Xbox One Console Reviews

Cry babies



UPDATE: CD Projekt has issued Eurogamer a statement on the reaction to its announcement of Xbox One-exclusive physic items for the Collector's Edition of fantasy role-playing game The Witcher 3.

CD Projekt co-founder Marcin Iwiński said the deal with Microsoft was about making The Witcher 3 more visible worldwide and, following that, selling more copies of the game.

The statement is reproduced below:

Looking at the heated comments, I believe that our announcement of the physical addition of two decks of Gwent cards and a cloth map, requires a further word from us.

Here at CD Projekt Red, we always put gamers first. Our PC versions are released DRM-free, we bend over backwards to give you the most beefed up editions of our games (be it standard or Collector's), and we deliver the same game, regardless of platform or version you buy. Moreover, we promised not have any exclusive DLCs, neither per platform nor per retailer, and we do stand by our promise--nothing has changed, nor will change in this regard.

Don't get me wrong, I do understand that these extra items might be desirable for Witcher fans playing the game on other platforms. However, as we are not offering any platform or retail exclusive DLCs or any other form of gameplay differentiation, we do have to find other ways to support our partners. We are also providing special pre-order items for certain retailers around the world, including Witcher comic books, posters, steel books or medallions. Funnily enough, we did not notice any heated comments on the pre-order specials.

What is the reason? Why are we doing this? We need the support of partners to make our game visible worldwide. This should hopefully translate to better sales, which will in consequence allow us to do what we have been doing for the last 10 years, i.e. reinvest this money to make more great RPGs, while still sticking to our values.

If you still consider that adding two decks of Gwent cards and a map of the in-game world to the Xbox One CE equals us betraying our values and not fulfilling our promises, well, it does make us sad, but the final call is always yours to make.

Still, I do hope that what we offer is unique and we can ask you to give us the benefit of the doubt. We have more great things to announce for The Witcher 3: Wild Hunt in the coming months and I promise you won't be disappointed (yes, yes, there are no more exclusives coming).

http://www.eurogamer.net/articles/2...-includes-gwent-a-hearthstone-esque-card-game






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The Xbox One version of The Witcher 3 Collector's Edition is to receive additional physical content unavailable in the PS4 or PC versions, Bandai Namco has announced.
Exclusive to Xbox One, the collector's edition will now contain a physical cloth map and two Gwent card decks, allowing players to play The Witcher 3's in-game card game in real life.

"Gwent is an amazing game and we're really happy to be able to bring it to the physical realm with Microsoft's help," said CD Projekt RED co-founder Marcin Iwiñski. "Now we've got Gwent in every copy of The Witcher 3: Wild Hunt as an in-game experience for free on every platform, and a physical version in the Xbox One CE, how awesome is that?"

"Gwent is a fast-paced card game that can be played within The Witcher 3: Wild Hunt on every platform," added the studio. "Invented by dwarves and perfected over centuries of tavern table play, Gwent is a game of initial simplicity and ultimate depth, something beloved by both road-weary travelers during long nights around the campfire and elegant nobles looking to liven up dragging dinner parties.

"The game is about the clash of two armies locked in mortal struggle on a battlefield where the players are the leaders and the cards their forces. With four different factions offering unique combat styles and endless paths to victory, Gwent is every adventurer’s first choice when it comes to one-on-one card-based dueling. Take risks and think on your feet, strategize and deliver cunning combos, use potent magic and mighty hero cards and be the last one standing on the field of honor!"

The Xbox One collector's edition now contains:

  • The standard edition of the game, containing: the official soundtrack, a beautiful and detailed map of the in-game world, unique stickers, and the developer-created "Witcher Universe - The Compendium"
  • A giant, 33x24x26 cm, 100% hand painted, Polystone figure of Geralt of Rivia battling a Griffin
  • An exclusive, collector grade Witcher medallion
  • A one of a kind SteelBook
  • A two-hundred page artbook, containing breathtaking art from the game
  • A cloth map of the game world
  • Two Gwent card decks
  • Huge outer and inner Collector’s Boxes you can store your Witcher merchandise in!
The Witcher 3: Wild Hunt launches on Xbox One, PS4 and PC in February 2015.
 
