Save on Storage Today Only: Hard Drive and MicroSD Card Deals

No one likes juggling digital games on and off their hard drives. If you’ve found yourself butting up against the max storage capacity in your Switch, PS4, Xbox One, or PC, it might be time to pick up a new external hard drive or microSD card. Thankfully, a huge number of these storage devices are on sale in Amazon’s Deal of the Day.

The deal focuses exclusively on WD and SanDisk, with a whole lot of internal and external hard drives, NAS drives, microSD cards, and flash drives listed up to 50% off. The deal runs today only, so if you see a deal you want, grab it before midnight.

Note: some of the items are back-ordered, but you can lock in the sale price and they’ll ship when they come back into stock.

MicroSD Card Deals

Boost your Switch’s storage with these discounted microSD cards.

[poilib element=”commerceDeal” parameters=”slug=storage-dotd-amazon-july-15-2020-microsd”]

External SSD Deals

[poilib element=”commerceDeal” parameters=”slug=storage-dotd-amazon-july-15-2020-external-ssds”]

External Hard Drive Deals

[poilib element=”commerceDeal” parameters=”slug=storage-dotd-amazon-july-15-2020-external-hds”]

Internal Hard Drive Delas

[poilib element=”commerceDeal” parameters=”slug=storage-dotd-amazon-july-15-2020-internal-hds”]

[poilib element=”accentDivider”]

Chris Reed is IGN’s shopping and commerce editor. You can follow him on Twitter @_chrislreed.

[widget path=”ign/modules/recirc” parameters=”title=&type=articles%2Cvideos&tags=us-shopping&count=3&columnCount=3&theme=article”]

Paper Mario: The Origami King Review

With Paper Mario: The Origami King, developer Intelligent Systems has once again found a clever new angle from which to explore its spinoff papercraft universe, pitting Mario against an army of origami adversaries who are hell-bent on bringing him into their fold. It has also revamped the series’ gameplay, shifting combat away from single-use stickers and cards and replacing the classic flat combat plane with a circular arena. While there’s plenty of charm here, there isn’t much meat to the mechanics, leaving players without many meaningful choices to make.

The Origami King gets off to a good start, introducing the folded fiend King Olly as its villain. It’s a change that frees up Bowser and his minions to play a much more zany role, and for Intelligent Systems to deliver a more intriguing Mario story in general. The overall structure is exactly what you’d expect, however. King Olly has swaddled Peach’s castle with streamers, turning it into a Christo-esque prison, and Mario must find the source of each streamer and undo them to rescue the princess.

Unlike the last couple of Paper Mario games, The Origami King has ditched the concept of individual levels in favour of one big overworld. This makes for a nice change, creating a better sense of continuity as you trek up into the mountains from Toad Town or ship out to sea. At the same time, your progression is still largely linear and signposted – you’ll only ever have access to one new destination at a time, and backtracking isn’t built into the design beyond the use of Toad Town as a hub. I don’t mind this as it helps maintain forward momentum and many of the destinations are quite large, ensuring there’s plenty to do, but it’s certainly not as open as it first appears.[poilib element=”quoteBox” parameters=”excerpt=Unlike%20the%20last%20couple%20of%20Paper%20Mario%20games%2C%20The%20Origami%20King%20has%20ditched%20the%20concept%20of%20individual%20levels%20in%20favour%20of%20one%20big%20overworld.”]

The world puzzles are all self-contained too, which is actually a big improvement from Color Splash. There, the Thing cards you needed to make progress were hidden across the entire world, creating frustrating roadblocks. Here, you’re rewarded for being observant and logical, not for finding the right point-and-click adventure-style combination of random objects.

Most puzzles are solved with a combination of jumping, hammering, and a handful of abilities that Mario’s companion – Olly’s sister Olivia – unlocks, such as accordion arms to pull or hit things that are out of reach, and folding herself into towering elemental allies to do things like raise the ground itself or refill a lake with water. Intelligent Systems ekes quite a lot out of mileage out of this streamlined moveset.

