Wonder Woman 1984 Helps Double HBO Max Subscriber Numbers

The release of Wonder Woman 1984 helped HBO Max to double the number of activated subscriptions on its platform in the fourth quarter of 2020 compared to the third quarter.

AT&T highlighted WarnerMedia in its report of fourth-quarter and full-year results, noting that HBO Max subscribers had doubled – to 17.2 million – in the fourth quarter of last year. In addition, the company acquired 41.5 million HBO and HBO Max subscribers in the US by the end of 2020, up from 34.6 million the previous year. Plus, HBO and HBO Max subscribers topped nearly 61 million worldwide in 2020.

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AT&T said that the 41 million-strong US subscriber count for HBO and HBO Max came two years faster than the company’s initial forecasts. AT&T CEO John Stankey attributed these figures, in part, to the release of Wonder Woman 1984, the Patty Jenkins-directed superhero sequel starring Gal Gadot, which he said ultimately helped to “drive” the subscriber numbers up.

Towards the end of the year, WarnerMedia also likely benefited from its long-awaited distribution deal with Roku, which resulted in HBO Max finally being rolled out to Roku-enabled devices after being unavailable for several months. The new agreement gave Roku owners the opportunity to download the HBO Max app and gain full access to its library, including Wonder Woman 1984.

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As previously reported, HBO Max saw an estimated 554,000 users sign up from December 25 – Wonder Woman 1984’s release date – to December 27. This figure included a record 244,000 downloads on December 27 alone. WarnerMedia also said that “nearly half” of its HBO Max subscribers watched Wonder Woman 1984 on the day of release.

In our review of Wonder Woman 1984, we shared our belief that the Cold War-set sequel landed “exactly at a time that can benefit from it the most.” We praised the movie for presenting “a nostalgic look back to a beloved time,” which we felt ultimately provided “escapism from an exceptionally difficult year” and offered the “kind of bright and hopeful movie the character’s legacy deserves.”

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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Hitman 3 Proves IO Interactive Is Ready for Its 007 Licence

Among a recent slew of exciting developer-acquires-major-franchise announcements, the one that really stands out as a truly natural fit is IO Interactive’s acquisition of the James Bond licence. It’s easy to see why this team is a perfect fit for the license – the developer’s recent Hitman games have oozed 007 energy, from their sharp suits and jet-setting missions to kill animations that are practically Moore-era one-liners in physical form.

With Hitman 3, IO Interactive has effectively crossed the finish line on a three-part proof-of-concept for the iconic spy. In this final entry, we see all the tools necessary to not just make a great Bond game, but to continue the evolution of IOI’s design philosophy into more cinematic territory. The secret to that lies in Hitman 3’s unparalleled blend of sandbox level design, meticulously-crafted simulation, and emergent, player-driven storytelling.

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One of the hallmarks of all Bond stories – and, by extension, Bond games – is that they take place across a variety of exciting locations. This is perhaps what makes IOI so immediately recognisable as a great fit for 007: Hitman is a globe-hopping series. It takes Agent 47 to a wide variety of international locales, from the streets of Mumbai, to italian villas, to the extravagant parties of clandestine societies.

But it’s how Hitman allows you to deploy your predatory skills in each of these unique arenas that really demonstrates IOI’s talent for the secret operative genre. The trilogy offers unparalleled freedom of approach, allowing you to infiltrate zones and eliminate targets in almost any method you can imagine. Intertwining groups of NPCs permit the ascension from backstreets to penthouse, such as disguising yourself as hotel staff to infiltrate a room and steal a socialite’s identity, which in turn allows you to blend in at a wealthy party. Exactly like Bond, Agent 47 uses a tuxedo as a keycard to grant access to his objective.

