this left Microsoft Flight Simulator lead developer Asobo with a lot of work to do. Specifically, the process of implementing helicopters included at least six months of around 20 people internally playing around with the vehicles, as well as assistance from experts at fellow French company Helicoptres Guimbal.

Microsoft Flight Simulator helicopter“I think it’s a very different flying experience — the fact that you can stop anywhere, turn around and go somewhere else,” says Sebastien Vloch, Asobo co-founder and CEO. “On a plane, you’re always on a trajectory, you’re always going forward. And so you have to sort of control your trajectory. On a helicopter, you can pretty much do whatever you want, except when you’re cruising, the helicopter is a lot trickier to fly […] It adds a new way of flying — more capabilities, you can land pretty much anywhere.”

In a presentation, he showed off the helicopter in New York City alongside a nifty feature called aerodynamic visualization, which highlights all of the different ways the air is moving around the chopper. For people like me with no knowledge of aviation, it’s a simple but effective way of showing you a bit of the behind-the-scenes process while also helping you adjust positioning accordingly. For more seasoned pros, it adds even more to the experience.

“Going back to my own flying days as a helicopter pilot, I wish I had that technology to see airflow going through. Your understanding of physics, and the data visualization, is so compelling and so beautifully done,” says Tyson Weinert, president and CEO of the Evergreen Aviation & Space Museum.

Meanwhile, Vloch says the choppers can add a fun challenge.

“It reminds me when we started flying with the first airplanes — we had contests for who can land in this field. We’re doing the same with helicopters now — who can land here on this roof, who can land there. And that’s super interesting, especially if you add some wind or take out assist systems.”

While Vloch admits that there isn’t much in the way of tutorials for the helicopter because of development time constraints, I found it relatively easy to get the hang of, especially with the regular assistive settings enabled. In fact, the most fun I had in 40th Anniversary Edition was in the chopper, precisely for the reasons Vloch pointed out. In my own demo, I also flew through New York, and I found it actually peaceful. Normally, that’s not a word you’d ever use to describe New York, but it certainly applied here. In real life, New York is bustling and loud, while virtual excursions to the Big Apple, like Marvel’s Spider-Man, are also generally about getting around at high speeds. But to get to experience NYC through a realistic helicopter simulation with a chill, low-key vibe? Well, that let me see the city in a refreshingly different light. It has me eager to explore more locations with a helicopter and, hopefully, find more beauty where I perhaps wasn’t expecting to.

Microsoft Flight Simulator Anniversary Edition gliderBy contrast, I wasn’t as in love with the gliders, though they’re not without their own charms. With their almost comically wide wing span, they certainly aren’t fit to traverse metropolitan areas, but that also just lets them complement the helicopters quite nicely. In fact, they’re also not like traditional planes, as they’re unpowered and instead rely on naturally occurring currents of air. At first, this threw me off, but I came to appreciate how it required a surprisingly engaging back-and-forth of sensitively tilting the sticks to gain speed. While not my preferred method of transportation, the glider undeniably adds even more variety to an already content-rich game.

Flight Sim as a means for education and connection

When I spoke to Neumann earlier this month, he mentioned how his broader ambition for Flight Sim is preservation. He envisions the series moving beyond just aviation to capture the world as it is in a given moment for future generations to look back on and study. It’s a fascinating idea, and it speaks to where this long-running series could go well beyond 40.

But for now, Flight Sim is doing a bang-up job of honouring the past, and nowhere is that more apparent than in 40th Anniversary Edition. My personal standout: the aforementioned Spruce Goose. If you’re like me and didn’t know about it before Flight Sim, the Spruce Goose was created by famed business magnate and engineer Howard Hughes to be the largest seaplane and wooden aircraft ever. That said, it was only ever flown once, given that it was intended for use during World War II but came two years too late.

I learned much of this at the Evergreen Aviation & Space Museum, in which the real Spruce Goose is housed, but Flight Sim offers a much more accessible version of this fascinating history lesson. Of course, having older planes isn’t new for Flight Sim, but it was a good reminder for casuals like me about the unique appeal of the series. The fact that everyone can fly a plane that was otherwise only ever piloted by one man is extremely cool, especially when I had the real ship right for reference.

The Spruce Goose

The Spruce Goose.

What’s more, you can rest assured that, in typical Flight Sim fashion, the virtual Spruce Goose will be sufficiently authentic. According to Tyson Weinert, president and CEO of Evergreen Aviation & Space Museum, a member of the board reached out to Neumann to express interest in adding the Spruce Goose to the game. Over the course of about 18 months, Neumann and Weinert’s respective teams worked closely to make this happen, and the level of attention to detail in doing so might surprise you.

“[Neumann] and his team had to make a very specific decision to simulate the Spruce Goose on the date of its flight. And that’s the experience to simulate with the rest of the world through the 40th Anniversary Edition. And so I absolutely respect and honour that decision, because it’s very special,” says Weinert. “Which means that his team had to be very intentional about getting all their scans, and actually removing some of the components that wouldn’t have been there [like the fire suppression system]. So by using the drawings and other photos and everything, they could correlate between what was the original configuration.”