Toadally Charming

Exploring the world is a lot of fun, as the landscape is always changing, and The Origami King offers a steady stream of palate cleansing curveballs, like fighting a giant Pokey in the desert, steering your party through treacherous rapids or popping into a quiet cafe to debate which minions are the strongest over a cup of joe. Some of these are more fun than others, such as the Shy Guys Finish Last quiz show, which consists of a series of mini-games that are more schoolwork than anything else, but the constant variety is appreciated.

You’re also generously rewarded for taking the time to check every location’s nooks and crannies, and to prod any element in the environment that seems a little out of place. This is a game brimming with secrets, and a great deal of The Origami King’s charm is wrapped up in the hundreds of Toads that Olly’s folded soldiers have scattered through the kingdom. These Toads can be almost anywhere – that butterfly? A Toad. That bonsai tree? A Toad. That scrunched-up ball of paper rocking back and forth trapped in a living hell? You’d better believe that’s a Toad.

Hunting Toads is one of The Origami King’s most delightful distractions, particularly because the snippets of dialogue that ensue are almost always offbeat, charming, and oh so punny. It’s not hard to see why Intelligent Systems decided to pepper the world with these collectables: they’re a great illustration of the Paper Mario series’  effervescent, self-aware personality, which is easily its best attribute.

The Toads serve as more than just comic relief. They’ll also come and watch you in battle, gradually filling the bleachers around the circular arena and allowing you to see your overall progress at a glance. The Toads in the stands can be called on by tossing out coins, and will help you by hitting enemies, tossing items, or repositioning foes. The system isn’t as multi-faceted as the audience mechanics in The Thousand-Year Door, in which you had to earn their help – and occasionally had to leap into the audience to sort out a rock-wielding enemy – but then, that criticism of relative simplicity and shallowness applies to every aspect of The Origami King’s gameplay.

[widget path=”global/article/imagegallery” parameters=”albumSlug=paper-mario-the-origami-king-screenshots&captions=true”]

Getting the Bop on Enemies

Every time combat begins, Mario now stands at the center of a circular grid. For each wave of enemies you have a set number of moves you can make – either rotating rings around him or sliding wedges in or out. The aim is to reposition all the enemies so that you can either headbop down a line of them or hammer a 2×2 array, as this boosts your damage.

Incorporating more overt puzzles into battles is a novel idea, and as you play you’ll learn new strategies to manipulate enemies into position, but it just isn’t compelling enough to be the system that drives a more than 20-hour game. The stakes are low too. If you can’t see the solution and run out of time, well, the battle will simply take a little longer to play out. Your opponents in The Origami King don’t really pose a threat – they’re simply an inconvenience to move past.

Compounding this, your toolkit to do so is super limited, with only minor differences separating the assortment of hammers and boots. Those are what you’ll attack with 95% of the time, so there are few meaningful decisions required in what to use when. If the enemies are in a line you use an attack that does damage down the line, whereas if they’re grouped in two lanes you use a hammer attack. It’s not rocket science.

[poilib element=”poll” parameters=”id=85b4bbb2-6a20-4802-85d2-1ac4857e1e3f”]

It’s not entirely one-note: occasionally, an enemy type will come along that shakes a battle up a bit, such as ghosts that disappear before you start repositioning them, cut-out soldiers that are in a chain and need to be folded back into one figure, or Ninji that reveal themselves to be log decoys if you try and hit them with a hammer, dropping on you from above instead. I also really loved one section which took place during a big brawl, so the battlefield had a mix of folded soldiers and friendly minions. Distinct moments like these are few and far between, however, and for the most part the combat just isn’t that interesting. I was forced to defend only every so often, making the timing-based blocking less important than it has been in other Paper Mario games.