Forza Horizon 2 - Lamborgini Huracan HD Gameplay




Forza Horizon 2 Gameplay Comparison E3 vs. Gamescom

 
Ugh they whining about a collector's edition now.

I was reading a guys comment online saying Sony fans love bringing up 1080p, which was the standard years ago, but when a PC player brings up 4K they stfu quick. :lol: Being a one console only gamer is not the business.

Sent From My Galaxy S5
 
Evolve: The Kraken Vs. The Team in The New Map "Distillery" - Gamescom 2014


Evolve: Explosive Hank Vs. The Monster on The New Map - Gamescom 2014




Evolve: Assault Class Hyde Vs. The Monster on The New Map "Distillery" - Gamescom 2014




Evolve: Val The Sniper Vs. The Monster on The New Map "Distillery" - Gamescom 2014




Evolve: Maggie The Hunter Vs. The Monster on The New Map "Distillery" - Gamescom 2014



 
Attachments on Killstreaks! Advanced Warfare Scorestreak Customization (Multiplayer Gameplay)









#facepalm
more camping
NO DEAD SILENCE in Call of Duty: Advanced Warfare Multiplayer! (COD 2014 Gameplay)




Call of Duty: Advanced Warfare Character Customization! Tons of Loot Items! (COD Multiplayer)








Call of Duty: Advanced Warfare | Multiplayer deep dive - Xbox gamescom 2014





 
Attachments on Killstreaks! Advanced Warfare Scorestreak Customization (Multiplayer Gameplay)





i know all the females will be glad that there will be women soldiers in MP(as well as in campaign mode also)..now if only DICE would get with the program and do the same for Battlefield(Asian chic in 4 doesnt count) :rolleyes:
 

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OSer DaWolf had the opportunity to attend Gaescom, and was able to get his hands on the sticks with NBA 2K15 for a solid amount of time. With plenty of game time, and a chance to speak with Senior Prodcer Rob Jones, DaWolf put together an impressions piece for Operation Sports as we get closer to the October 7 release date of the next NBA 2K iteration.

Impressions

As a typical 2K demo, NBA 2K15 started off right at tipoff without any added presentation of lineups and player information. The first thing noticed was how much smoother the players felt as they ran the floor – on offense as well as defense. Overall the game felt less chaotic than in last year’s version. The off-ball movement of the A.I. felt cleaner and more focused. Other than that, I couldn’t help but feel a bit disappointed with how similar the game felt to NBA 2K14 (shooting, passing, rim physics, etc.).

I saw a lot of improvements in the core gameplay which became much more apparent the more time I had with the sticks. Rob Jones kept reiterating the word “polish” during our discussion, and I would agree “polish” fits the mold of 2K15 perfectly. Here are a few specific areas of “polish” that I noticed:

Movement: This has to be one of the biggest improvement this year. No more sliding on defense (it’s gone!) which gives an overall smoother dribbling and movement system on offense. The improved movement made defense more rewarding as you were able to stay in front of your opponent without being pulled out of position.

Spacing/Defensive Rotations: Yes! This was a huge point for me and I can say that spacing and defensive rotations are a lot better this year. Jones explained they have rewritten underlying defensive A.I. mechanics for better awareness about various situations. I was able to rout the Heat with Ginobli/Parker and Duncan pick-and-rolls by kicking the ball out to a wide open Kawhi Leonard or Danny Green when Duncan slipped to the paint. I would have liked to see more help-for-the-helper defense which would give the opportunity to play a fun cat-and-mouse game with the defense. If 2K could implement more help defense and double rotations, it could rival NBA Live 10´s great spacing.

Rebounding: Jones said the team put in plenty of hours fixing the rebounding, which in turn is noticeable in the gameplay. Bigger players would win the battle most of the time, though I would have liked to see more diversity with rebounding animations.

