Xbox One Console Reviews

Tom Clancy’s Ghost Recon Wildlands Trailer: Character & Weapon Customization - Gamescom 2016
 
damn I wish titanfall would do like GTA V and fallout and let you switch between 1st/3rd person...there were early rumors that titanfall 2 was gonna do that but I haven't heard anything about it
 
Fuck Bungie


Destiny: The Taken King’s PlayStation-only content staying exclusive for another year

destiny-the-taken-king-sector-618-screenshot_1600.0.jpg


Destiny’s PlayStation-exclusive content has typically been released on Xbox platforms one year after it debuted on Sony’s consoles. However, that is changing with Destiny: Rise of Iron. The expansion offers its own PlayStation 4 exclusives; those items won’t be released on Xbox One until "at least Fall 2017." But Rise of Iron also extends the exclusivity window to that point for the PlayStation exclusives in the previous expansion, Destiny: The Taken King.


Thanks to a marketing deal between Sony and Destiny publisher Activision, the game and all of its expansions have featured content that is available only on PlayStation, not Xbox. The content includes items like powerful exotic-level weapons; lengthy cooperative missions called strikes; entire quest lines; maps for Crucible, the game’s competitive multiplayer component; vehicles such as Sparrows, a Guardian’s personal hovercraft; and unique sets of armor.


Until now, the window of exclusivity was as long as one year. When The Taken King launched in September 2015 to kick off Year Two of Destiny, all of the PlayStation-only content from the game’s first year — which included the base game plus December 2014’s The Dark Below and May 2015’s House of Wolves expansions — finally came to Xbox. Players on Microsoft consoles were at last able to try the exotic hand cannon Hawkmoon and Crucible maps like Timekeeper.

The Taken King featured four types of PlayStation-exclusive content: Jade Rabbit, an exotic scout rifle; Echo Chamber, a Vex strike; a set of armor for each of the game’s three classes; and a Crucible map called Sector 618. Bungie’s April 2016 update for Destiny also included some PlayStation exclusives: Zen Meteor, an exotic sniper rifle; a Sparrow called Velumbra; and one armor set for each class.

All of that content was originally listed as exclusive until "at least Fall 2016," the beginning of Destiny’s third year existence. But it turns out that the operative phrase there was "at least."



The page on Destiny’s website about PlayStation exclusives currently lists Rise of Iron’s PS4-only content as well as three Taken King exclusives: the Sector 618 map, the Echo Chamber strike and the Jade Rabbit scout rifle. What’s more, the PlayStation Store page for Destiny: The Collection mentions "legendary armor sets," and beneath that phrase is a screenshot featuring the April update’s PlayStation-exclusive armor sets.

All of the content is listed as being exclusive to PS4 until "at least Fall 2017," whether on the Destiny website or the PlayStation Store. An Activision representative confirmed to Polygon that the fall 2017 timing is accurate. A spokesperson for the publisher said they could not confirm exactly when the timing had changed from 2016 to 2017.



That means that Destiny players on Xbox who were hoping to check out The Taken King’s PlayStation exclusives will now have to wait another whole year to play that content. (It’s unclear at this point if the April update’s exclusive weapon and Sparrow will also be locked away until next fall; we’ve asked Activision for a full list of the exclusives, and will update this article with any information we receive.)


Were Bungie, Sony, and Activision lying to Xbox owners this whole time? No — not technically, anyway. The phrase "at least" in every description of Destiny’s timed exclusivity gives the companies the wiggle room to extend the window, as they have done here. But it’s misleading at best, especially when they’ve already established the precedent of a one-year exclusivity window.

Destiny: Rise of Iron launches Sept. 20 on PS4 and Xbox One. For more details, check out our interview with Bungie from Gamescom 2016.

http://www.polygon.com/2016/8/18/12536688/destiny-rise-of-iron-ps4-exclusive-taken-king-fall-2017
 
its funny how the shoes on the other foot with sony being the weaker system lol.titan fall is running 900 p on the ps4 while the xbox one s upscales it to 4k.:cheers:
 
Who is gonna be playing the open multiplayer for Titanfall 2 this weekend? 19-21st. I just downloaded it today, gonna be ready when I get home from work.
 
Ok... So I'm preordering Deus EX a couple of minutes ago and I noticed that I randomly had a $75 xbox live refund. I've got no clue why. Obviously I use it.
Then I check my account and I noticed that xbox gave me two smaller credits earlier this year. I've been trying to get an understanding why and I couldn't find much online. Has anyone else noticed that same thing?
 
from reddit


There's something off about Titanfall 2. Maybe it's the slower movement, or not being able to get my titan as fast, but I haven't enjoyed myself in the few matches I've played. In fact, it makes me want to download Titanfall 1 and play that instead.