Mario does also have access to a handful of items he can use in battle, but not only do these feel underwhelming in terms of power, they adhere to the same patterns as Mario’s boots and hammers when it comes to when you use them. A Fire Flower, for instance, scorches enemies down the line, while the Tail hits four enemies in – wait for it – exactly the same spread as a hammer. Only the POW block and the occasional option to use one of Olivia’s elemental attacks breaks this pattern.

That said, Intelligent Systems does attempt something more involved with The Origami King’s boss battles, which turn the tables and put the boss at the centre of the arena instead of Mario. Here you must shift the panels to create a path for Mario to follow from the outer rim in, stopping by treasure chests, panels that turn on special abilities, and so on before ending on an attack icon. While these battles rely heavily on trial and error, they’re certainly more interesting than regular combat – and the cast is more memorable, too. Only a Paper Mario game can build a set of bosses around anthropomorphised papercraft tools like scissors and rubber bands.[poilib element=”quoteBox” parameters=”excerpt=Only%20a%20Paper%20Mario%20game%20can%20build%20a%20set%20of%20bosses%20around%20anthropomorphised%20papercraft%20tools%20like%20scissors%20and%20rubber%20bands.”]

Even with this variation on the formula, however, combat is still one of The Origami King’s weakest elements, and the fact that it’s not tied to any kind of experience-based progression system makes battles even more perfunctory. Mario does grow in strength over the course of the campaign, incidentally, but it’s a nebulous process that’s tied into finding hearts that increase his max health… and also his strength. Go figure.

Where’s the Party At?

The Origami King has several vestigial RPG elements like this. You can buy and equip accessories, for instance, but they either represent linear improvements to your capabilities in combat or are tied to things like finding secrets, getting discounts at shops, or using confetti (which gives you the ability to patch holes in the world – think the colourless spots in Color Splash). There are no real gameplay choices here either, and I always had enough coins to buy every accessory as soon as it became available without having to go out of my way to earn more.

Similarly, The Origami King flirts with a party system but ultimately steers well clear of making you decide anything there, either. Instead, there are several times throughout the course of the story in which Olivia and Mario are joined by a companion, but they’re played almost strictly for story and dialogue purposes. The amnesiac Bob-omb, for instance, is entertaining company but has no abilities outside combat. And when he joins you for a fight he’s fully automated and mostly falls on his face. Literally.

The second companion, Professor Toad, fares a little better: he can dig for hidden treasures as you explore the Scorching Sandpaper Desert, but he also is only with you for a short time. I can’t help but wonder what The Origami King might have been like if it had a supporting cast that also served more of a gameplay purpose.

[ignvideo url=”https://www.ign.com/videos/2020/07/14/revealed-your-top-5-mario-spinoff-game-series-power-ranking”]

Even so, it’s clearly evident just how much love and attention has been lavished on this papercraft world. Standout locations like Shroom City take the series’ visual design to a whole new level, while its tactile aesthetic has cleverly been incorporated into puzzles and secrets throughout the entire campaign. There are so many small details to enjoy too, like the way Mario brushes himself off after taking a tumble, or the joyous expression on his face when you nail a line of jump attacks in battle.

And in a broader sense, so much of what makes this game – and series – special is Intelligent Systems being comfortable taking hard lefts with a world we’re all so intimately familiar with. To give you a few examples, in this game Mario takes part in a multi-part stage production, characters break into song and dance many times, we get some genuinely funny insights into what life’s like for Bowser’s minions, and Mario cosplays as other iconic Nintendo characters. These moments are the main attractions – the sense that anything can happen, and the breezy, irreverent way in which characters deal with whatever gets thrown their way.

Marvel’s Avengers Beta Dates Announced

Since its full unveiling back at E3 2019, Crystal Dynamics has promised a beta for the upcoming Marvel’s Avengers, and now finally, we know when that beta will take place.