Contact Animations: This is one of the more defining areas of the game that has improved significantly, and it showed each time players interacted during drives to the paint. Jones mentioned it was a huge point of emphasis this year. Also defensive bump animations had a very realistic feel to it. Overall, defense was much better than last year.
The Little Things

  • Heat check on the D-Pad has returned.
  • Defensive settings have returned.
  • Signature size-ups have returned (right stick towards the basket).
  • The added shot meter under your player was added to reduce the luck factor in wide open shots. If you hit the sweet spot, the ball will go in (most of the time). The meter varies depending on the position, player and situation.
  • FIBA games have a different feel to them (It just felt different and reminded me of College Hoops 2K8 for some strange reason).
  • Online net code was a main focus this year. Two of their best engineers worked on the coding.
  • A lot more and-1s.
What I Didn’t Like

  • NBA 2K15 feels like another year of refinements and “polish” rather than a fresh experience. I would have loved to see some radical changes to some of the game’s core elements as I can imagine the casual gamer will have a hard time noticing the differences in the gameplay. But I understand that taking risks with a franchise that sells over 7 million units is not necessarily a smart business move.
  • Lack of help defense and defensive rotations. On one occasion I was posting up Norris Cole with Tim Duncan and backed down deep into the paint. I didn’t see any double team coming over. This is even more frustrating because it happened in NBA 2K14 as well.
  • The transition and responsiveness of the jump shot is an issue when your playing is not facing the rim. There is a slight delay on the button input where the player positions himself to face the rim. Jones said the team would look into the issue.
Overall, most of the issues of next-gen NBA 2K have been fixed and several key improvements will definitely please the hardcore 2ers. NBA 2K15 at this stage is a very strong and polished version of a familiar game.
 


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Let me clarify up the design of the shot meter. In previous 2K's, shot timing was just another factor within a huge list of other things that spit out a final shot % which we then rolled dice against. So really, it was Real Player % with a bit of help from the user. But the skill of the user had a minimal impact.

In 2K15, all factors that make up a good vs. bad shot get rolled up into a value that then scales the timing window for your jump shooter. So now, timing is a much more crucial factor in whether you make or miss. This puts the onus on the user to execute with more precision and separates the skilled users from the lucky ones. It's actually very similar to the design of Free Throw shooting. You can make the shot if you manage to get perfect timing but your % falls the further you are from the ideal release point. If you're way off, it's a guaranteed miss.

It's also a much more useful feedback system. If you're unfamiliar with your players, it's much easier to get a sense of their timing by glancing at the meter. Also, it's much easier to see how close or off you were with your timing after the fact to help you learn... much more useful than the letter grade system (which is still an option btw.)

My intention was never to make shooting a "meter game." The most successful people in the office are the ones who still watch the shot animations for visual cues of when to release, using the meter only for feedback or for occasional guidance.

I knew there would be some concerns, so let me try to address those now:

- No, you cannot "master" the meter and hit every shot you take
- Yes, you can turn it off in the options menu
- Yes, Real FG% is still an option
- Yes, it is very difficult to get "perfect timing," especially on the higher levels

Hopefully that clears some things up. IMO, shooting is much more engaging now and I think you guys will like the feature.
 

Sledgehammer Games co-founder Michael Condrey recently dropped by the Call of Duty: Advanced Warfare sub-reddit to gather feedback on the game’s multiplayer reveal and answer a few questions from the community.

We put a lot out there at our MP reveal during Gamescom,” he told fans. “We’ve spent three years listening to feedback, and I hope everyone could see that we’ve responded to that feedback in a big way in AW. Between the MP reveal keynote and posts by press & fans who have gotten hands on now, I’m curious where we still have opportunities.”

Here’s what he had to say.

On no Dead Silence in Advanced Warfare:

“We’ve got a different, and we what this is better, solution for Dead Silence in the works. If we are wrong, we’ll bring it back. But I don’t think that is going to be the case.”

On more Scorestreaks at launch:

“Yes, more scorestreaks and scorestreak modules to come”
On why Scavenger does not replenish equipment:
“We’ve got a number of perk changes we’ve prototyped and considered. The key is balance, and ensuring none are OP relative to their peers in the group, or across other choices in Pick 13.”

