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Losing access to a physical library in its entirety is a problem that would motivate such an undertaking, made even more obvious by the reception Sony has received for not providing such a solution. Sony is sticking to its plans and ceasing production of discs but hasn't yet detailed a way for current owners of libraries of PS4 and PS5 discs to continue playing their games on what will almost certainly now be a discless PlayStation 6.  https://youtu.be/4FatSqS3VYY In a similar way, Sony would not choose to stop disc production if it planned to offer a disc drive on its next console, and Microsoft's disc-to-digital program strongly signals the same intent, albeit while solving the biggest issue Sony has now created for itself. Xbox CEO Asha Sharma was recently asked about whether or not Project Helix will support discs (https://www.gamespot.com/articles/xbox-wont-say-if-project-helix-has-a-disc-drive-but-its-not-giving-up-on-physical-games-yet/), and her response didn't provide a clear answer. "I want to make sure people have a choice. There are stacks of games on everybody’s shelves." It's true that many Xbox gamers might have stacks of games they will want to continue playing into the future, but also true that physical sales now account for less than 5% of all software sales on Xbox. This program allows those physical collections to become digital ones, letting Xbox make the same logical business move while also keeping legacy Xbox owners happy. Will it be enough for disgruntled PlayStation consumers to make the jump to Xbox? Maybe for a few, but the previous generation of consoles was where most people started building up their digital libraries, locking them into one platform or the other at the risk of losing years of collecting (and spending). It's likely why, given how dominant the PlayStation 4 was, that Sony feels emboldened to make as big of a move as it has without fear of consequence, and why Microsoft is trying all it can to claw back some consumer faith. Allowing people to convert their physical libraries into digital ones is possibly the best they can do, but it won't save us entirely from a discless future.

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Xbox’s Disc-To-Digital Program Means Microsoft Is Probably Done With Discs Too https://www.gamespot.com/articles/xboxs-disc-to-digital-program-means-microsoft-is-probably-done-with-discs-too/ Despite mixed messages when it comes to when we can expect the next PlayStation and Xbox, one aspect about the next generation seems to be clearer than ever: Discs are going away. Earlier this year, Sony announced that it would be ending physical disc production for all PlayStation games (https://www.gamespot.com/articles/why-sony-is-killing-disc-based-playstation-games-and-the-implications-for-ps6-and-beyond/) launching after January 2028, confirming that the company's next console will almost certainly be digital-only. Microsoft hasn't made as strong a statement yet, instead opting to introduce a program allowing Xbox owners to convert some of their physical games into perpetual digital licenses. But it's a program that would not need to exist if the next Xbox was being designed with a disc drive in mind. Despite some confusion around the initial reveal, Xbox's disc-to-digital program (https://www.gamespot.com/articles/xboxs-disc-to-digital-program-officially-announced-and-it-sounds-pretty-great/) is simple on the surface. Instead of requiring a disc to be in your console to play (since all games are downloaded or streamed now regardless), the program will let you register this disc to your account and allow you to access it across all supported platforms, no longer needing the disc to do so. This means you'll have digital access to supported games across Xbox, PC, and Xbox Cloud Gaming, and presumably whatever Microsoft's Project Helix turns out to be. If you sell the disc or hand it off to a friend, that digital license gets removed from your account and added to theirs once they pop it into their console, meaning you can't just give your friend the physical game and continue playing on your own account. https://youtu.be/6ANSUtDfr5A Its simplicity masks what has likely been a complicated process for Microsoft. At some point following the Xbox One's launch, Microsoft began adding unique identifiers to discs (https://www.techtimes.com/articles/320072/20260710/xbox-disc-digital-reaches-insider-testing-positron-end-physical-ownership.htm), likely a decision made to support its similar digital-redemption program (https://www.gamespot.com/articles/petition-calls-on-microsoft-to-reinstate-xbox-one-policies/1100-6411240/) that was ultimately scrapped. It could be why the program isn't automatically supporting every Xbox One and Xbox Series X|S game when it rolls out, and likely why it will exclude original Xbox and Xbox 360 discs entirely--an Xbox spokesperson tells us they aren't "currently supported." But even with that hurdle out of the way, it surely took some smart engineering to allow for such precise digital game license registration and migration. That's all to say that this initiative hasn't been trivial, which would make it rather wasteful if its next console will support discs anyway. Whether it's offered as a standard option, like the Xbox Series X, or as an add-on, like Sony does with the PlayStation 5 Slim and Pro, a disc drive would allow you to enjoy your physical library in the exact same way as you can today: via a full installation that requires the disc in the console to authenticate and play. This disc-to-digital program allows you to swap between digital versions of your disc-based games without having to physically swap discs, which was only ever a convenience issue. It does, however, allow you to play your supported physical games on both PC and via cloud streaming neither of which is possible today. Even so, it's unlikely the demand for that functionality alone was high enough to convince Microsoft to go down this route, especially when it could have at any point over the last two generations..