Edit: I've played more, and I still really haven't gotten hooked. It just isn't fun to play for me. Titans are really rare, and when you do get them, they seem so weak. The maps don't really flow well or make use of the parkour like in T1, and I find myself relying way too much on my grappling hook to get around. Movement doesn't feel as smooth either.

They have two months until the game releases. I'm not sure how much they can change, but at this moment, it's lost my interest on a purchase for now. I'll keep up with it for sure if Respawn tweaks it a bunch, but I'm really disappointed.

The moment I started running I thought COD. It feels clunkier than the first. The map layouts have no flow as far as I've seen. The lack of NPCS is concerning as well, maybe the whole server situation is questionable? Overall I'm going to hold off on buying until we see more. As of right now I'm not a fan, I'd rather play the first.


Fuck. Now I know how No Man Sky Players feel. I sure as hell would LOVE to be proven wrong about this game and that the final release is nothing like this "COD with Mechs" game that I said the first was NOTHING like.

I could give a long essay on all the faults. But everyone else has said what I feel, that this is NOT the game I wanted.

That's fine. You know, others may enjoy it. Respawn should be allowed to do what they want as well. That's great.

But I don't have to like it myself. Extremely disappointed so far and I really hope I'm just being salty and at launch it turns out that I'm 100% wrong about the game.


My most anticipated game of this year, and I get something else. Loved Titanfall 1 so much, Gen 10 here, and this feels like a different game. It feels like what Gears Judgement was to Gears 3.



falconbox

Here's what I wrote in the /r/Titanall feedback thread:

Been playing since 4pm EST yesterday thanks to an early access code.

Pros:

  • The slide mechanic works very well both while in combat or for chaining together parkour

  • The new pilot abilities like the hologram decoy (which I also liked in Black Ops 3) and the grappling hook work pretty well
Cons:

  • Dislike that we have to decide between a sidearm or anti-Titan weapon. Swapping to a pistol instead of reloading is a tactical move that saves time, but then you have no defense against Titans.

  • Some default abilities from the first game are now perks that must be equipped (ability to wall-hang, shield protecting your Titan when dropped, etc)

  • Bounty Hunter (while a decent mode), is no substitute for Attrition. A game's default mode should never really be objective based. Casual modes like TDM (CoD), Slayer (Halo), and Attrition (TF1) allow players to jump into the game with no prior knowledge and be productive. (Battlefield's Conquest is the only game I know of that gets away with this, but even there kills count toward ticket bleed. Which is what I'm worried about in Battlefield 1, since that is now removed.)

  • Lack of AI bots currently. They made the maps feel like an active war zone with AI fighting each other around every corner. Hearing them express excitement that a super powerful Pilot is gonna save the day added to the feel of the game. Now, all AI is hostile to both teams, and in between waves of enemies you are left in a giant map with only 5v5 players, which makes it feel very empty. I understand if they don't necessarily fit into Bounty Hunter mode with the waves, but once again, this comes back to my previous point that Attrition needs to return with AI bots in tact. The bots also made the game accessible to new players who weren't good PvP players. They could still hop in and help their team by killing easy grunts and earning their Titans. Speaking of which...

  • Titan build timer should be brought back from the first game. Not just because Titans take longer to earn now, but because even brand new players to the first game were still guaranteed Titans. It's something that made it very accessible. Even if players couldn't kill grunts, they'd still eventually get a couple Titans.

  • Titans not having auto-recharge shields make them feel very weak. I'm aware of the new battery mechanic, but fear it won't be put to good use by players. With the lack of Titans currently, even if I'm carrying a battery I can never find a friendly Titan to ride to put the battery into. Titans also feel weak due to how slow they are. No longer can you see multiple Titans dashing into and out of combat with each other. Scorch for example can't even dash unless you use a Titan ability perk to grant it a dash slot.
Gripes that I can live with:

  • Lack of weapon customization in Titans. This is something I can come to live with possibly, since Titans are essentially "hero characters" now.

  • The current maps seem sub-par. Boomtown for example has very little room to make use of Titanfall's movement mechanics. It's a lot of open field with no place to parkour or hide if you are a pilot shooting at grunts. I just hope the other maps we haven't seen have more buildings.
 