On time-to-kill:

“We’re still balancing but we feel its closer to BO2 than Ghosts. That’s our target.”
On dynamic maps:

“thanks. Yes, some maps will have dynamic events that trigger at the same time every time – we believe that leads to better strategy around how to master the map. Others may have map based score streaks earned through care packages. Others may have both, or neither.”

On multi-team game modes in Advanced Warfare:

“Its not currently in plans for AW for Nov 4.”

On fall damage

“No, unless you boost out of bounds.”

Good on Sledgehammer for getting so intimate with the Call of Duty community, despite making Activision PR as nervous as it likely does. What’s your take on Advanced Warfare’s multiplayer reveal? What sort of feedback would you give Sledgehammer?

Yesterday, Condrey revealed on Twitter that Advanced Warfare will indeed feature Hardcore game modes and that the studio is still deciding between 10 or 15 Prestige Levels. Read more here.

Call of Duty: Advanced Warfare launches November 3.
Source: Reddit
 

Ladies and gentlemen, wrestling fans of all ages. DualShockers is proud to present to you, the WWE 2K15 roster.

Today, in honor of SummerSlam, WWE held their 2K15 presentation which included panelist: Roman Reigns, Cesaro, Sheamus, John Cena, Hulk Hogan and Sting.
Hosted by a reading glasses wearing Stone Cold Steve Austin and Renee Young, the following roster was revealed (which unfortunately doesn’t include Drunk Flair):

  • Bray Wyatt
  • Roman Reigns
  • Chris Jericho
  • Dolph Ziggler
  • Fandango
  • Sheamus
  • Big Show
  • Cesaro
  • Damien Sandow
  • Brock Lesner
  • CM Punk
  • Triple H
  • Shawn Michaels
  • John Cena
  • Golddust
  • Dean Ambrose
  • Batista
  • Jey Usos
  • Jimmy Usos
  • AJ Lee
  • Big E
  • Jack Swagger
  • Tyson Kidd
  • Darren Young
  • Rey Mysterio
  • Nikki Bella
  • Brie Bella
  • Titus O’Neil
  • The Rock
  • Hulk Hogan (Hulkamania Edition includes Hollywood Hogan)
  • RVD
  • Stone Cold Steve Austin
  • Erick Rowan
  • Luke Harper
  • Sting (pre-order launch exclusive to include Retro Sting and Crow Sting)
  • The Undertaker
  • Kofi Kingston
  • R-Truth
  • Justin Gabriel
  • Randy Orton
  • Naomi
  • Daniel Bryan
  • Xavier Woods
  • The Miz
  • Kane
  • Tamina
  • Seth Rollins
In addition to this, My Career Mode was also announced as an added bonus and footage how motion-capture was used will be revealed in the coming days.

There will also be a 2K Showcase Mode which follows rivalries, such as Sting vs. Ric Flair; Hogan vs. Roddy Piper; Cena vs. CM Punk and Cena vs. Edge; Sheamus vs. Big Show; Sheamus vs. Daniel Bryan. Roman Reigns vs. Cena; The Shield vs. Evolution.
During the panel, Sheamus joked about how hard the development team had capturing his pasty skin color. He did gush over the graphics and how realistic the game looks in comparison to the previous titles.

Hogan also spoke about the Hulkamania Edition, which comes with 25,000 cards autographed by the Hulkster himself. He also shared the same sentiment of how much he loved how realistic the game looked.

Sting who is featured as a special pre-order and players will be able to include him in fantasy matches. When asked which match he could face in real life, he answered “The Undertaker.” Other dream matches of his are include, Triple H, Steve Austin, Shawn Michaels.

WWE 2K15 will release on October 28th for PlayStation 3, PlayStation 4, and Xbox One.