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It takes Resonance longer than any other A Plague Tale game to reveal its monster, but once it does, any semblance that this will be a fun couples adventure for Sophia and Leni is gone. The beast is creepy, slinking through the darkness of the island's underbelly in search of any and all life. In these darkened areas, Sophia becomes covered in softly glowing blue lights, and she leaves a trail of luminescent tracks whenever she's not crouch-walking. The beast can use these trails to track her, but it also will pause to take a hauntingly raspy sniff of the air--if Sophia is not behind cover when this happens, the beast will sniff out the blue lights on her and pursue her. The beast's only weakness is light. It burns away upon touching any light source, and so encounters with the beast are a series of tense stealth sections as you bravely venture into the dark to reach the next source of light. These sections are terrifying, especially the first one as the beast is introduced and you finally get to see what killed Sophia's father. These moments stay pretty consistently creepy too, with the sound design of the beast's methodical movements and desperate breathing creating a tense and frantic atmosphere whenever it shows up. And Resonance continues to raise the bar with each encounter, adding new types of obstacles to consider (like how to find safety in areas where the beast can dim the light, or there's no light whatsoever) and more types of enemy terrors for Sophia to encounter in the dark. It's certainly the most memorable take I've ever seen of Crete's infamous minotaur.
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The process feels as I imagine archaeology to be--I don't believe Sophia's journey is in any way accurate to uncovering forgotten ruins and unraveling ancient mysteries, but the idealized fantasy of it is well represented here. Crete is also a beautiful place to explore. The island is brightly lit and full of vibrant greens, reds, and blues, while the faded bronze of statues, broken weapons, and simple machinery mark Minoan society. Resonance also has the best soundtrack of the series, sticking to strings to frame most of Sophia's journey as a grand adventure or odyssey, and crucially plucking at the tension once the supernatural terror begins to rear its head.
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This is a terrific framing for a puzzle game. As Sophia, you carry a book loaded with drawings from your childhood visions, your dad's early attempts to explore the island, and all the follow-up expeditions that the smuggling gang undertook after his passing. There's no writing--it's all a series of drawings. And using those drawings, you have to figure out how to retrace the steps of those who came before, while also finding your own way forward when unexpected roadblocks pop up.  To aid in her and Leni's exploration, Sophia possesses an artifact that dates back to the Minoan society that once lived on the island. The sphere can redirect light to reveal hidden symbols left behind with invisible paint, and also open doorways that require lining up beams of light to hit certain points on a wall. These puzzles centered around the use of light are rarely complicated, but contribute to the feeling of Sophia and Leni being intelligent dungeon delvers who are uncovering long-lost history. 
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But that's never reflected in the gameplay. Leni can hold her own in a fight just as well as Sophia can (she even one-shots whichever enemy she's dealing with as soon as you handle the second-to-last foe) and regularly helps out with pushing open heavy doors and moving partially stuck levers. And at the same time, Sophia can squeeze into any spot Leni can and is usually the lead on how to solve puzzles (because she's you, the player!). The story does a great job of framing that these two are only succeeding because they have one another, but then this framing is repeatedly struck down whenever the cutscene ends and control returns to you. Again, it all feels very odd, like Resonance is holding onto its partnership framing for no other reason than that the first two games used it. The mysterious, newly discovered island that Sophia and Leni find themselves on is quickly revealed to be Crete, what was once home to Minoan society and, if the myths are to be believed, a minotaur-inhabited labyrinth. The characters don't know that--it's 1334, so all of those stories have yet to be uncovered again.
