Phil Spencer, Xbox chief, on AI: ‘I’m protective of the creative process’

Spencer played down concerns about AI being used to streamline the video game production process and said it had a role in moderation

Artificial Intelligence is very much on the news agenda right now. The unstoppable rise of ChatGPT and the seemingly imminent prospect of generalised AI able to re-create broad human thinking processes has seen concerns raised by everyone from major business CEOs to Geoffrey Hinton, one of the godfathers of AI research. AI has been an element of video game design and production for at least two decades, but now with AI art programs and the rise of procedurally generated game dialogue, there are growing questions over how AI is going to effect not just the content of games, but the teams that make them.

Talking at the Xbox games showcase in Los Angeles recently, Xbox chief Phil Spencer played down concerns that AI could be used to streamline the game production process and therefore lead to smaller teams.

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E3 2023: video game industry’s biggest expo cancelled

The annual event, which faced years of Covid disruption, will not return in 2023

E3, the video game industry’s biggest annual expo, has been cancelled.

The show had been due to make a return after years of Covid-19 disruption this June in Los Angeles, but in a joint statement, the US’s Entertainment Software Association (ESA) and events company Reedpop announced it would no longer be going ahead.

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US agency moves to block landmark merger of Microsoft and Activision Blizzard

Regulators voted 3-1 to stop the biggest acquisition in video game history, citing concerns over thwarting of competition

The US Federal Trade Commission (FTC) has moved to block Microsoft’s takeover of video game company Activision Blizzard, citing concerns that the deal would thwart competition by denying rivals access to popular gaming content.

Microsoft, which owns the Xbox video game console system, said in January 2022 that it would buy Activision for $68.7bn, which would make it the biggest gaming industry deal in history. Activision is the maker of popular games including Call of Duty and World of Warcraft.

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Microsoft’s Activision plan shows gaming will be at heart of metaverse

Activision Blizzard deal would help Xbox compete against PlayStation – but will regulators play along?

Microsoft’s planned takeover of Activision Blizzard puts the tech company at the centre of two big issues facing the sector: the metaverse and Washington’s determination to rein in big tech.

The metaverse is where the physical and digital worlds come together, although it is very much at the concept stage. The idea is that you will put on a virtual reality headset and a digital representation of yourself – an avatar – will interact with others at work and play in a combination of virtual and augmented reality.

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Halo Infinite review – old-school blasting in sci-fi ‘Dad’ game

PC, Xbox Series, Xbox One; Microsoft; 343 Industries
The engrossing flagship Xbox shooter returns with its fabled craggy supersoldier and plenty of style but not quite enough bang

Twenty years since Halo: Combat Evolved, Master Chief is still “finishing the fight”. Made infamous by Halo 2’s premature cliffhanger ending, the line is uttered with zero irony at Halo Infinite’s conclusion: it’s become the catchphrase for a series that is travelling in circles, always defaulting to something like the original fable of a craggy supersoldier fighting alien zealots for control of universe-ending Forerunner relics.

Infinite takes place on yet another gorgeous ringworld, where Master Chief teams up with a nervy pilot and a chirpy new AI buddy to battle a renegade group called the Banished. It’s the same old story with the same rousing musical motifs, but the geography has changed: main missions are now threaded through a lush open expanse comparable to that of a Far Cry game, where you’ll tackle sidequests such as hostage rescue, and claim bases that let you fast-travel and rearm. The extra space amplifies Halo’s existing brilliance as a martial playground, defined less by reflexes and accuracy than giddy improvisation, but it’s not quite enough to make this backward-glancing game unmissable.

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Xbox at 20, in the words of the people who made its first games

Two decades on, developers for its original launch talk about creating games for Microsoft’s debut console

Twenty years since the launch of the original Xbox, its manufacturer Microsoft remains the new kid on the block: no new competitor has entered the home games console field since. Before 2001, Sega and Nintendo were the main competitors to Sony’s ascendant PlayStation. Microsoft shoved both aside to eventually become Sony’s direct rival, and the battle for the space beneath your TV continues to this day.

What separated the Xbox from other consoles of the time was not the power of its hardware or the appeal of its infamously chunky, almost brutalist design. It was the relationship between it, and the developers who made its games. The Xbox was easier to make games for than Sony’s or Nintendo’s consoles, and Microsoft went to previously unheard-of lengths to ensure that the Xbox’s launch titles were as strong as they could be.