[poilib element=”quoteBox” parameters=”excerpt=Challenges%20could%20be%20reconfigured%20for%20classically%20Bond%20methods%2C%20such%20as%20foiling%20a%20nuclear%20plot%20with%20a%20Q-Branch%20exploding%20pen.”]With a target in sight, efficient, by-the-book players may choose to use Agent 47’s standard equipment, such as a simple pistol at close range, or perhaps a shot from a distant sniper nest. More creative killers, though, can find dastardly options throughout each environment. That may be an industrial grape presser in a wine factory, or an explosive golf ball placed just-so on a CEO’s driving range. A colossal number of in-game challenges encourages diverse applications of deadly force, and reward players handsomely for working out how to achieve them. It’s not hard to see how these could be reconfigured for classically Bond methods; points awarded for foiling a nuclear plot with a Q-Branch exploding pen, for example, or escaping a tricky situation by kicking a henchman into their own shark enclosure.

However, complete freedom of approach can come at expense of narrative clarity. There’s a reason why many licensed games often play more like Uncharted or Gears than Minecraft or Breath of the Wild: linear mission design allows the experience to deliver a stronger curated story. Bond’s roots in books and films means that IOI will need to provide a compelling narrative for 007 – and that’s where Hitman’s Mission Stories come in; narrative threads that gently guide you through a chain of crafted moments and provide cinematic kill opportunities at the end. It’s a system that adds some narrative depth, but still provides players the freedom to improvise as events unfold. All three of the recent Hitman games have featured these, but it’s in Hitman 3 that IO has refined the Mission Stories to the point of them being recognisable enough to be slotted into something more narrative-dependent. While the previous two games used the system to gradually nudge players to areas where cool moments could play out, Hitman 3 presents more cohesive, satisfying stories.

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Take, for instance, the Death In The Family mission from Hitman 3. It’s a level that sets players on a mission to assassinate a matriarch at her mansion, but upon arrival you discover that every member of her extended family are suspects in the recent death of her brother. While the aim of the level remains the extermination of this particularly wretched old lady, one Mission Story allows you to disguise yourself as a private investigator and solve the murder. The quest plays out as a perfect slice of Agatha Christie, complete with a hateful ensemble cast of suspects that seem like more than a knowing wink towards Rian Johnson’s Knives Out. When setting up the blueprints of a Bond game, it’s moments like this that provide an investigation angle that’s vital for fulfilling the spy fantasy. Replace interviewing shifty family members with digging for information across a poker table, and the quieter, more detail-focused moment’s of 007’s career are covered.

Of course, what you then do with that information is a vital part of Hitman’s freeform mantra. At the Dartmoor estate, you can uncover the clues and solve the murder, all while adhering to honorable PI rules – or you can also be a ruthless scumbag, maiming the mansion’s staff in pursuit of some twisted idea of “justice”. Upon discovery of the murderer, you could take punishment into your own hands, or twist the case to meet your own ends. This freedom to react to the presented plot as you please would work well in a Bond situation, allowing players to craft 007 in their favoured image. Perhaps a suave Sean Connery, flirting his way to an efficient kill? Or a more brutal Daniel Craig, pulling a target aside half-way through the mission to drown them in a bathroom sink? Or, as Hitman has famously demonstrated its aptitude for, a Roger Moore-style approach using bombs disguised as rubber ducks and escaping the scene dressed as a clown.

[poilib element=”quoteBox” parameters=”excerpt=Great%20shootouts%20and%20fun%20punch-ups%20will%20be%20mandatory%20for%20providing%20players%20the%20full%20Bond%20experience.”]IOI has already confirmed that Project 007 will be an origin story and won’t be based on a specific Bond actor, which is a perfect opportunity to present the super spy as a blank slate for players to build into whatever their preferred version of the character is. The stronger Mission Stories presented in Hitman 3 successfully apply cinematic techniques to sandbox mission design, and further refinements to that system would allow for the polish we expect of a James Bond game – all while retaining the player-directed action that IOI has perfected. And with a new challenge system reformatted to reflect the greatest exploits of Britain’s most famous spy (one for killing a bad guy with their own laser torture device, please) the pieces are practically all there already.