In a similar vein, 40th Anniversary Edition lets classic commercial airports be born anew. “What I really liked was [Chicago’s] Meigs Field. If you played the old flight sims, it was always the beginning airport. But it was closed in 2003. So we didn’t have it when we launched the new sim. And we’re all kind of bummed about it, because we’re like, ‘where’s Chicago? What’s happening?’” says Neumann with a laugh. “And so we went in and did Meigs Field, we did Kai Tak in Hong Kong [closed in 1998] […] And that feels great. That feels like we’re really celebrating this the sim itself, like the series of the sim — it’ll feel very true to people who play the old ones.”

That’s to say nothing of the classic aircraft that were added alongside the Spruce Goose in the update: the 1903 Wright Flyer, the 1915 Curtiss JN-4 Jenny, the 1927 Ryan NYP Spirit of St. Louis, the 1935 Douglas DC-3, the 1937 Grumman G-21 Goose and, for Canadians, the 1947 Havilland DHC-2 Beaver.

Microsoft Flight Simulator 40th Anniversary Edition Beaver

The Beaver.

For Weinert, whose career is obviously focused on preservation, such content makes Flight Simulator an especially remarkable game.

“Part of our vision is around that connection between being curious, so having that learner’s mindset, that growth mindset, and then having the courage to do something about your curiosity, and then that will connect you to experiencing more confidence in life and whatever it is you want to pursue. Before [Flight Sim], all of our global visitors could have come here and they could have been curious. They may have had the courage to look into flight in some other way, and then maybe that built some confidence. But with [Flight Sim] in place now, I believe that that cognitive cycle is going to accelerate and scale to more people,” he says.

“Because if you’re curious about any one of these aircraft, especially the Spruce Goose, and then because of the accessibility that Flight Simulator offers, all of those curious learners can now have the courage to fly it in a safe environment, in a fun environment, in a delightful environment. And then who knows where that curiosity to courage to confidence — that journey — might look like for them?”

Key to all of that, undoubtedly, is Neumann himself. I’ve spoken to him on three occasions now, and each time he’s been one of the most enthusiastic, friendly and knowledgeable figures I’ve come across in the gaming industry. While he humbly praises the many global teams that assist with Flight Simulator — “all I have to do is pick the right people who know how to do the job and leave them alone” — it’s clear that his unbridled passion helps keep it all alive. Earlier in the pandemic, The Wind Rises and other masterworks of Hayao Miyazaki compelled me, in no small part, due to their celebrations of the joys of aviation. To quote Weinert, they certainly got me curious. But Flight Sim, fuelled by Neumann’s infectious positivity and the unique interactive elements of gaming, has offered me a platform to actually take that curiosity just a bit further, and it’s one I’ve genuinely come to like. All told, witnessing the many aircraft at the Evergreen Museum, all technical marvels in their own right, and then seeing how much love and care went Neumann and co. put into recreating that certainly resonated with me.

Jorg Neumann

Neumann.

For Neumann, that’s exactly what it boils down to.

“If you care about planes, this is the best time ever. Certainly, if you play a simulation game about planes, that has always been somewhat on the side, people didn’t pay that much attention. It was sort of a geeky hobby to some degree. And now it’s totally not, and people are interested. Where I get my energy from is talking to people like yourself, or getting an email from an eight-year-old telling me that they fell in love with aviation. I mean, what else do you want out of life?”

That Flight Simulator has endured for so long, Neumann notes, is also a testament to the vast, wide-reaching and ever-evolving potential of aviation.

“First off, I believe aviation manages to connect the planet. We can sit here today because aviation exists. If that didn’t exist, we wouldn’t be here — that is just a fact. Then you can say aviation is self-aware enough that they need to change. Everybody knows it’s not exactly the cleanest industry ever; it pumps a lot of stuff into the atmosphere. What do they do? They come up with a bunch of solutions. I want to be part of that solution. If I can propagate electric planes, that’s awesome, I’ll do it right away. And there’s so much innovation going on — that’s cool. So we’re looking back, we’re celebrating the history of aviation, we’re making a cool digital twin — who doesn’t like that? And you get to be on the cutting-edge of technology that literally is important to this entire civilization of ours. It literally doesn’t get any better.”


The 40th Anniversary Edition is now available as a free update to Microsoft Flight Simulator on PC and Xbox Series X/S. Flight Simulator is also included with Xbox Game Pass for console and PC, as well as Xbox Cloud Gaming via Xbox Game Pass Ultimate.

Image credit: Xbox

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Microsoft Flight Simulator head on 40th anniversary celebrations, streaming and preservation

Did you know that Microsoft Flight Simulator is actually Microsoft’s longest-running product line?