25:14
IGN Live Presents: WWE2K15 Roster Reveal

 


Today, we will begin rolling out the next Xbox One system update to fans around the world, which will include improved social features to make sharing your gaming experiences with friends better and easier. These new features are a result of your invaluable feedback, including some of the most requested features seen on Xbox Feedback. You can see some of the new features in the video above.
Here’s the final list of the features rolling out to Xbox One systems starting today and over the next few days:​

  • Mobile purchase: One of the most requested features on Xbox Feedback. Using Xbox SmartGlass or on Xbox.com, you can remotely purchase games and Add-on content. No more waiting to begin downloading when you get home – if your console is set to automatically take updates, your console will begin downloading your purchase.
  • Activity feed updates: We’re adding new ways for you to interact with friends in the activity feed. The interface will change to a single column scrolling list that is longer and includes more content. We’ll add the ability to post text to your feed, and to “like” and comment on feed items. You can share game clips and anything else in the feed with friends either publically (to your activity feed) or privately (as an attachment to a message). You’ll also be notified when anyone likes, comments on or shares your items. Each user will get a personal feed on their profile, so you can see what specific friends have been up to. And, with SmartGlass, you can see what your friends have shared to their activity feed and “like” specific posts (additional activity feed support coming in future SmartGlass updates).
  • Low battery notification: You asked for it, now a notification will pop up when your controller battery is getting low.
  • Disable notifications during video: Adding the ability to turn off notifications based feedback we heard from you.
  • Enabling 3D Blu-ray: An update to the Blu-ray player app will enable 3D Blu-ray functionality on Xbox One.
  • Last seen time in Friends list: Direct from Xbox Feedback, the friends list will now show how long it’s been since a friend has been online. For example, “Last seen 20m ago: Forza Motorsport 5.”
Please continue to share your suggestions and recommendations on our dedicated Xbox Feedback site. Your sustained feedback is incredibly valuable and I can’t thank you enough for helping us make Xbox the best place to play. Stay tuned for even more new features headed your way in the coming weeks including more social features and a few new updates for watching TV.
 
There are more wrestlers to announce for WWE. I always hate that they remove the old school people. Leave them in. I don't want a n.W.o. full of created people.
 
GTA Online San Andreas Flight School Reveal Trailer



Heists? :lol:heists will come out day one for the next gen versions:rolleyes: fucking Rockstar :smh::lol:
 
GTA Online San Andreas Flight School Reveal Trailer





Heists? :lol:heists will come out day one for the next gen versions:rolleyes: fucking Rockstar :smh::lol:


I knew that would happen...... Rockstar ain't slick man they need something to boost those day one sales so why not push heists out with the next gen launch? :smh:

I’m just out here working hard every single day, just trying to be the best poster I can be....
 

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Thanks to EA's all-you-can-game subscription, early access to Madden 15 for those who fork over $5 per month is the closest thing the gridiron faithful will get to a demo this year. On top of that, gameplay for early access to the full title is capped at six hours according to the gaming service's Twitter account. In the past, there hasn't been a time limit for demos, but players were limited to options like one quarter of action at a time, and sometimes with a couple of pre-selected teams. Of course, EA Access is only available on Xbox One, so the PS4 faithful will have to wait until launch day for kickoff.

<blockquote class="twitter-tweet" lang="en"><p><a href="https://twitter.com/KansasFF">@KansasFF</a> EA Access memebers will have six gameplay hours with the full Madden NFL 15 game.</p>&mdash; EA Access (@EAAccess) <a href="https://twitter.com/EAAccess/statuses/501398819331121152">August 18, 2014</a></blockquote>
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Xbox boss Phil Spencer makes case for Tomb Raider exclusivity deal


It dominated last week's Gamescom and sparked thousands of comments on the internet.

In the 24 hours after Microsoft announced Xbox exclusivity for Rise of the Tomb Raider, forums raged. How could publisher Square Enix and developer Crystal Dynamics sell out? And wouldn't moneybags Microsoft be better off spending its cash on making its own games, rather than denying PlayStation and PC gamers the chance to play what will probably be one of 2015's biggest games?

All throughout there was a nagging feeling that Rise of the Tomb Raider wouldn't be exclusive to Xbox for all time after all, and that had to do with the wording of Microsoft's messaging: "Rise of the Tomb Raider, coming Holiday 2015, exclusive to Xbox."