So I'm going to pre-face this with the fact that Titanfall 2 is in the pre-alpha stage, so I understand that not everything is finalized. That said, I have a few comments to make with regards to the direction it has taken:

  1. I really dislike the changes to how you accrue your Titan: One of the things I felt the first Titanfall got right was how inclusive it was of players of varying skill levels. Any player, regardless of how well they were doing, eventually acquired their Titan. Even on the games I wasn't doing well on, seeing the fact I still got to use my Titan (the namesake of the game, bear that in mind) definitely made me feel better. Now it just feels generic, like a Call of Duty scorestreak, and this to me really dampens the uniqueness of Titanfall as a first-person shooter. Coincidentally, this - joint with my next two points - are my biggest gripes with the game.

  2. The lack of AI: The matches feel dead, low on the pace. The first Titanfall had to build atmosphere within its multiplayer maps because it lacked single player, but this doesn't mean the second entry should do away with it because it does have a single player mode. What compounds this further is that if rumours are to be believed, Attrition is gone and Bounty Hunt replaces it, and furthermore is that Bounty Hunt is hinted at as being the only gamemode with AI in it. This brings me onto my next point...

  3. Is Attrition really gone? If so, that is a poor decision. Attrition was the main game mode of of the first Titanfall. It kept players the longest and as a playlist, was the main one active towards the end of Titanfall's lifespan. If the second one has done away with its most popular game mode, and replaced it with what I feel should be a separate one rather than a replacement, I can't see that change sitting well with the currently established community. This, joint with the lower AI numbers, really hinders the games inclusion of 'players regardless of skill', the point I made in the first observation.

  4. It feels as though Pilots and Titans are made of paper mache. Nothing seems to last in this game. Yet another change that goes in the direction of Call of Duty. Movement also feels somewhat off as well. Jointly with the quicker kill times, this makes wall-running feel like a chore or a threat rather than an easy yet flashy method of movement. If this is truly the case, then Titanfall 2 is starting to feel incredibly generic as far as a first-person shooter.

  5. Customization: I'm assuming this is currently bare-bones (character selection is now linked to skills for instance) because it is pre-alpha. I will wait to comment on this.

  6. It's not all doom and gloom from me though: Sliding and grappling are good additions. I respect the additions as I will gladly take more variance. That said, I'm yet to see the point in anything other than grapple hook. It's applications are astonishing to the point of where I think it should be on every Pilot separate to abilities. It also makes taking down a Titan incredibly fun.

  7. The boarding of enemy Titans also feels good: Now that you don't remain boarded on an enemy Titan, it really quickens the pace of this particular segment of the game. Whilst the rest of the game feels slower, this is definitely a change that feels faster than the previous Titanfall's version. I also like the fact you get something for it as well in terms of an extra health bar. I haven't had the chance to try boarding a friendly Titan, but I do hope that is at least the same as it was in the first game.
So anyways, those are my thoughts on Titanfall 2 so far. I'll play to the end of the next Tech Test to decide whether I'm cancelling my pre-order or not to wait after launch, but so far I'm not as impressed as I hoped I would be. The game to me has too much Call of Duty influence in it; we already get one of those a year, we don't need another. It feels generic and uninspired compared to its predecessor, I mean it doesn't even seem like it has taken the first game as inspiration or guidance.

So, what do others think?

Edit: So it seems there is a control option for "classic". Might give this a go and adjust my thoughts accordingly.

Edit #2: Sending me rage mail because my opinions are not your opinions does not make me change my view of the game, nor does it embolden me to you as a person. Just don't. This is a post for discussion, not an invitation for insults through private messages.


I'm not a fan of it, played about 5 or 6 matches then turned it off. Gameplay is too cod like now, ironic I know, but the first game was it's own speed and flavour this just feels like a weak replicant of cod.

Titans are so bad now and they don't feel rewarding at all. I'm really struggling to understand why the Dev's are favouring pilot combat so much this time around.

There is plenty more I could go on about but I don't wanna go crazy and write a novel. But if the full game is like this, which it most likely will be, then I'm not going to get it.
 
SMH preorder cancelled





Titanfall 2 game director on a slower-paced multiplayer

While Respawn is putting newfound focus on a single-player mode for Titanfall 2, the sequel to the original mech-based military shooter, the house built by former Modern Warfare developers have not forgotten what made the original so memorable. The multiplayer is seeing a few changes this time around, which console players may have already noticed during this past weekend's multiplayer tech test.

So what exactly is Respawn aiming for? To find out, Shacknews continued its chat with game director Steve Fukuda about Titanfall 2's multiplayer modes, including its design and its implementation of player feedback.