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The story, especially in the first half, is very good. This series has consistently done a fantastic job of quickly building up characters or situations in its introductions to be narrative buy-ins that are solely there to be destroyed or yanked away early on and create emotional stakes: Amicia's happy family life in the first game, the hope that Amicia's life had returned to some degree of normalcy in the second game. Resonance does the same. You actually spend quite a bit of time getting to know Sophia in Europe and the fairly happy life she has with the adopted family of smugglers she grew up with before a tragic event forces Sophia to go to the island. There's a real sense of desperation in her tale, and the stakes of what may happen to her or Leni if she were to return to her allies empty-handed and without answers are abundantly apparent. Leni and Sophia have an odd dynamic. Narratively, it's pretty good. There's some angst beneath the playful banter of the two friends that implies there could be romantic feelings pushing the two together, and the two play off one another in cutscenes incredibly well with their very different skill sets--Sophia is a fighter who can muscle through problems that require strength, and Leni is a pickpocket who is adept at getting in and out of places she doesn't belong.
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Resonance: A Plague Tale Legacy Is Good If You Do The Necessary Homework Beforehand https://www.gamespot.com/reviews/resonance-a-plague-tale-legacy-is-good-if-you-do-the-necessary-homework-beforehand/ Resonance: A Plague Tale Legacy (https://www.gamespot.com/games/resonance-a-plague-tale-legacy/) faces a difficult balancing act. Can it move away from its predecessors' terrifying waves of rats and still deliver a supernatural terror that ties into rewarding environmental puzzles? Can it ditch the series' sibling protagonists and still tell a moving story focused on two people learning to lean on one another? And can it add fierce, frenetic combat to the franchise's formula as a new gameplay pillar without abandoning its core identity as a puzzle game? At times, Resonance succeeds--especially during its stronger first half--but it too often loses its footing. And as the game increasingly misses the mark, it further distances itself from what worked so well in the first two A Plague Tale games without adding anything to make up for the loss. Set in 1334, about 15 years prior to the first two A Plague Tale games, Resonance follows Sophia instead of series protagonist Amicia de Rune. As a young girl, Sophia was forcibly injected with blood that causes her to have visions of a long-lost civilization. Wanting to cure her of these visions, her father eventually finds and travels to the island that she has seen in her visions, but in his attempts to uncover the island's history, he is killed by a mysterious and terrifying beast. Wanting to discover what her visions mean and learn about what truly happened to her dad, Sophia travels to the island with her best friend, Leni, in tow. 
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Turn-Based-Tactics Fans Are Suddenly Eating Very Well https://www.gamespot.com/articles/turn-based-tactics-fans-are-suddenly-eating-very-well/ The XCOM series has been effectively on hiatus for many years now, and AAA turn-based-tactics games have been pretty hard to come by recently. That's changing, however, starting with this week's launch of Star Wars Zero Company (https://www.gamespot.com/reviews/star-wars-zero-company-review/). It's effectively a marriage of classic XCOM gameplay and Clone Wars-era Star Wars storytelling, and within a few minutes of starting it, I got that same rush of excitement I got the first time I played an XCOM game.  Typically, I try to savor turn-based tactical experiences like this as much as possible, because I know it's going to be at least a few years before something like it comes along again. The last XCOM-esque turn-based-tactics game I can even recall playing was Classified: France '44 (https://store.steampowered.com/app/2085370/Classified_France_44/), which released well over two years ago. I enjoyed that one so much that I considered just starting it over again, because there wasn't really anything else like it releasing at the time.  But no longer! As part of Gamescom Opening Night Live (https://www.gamespot.com/articles/gamescom-opening-night-live-2026-all-the-biggest-announcements-games-and-trailers/), Ubisoft revealed Rainbow 6 Tactics (https://www.gamespot.com/articles/rainbow-6-tactics-looks-like-if-siege-and-xcom-chimera-squad-had-a-baby/). Ditching the first-person-shooter gameplay the series is famous for, Rainbow 6 Tactics is a single-player tactical experience that plays out like a turn-based version of Rainbow Six Siege. You scout enemy positions using drones and then launch your attack, breaching walls and taking down enemies with precision and force. https://www.youtube.com/watch?v=iRJOXB3euJQ It makes use of the destructible environments Rainbow Six Siege is famous for, but it's all wrapped up in a completely different genre. And just like Zero Company, Rainbow 6 Tactics will be available on Xbox and PS5 in addition to PC, giving it a wide audience when it arrives in 2027.  And if you don't have an Xbox, a PS5, or PC, you're still not being left out of the fun as of late. Sure, it's also an RPG, but Fire Emblem: Fortune's Weave is certainly going to scratch that turn-based-strategy itch. Developer Intelligent Systems is arguably the king of the genre, and based on our hands-on preview (https://www.gamespot.com/articles/fire-emblem-fortunes-weave-feels-like-four-games-worth-of-fire-emblem/) of the game, it looks to be absolutely packed with content. There are four protagonists, each with their own stories, so this could be one you are playing for weeks or even months--hopefully just long enough for Rainbow 6 Tactics to be out.  Patiently waiting our turn for the next XCOM-like or Fire Emblem game to release used to feel like a futile exercise, but I'm very excited for the future of sort-of-but-not-really-chess games right now. If others feel the same, we just need to show up and buy them so the genre can keep thriving … and maybe convince Take-Two to greenlight an XCOM 3. Pretty please? 