The day after the night before we asked Phil Spencer, the boss of Xbox, about the deal and what, exactly, it meant. He confirmed to us it had a duration, and after that duration expires, who knows what Square Enix will do. It's their game.

We reported that confirmation shortly after we received it, as we felt it was important that our readers knew the nature of Rise of the Tomb Raider's exclusivity as quickly as possible. But it came as part of a sweeping discussion about the deal - and why Microsoft went for it.

Here is that discussion.


Were you expecting the force of the negative reaction to the announcement? Or did it come as a surprise?

Phil Spencer: I don't know that it's been a surprise. I knew we were going to have to talk about the whole story. And you don't get to do that on stage. On stage you have your moment, with Darrell [Gallagher, head of Crystal Dynamics] there, we're talking about the franchise, what it means, how excited we are by the next release and that it's coming to Xbox exclusively. That's an important point for us.

But if you rewind, we started our relationship on this franchise before this release. They've been on our stage at E3 for a few years now. Obviously it's a franchise that has lived for longer than Xbox. It's lived on other platforms. So the relationship has been built over time. The one thing people have to know, it wasn't a situation where we looked at a third-party space and just all of a sudden targeted a certain game and said, 'we need to go get that game.' It's a relationship we've built. If you read Crystal Dynamics' blog post, it talks about the relationship we've built.

When you start looking at franchises out there, the one I draw an analogy to is Dead Rising. Our partnership with Capcom around Dead Rising has been good for Dead Rising. We've been able to invest and to raise - maybe it's a bit egotistical - the notoriety of that franchise.

Crystal has been investing in that game and Square has as well, in Tomb Raider as a franchise, and wanting to put it at the highest level, with the big triple-A franchises out there, but that's expensive. For us, as we've been working together on this, it's a nice franchise for us in terms of the genre and how it fits into our first-party portfolio.

Do I wish I had an owned IP first-party action adventure game? Absolutely. But I don't right now. This is one that fits well and we had such a good working relationship with them.

And they want to build that game up to the same level as any of the huge triple-A games out there. It used to a big dominant game. Crystal has done a great job in rebuilding it since '09, when they started kickstarting it, but continuing to invest at that level, it takes a partnership.

When people look at something like Dead Rising and where it is right now, I would say for the franchise it's been a good partnership. Now, maybe somebody on PlayStation would say, well no it hasn't, because I haven't played the game. But if I'm Capcom and I think about what that franchise means now... or even like a Titanfall, and our ability to invest with EA to make that launch great. Tomb Raider is no different.

Now, obviously if I'm going to partner on it, I'm a platform holder, I'm hardly going to invest to go make the PlayStation version of any game. It is a business. So when we go invest with a partner on a big franchise, we're going to come with certain needs we have out of the relationship.

But the thing people should take away, it's been a relationship we built over many years, and the partnership has been strong and we want to help make the franchise great. But if we're going to do that there are certain things to us as a platform holder we're going to do.

I don't own the IP. So then when certain people start talking to me about, well, what is the future of the Tomb Raider franchise, it's not really something I can talk to. Just like if you were going to ask me what's going on with Dead Rising 6, I don't own that.

So, when people want me to say, well can you tell us when or if it's coming to other platforms, it's not my job. My job is not to talk about games I don't own. I have a certain relationship on this version of Tomb Raider, which we announced. And I feel really good about our long term relationship with Crystal and Square.

I think it's a win/win. It's good for us. We've got certain needs out of it. I think it could be good for them. And, frankly - and I know a lot of people won't like this but I'll say it - I think it can be good for the franchise and good for gaming all up, because it's a franchise that's meant something, and we're going to be able to work with them and invest and try to put the marketing and everything else at a level, and we're active in working with them on the development of the game as well, to try to make it one of those franchises that stands out.

The last release was great, and I want this one to be as big if not bigger than anything they've ever done with the game. Again, I don't own it. So in the long run, where that franchise goes and everything else, that'll be theirs to drive. But this was an interesting opportunity for us. So when they came to us with the opportunity to do something, absolutely it was something we looked at hard and it worked out, and I'm glad it did.