With its introduction in 1982 for the IBM PC, it actually predates Windows by three years, Office by eight and the Xbox gaming brand by a whopping 19. It’s pretty wild to think about, especially considering Microsoft is undoubtedly best known software company.

To celebrate Flight Simulator‘s 40th anniversary, Microsoft is releasing the appropriately titled 40th Anniversary Edition update on November 11th. Naturally, for such a momentous occasion, you want to go big, and that’s exactly what Microsoft has done with the expansion.

“We were sort of constructing this box of chocolate,” says Jorg Neumann, head of Microsoft Flight Simulator, about the approach to the update, which was created with the help of 10 studios around the world. So what, exactly, went into this box of sweets?

Helicopters and gliders and airliners, oh my!

According to Neumann, Microsoft’s tracker for most requested community content additions helped steer them in the right

jorg neumann

Jorg Neumann

direction.

At the top of the list were helicopters and gliders, which haven’t been in the series since 2006’s Microsoft Flight Simulator X (FSX). But as Neumann points out, the piloting systems for these vehicles are “totally different” from anything that’s featured in the current Flight Sim. That’s to say nothing of the fact that quite a lot has changed since 2006.

“If you think about FSX back in the day, we always look at the physics system, and the physics system was ‘a plane was a box.’ And it had one control point. And on that control point, you had to do all the physics operations. So it wasn’t exactly the most accurate thing ever,” he says with a smile.

This meant that Flight Sim co-developer Asobo had to write a whole new system and add a variety of features. “The ground effect is different with less water drag when you get close to the ground. We did things like translational lift, which is basically from ‘hover’ to ‘fly forward’ and how that really works, and the vortices that are happening,” says Neumann. He adds that a solution to “dissymmetry of lift” — the unequal amount of lift on opposite sides of the rotor disc — called “flapping” had to be coded from scratch.

The other piece of the puzzle was working with a French company called Helicoptres Guimbal, who provided helicopters and test pilots for reference. With their help, the Flight Sim team would use new recording devices to get the telemetry of the real helicopters and compare them to what they have in the game. In the end, all that work has seemed to pay off.

“I think the best news for us was when we brought it back to the test pilots and they tested it, they actually said, ‘man, you guys got close,” says Neumann. “And they gave us more feedback, and that went on a number of months. And now they’re saying it’s really, really good — to the point that they’d like to use it like for training purposes and such. So that’s always the best validation.”

Microsoft Flight Simulator helicopters

Another highly requested feature was the addition of a true-to-life airliner: the sophisticated Airbus A-310. To design it, the Flight Sim team partnered with global software company Inibuilds, who Neumann says have “a lot of direct access” to airline pilots. This was essential, he says, because the pilot handbooks for such aircraft are “thousands upon thousands of pages” long.

Given that, he admits he’s not an airliner expert, but from what he’s heard from the true savants is that Inibuilds’ work on the airliner “is really outstanding.” Moreover, he says it helped improve the game as a whole.

“It pushed us, frankly. I think there were things in Flight Sim when we launched that weren’t as deep as far as systems are concerned — like the weather radar was more limited and stuff. And I think a lot of what Inibuilds did was pushing the platform to get really great, which is a a net benefit to all the other third parties that make airliners.”

Honouring the past — including Canada’s

One of the other notable elements of the update is the set of seven famous historical aircraft: the 1903 Wright Flyer, the 1915 Curtiss JN-4 Jenny, the 1927 Ryan NYP Spirit of St. Louis, the 1935 Douglas DC-3, the beautiful 1937 Grumman G-21 Goose, the 1947 Havilland DHC-2 Beaver and the 1947 Hughes H-4 Hercules.

The Spruce Goose.

That last plane, also known as the ‘Spruce Goose,’ is perhaps the most notable of the bunch — the largest seaplane and largest wooden plane ever made. Its creator? A lesser-known business magnate, pilot and engineer by the name of Howard Hughes, who also happened to be the only person to ever fly it. This begs the question: how do you simulate a plane that was only ever flown once?

“Howard Hughes was an interesting guy, right? So he kept actually building on that plane. He flew that one time back in 1947. But that’s just one configuration — he kept changing the thing to make it better,’” explains Neumann. “And we saw all the pictures over the ages and we needed to figure out like, ‘what is this lever do here in the central console?’ And then they [the Evergreen Museum who houses the Spruce Goose] went in and actually gave us the engineering specs and where the electrical lines actually go. And we discovered some stuff that I think nobody really knows about like it’s two APUs, power units, and they’re in the cockpit. This thing must have been crazy loud, when it flew, sitting in the cockpit!”

And if the recent Canada-themed update wasn’t enough, Canucks will also have something unique to enjoy in 40th Anniversary Edition: the 1947 Havilland DHC-2 Beaver. Shortly after World War II, Canadian aviation company De Havilland shifted focus to civilian operators — in this case, a single-engined high-wing propeller-driven short takeoff and landing (STOL) aircraft. On top of that, Canadian 3D model and animation company Blackbird Simulations (formerly Milviz) actually handled the Beaver. “Because they’re from Canada, they were like ‘the Beaver — we need to do the Beaver!” Neumann says with a laugh, noting that some of the team flew for Canadian Air Patrol. “It’s a great group of people.”