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GTA 6’s Long Wait Has People Realizing Their Own Mortality https://www.gamespot.com/articles/gta-6s-long-wait-has-people-realizing-their-own-mortality/ You might expect people to talk about the visuals, lighting, action sequences, or gunplay after Grand Theft Auto VI's brand-new extended-look trailer (https://www.gamespot.com/articles/gta-6s-big-reveal-all-the-things-we-learned/) showed off over 25 minutes of new footage. But the top comments on Rockstar's YouTube (https://www.youtube.com/watch?v=tJbzMqJGH4k) upload of the video deal more with the human condition than expected. In fact, there's quite a bit of talk about death and remembrance. The top comment (at the time of publication) states: "a moment of silence for people that didn't make it here." Meanwhile, another person writes: "Objective: Stay alive till release day." It's been a long wait for GTA 6 (https://www.gamespot.com/articles/the-biggest-gaming-stories-that-happened-since-gta-5-came-out-13-years-ago/), especially since GTA 5 originally launched almost 13 years ago.  Not only has a lot happened to the gaming industry as a whole since GTA 5 came out, but also to people's personal lives. For instance, another person typed: "Bro, I went through middle school, high school, and college ... now I need to request time off work for this." Tragedy has apparently struck others, but not dampered their spirits, as seen in this comment: "I was in a traffic accident in February and lost a leg, but I've still got my two damn hands and my eyes, baby!" There is a lot to take in from the new GTA 6 trailer (https://www.gamespot.com/articles/gta-6-all-the-biggest-takeaways-from-the-big-new-trailer-that-you-need-to-know/), such as NPCs noticing if you're openly carrying a weapon (https://www.gamespot.com/articles/gta-6-npcs-will-notice-if-youre-carrying-a-weapon-in-public/) in the game. In addition, stealing a car might be a little more complicated (https://www.gamespot.com/articles/how-to-steal-cars-in-gta-6/) this time around. For older vehicles, you can still smash the glass, but newer models apparently require a key cloner.  GTA 6 is set to finally release on November 19 for PS5 and Xbox Series X|S. It sounds like a playthrough of the open-world game could be roughly 80 hours (https://www.gamespot.com/articles/gta-6-playthrough-can-last-roughly-80-hours/), so plan accordingly this holiday season. 
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99 Details from The GTA 6 Extended Look https://www.ign.com/articles/99-details-from-the-gta-6-extended-look Love Fist, gameplay, and other Vice City memories. Here are 99 new details we spotted in the GTA 6 Extended Look:
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another shot at contributing to the cause.An all-new Player XP system will let every Player Card level up and unlock rewards, while rotating multiplayer modes, a unified Auction House, new Player Card Parallels and expanded Breakout progression add more ways to build, upgrade and play with my dream NBA and WNBA lineups.Essentially, my bench just got deeper.The W and MyWNBA call the shotsNBA 2K27 is giving its WNBA modes more room to run, too. The W and MyWNBA both receive dedicated single-player experiences, alongside a Build-as-You-Go progression system, an updated Game Attribute System and new Team Badges and Teammate Badges. Those badges are designed to build chemistry and give me two distinct upgrade paths, while MyWNBA adds more tools for running a WNBA franchise from the front office. It's another sign that NBA 2K27 is treating its various forms of basketball as more than just different courts sharing the same ball.MyPLAYER can travel with mePerhaps the slickest quality-of-life addition is the new NBA 2K HQ companion app, which went live August 21. It lets you build and edit MyPLAYERs on the go before uploading those builds directly to my console, while QR-code sharing makes it easier to send builds to friends. The app also handles real-time messaging, Crew management, leaderboards and mobile-exclusive daily rewards. So even when I'm away from the console, the grind doesn't have to ride the pine.Taken together, NBA 2K27 looks like a game that's trying to give every kind of hooper a reason to check back in. Whether I want to recreate basketball history, build a MyPLAYER, run a century-long franchise, collect cards, dominate The City or simply jump online with friends, there's a sizable menu of new plays to run.And with the real NBA coming off an offseason featuring LeBron's move to Philly, the Lakers' ownership saga and a schedule that already has a Finals rematch lined up for Christmas Day, there's no shortage of inspiration.NBA 2K27 tips off September 4, with Deluxe and Ultra Edition players getting an early start from August 27.