So it was something Square Enix approached you about to see whether you would be up for it, essentially?

Phil Spencer: You've got to remember, we talk all the time. '09 was the first time we had them on our E3 stage. They were on our stage this year. They were on our stage last year. We've worked with them for many years. So it's not even like a conversation that's new to us. We've got an ongoing relationship with Crystal around this franchise.

They've seen what we've done with certain games out there that aren't ours. Ryse is another IP. I don't own the Ryse IP, but I was able to invest with Crytek to turn it into a franchise, which isn't easy to do for a studio on their own. I don't own it. They just announced it for PC, and certain people throw stones at me and say, 'you shouldn't let it go out on PC.' I'm like, look, I want Crytek to make money. I want Crytek to be successful. Why would I ever block them from doing something with a game they own?

I'm glad to be able to work with them. I think it's healthy. In terms of who came... it's just an ongoing conversation of what can we do next? At some point from our standpoint the investment becomes big enough that we're going to want to get something out of the conversation and the relationship. That's true with any game we have, whether it's one of our internal games, whether it's Sunset, Ryse, Dead Rising, or something like Tomb Raider.

It really was nothing against any other platform. It's just looking at our portfolio next holiday and saying, this is a great game for us, and we can go really big with it. If we look back on the franchise and this release, it can raise the elevation of what it means in gaming. I'll be happy to be part of that.

We've got to go build a great game. Crystal is a great studio to do that. They're going to focus on that. The partnership with Square around publishing this game, that's going to be strong. I feel good about the past with this franchise.

I get the reaction I see. If I'm a PlayStation person I feel like, oh, all of a sudden the franchise is going. I didn't buy the IP. I didn't buy the studio. It's not mine. Where this thing will go over time - just like Dead Rising or something else - we'll see where these things go. Just like Ryse. We'll see what happens with the games. I don't own every iteration of Tomb Raider.

But for us and this opportunity, I think it was a good opportunity for us to partner on this game. And I think it can be a win/win.

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The other aspect to the reaction had to do with the wording of the description of the deal, which was specific. People were wondering whether this game would eventually launch on other platforms. What is the nature of the exclusivity you've secured?

Phil Spencer: I don't own them building Tomb Raider on other platforms, so I'm just not the person to talk to. I can't talk about the franchise that way. I can talk about the deal I have.

So exactly what is the deal you have?

Phil Spencer: I have Tomb Raider shipping next holiday exclusively on Xbox.

Is that Xbox One only?

Phil Spencer: Let me clarify that one. It is Xbox 360 and Xbox One. I want to be clear on that. It is on 360 and Xbox One, and people should take that away. I'm not trying to fake anybody out in terms of where this thing is. What they do with the franchise in the long run is not mine. I just don't control it. So all I can talk about is the deal I have.

I know obviously 360 and Xbox One. I know that part of it. I don't know where else Tomb Raider goes. I don't.

But do you have a timeframe you've agreed upon in terms of the exclusivity you have? Do you have the exclusivity for a certain amount of time? That's what our readers are asking us to try to find out.

Phil Spencer: Yes, the deal has a duration. I didn't buy it. I don't own the franchise.

Can you say how long the duration is?

Phil Spencer: No. And it's not because I'm trying to be a headfake on anybody. It's a deal between us and the partner. People ask me, how much did we pay? There are certain things I'm just not going to talk about because it's a business deal between us and them.

But when people talk to me about Tomb Raider on other platforms, like I said, it's an area I don't feel like it's my position to talk about. I don't own the rights to it on any other platform. Obviously the deal does have a duration. I didn't buy the IP in perpetuity. But it's a real interesting opportunity for us next holiday with our lineup. We've got Halo 5 coming. We showed Quantum Break. To talk about a 2015 release of Tomb Raider on Xbox 360 and Xbox One is great.

Can you understand why there are questions around the nature of your exclusivity deal?