Microsoft Flight Simulator Beaver

In general, he says it’s “most important that people really love the plane that they work on,” and that’s especially been apparent with Blackbird. “The lead engineer on [Blackbird], his name is Jim. And he sends me builds, ‘hey, check it out!’ And you see all the needles through this little jitter. I’m like, ‘what is happening?’ And he’s like, ‘Oh, it’s this power unit up here!’ And it does this vibration thing. And it’s a super authentic version of what the Beaver really feels like. And I think Flight Simmers really enjoy that. It’s not just the shape — it floats and it can go into lakes. It really feels the part, and it sounds the part. They’re so proud of the sound recordings because it’s all custom recordings done for specific planes up in Canada. It was cool.”

Reaching new audiences for years to come

When I last spoke to Neumann, it was to preview the launch of the Xbox Series X/S versions of Flight Sim — the first time the series had ever come to consoles. Of course, that brought in a whole new wave of players who had never experienced the series, and the team took great care into creating tutorials and other guiding missions to ease them in.

Fast forward over a year and Neumann says he’s happy to see how this new audience has received the game. “It was great. The audience is huge — we doubled the audience.” And that was just with the native Series X and S versions. This past March, Microsoft added Xbox Cloud Gaming support to the game, letting players stream it to the last-gen Xbox One and, even, mobile devices.

“It’s a fascinating thing — I actually test a bunch on iPhone 12 because it’s so fast to fire up the SIM,” he admits with a laugh. But his biggest takeaway is just how much these two expansions reached people.

“It added people all around the world — more so than what I expected. Because there’s a traditional PC audience and a traditional Xbox audience, and this one literally liberates it from any country on Earth now. For example, just a tidbit: Turkey, somehow, is now the number six most popular place where people fly Flight Simulator. I would have never thought that because the country doesn’t have a deep history of aviation. But clearly people like it — it’s a big country, it has [85] million people. So I think we’re reaching new people and innocent people.”

To that point, he mentions how he sees the Flight Sim add-on developer community has a lot of new teams with people who are 20-years-old or younger. His conversations with aircraft manufacturers have also indicated that interest in aviation is going up.

“I’m not saying it’s all because of us or anything, but I do think we’re contributing to sort of a resurgence, where people say, ‘planes are cool, let’s get into this.’ And the emails that always make me the happiest are from like eight to ten year olds writing me saying, ‘hey, I’m flying Flight Sim every day,’ and then they ask me something about their hometown or whatnot and it feels awesome. That’s when it feels that you’re doing something meaningful.”

Microsoft Flight Simulator Airbus

The other side of the equation, he says, is that Flight Sim can play a role in the preservation of aircrafts.

“I go to a bunch of museums and I talk to those people. And they are kindred spirits, just of a different ilk. They are spending their life — all their passion goes into preserving these amazing machines. And they look at me like sort of almost like a savior, because they know that machines, at some point or another, physical things erode over time. For example, the Spirit of St. Louis — the cloth is going away and they can’t do anything about it. Like nobody can touch the plane — nobody has been on the ceiling for decades. It’s just the tools of time. And they look at what we can do in the digital space, which is not the same, but but it has a certain element of the preservation, so they pour their hearts into helping us.”

Taking that one step further, he says he’s had conversations with museums to preserve them, too, in a digital space. “It’s not perfect or anything, but it keeps getting better, and people want to be part of that. And we’re doing some prototypes right now that could lead us to some fascinating places.”

Ultimately, he says these sorts of efforts can appeal even to those who aren’t interested in aviation.

“I was thinking about the photogrammetry cities that we have — some of them are from 2013, and we’re getting new ones now. And I was projecting forward, 40 years of Flight Sim… what’s the world going to look like 40 years from now? That’s the kind of the mental game I play. You know, we will have cities from 50 years ago. And people can look back in time and say, ‘Hey, this is what the city looked like.’ And we are really making this ‘history of Earth thing,’ a little bit. Not just planes, but the world itself, and I think that that has lots of fascinating things going for it.”


This interview has been edited for language and clarity.

Microsoft Flight Simulator 40th Anniversary Edition will be available as a free update to all Flight Sim players, including those on Xbox Game Pass.

Image credit: Xbox


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Obsidian unpacks the making of Pentiment’s choice-based historical narrative

In a way, Obsidian Entertainment’s Pentiment has been 30 years in the making.

Josh Sawyer, the prolific game developer behind such hits as Fallout: New Vegas and Pillars of Eternity, had early ideas for Pentiment dating back to 1992. Over time, that original pitch has evolved into what we now see today: a historical narrative adventure in which journeyman artist Andreas Maler must investigate a prominent murder. While Xbox-owned Obsidian continues to toil away at big RPGs like Avowed and The Outer Worlds 2, Sawyer has led a small team within the studio to craft Pentiment. 