Forward%20Base%20Kodai.jpg


Shacknews: What do you feel is the key to differentiating Titanfall 2's multiplayer from the original game?

Steve Fukuda, game director: After the original game, we sat down and looked at it objectively. We got a lot of feedback from the outside, from fans, from research saying, "Hey, there's not enough. There's not enough content. We want more content." Internally, we played the game and came out of the play session thinking, "That was super exhausting. That was super chaotic." Why is that? We struggled with trying to answer what it was.

What it came down to was, it was difficult for players to have a predictably unpredictable kind of experience. It was difficult for players to say, "If I die here in this game mode, how do I get better?" Do I zig? Do I zag? What should I have done differently? It was hard for Titanfall players to answer that through their experience. So we went back to the drawing board so we could fix this.

We started by addressing the fact that you move so fast. You can't shoot out of the air so easily. So we slowed things down just a touch. Then also thinking more in terms of having players more proactive decisions, so instead of reacting to everything, they're thinking more like, "This match and this mode, this map, etc." They go, what things in the loadout menu will best help me fulfill that purpose. There's a much greater sense of purpose for players, so now they are thinking in terms of planning ahead, in terms of "I want to do this. This is my goal, this is my identity of how I am as a player." There's a huge difference, because all the different modes now kind of necessitate the player proactively thinking about what they want to do.

Shacknews: How is Titanfall 2's multiplayer planning to improve the pilot/Titan synergy that we saw in the first game? Will we see more strategies like using Guard Mode?

Fukuda: Here's the interesting thing about Guard Mode. They actually now really aggressively and properly use their full panel of abilities, as opposed to before where they tend to use Vortex Shield. This one, if you have Scorch and put him on Guard Mode, he's going to use the Flame Shield, Thermite Launcher, the canisters, and everything else. That's one of the big improvements to how that works in multiplayer now.

Shacknews: How has your approach to map design changed from the previous game?

Fukuda: One of the big efforts there was trying to think of the degree of verticality, the sort of "swiss cheese" effect. But now we have a 3D "swiss cheese" effect. So we started thinking more in terms of simplifying the concept and using what the designers call a "window pane" effect, where we think in terms of lanes. Defined paths become the norm: the left, the middle, the right. There's a greater simplification of the player's understanding of the environment, so that the environment becomes more predictable and becomes less about just drawing lines across the map from any point to any point where it just becomes a mess. We're trying to make sure the level is designed in a way that gets these trendy routes and feels more fundamental.

Shacknews: What are some of your favorite additions to multiplayer, whether it's new weapons or new Titans?

Fukuda: While all the physical toys and abilities are really exciting, I do like stim. Stim is much faster than in the original game, which lets you just really fly around. It's really fun.

But what I'm really excited about is the Networks and the social element of that. It's the chat window, the IRC, the whole thing. It brings back memories of playing Counter-Strike on a server that I was familiar with and going in there all the time and recognizing the names. It has a sort of "going to a favorite bar" kind of feeling.

But on the gameplay side, I'm really looking forward to the progression system. The progression system is much more in-depth. Now you're leveling your weapons, you're leveling your Titans, and you're leveling yourself. The range of unlocks, cosmetic and functional, are greatly expanded, so there's something in there for everybody. And there's no cap. There is a turnaround point and at the turnaround point, things will start switching to "v.1" font or "v.2" font and it'll cycle around each time. So I actually wonder if anyone will get to "v-four digits" or something.



Shacknews: If there's one thing I remember about the original Titanfall, it was the player base. The Xbox One community thrived for years. I could always log in and reliably find a game. But the PC player base tapered off after just a couple of months. So you might have already touched on this with Networks, but how do you plan to maintain an active player base across all platforms?

Fukuda: I think that's going to come down to us watching to see how the players react to the game. The game is considerably different in the way we're approaching the problems of the game. I think it's going to come down to actually watching what is happening online. We're evolving in the way we interact with the community at Respawn, so now we're thinking about how do we increase the amount of contact points between the developers and the team. Traditionally, there's been a "face of the company" model at a lot of places, but a lot of places have evolved towards a more distributed kind of approach. And we're going to start exploring that for pre-launch, post-launch, and we look forward to interacting with our fans.

Shacknews: Is the door open to cross-play across platforms? I realize Xbox One and PlayStation 4 might not be so realistic, but I'm referring more to Xbox One and PC or PlayStation 4 and PC?