Not every Bond trope has been covered perfectly by Hitman, though, meaning IOI will need to improve in some areas and tread new ground in others. While the trilogy has never shied away from letting you go full guns blazing, action is not Hitman’s forté, though the latest game has shown improvement in this department. The Berlin-set Apex Predator mission, which finds Agent 47 in an underground nightclub, effectively parallels the Red Circle Club scene from John Wick, despite being unable to replicate the film’s kinetic energy. It makes up for sub-par gunplay by generating a predatory atmosphere as you stalk foes through neon-soaked crowds, your approach scored by a menacing, bass-heavy DJ set. These aesthetics emphasise the grimy violence of double-tapping a goon on a sweaty dance floor or smashing their face into a toilet bowl. That atmosphere could take Project 007 a long way, but great shootouts and fun punch-ups will be mandatory for providing players the full Bond experience.

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Completely out of IOI’s established comfort zone, however, would be car chases. While not every movie has a big chase sequence, they’re enough of a Bond hallmark that it’s almost impossible to think of a 007 game without one. With minimal history in vehicles or racing, it’s hard to imagine how such a setpiece could fit in with the studio’s MO. A driving segment would have to offer multiple angles of approach, which seems impossible for cars without building an open world map – but if Hitman has proved anything, it’s that IOI is a resourceful studio with the capability to find inventive solutions. Its solution will no doubt be interesting, if not successful.

It’s rare that we get trilogies of such consistently high standards in video games, and when we do it’s often sad to see developers move on. But with the World of Assassination trilogy complete, and all its achievements on show, it’s difficult to be upset about where IO Interactive is going next. The Hitman games are clearly as much a love letter to James Bond as they are a refinement of Agent 47’s own series, and so it’s fantastic to see the developers at IOI move on to something they so obviously cherish. Hitman 3 has proven the franchise is in more than capable hands, and hopefully the end result will mean IOI’s Bond is mentioned alongside Insomniac’s Spider-Man and Rocksteady’s Batman as an example of licensed games gone right.

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Matt Purslow is IGN’s UK News and Entertainment Writer. 

Cyberpunk 2077: Official Modding Tools Released

CD Projekt Red has begun releasing official modding support tools for Cyberpunk 2077, paving the way for more complex mods of the PC version.

The official Cyberpunk 2077 mod support page explains that it will offer “official tools and resources that will help you modify and create your own experiences in the world of Cyberpunk 2077.”

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Those tools tools are currently fairly limited, offering downloads of the game’s metadata, and two utilities for listing game data and settings. There’s nothing just yet that allows modders to easily unpack and edit the game’s files, so this should be considered a first step on the road to official mods, rather than the beginning of a new influx.

CDPR adds that, “Tools will be continuously updated alongside with game patches to ensure compatibility.” It also encourages users to read the licence agreement before opting to use modding tools, presumably to ensure all users understand the guidelines around using third-party software in relation to CD Projekt’s own creation.

While official mod support is only just being added, the community has been producing mods for Cyberpunk 2077 since the game released in December last year. While generally simple, some successful mods so far include one that adds the smoggy atmosphere of Blade Runner to Night City, renders the game in a Borderlands-style cell shaded look, and a variety of others than improve the game. Arguably less successful is the Cyberpunk 2077 third person mod, which feels like it more so proves that the game should be played in first person than anything else.

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Joe Skrebels is IGN’s Global Executive Editor of News. 

Netflix’s Shadow and Bone: First Look Images Released Ahead of April Premiere

Netflix has released first-look images for Shadow and Bone, a new eight-episode fantasy series premiering on April 23.

The new photos offer fans an early glimpse at some of the characters in the series, including Kaz “Dirtyhands” Brekker, portrayed by Freddy Carter, who leads a gang known as the Dregs. Kaz is pictured alongside Inej Ghafa (Amita Suman), a dangerous spy operating on behalf of the ragtag crew, and Jesper Fahey (Kit Young), a sharpshooter who keeps one hand on his gun.

In another shot, Inej, also known as The Wraith, is shown delicately gripping onto one of her many knives, which are all named after saints, whilst a further picture captures a warm embrace between Alina Starkov (Jessie Mei Li), the series’ central protagonist, and her childhood best friend, Malyen Oretsev (Archie Renaux), a gifted tracker and military man whose world is said to unravel after a brutal ambush.