To learn more about the game, MobileSyrup sat down with Alec Frey, senior producer on Pentiment, who discussed the game’s unique historical setting, approach to player choice, accessibility and more.

Question: Obsidian is known for these big, dense RPGs. What was the appeal of doing a smaller, tighter experience in Pentiment?

Frey: Yeah, that’s a great question. I think one of the coolest things about Obsidian and working under Microsoft is they’re letting us kind of experiment with a lot of different things that we have ideas for. And Pentiment, while it’s a different game, has a lot of the same heart and soul of Obsidian games. It’s got a deep world. It’s got choice and consequence — like really powerful decision making. It’s got a strong story — it tells an important story, we think. And that’s a lot of the same things that come with all Obsidian games. So it has a lot of that same heart. And I think the biggest thing that kind of drove us to do it was our game director, Josh, had a great idea. A lot of us thought it sounded really cool and wanted to work on it, and we kind of got together and and just started making it, and it turned into this really cool thing that everyone’s really kind of attached to.

Q: What is it about the 16th-century Bavaria setting that you think is so interesting?

Pentiment boatFrey: First of all, Josh wanted to go there, because it’s something that he he has a lot of history in studying and he knows a lot about. And he thought it was a kind of an interesting setting for a lot of different reasons. First of all, the printing press had just been invented and was starting to gain popularity. And what that did was it caused more people to have access to books and texts and reading, and a lot more people were learning how to read. At the same time, there was a lot of change happening in the church. So [German priest] Martin Luther was starting to fan the flames of the Reformation and having people kind of ask questions about what religion meant and what the church should be doing with what power they have. And that information was able to be spread due to the advent of the printing press. So that combination of things caused a lot of social and political upheaval and change, and telling a story in that environment sounded really cool and really appealing to us. So that’s a big part of why the setting is where it is and when it is.

Q: What sorts of research goes into that setting? Especially when you’re a smaller team among the larger Obsidian fold, what does that look like when you’re researching into this distant setting?

Frey: So there’s a lot of different things. First of all, Josh got access to as many books and old things as possible. When you play the game, you can take a look at the credits. And at the end, you’ll notice there’s a bibliography that lists all the stuff that we referenced in text. So that’s a really big first step — we looked at a lot of old stuff. We also reached out to a handful of consultants. So we have three major consultants and a lot of other people that helped out that were experts in illuminated manuscripts, experts in the time period. They’re historians, professors, things like that. And we would reach out to them when we had questions on that sort of thing. So that was a big part of it.

Pentiment manuscriptWithin the team, we wanted to all really delve deep into the setting and understand it really well. So we very commonly would spend, for a pretty long amount of time regularly on Thursday evenings, the team would get together. We were all remote, so we’d get together on a call. And we would watch something or play something together that we thought would help us understand the setting more — quite often that was a show or a documentary. And we would dig really deep into that sort of stuff. So we got inspiration from all sorts of sources. And we made sure to look into things like documentaries that could educate the whole team. And it was really cool. It had this really cool effect where over the course of the project, you saw all of the team — which, yeah, the core group is like 14 people, it’s not very big — kind of learn this part of history and become semi-experts at it and all get a lot more knowledge on this time period. And that was really cool to kind of be able to correct ourselves and the old stuff we worked on as we went to and be like, ‘Oh, this isn’t accurate, wow.’ And we got to talk about that a lot, so that was really cool.

Q: You can speak to this from the producer side of things. What’s it like to be a very small team among the larger studio? How does the workload get divided with everyone pitching in towards the overall project?

Frey: The bigger teams at Obsidian, in general, have a lot more lines of communication from a production standpoint, right? Like, you have 5-8 people in each department, and suddenly, those departments need to communicate with other departments that have 5-8 people in them. And you get this massive web of communication where miscommunication can happen — it requires a better structure of organization. On a smaller team, we found that those lines of communication are much smaller; a lot of our departments only have one person in them, maybe two, and communication is just so much stronger. The vision is clear. And you can see that in the game, too. It’s very clear — everybody knows what they’re working on. And when you play this game, we take pride in the fact that this game really knows what it is. And so it’s that small structure of people communicating that is the biggest aspect of being a small team.

But there’s other parts to it, too, where because it’s a small team you can self-organize quicker, you can iterate a little bit quicker. If you need to change things, it’s easier to tell people what that change is and get them on board faster. Culture changes and culture growth is quicker and more agile and stuff like that. So from a production perspective, I think you get a team that can pivot quickly, change ideas quickly, iterate quickly. And all of that is just such a cool advantage that you have with a small team. That said, because the departments are only one or two people, oftentimes you have to make decisions — like tough decisions — on what things you want to work on and what’s highest priority. And it becomes a challenge to make sure that you’re understanding who’s blocking each other on work they can do. So from a production perspective, there’s just a big difference. But it’s cool, because you become a tighter knit group of people. And you really become like a group of friends working on a thing together that wants to make the best thing they can and that feels really good.