As part of IGN’s continuing IGN First coverage of Marvel’s Avengers, we can confirm the beta dates for Marvel’s Avengers:

  • August 7 – PlayStation preorder beta access begins
  • August 14 – Xbox and PC Preorder beta access begins, PlayStation open beta also begins
  • August 21 – Open beta across all platforms begins
Marvel's Avengers Beta Dates
Marvel’s Avengers Beta Dates

Crystal Dynamics will be hosting a second War Table presentation on July 29 at 10 a.m. PT to detail what players can expect out of the beta. While we’ll have to wait a few weeks for full details, Creative Director Shaun Escayg did tease that the beta will include a little bit of everything – campaign content, co-op missions, hero progression, and exploration in War Zone and Drop Zones, the latter of which is a new kind of mission to be detailed in the War Table.

“We built the beta in such a way that you can experience most of things that you’ll be doing in the full game,” Escayg said in a statement accompanying the announcement. “That means playing a piece of the original single-player Avengers story campaign, fighting through co-op missions, experiencing hero and world progression, and exploring War Zones and DROP ZONES, a new kind of mission we’ll talk about in the upcoming War Table on July 29. This beta is meaty, but it’s only a small part of the finished game.”

[widget path=”global/article/imagegallery” parameters=”albumSlug=marvels-avengers-ps5&captions=true”]

The first War Table demonstration showcased gameplay, new story details, and a bit of how hero progression works. IGN went hands-on with the Thor level shown, as well as a Kamala Khan level.

For more on the upcoming Marvel adventure, hear from lead combat designer Vince Napoli on the unique approaches to each playable hero in Marvel’s Avengers, find out more about why the team chose Kamala Khan and M.O.D.O.K. to help tell a unique Marvel story, and stay tuned to IGN for more in the coming weeks.

[ignvideo url=”https://www.ign.com/videos/2020/07/14/marvels-avengers-combat-breakdown-black-widow-captain-america-hulk”]

[poilib element=”accentDivider”]

Jonathon Dornbush is IGN’s Senior News Editor and host of Podcast Beyond! Talk to him on Twitter @jmdornbush.

Rorschach Lives: DC’s New Watchmen Sequel Explores a Legacy of Anger

DC Comics has just announced Rorschach, a new sequel to Watchmen set 35 years after the events of the original comic.

Rorschach will be published as a 12-issue limited series under the DC Black Label imprint. The series is written by Tom King (Batman, Mister Miracle) and drawn by Jorge Fornés (Batman, Daredevil), with colors by Dave Stewart (Hellboy) and letters by Clayton Cowles (Batman).

Check out the slideshow gallery below for a look at the cover and several pages of unlettered art from Rorschach #1:

[widget path=”global/article/imagegallery” parameters=”albumSlug=rorschach-1-preview-dcs-new-watchmen-sequel-revealed&captions=true”]

Unlike the 2012 prequel series Before Watchmen: Rorschach, the new comic won’t be focusing on original Rorschach Walter Kovacs. Nor does it appear to feature his successor Reggie Long, who was a major protagonist in DC’s previous Watchmen sequel Doomsday Clock. The new series isn’t even about Rorschach the man so much as the dark legacy he left behind after his death. Similar to HBO’s Watchmen series, Rorschach has become a cultural icon in 2020, with many in this alternate universe seeking to follow his violent example.

“Like the HBO Watchmen show and very much like the original ‘86 Watchmen, this is a very political work.” said King in DC’s press release. “It’s an angry work. We’re so angry all the time now. We have to do something with that anger. It’s called Rorschach not because of the character Rorschach, but because what you see in these characters tells you more about yourself than about them.”

According to DC’s press release, the series opens with a mysterious new Rorschach and his partner attempting to assassinate a political challenger to President Robert Redford. Though they fail (and appear to be killed in the process), the series follows a detective’s quest to retrace the assassins’ steps, uncover their identities and learn the truth behind their mission. In that sense, Rorschach may play with time every bit as much as the original Watchmen and the HBO series.