Phil Spencer: I want you to ask me, because I want to get this story out there. This whole thing that, like we just somehow found something that Sony fans love and said hey, if we just drop millions of dollars then they can't go play the game, that's not how it played out.

I'll just put it this way: other people could have done this deal. There was nothing about us that said, we were the only people would could do this deal. If another publisher, another platform wanted to go do this deal, it's a business deal. There's nothing we did somebody else could not have done.
Certain people say, well, nobody else would do a deal like that. Deals like this do happen. It was a great opportunity for us, and of course I'm going to take advantage of that.

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In part is it about having an answer to Uncharted 4? The comparison between the last Tomb Raider and Uncharted has been made.

Phil Spencer: Totally. I'm a big fan of Uncharted and I wish we had an action adventure game of that ilk. We've started some, and we've looked at them. But we don't have one today of that quality. This is an opportunity.

People push me as the content guy, shouldn't it all be about the content you're building? I want to own all of the hits on our platform. Well, not all of them - that's too much. But I want to have a stable of hits on our platform that we own.
Absolutely. That's fundamental to us having a successful platform. When a unique opportunity comes up, I've got to go look at that. And this was a unique opportunity.
People have asked me before about IP we own, and they'll say, you own all the IP you publish. I'm explicit about it: that's a goal but there will be situations where we don't, and we've talked about those. Ryse is a situation where we don't own the IP.

But yeah, when you think about our portfolio, if it was a sci-fi shooter, I probably wouldn't do that! I've got one of those! Or if it's a Gears competitor, or a Forza competitor, there are things I wouldn't go after. But this is one that clearly fit in our portfolio really well. That's definitely part of the analysis. I want to be a good partner. I wouldn't be a good partner to Crystal and Square if I had a game I thought was directly competitive with this in the timeframe, and I didn't.

The games business today is an expensive business to be in. If you're going to build shows like this, and IP and marketing budgets, in certain instances a partnership is a good way for a publisher to find a way to get to the level they think they need to break out. Just look at this year and the October lineup. It's crazy. If you're one of the people who wants to make noise around the game you have, there are opportunities out there to partner with platform holders, with sponsorships and other things to make it big. This was one of those opportunities for Crystal and Square, and I think it can help take Tomb Raider and make it even bigger. We want it to be big, given what we have coming to the Xbox in the way it is.

I knew there would be some push back when we came out. Certain people won't believe this: it doesn't come from an evil space. It comes from a space where there's an opportunity that maps really well with what we need in terms of the genre, and a partner that's looking for a partnership. Other people can do the deal, but it was a deal that fit well with us. And I think it could help the franchise in the long run and help Crystal and Square and us.

Big games are good for our industry, and if we can make games bigger, in the long run, that's healthy. This business, the console gaming business, only stays healthy if people are all making money. It's a hits driven business, so 30 per cent of the things will go great, and 70 per cent of the things won't. But if you're a mid-sized publisher or an independent studio, you've got to take advantage of opportunities.

I don't know that all the press get that. Or all the community. Maybe they shouldn't have to. But when people start saying, somebody sold out this or sold out that, it's not an easy business to be in. If you've got an opportunity to make something you're working on bigger and to be more successful and grow the value of something you own... if you're Crytek and you've got Ryse and you're thinking, okay, doing a first-party deal at launch and what does that mean? People say the word Ryse now and everybody knows what it is. Crytek tries to go do that on their own, it's just more challenging if they're only using their own money. If we work on it together, it helps. That's something people have to keep in mind. This business isn't an easy business. The big things get bigger, and you want to be on that end if you own things.

So, I'm happy with the partnership. But I knew there would be... there are two sides: you've got the Xbox guys - I hope the Xbox guys are happy we have another game coming to Xbox they can play. But I don't want anybody to be happy that somebody else isn't playing the game. I don't look at the war that way. I just want gaming on Xbox to be great. I'm not trying to push gaming down on any other platform. Clearly, I'm not going to invest in something to make games great on other platforms. Windows stuff I will. But not on stuff on other consoles. That's 101. This wasn't an attack against anybody else. It was an opportunity that came up for us that fit really well.
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