Ben Barnes is pictured as General Kirigan, aka The Darkling, the power-hungry leader of the Second Army, the kingdom’s magical military regiment of Grisha soldiers. Elsewhere, lethal Heartrender Nina Zenik (Danielle Galligan) and witch hunter Matthias Helvar (Calahan Skogman) appear to have formed an alliance, though Grishaverse author Leigh Bardugo warned EW that they’re on “a collision course.”

Take a closer look at Netflix’s first-look photos for Shadow and Bone in our slideshow below:

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Based on Bardugo’s worldwide bestselling Grishaverse novels, Shadow and Bone will explore a war-torn world where Alina unleashes an extraordinary power that could be the key to setting her country free. However, with the monstrous threat of the Shadow Fold looming, Alina finds herself torn from everything she knows to train as part of an elite army of magical soldiers known as Grisha.

Ultimately, Alina struggles to hone her power, as she discovers that allies and enemies can be one and the same and that nothing in this lavish world is what it seems. There are dangerous forces at play, including a crew of charismatic criminals, and it will take more than magic to survive in this world that has been cleaved in two by a massive barrier of perpetual darkness.

The Netflix series will combine the stories of the Shadow and Bone trilogy and the Six of Crows duology, both of which exist in the same universe, but take place across different timelines, meaning that fans of the two fantasy book series’ will be able to witness the two stories come together to form a new cohesive narrative, with “certain characters meeting certain other characters” from the two timelines.

Check out Netflix’s character posters and descriptions for Shadow and Bone in our gallery below:

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“Shadow and Bone takes place in a very different kind of fantasy world,” Bardugo explained. “Think Imperial Russia, not Medieval England, repeating rifles instead of broadswords. It’s a story about the people who have been told how much they don’t matter proving how much they do. And it’s been incredible to see that story take shape on such an epic scale, the battles, the magic, but also the relationships between the characters.”

Speaking about the first-look images for the forthcoming Netflix adaptation, Bardugo added: “These photos give just a tiny hint at what’s in store—a mapmaker with an extraordinary gift, the people who want to use her, the tracker who will do anything to protect her, and the team of thugs and thieves who are about to cause some very big trouble for everyone involved.”

“These photos offer a glimpse into the expansive, textured world Leigh created in her books,” showrunner Eric Heisserer continued. “We worked tirelessly to craft a lived-in feel for fictional lands like Ketterdam and Ravka, with invented languages, uniforms, currency, and artistic choices from set design to costuming. You’re immersed in the Grishaverse when you read, and it’s our hope that both new and existing fans have that same feeling when they watch the show.”

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Shadow and Bone will debut on Netflix on April 23. The series follows in the footsteps of the streamer’s wildly popular adaptation of The Witcher books, with The Witcher Season 2 also expected to premiere later this year. If you can’t wait any longer, then you might want to read the first page of a script from the upcoming season or take a look at what we might be able to expect from the storylines this time.

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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Balan Wonderworld Shows Glimpses Of Promise

Despite its reputation as an RPG factory, Square Enix has dabbled in numerous other genres in the past, but Balan Wonderworld is one of the publisher’s biggest departures in recent memory. The brainchild of former Sonic producer Yuji Naka and his new team, Balan Company, Balan Wonderworld is a kaleidoscopic platformer rife with collectables. It’s a far cry from Square Enix’s traditional output, but there are glimmers of potential here–as well as some causes for concern.

We had a chance to play an early access version of the upcoming Balan Wonderworld demo, which features four levels across three worlds and one early boss battle. Almost from the outset, faint traces of Naka’s previous series could be felt in Balan Wonderworld. As in Sonic, worlds are broken up into separate “acts,” and one of the game’s costumes even gives you the ability to unleash a Sonic-like mid-air lock-on attack.

Despite these initial similarities, however, Balan Wonderworld is by and large a more methodical sort of platformer, emphasizing exploration and item collection over the fast-paced, high-flying spectacle found in Sonic the Hedgehog. The game’s signature hook is its vast array of costumes. Each one you collect grants a different power; one costume, for instance, lets you perform a tornado jump that can destroy certain blocks and repel tornado attacks back at enemies, while another lets you float through the air and ride updrafts.