[ignvideo url=”https://www.ign.com/videos/2019/12/17/watchmen-explaining-the-confusing-ozymandias-timeline”]

The finale of Doomsday Clock laid the seeds for another sequel, though it’s unclear how directly Rorschach will reference the events of that story, or if any of the surviving Minutemen will appear. Interestingly, depending how Rorschach is structured it could theoretically act as a continuation to both Doomsday Clock and the HBO series without contradicting either one.

Rorschach #1 is priced at $4.99 and will release on October 13. No doubt DC will reveal more about the new series at upcoming digital conventions like Comic-Con@Home or DC FanDome.

To help tide you over until the release of Rorschach #1, why not read our full review for Watchmen: Season 1 and see all the hidden Easter eggs included in the HBO series?

[poilib element=”accentDivider”]

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Assassin’s Creed Valhalla Brings Back A Classic Mechanic From The Original Game

Over many years and many iterations of the Assassin’s Creed franchise, the iconic assassin’s outfit slowly became more ostentatious and less useful for, say, hiding among a group of white-robed monks. The next game in the series, Assassin’s Creed Valhalla, is bringing hoods, hidden blades, and social stealth back.

While the first hands-on demo GameSpot previewed for Assassin’s Creed Valhalla was very action-heavy, the developers have promised that the entire game doesn’t follow this mould.

“We do bring social stealth back in a lot of our quests and a lot of parts in our world,” said assistant level design director Laurence Letalien in an interview with GameSpot’s Jordan Ramée. “We do have this mechanic of disguise where you can put your hood on and in different locations where you want to blend in more get less detected, you can put it on and it’s a mechanic you can use to social stealth between crowds. We are also bringing back the social stealth of the monks walking around you can blend with them.”

The new-old mechanic was shown off in the Valhalla section of the Ubisoft Forward presentation, showing protagonist Eivor pulling up the hood of their cloak to blend with a crowd of people. While this mechanic was used extensively in the first three Assassin’s Creed games, it fell out of favor as the games took on more of a focus on combat and RPG elements. Now, it’s coming back to make Valhalla feel more like a classic Assassin’s Creed game.

Of course if stealth isn’t your jam, the option to fight your way into and out of any situation is still available.

“Stealth was a super important part for us to bring back and focus on,” Letalien said. “And we do have both approaches… the demo was a bit more action-y but you could, before the raid, before calling your crew, go alone and take out enemies stealthily before calling your crew to the battle.”

Valhalla will release on November 17 for PS4, Xbox One, PC, and Stadia. It’ll also be available on PlayStation 5 and Xbox Series X when the consoles release, with players who buy the game on current-gen getting an upgrade to the next-gen edition for free.

Now Playing: Assassin’s Creed Valhalla Hands-On Impressions: How Combat Works

GameSpot may get a commission from retail offers.

MLB The Show 20 Will Now Mirror The Real-Life 60-Game Season Schedule

MLB The Show 20 released in March, just as social distancing was starting to happen amid the COVID-19 pandemic, and the standard 162 game baseball season still looked like a possibility. Now, with a new match schedule in place for a reduced season, the PS4 exclusive game is updating one of its modes to reflect this.

The Show Nation has provided an update on how the 2020 season will play out in-game, now that the MLB season is starting. The big change is that Play Now Live will mirror the real-life 60-game schedule, so you’ll be able to play along with the real season.

There has not been enough time for the team at San Diego Studio to implement similar changes across the entire game, though, so in other modes details like season length, rules, and schedule will remain in-line with a 162 game season. The size of crowds in the game will also not be affected. It’ll still be realistic, but it won’t resemble the 2020 season–and really, any escape from 2020 is welcome.

Live content will continue to update in line with the real world in the lead up to the World Series, too.

Here are the other changes noted, directly from the developer:

  • Roster updates are back! But to be more in line with the shorter more action packed season, roster attribute updates will now be weekly, compared to our usual bi-weekly updates.
  • Topps Now moments return! Relive the best plays, comebacks and walk-offs of the week to unlock Topps Now player rewards to use on your Diamond Dynasty squad.
  • Monthly Awards will crown the best performances from around the league each month in new Programs. Jump into missions and moments to earn the Lightning player of the month.