Q: The art style, led by Hannah Kennedy, is so striking. How many iterations did you go through before you sort of landed on that particular aesthetic, and how do you think it sort of enhances the historical mystery experience?

Pentiment artFrey: For iterations, Josh wanted to do like a 2D game, inspired by things like Night in the Woods and Oxenfree and other other adventure games that are kind of in that same field. And we thought, ‘okay, we’re doing 16th-century Bavaria — at the time, the scriptorium and illuminated manuscripts were kind of nearing the end of their life, and the woodblock printing was becoming a bigger thing.’” And so very early on, it was a decision that was made that we were going to kind of try and mesh those two. And that actually comes out in the game — you’ll notice the older characters in the game are more of an illuminated painterly style, and the younger kids look like they’re woodblock printed. And so it actually creates this really cool, like, ‘older characters have a different vibe.’ And as characters age throughout the game, you notice that. So I think that that’s a really cool aspect to how we landed on the style — the iteration on that. Even the very early stuff looks very similar to what the final version is. Some characters got cleaned up and changed; as we went, we discovered some techniques and stuff that we really liked, and we went back and changed and cleaned up some of the older characters. But even the really early stuff has that really illuminated manuscript vibe.

Q: A lot of narratives tend to unfold over a short period of time, like a few days or a week, especially if you have a detective or whoever investigating group of people. It’s usually a small-scale story. What was sort of the idea behind setting Pentiment over the course of 25 years?

Pentiment background

Frey: I think what’s really cool, as we’ve talked about, is that choice and consequence at Obsidian is a really important part of our game development. And something that’s really cool about putting the game in a setting where we spend over 25 years allows you to do different things with that choice and consequence. While often just as impactful as other decisions in our other games, these decisions tend to last and you see the waves of them over 25 years. Some of the characters in this game start out as babies and in the end of the game, they have babies themselves, and so you see that growth. And those characters may have been affected by a decision that you did really early on, and you see that wave throughout the entire game. And I think that that’s a big part of that. Also, because our game takes place during this time of change — during this time of the printing press and of Reformation getting started and all that stuff — the 25-year span actually shows you the growth of history. And we can tell you a point in history where that change happens, whereas if we only picked a single week or a single day within that time period, sure, you would get a snippet of people talking about those things happening, but you wouldn’t feel them the same way that you do over that 25-year span.

Q: What takeaways did you have from previous Obsidian games, like Fallout: New Vegas, that you brought to Pentiment?

Frey: All Obsidian games have their own appeal, and the biggest thing is we want to make sure that your choices matter. We want to make sure that when you make a decision that you feel that in the game. Our previous games all have that in their own way. The biggest Obsidian appeal, in my opinion, is actually just that our worlds are really interactive — like you feel like you’re in them and you feel like the decisions you’re making are affecting them. And we have deep lore, deep characters, deep writing, all of that stuff. So across all of our games, I think that we really try to hammer home that lesson of making things feel like you matter.

I think the lessons that we’ve learned from previous games that we brought in are really sticking the landing on things like setting your backgrounds and building the character as you. Things that we’ve done in previous Obsidian games is often, you get to build a unique character from scratch. You build what they look like, you build all that stuff. In this game, you play Andreas Maler, but we still want to make sure that you get to make your Andreas yours. And so I think the one of the biggest lessons that we’ve learned that we brought over is making sure that you feel like this is your character, and that comes through in Pentiment with choosing your backgrounds, and the decisions you make. You can be a real rapscallion Andreas that beats people up and picks fights maybe, or you can go all the way maybe being a more intuitive or intellectual Andreas and try to use your intelligence and wits. I would say that that’s probably the biggest thing that we bring from previous Obsidian titles into Pentiment.

Q: While you might look at Pentiment and think it’s a hardcore sort of detective or puzzle game, Obsidian has emphasized that it’s not that — you didn’t want to get into the weeds complex sort of puzzle mechanics and things like that. What was sort of the rationale behind lessening those sorts of elements and focusing more on the story — where it isn’t necessarily a mechanically deep game and it’s a little more approachable?

Frey: I think the biggest thing is this is a story that we tell, and first and foremost, because of that, we want to make it narrative first. Also, we’re very good at narrative and we want to bring that forward. We want to take that Obsidian way, the things we thrive at, and we really want to bring them into the story. That said, there are elements to the game that pull you out of that narrative a little bit and let you do other things. We have mini-games, we have exploration, we have other stuff in the game that we want you to interact with. But that first and foremost narrative element is really important to us, and we want to make sure that you understand that you’re reading people talking in a time of the illuminated manuscript. They talk in these special fonts. We have really cool effects when talking to them. The different characters speak differently and faster and slower and make mistakes in their writing. And we wanted to really put our energy into the manuscript in the game, and that’s kind of where it all kind of comes together and makes this narrative-focused adventure. But we also have mini-games and all that stuff, and we placed those in to make sure that they break up reading, but also, some of the things that we want to show to you is there because we want to have you experience it and not just read it. And so sometimes just giving you a mini-game gives you a better understanding of what you’re doing and what you’re playing.