These costumes are integral in exploring Balan Wonderworld’s different stages. Many areas of a level can only be accessed by donning a specific outfit; wear the Gear Prince costume, for example, and you can rotate clockwork levers, opening certain doors or moving elements of the scenery into place. Other costumes were used to similar effect, and the best moments in the demo involved acquiring a new ability and using it to reach a previously inaccessible area, illustrating the potential this idea holds.

Your objective in each act is to ultimately navigate the stage and reach the goal at the end, picking up various collectibles along the way. The most important of these are the Balan Statues, which function as Wonderworld’s equivalent of Mario’s Power Stars. Snag enough statues and the game’s hub area will gradually unfurl, unlocking new worlds for you to explore.

Although only three worlds were accessible in the demo, each felt distinct and were tailored around different costume abilities. The first world in particular–an abstract farmstead dotted with haystacks, overgrown ears of corn, and giant watering cans–employed a cool visual effect. In Act 1, the terrain would rise and come into view as you approached, while in Act 2, it would unroll before you, adding to the dream-like atmosphere of the game.

The visuals and aesthetic of Balan Wonderworld offer a lot of charm, but the actual platforming itself when exploring these worlds felt like the weakest aspect of the demo. Your character runs very slowly, and they have poor traction, which makes movement feel somewhat slippery. Jumping also lacks a feeling of momentum, and juggling costumes can be a bit cumbersome. You can have up to three different outfits at your disposal at once and swap between them with a press of a shoulder button, but any additional costumes you pick up after that will replace one in your inventory. Thankfully, pads that let you access a dressing room (where you can swap out costumes) are sprinkled throughout the stages in the demo, but you’ll still often need to retrace your steps to reach these.

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Moreover, the costumes you acquire aren’t permanent. Much like the power-ups in Mario, you’ll lose your current costume if you fall into an abyss or are struck by an enemy, which means you’ll need to either find that costume again or hoof it back to a dressing room and equip a spare one. This wasn’t much of an issue in the demo, as costumes seemed fairly plentiful in the available stages, but some outfits are only available in specific worlds–meaning if you return to an earlier level with a new costume in tow to collect a previously unreachable Balan Statue and end up losing that outfit, you’ll be out of luck unless you have a backup.

That said, the Balan Wonderworld demo represents a small, work-in-progress sample of the project, so it remains to be seen if these issues will persist in the final game. There’s a solid foundation for a novel and enjoyable platformer here, so long as Square and Balan Company can fine-tune some of the gameplay issues in the demo. Balan Wonderworld launches for PS5, Xbox Series X/S, PC, Nintendo Switch, and last-gen consoles on March 26, while the free demo goes live on each platform on January 28.

Xbox Series X|S Has Record-Setting Launch, But Microsoft Expects Shortages To Continue

Microsoft’s Xbox business is booming, and this includes huge numbers for revenue, Xbox Game Pass, Xbox Live users, and console sales, the company said during an earnings call.

Xbox Game Pass is one of Microsoft’s key strategies for next-gen, and the subscription service now has 18 million subscribers, which is up from 15 million that was announced in September. The addition of 3 million subscribers might be lower than some might have imagined, considering the holidays and other factors, but this might have been related to how Xbox Series X|S consoles have been and continue to be hard to find due to sell-outs around the world.

Despite that, Microsoft CEO Satya Nadella said the Xbox Series X|S consoles enjoyed a strong start. Microsoft sold more Xbox Series X and S consoles during their launch month than any previous Xbox console over the same time frame, the executive said. There isn’t a perfect comparison to any previous generation, as this is the first time that Microsoft launched two new Xbox models at launch instead of just one.

Overall, gaming hardware revenue jumped by 86% for Microsoft’s latest period, driven by the next-gen console launches.

Hardware sales could have been better, CFO Amy Hood said, as demand for the Xbox Series X and S consoles significantly outstripped supply. She added that shortages are expected to continue into the current financial period.

Looking at other areas, Xbox Live reach 100 million monthly active users across console, PC, and mobile. This is not actually a record, as Microsoft also reached 100 million monthly active Xbox Live users during the previous reporting period, due in part to the COVID-19 lockdowns. Microsoft recently made headlines when it announced a price hike for Xbox Live before reversing this in less than 24 hours due to a wave of negative feedback.