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Let's be honest, the NBA offseason has already thrown up enough plot twists to fill a MyCAREER cutscene. LeBron James scooting off to Philly, the Lakers embroiled in an ownership drama involving a reported $12.5 billion valuation, and Victor Wembanyama going from basketball's terrifyingly talented alien to the face of NBA 2K27. The 2026-27 season hasn't even tipped off yet, and I'm already calling for a timeout.Fortunately, there's a new NBA 2K on the way to keep me occupied. After the franchise's big preseason reveal dropped details across virtually every mode, here's my vibe check on what my fellow hoopers should be psyched for most.Gameplay wants to play both ends of the floorNBA 2K27 is making a pretty convincing case that this year's biggest changes aren't about finding one overpowered move and spamming it until my opponent rage-quits. The offensive side of the ball gets new toys including step-through up-and-unders, a Dynamic Layup Engine and expanded dribbling customisation, giving me more control over how I create space and attack the rim.Defence isn't parking its arse on the bench either. Hands-up defence has been redesigned, the shot contest system has been overhauled, defensive cutoffs have been expanded and a new collision system should give physical play more weight. In other words, NBA 2K27 is trying to make both ends of the court count, which sounds like good news for anyone who has ever watched a teammate sprint towards the three-point line and decide defence is somebody else's problem.MyCAREER gets a history lessonMyCAREER is getting a particularly juicy addition this year, with five playable eras allowing me to build a basketball career across different points in NBA history. Quick e.g.: I can start in the Magic vs. Bird Era of 1984 and work through the decades, all the way to the Steph Era of 2016. Nice.Then there's Fire & Concrete, an 11-chapter cinematic story featuring rapper and actor Vince Staples. That's more than twice the length of last year's story, so there should be considerably more time for my MyPLAYER to make questionable life choices while looking suspiciously good in expensive digital clothing.Even better, NBA 2K27 introduces co-op MyCAREER for the first time. A friend can join my career through Running Mate Trace Miller, meaning I can finally share the grind instead of merely arguing about whose build is broken in the group chat.MyPLAYERs to compete together across the City's activities.Crew players also get a new home with Crew HQ, which provides dedicated space for practice, ranked competition, private games, Crew progression and seasonal tournaments. Meanwhile, the City itself has been refreshed with new environments and activities including Rucker Park in Street Kings, Casual Corner and Daily Rivals.With 40 REP tiers available at launch, there should be plenty of incentive to keep grinding. I'll just have to remember that the sun does eventually come up, no matter how convincing the "one more game" argument sounds at 2:47am.MyNBA puts me in the front officeIf my idea of fun involves less ankle-breaking and more spreadsheets, MyNBA is stepping back onto the court with a back-to-basics overhaul. The mode is getting more focus on its foundational franchise systems, including realistic CBA contract negotiations and a new GM Trust system that should make my decisions carry more weight.Then things get properly ambitious with MyNBA Legacy. This new single-player RPG-style experience lets me run a franchise from the front office while also dominating on the court as the same locked player, with the franchise window stretching across an enormous 100 years. That's enough time to build a dynasty, destroy it, rebuild it and then wonder why I gave that one centre a seven-year contract.MyTEAM wants every card to countMyTEAM is also getting some major progression changes. The Exchange will now accept any Player Card in my collection, giving those cards gathering virtual dust at the back of my lineup
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NBA 2K27 Is Making Major Upgrades to Both Ends of the Court https://www.ign.com/articles/nba-2k27-is-making-major-upgrades-to-both-ends-of-the-court
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