Q: One thing we’ve heard from many companies who have joined Xbox is being able to bring in accessibility options, especially since Microsoft has a big focus on that. What was the process like to bring accessibility to the game and what did it mean for the team to offer those options?

Frey: It was really important to our team from the start to make sure that this game was accessible. For a lot of reasons, we think that this is a game that can reach people outside of just ‘the gamer.’ We think that there’s a lot of people that can enjoy this who maybe are into books or into history or into whatever, but doesn’t necessarily play games. So it was very important to us that anybody could access this game. So early on, decisions were things that we easily identified, like these special fonts that may be hard to read — we want to make sure that we can do anything we can to make that more accessible. So we created a mode that you can turn on; it asks you right at the beginning of the game if you’d like to play an ‘easy read’ font mode, and it swaps it over to more accessible fonts that are much easier to read. And then we also included a text-to-speech option that will read all the text to you — we wanted to make sure that was available to people as well. So those were some really easy early on things that we thought, ‘Oh, we can do this, this is not a problem.’

But then to continue on that process. Microsoft helped us out a lot. They reached out to people that were differently abled and they had them play our game. And they gave us a whole bunch of feedback on things that could be better. And that was incredibly valuable to us. So we sat down and we made a list of the most important things that we thought we had time and resources to work on, and we prioritize that stuff. And we were able to get a lot of it done. Having the game reach as many people as possible is really important to us, and so that’s kind of how that process went. We we hope that people can play it — we really want them to.

Q: We seem to be in this day and age where many people don’t necessarily respond well to endings that don’t wrap up everything in a little bow. It’s interesting, then, that in Pentiment, you don’t actually reveal a canonical murderer. What was the rationale behind that? Was there concern that you might put people off, and how did you go about still telling a satisfying mystery without eventually revealing all the answers?

Frey: I think that something that we want to make sure people realize is that this game is more than a mystery. It’s a span of 25 years of a community’s life, and so there’s a lot more to it than just the mystery. There’s the world and the change and the things that people are going through, so it’s important to us that people dig into this world and see the lives of these people and see how they’re affecting them. There’s a lot of satisfaction in a lot of different places in this game. And I think once you get through the whole thing, you shouldn’t have a problem being satisfied.

This interview has been edited for language and clarity.


Pentiment launches on Xbox consoles and PC on November 15th. It will also be included with Xbox Game Pass on day one.

Image credit: Xbox

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What’s new on Xbox Game Pass on console, PC and mobile in early November 2022

Every month, Xbox brings new titles to its Xbox Game Pass subscription service.

Normally, these come in two waves and now, the company has revealed what’s coming to Game Pass in the second half of October. Note: ‘Cloud’ refers to a game that can be streamed via Xbox Cloud Gaming to a variety of devices, including Android and iOS.

Highlights include Obsidian’s Pentiment and Terrible Toybox’s Return to Monkey Island. Here’s the full list:

  • The Legend of Tianding (Cloud, Console and PC) — November 1st
  • The Walking Dead: A New Frontier – The Complete Season (PC) — November 1st
  • The Walking Dead: Michonne – The Complete Season (PC) — November 1st
  • Ghost Song (Cloud, Console and PC) — November 3rd
  • Football Manager 2023 (PC) — November 8th
  • Football Manager 2023 Console (Cloud, Console and PC) — November 8th
  • Return to Monkey Island (Cloud, Console and PC) — November 8th
  • Vampire Survivors (Console) — November 10th
  • Pentiment (Cloud, Console and PC) — November 15th
  • Somerville (Console and PC) — November 15th

It’s also worth noting that Microsoft Flight Simulator 40th Anniversary Edition, which adds new content like gliders and helicopters to the popular game, is launching as a free update to all players, including those on Game Pass, on November 11th.

Finally, here’s what’s leaving Game Pass on:

November 8th

  • Football Manager 2022 (PC)
  • Football Manager 2022 Xbox Edition (Cloud, Console and PC)

November 15th

  • Art of Rally (Cloud, Console and PC)
  • Fae Tactics (Cloud, Console and PC)
  • Next Space Rebel (Cloud, Console and PC)
  • One Step from Eden (Cloud, Console and PC)
  • Supraland (Cloud, Console and PC)

As always, Game Pass subscribers can take advantage of an exclusive 20 percent discount to purchase any game on the service and keep playing even after it leaves the catalogue.

Xbox Game Pass and Game Pass for PC each cost $11.99 CAD/month, while Game Pass Ultimate, which includes both versions of Game Pass, Xbox Cloud Gaming, EA Play and Xbox Live Gold, is priced at $16.99/month.