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Deathloop: how Arkane used Frank Lloyd Wright, Tarantino and Twiggy to build a world

It takes special design to keep players exploring, and game developer Arkane, known for its refined aesthetic, has some unexpected sources

This year, there is one game world I have enjoyed exploring more than any other. We’re so spoiled for visually rich open environments these days, it takes something special to keep players immersed, to keep them wandering about looking at stuff, just for the sake of it. Deathloop is a shining example. Developer Arkane is known for its highly refined and individual approach to game art, thanks to the astonishing Dishonored titles, set in a steam-punk dystopia of rats, robotic guards and ornate classical architecture. This time around, the team created a strange Groundhog Day-like adventure set on an island populated by mad scientists and spoiled billionaires, all looking to gain immortality by living the same day over and over again, thanks to a localised space-time phenomenon.

The island of Blackreef, where the whole game takes place, provides a fascinating example of how Arkane works. At first, the team built a timeline to explain the variety of natural and human-made features in each region. The location itself is a remote, wintery outpost, heavily inspired by the Faroe Islands, with craggy cliffs and windswept grasslands. On top of this are the militarised buildings constructed by a group of military researchers who arrived in the 1930s to investigate the strange phenomena. And then, decades later came Aeon, a cabal of rich tech bros, looking for a new playground. “It was kind of like if Elon Musk had said, ‘let’s go to the Bermuda Triangle and study it’!” explains art director Seb Mitton. “They came with all this money and realised they could create these strange events. They said ‘we’re going to start this loop and we’re going to live forever.’”

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Think, fight, feel: how video game artificial intelligence is evolving

AI in games has long been geared towards improving computer-controlled opponents. Will it soon create diverse characters we can talk to instead of just shoot?

In May, as part of an otherwise unremarkable corporate strategy meeting, Sony CEO Kenichiro Yoshida made an interesting announcement. The company’s artificial intelligence research division, Sony AI, would be collaborating with PlayStation developers to create intelligent computer-controlled characters. “By leveraging reinforcement learning,” he wrote, “we are developing game AI agents that can be a player’s in-game opponent or collaboration partner.” Reinforcement learning is an area of machine learning in which an AI effectively teaches itself how to act through trial and error. In short, these characters will mimic human players. To some extent, they will think.

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Resident Evil Village review – nerve-shredding descent into horror

PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S/X; Capcom
The action careers superbly through spooky gothic castles and underground complexes where monsters and a bloodsucking femme fatale lie in wait

It has been four years since Resident Evil 7 rescued the series from its action-heavy nadir and returned to the roots of survival horror: jump scares, and elaborate puzzles involving unattractive oil paintings. Now, Village seeks to bring back some of the gunplay introduced in Resident Evil 4 without losing the tension and dread. The result is a delightfully schlocky survival horror adventure that makes constant references to earlier games – and will bring much joy to fans.

Things start on an eerily domestic note, with Resident Evil 7 protagonist Ethan Winters and his wife Mia attempting to recover from their horrific experiences in isolated rural Louisiana by moving to … isolated rural eastern Europe. After a gruesome opening, in which Mia is shot and their baby kidnapped, Ethan must set out to discover what fresh hell he has landed in this time. You start out exploring the village of the title, a squalid, diseased little place, all cackling crones and mad-eyed yokels with shotguns, like some nightmarish Borat remake directed by Eli Roth. Most of the inhabitants have been slaughtered by four monstrous local lords at the behest of a cruel demigod. To save his daughter, Ethan must track these bizarre aristocratic sociopaths down to their lairs and kill them.

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Cyberpunk 2077 review – could it ever live up to the hype?

PC (version tested), Xbox One, Xbox Series S/X, PS5, PS4; CD Projekt
Blade Runner meets Grand Theft Auto in this sprawling hellscape of a role-playing game, which is extraordinarily immersive but let down by misogyny and xenophobia

So here we finally are, in Night City. Almost a decade after it was first announced, CD Projekt’s massively ambitious role-playing game has launched into a swirling maelstrom of hype and controversy that befits its salacious, histrionic setting. Like the technological MacGuffin at the centre of the plot, Cyberpunk 2077 is highly advanced and ingenious, but also bug-ridden and irresponsible.