Fukuda: We aren't planning on doing that at launch. For now, the answer is no, but we aren't closed to the possibility.

http://www.shacknews.com/article/96446/titanfall-2-game-director-on-a-slower-paced-multiplayer
 
More than 100 songs in Mafia III Licensed Soundtrack [DETAILS]


Ask anyone about influential moments in music and 1968 will be near the top of that list every damn time. So many different genres came together to create a soundtrack that’s lived beyond one generation and helped define an era. So, as you hop into a Lassiter Leopard and cruise through Mafia III’s streets of New Bordeaux, crank up the radio. You’ll have more than 100 classic songs that will send you back to a very different time.

Rather than make you wait until the game’s launch on October 7, though, you can groove to the sounds of 1968 New Bordeaux starting today on Pandora with the Mafia III Hit List. You’re one link away from this awesome collection of classic rock, country, soul, blues and popular music straight from this transformative era in American – and music – history.

Here, though, is the FULL track list of what you’ll hear playing while you’re playing Mafia III:



? And The Mysterians: “Ninety-Six Tears”

The Animals: “We Gotta Get Out Of This Place”

Aretha Franklin: “Chain of Fools,” “Respect”

Barry Maguire: “Eve of Destruction”

Beach Boys: “Help Me, Rhonda,” “Heroes and Villains,” “Wouldn’t It Be Nice”

Beethoven Ben: “Dance of the Hours”

Big Brother & The Holding Company: “Piece of My Heart”

Blue Cheer: “Good Times Are So Hard To Find”

Bobby Fuller Four: “I Fought The Law”

Box Tops: “The Letter”

Canned Heat: “On The Road Again”

Chambers Brothers: “I Can’t Turn You Loose”

Clarence Carter: “Slip Away”

Clifton Chenier: “Ay-Tete-Fee”

Count Five: “Psychotic Reaction”

Cream: “White Room”

Creedence Clearwater Revival: “Proud Mary,” “Fortunate Son,” “Bad Moon Rising,” “Born on the Bayou”

Del Shannon: “Runaway,” “Keep Searchin’ (We’ll Follow The Sun)”

Delta Rae: “Bottom of the River”

Dewey Edwards: “I Let A Good Thing Go By”

Diana Ross & The Supremes: “Love Child”

Dusty Springfield: “Son of a Preacher Man”

Eddie Floyd: “Knock on Wood”

Elvis: “A Little Less Conversation”

Etta James: “Don’t Go To Strangers”

Four Tops: “Reach Out, I’ll Be There”

Freddie Cannon: “Palisades Park”

Iron Butterfly: “In A Gadda Da Vida”

James Brown: “I Got You (I Feel Good)”

Jefferson Airplane: “Somebody to Love,” “White Rabbit”

John Lee Hooker: “One Bourbon, One Scotch, One Beer”

Johnny Cash: “Folsom Prison Blues (Live),” “Ring of Fire”

Jr. Walker and the All Stars: “Shotgun”

L.C. Cooke: “Take Me For What I Am”

Lightnin’ Hopkins: “Black Ghost Blues,” “Sinner’s Prayer,” “The Howling Wolf”

Lightnin’ Slim: “G.I. Blues”

Little Richard: “Long Tall Sally”

Lonnie Youngblood: “Go Go Shoes”

Martha and the Vendellas: “Nowhere to Run”

Marvin Gaye: “You”

Mercy Dee Walton: “Five Card Hand”

Misfits: “You Belong To Me”

Mourning Ritual (ft. Peter Dreimanis): “Bad Moon Rising”

Otis Redding: “Sitting On The Dock Of The Bay,” “Hard To Handle”

Otis Redding & Carla Thomas: “Tramp”

Otis Spann: “Must Have Been The Devil”

Patsy Cline: “Crazy”

Paul Revere and the Raiders: “Kicks”

Ramones: “Palisades Park”

Roger Miller: “King of the Road”

Roosevelt Sykes: “Hey Big Momma”

Roy Orbison: “Running Scared”

Rufus Thomas: “Walking The Dog”

Sam and Dave: “Hold On, I’m Comin’,” “Soul Man”

Sam Cooke: “Chain Gang,” “Wonderful World,” “Bring It On Home To Me,” “Another Saturday Night,” “I’m Gonna Forget About You”

Sam the Sham and the Pharaohs: “Li’l Red Riding Hood”

Sonny Rhodes: “You Better Stop”

Status Quo: “Pictures Of Matchstick Men”

Steppenwolf: “Desperation,” “Born To Be Wild”