Find out what came to Xbox Game Pass last month here.

Image credit: Devolver Digital

Source: Xbox

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What’s new on Xbox Game Pass on console, PC and mobile in late October 2022

Every month, Xbox brings new titles to its Xbox Game Pass subscription service.

Normally, these come in two waves and now, the company has revealed what’s coming to Game Pass in the second half of October. Note: ‘Cloud’ refers to a game that can be streamed via Xbox Cloud Gaming to a variety of devices, including Android and iOS.

First, as previously announced, the highly anticipated A Plague Tale: Requiem launched on Game Pass (Xbox Series X/S, PC and Cloud) on October 18th. On top of that, here’s everything else hitting Game Pass later this month:

  • Amnesia: Collection (Cloud, Console and PC) — October 20th
  • Amnesia: Rebirth (Cloud, Console and PC) — October 20th
  • Phantom Abyss (Game Preview) (Cloud, PC and Xbox Series X/S) — October 20th
  • Soma (Cloud, Console and PC) — October 20th
  • Persona 5 Royal (Cloud, Console and PC) — October 21st
  • Frog Detective: The Entire Mystery (PC) — October 27th
  • Gunfire Reborn (Cloud, Console and PC) — October 27th
  • Signalis (Cloud, Console and PC) — October 27th

It’s also worth noting that Age of Empires IV: Anniversary Edition, which adds new civilizations, maps, and more, will release as a free update to all players (including those on Xbox Game Pass) on October 25th.

Further, mobile-optimized touch controls have been added to Slime Rancher 2, while Persona 5 Royal is confirmed to have them when it launches on October 21st.

Finally, here’s everything that’s leaving Game Pass on October 31st:

  • Alan Wake: American Nightmare (Console and PC)
  • Backbone (Cloud, Console and PC)
  • Bassmaster Fishing 2022 (Cloud, Console and PC)
  • Nongunz: Doppelganger Edition (Cloud, Console and PC)
  • Project Wingman (Cloud, Console and PC)
  • Second Extinction (Cloud, Console and PC)
  • Sniper Elite 4 (Console and Cloud)
  • The Forgotten City (Cloud, Console and PC)

As always, Game Pass subscribers can take advantage of an exclusive 20 percent discount to purchase any game on the service and keep playing even after it leaves the catalogue.

Find out what came to Xbox Game Pass earlier this month here.

Image credit: Atlus

Source: Xbox

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Apple Music is now available on Xbox

Apple Music has launched on Xbox consoles.

An app for the music streaming service can now be downloaded from the Xbox Store on Xbox One and Xbox Series X/S. Once downloaded, you can listen to music in the background, even when playing games.

This comes nearly one year after the Apple Music app launched on PlayStation 5. Spotify has been available on Xbox Series X/S and PS5 since the consoles launched in November 2020.

In Canada, Apple Music costs $9.99/month for an Individual membership and $14.99/month for a Family plan. The service is also included in Apple One subscription bundles, which start at $15.95/month and include services like Apple Arcade and Apple TV+.

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Xbox unveils ‘Mineral Camo Special Edition’ controller

A new camo-themed Xbox Wireless Controller has been announced.

The gamepad, dubbed the ‘Xbox Wireless Controller – Mineral Camo Special Edition,’ is Xbox’s fourth in its ‘Camo’ lineup, after ‘Night Ops Camo,’ ‘Arctic Camo’ and ‘Daystrike Camo.’

The Mineral Camo blends mineral blue, bright and dark purple and aqua into a camouflage pattern. Xbox says its unique ocean-themed tones were inspired by geode crystals.

Like all other modern Xbox controllers, the Mineral Camo can be used on Xbox consoles, PC and mobile devices. It’s available now via the Microsoft Store for $79.99 CAD. Razer is also selling a matching charging stand for $49.99 USD (about $68.50 CAD).

Source: Xbox

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Xbox September update adds library revamp, home button colour customization

Xbox has started rolling out its September system update.

To start, the update adds the ability to customize the colour of the Xbox button on your controller. You’ll be able to choose from a variety of hues that mix red, blue and green LEDs. To change colours, visit the Xbox Accessories app on your Xbox console or Windows PC while your controller is connected.

Next up is a revamp of the games library. Now, the ‘Full library view’ in ‘My games and apps’ has been streamlined to give you access to all games you can install and play. This means that all games you own, as well as any you have access to with subscriptions like Xbox Game Pass, will be displayed here.

Meanwhile, you can now select different default installation locations for games and apps. For example, you can choose to store sizeable Xbox Series X/S Optimized games on your expansion card and backwards compatible titles on your external hard drive. Alternatively, the ‘Let Xbox decide’ option will have the console automatically choose where to install content for the fastest drive with available space.

As previously announced, this month’s update also adds noise suppression for party chat.

A more detailed breakdown of the September system update can be found on the Xbox blog.