You play as V, a cybernetically enhanced street hustler looking to make their name on these squalid, vicious streets, taking infiltration and assassination jobs for the gangs who’ve carved up the criminal underworld. While attempting to steal a cutting-edge biochip from a powerful corporation, you implant it in your own head, unknowingly infecting yourself with the digital ghost of dead rocker and anarchist Johnny Silverhand (Keanu Reeves, essentially playing Theodore “Ted” Logan’s asshole brother). If you don’t get him out of your brain, you’ll both die.

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Xbox’s Phil Spencer: ‘We’re not driven by how many consoles we sell’

As the Xbox Series X and Series S are released, Microsoft gaming chief Phil Spencer says the next games generation is all about how many players you have, not how many consoles you shift

The launch of the Xbox Series X this week marked the start of a new video game console generation – historically a super-exciting time for players, as better technology unlocks new dimensions for games. But despite the usual competitive crowing about teraflops, frame rates and resolutions, there’s a different dimension to the console wars this time around. The looming Netflix-ification of video games threatens to upend the whole idea of video game consoles. Amazon and Google are both working on game streaming services that let people play cutting-edge games without paying for a box that sits under the TV. And Microsoft has spent the past five years spending billions on game developers to shore up its star service: Xbox Game Pass, a monthly subscription that lets you play hundreds of games for a monthly fee.

It’s been clear for a while that Microsoft sees the future of gaming in subscriptions, streaming and services. Phil Spencer, the head of Xbox since 2014, is known to players as the guy who shows up on stage at press conferences in video-game T-shirts. Under his leadership, Microsoft has massively broadened its stable of game developers, started selling Xbox games on PC, and engineered its own streaming service to let people play on any screen, known in prototype as Project xCloud. Subs and streaming have already transformed other creative industries, with varying effects on artists – Spotify has been a disaster for musicians, where Netflix has arguably been good news for TV producers. With Microsoft already clearly committed to this direction of travel, what will its effect be on the games industry?

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Assassin’s Creed Valhalla review: cloudy with a chance of mead halls

PS4 and PS5, Xbox One, Xbox Series, PC; Ubisoft
The weather’s as bad as ever, but this smart, inventive and witty open-world game is a veritable Viking feast of adventure

It’s been a wild ride this year, but you can always rely on Assassin’s Creed to lighten the mood. Let’s see what those zany historians at Ubisoft have cooked up for us in the excitingly named Assassin’s Creed Valhalla … Peterborough, is it? Norwich in the dark ages?

I have nothing against our beautiful cathedral cities, rolling plains and park-and-ride services, but after 12 months of Brexit, Covid-19 and forest fires, plus the cancellation of the Eurovision song contest, I was hoping for something a little less Tough Mudder from this giddy, quasi-historical, action-adventure series, which previously had us gallivanting around Atlantis.

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Xbox Series X and Series S review: no-nonsense, next-generation gaming

They’re superfast, they’re frictionless and you get access to Xbox Game Pass. But not much else, from the controller to the interface, has changed – and launching without a single new game is just bizarre

The world was a different place in 2013, when Microsoft launched the Xbox One. Back then, the company was pitching consoles as living-room entertainment centres, with picture-in-picture display and built-in Skype and TV integration. The new Xbox models – the Series X and Series S – are comparatively no-nonsense. They’re powerful, fast, home to the good-value Xbox Game Pass subscription, and make playing games as frictionless as possible. Rather than making a statement, the new Xboxes want to get out of your way.

The Series X, the more powerful model, is a black monolith with green detailing on the top vent. (It won’t win any design awards.) The more eye-catching Series S is a slimmer white machine with a contrasting round black vent. The X has a disc drive, 1TB of storage for downloaded games and the ability to output in true 4K resolution on cutting-edge TVs; the S has no disc drive, 512GB of storage and is optimised for 1440p resolution. You would need a cutting edge 4K television to benefit from the X’s superior visual prowess. On the TVs that most people own, there won’t be much of a difference in what you see on screen.

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PlayStation 5 specifications revealed – but design is still a mystery

Sony confirms custom AMD RDNA 2 graphic processor, solid state drive and innovative 3D audio – without showing the new console

Sony has revealed the full technical specifications of its PlayStation 5 console.

In a blogpost, followed by a lengthy online technical briefing by lead system architect Mark Cerny, the company confirmed that the machine will feature custom versions of AMD’s Zen 2 central processor and RDNA 2 graphics unit, the latter operating at 10.28 Tflops. System memory will be 16GB. The machine will support advanced visual effects such as real-time ray tracing and will have a solid state drive (SSD).

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