Supremes: You Keep Me Hangin’ On

Temptations: “I Wish It Would Rain”

The Animals: “House of the Rising Sun”

The Avengers: “Paint It Black”

The Band: “The Weight”

The Chambers Brothers: “Time Has Come Today”

The Dramatics: “Get Up and Get Down”

The Duprees: “You Belong To Me”

The Fun Sons: “Hang Ten”

The Miracles: “You’ve Really Got A Hold On Me”

The Rolling Stones: “Mother’s Little Helper,” “Paint It Black,” “Sympathy For The Devil,” “Street Fighting Man,”

The Searchers: “Take Me For What I’m Worth,” “Needles & Pins”

The Shadows of Knight: “I Got My Mojo Working”

The Supremes: “Baby Love”

The Tams: “What Kind of Fool (Do You Think I Am)”

The Temptations: “Ain’t Too Proud To Beg”

The Troggs: “Wild Thing”

Three Dog Night: “One”

Vanilla Fudge: “You Keep Me Hangin’ On”

In addition to this curated soundtrack, Mafia III also tapped two of the gaming industry’s greatest composers, Jesse Harlin and Jim Bonney. The two have composed an original score you’ll hear during gunfights, cut scenes and other in-game moments. The 26-track Mafia III Original Game Score is will be available for digital purchase on iTunes, Amazon and the Google Play stores. A version of that score will also be available on vinyl in the Mafia III Collector’s Edition.

That’s right, the Mafia III Collector’s Edition comes fully loaded with the sounds of 1968 New Bordeaux on 180 gram vinyl. Besides that, you can score a collectable art book, art prints, and a whole lot more. More details on that here.

Before you get ready to take on the Mafia, be sure to follow us here on the blog, Facebook, and Twitter as we reveal more about Lincoln Clay’s mission to rip apart the Italian Mob. Mafia III hits the streets October 7.

https://mafiagame.com/en/news/view/en-more-than-100-songs-in-mafia-iii-licensed-soundtrack-details
 
Just got this email from Microsoft.... This is some bullshit.

---------------------------------------
As previously announced, Xbox Fitness will shut down on July 1, 2017. If you purchased Xbox Fitness workouts or similar content they will not be available to you after June 30, 2017. But because you made these purchases, we have deposited a credit equal to the dollar value of those purchases into your Microsoft account. You can use this credit to make purchases in the Xbox or Windows Stores. The credit will be valid through December 31, 2017.

To view your current balance visit https://commerce.microsoft.com/PaymentHub/PaymentInstrument

We want to thank you for having been a member of the Xbox Fitness community. We hope you will continue to enjoy your workouts for as long as they remain available, and we hope you will use the credit we have issued to you on other worthwhile Xbox or Windows products.

If you have questions, please visit http://xbox.com/fitnessfaq
-----------------------------------------

Why not just leave the App but not update the workout? See this is the thing that frightens me about this download only world that we are heading into. Where a company can decide that it no longer wants to support a product that you purchased and literally take it away from you. What's to stop them from doing this on games?
 

I don't get why this isn't bigger news. They are straight up removing purchased content from your system. What is stop them from removing Madden because licensing went fell apart with EA? or deleting content or suspending access to content because you were flagged for something in game. This is a dangerous precedent that Microsoft is starting here. This isn't like removal of a software feature... this is the removal of purchased and downloaded content. :hmm:
 
Just got this email from Microsoft.... This is some bullshit.

---------------------------------------
As previously announced, Xbox Fitness will shut down on July 1, 2017. If you purchased Xbox Fitness workouts or similar content they will not be available to you after June 30, 2017. But because you made these purchases, we have deposited a credit equal to the dollar value of those purchases into your Microsoft account. You can use this credit to make purchases in the Xbox or Windows Stores. The credit will be valid through December 31, 2017.

To view your current balance visit https://commerce.microsoft.com/PaymentHub/PaymentInstrument

We want to thank you for having been a member of the Xbox Fitness community. We hope you will continue to enjoy your workouts for as long as they remain available, and we hope you will use the credit we have issued to you on other worthwhile Xbox or Windows products.

If you have questions, please visit http://xbox.com/fitnessfaq
-----------------------------------------

Why not just leave the App but not update the workout? See this is the thing that frightens me about this download only world that we are heading into. Where a company can decide that it no longer wants to support a product that you purchased and literally take it away from you. What's to stop them from doing this on games?

Yeah, it's scary shit. Who knows what the future holds, but I didn't know they were being this blatant with it now.
 
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