Microsoft also announced that its gaming category reached $5 billion in revenue for the first time in any quarter in Xbox history. Additionally, the company made $2 billion from third-party game sales. Microsoft earns a cut of every third-party game sold on Xbox, and with people playing more games and spending more money, Microsoft is reaping the benefits.

In total, across all categories, Microsoft made more than $15 billion in profit for the quarter, which is enough to pay for Microsoft’s acquisition of ZeniMax twice.

Microsoft’s Averted Xbox Live Gold Disaster: WTF?

What a week! There’s so much to discuss on this episode, from Microsoft shockingly doubling the price of Xbox Live Gold only to just-as-shockingly walk it back later that same day, to the insane new Star Wars: Knights of the Old Republic rumor, to Vicarious Visions merging into Blizzard to work on…Diablo 2 (!), and more!

Subscribe on any of your favorite podcast feeds, or grab an MP3 download of this week’s episode. For more awesome content, check out the latest episode of IGN Unfiltered, featuring an interview with Brian Raffel, the cofounder of Raven Software – the studio behind Star Wars Jedi Knight II Jedi Outcast, Soldier of Fortune, Heretic, Hexen, Star Trek Voyager Elite Force, Marvel Ultimate Alliance, X-Men Origins Wolverine, and this year’s Call of Duty Black Ops Cold War, among many others:

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It’s already been an incredibly fun year of Xbox coverage, and the best is yet to come. Join us! Oh, and feel free to leave us a video Loot Box question below using Yappa and you might be featured on an upcoming episode!

For more next-gen coverage, make sure to check out our Xbox Series X review, our Xbox Series S review, and our PS5 review.

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Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.

This Cyberpunk 2077 Mod Adds Free Respecs and New Game Plus

The Cyberpunk 2077 community is quickly developing new content and handy tweaks for all sorts of things in the game, adding fresh elements to the game, changing the look of Night City, and introducing some useful quality-of-life adjustments. In the video above, we look at a mod that does the latter, offering you the opportunity to painlessly change the stats and specs of your version of protagonist V.

The Respector mod lets you adjust your character attributes and restore all your Perk points after you’ve spent them, allowing you to choose different distributions and try out various character builds. You can also create builds, share them with other players, and switch between them on the fly as you play. Respector also lets you transfer your character and equipment between playthroughs with its New Game Plus option, so you can try different life paths while maintaining the experience and gear you earned from other playthroughs. Check out the video above to see it all in action.

Respector: https://www.nexusmods.com/cyberpunk2077/mods/1263

Cyber Engine Tweaks: https://www.nexusmods.com/cyberpunk2077/mods/107

Xbox Series X|S Sales Boot Microsoft’s Record Earnings

Microsoft has posted record profits this quarter, including a boom in its gaming sector which has revenues up 51%. The company as a whole posted a record-breaking $43.1 billion in revenue.

In the most recent financial earnings report for the period ending on December 31, 2020, Microsoft shared that revenue increased by 17% to reach $43.1 billion and $15 billion in profit.

As per the case for the last several quarters, profits were driven by Microsoft’s cloud platform, but that doesn’t mean there weren’t other successful ventures.

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Hardware saw the biggest growth thanks to the launch of the Xbox Series X|S. Microsoft says the gaming hardware segment grew 86% thanks to the new hardware, though the company hasn’t shared exact numbers.

Meanwhile, Microsoft reported that revenue has grown 51% overall in games, with Xbox content and services revenue up 40%. The growth has been attributed to third-party titles, Xbox Game Pass subscriptions, and first-party titles.

News of Microsoft’s successful quarter has pushed up Microsoft stock. The success of the company is of course based on a broad array of product and offerings, not just gaming. Microsoft’s line encompasses software, apps, home computers, and more; while the R&D department dabbles in projects like putting servers underwater.

For more, check out IGN’s review of the Xbox Series X, Xbox Series S review, and details on a new Halo Infinite info drop later this week.

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Matt T.M. Kim is a reporter for IGN. You can reach him @lawoftd on Twitter.