MLB The Show 20 earned an 8/10 in GameSpot’s review. Reviewer Richard Wakeling wrote that the latest iteration in the series “doesn’t make any large strides forward, choosing instead to focus on refining areas that needed improvement from last year.”

Now Playing: Biggest Gameplay Changes Coming To MLB The Show 20

GameSpot may get a commission from retail offers.

Sony Is Now Preparing 9-10 Million PS5 Consoles For Production, Report Says

A new report from the Nikkei Asian Review has some interesting details on the PlayStation 5. The site’s sources claim that Sony is significantly increasing its shipment projection for the next-generation console. This comes after a report from April said PS5’s launch supply could be lower than PS4, but now that apparently will not be the case.

The company has increased its production orders from 6 million units to 9 million units, though the window of time for their production was not mentioned in the report. These units will be assembled at Sony’s new factory in Japan where robots outnumber humans. Separately, Bloomberg reported that Sony is aiming to produce 10 million PS5 consoles by the end of 2020.

“The electronics giant has informed assembly partners and suppliers it’s radically increasing orders for its next-generation console, though logistics may yet pose a challenge to delivering all those machines on time for the holiday shopping season, the people said, asking to remain anonymous,” Bloomberg reported.

Nikkei’s sources mentioned that order numbers could change in either direction based on market demand, so the 9-10 million figure is likely not set in stone.

Neither report had any details on the breakdown of production orders for the PS5 by SKU. In addition to the standard PS5, Sony is producing a disc-free PS5 edition. On top of these two consoles, Sony will continue to manufacture the PS4 and the PS4 Pro.

Karn Chauhan, a senior analyst with Counterpoint, told Nikkei Asian Review it makes sense that Sony would seek to increase its production pipeline for the PS5 due to the pandemic and how it’s led to a surge in gaming. “During the pandemic, the gaming industry witnessed a record number of online player additions as more consumers are considering gaming as entertainment at home,” Chauhan said.

The same Nikkei Asian Review report said Facebook is looking to increase the production of Oculus Rift virtual reality headsets to 2 million units.

Recently, a pre-order page for the PS5 went live on Amazon, prompting some people to speculate that Sony might announce a release date and price soon. As of yet, that hasn’t happened, but the console is confirmed to release this holiday season.

Now Playing: First Look at PS5 Console | Sony PS5 Reveal Event

A Number Of NBC Affiliates Are Refusing To Air The 30 Rock Reunion

Viewers in at least half of the United States will miss out on seeing the 30 Rock reunion on Thursday, the first new episode of the show in over seven years. More than half of the country’s NBC affiliates won’t show the one-hour reunion special, including station groups Gray Television, Hearst, Nexstar, Tegna, and Sinclair Broadcast Group, The Wrap reports.

The issue, according to a Vulture report, is that the new special focuses too much on promoting Peacock, the streaming service NBC is launching on Wednesday July 15. The station groups who are boycotting the special consider Peacock to be a competitor.

Featuring bits from original cast members Tina Fey, Alec Baldwin, Tracy Morgan, Jane Krakowski, and Jack McBrayer filmed remotely during the coronavirus pandemic, the 30 Rock special will also serve to promote NBC’s upcoming slate of programming. The special was produced by NBCUniversal’s marketing department.

The special is still set to air in major markets such as New York City and Los Angeles where NBC owns its own stations, as well as other markets comprising of around 40% of the country. A rebroadcast on Friday will also see the special aired on the USA Network, Bravo, E!, Oxygen, SYFY, and CNBC–and yes, it will be available to stream on Peacock.

Now Playing: Best Shows And Movies To Stream For June 2020 – Netflix, HBO Max, Hulu, Disney+, Shudder

Halo 3’s Release On PC Helps MCC Reach 50,000 Concurrent Players On Steam

Halo 3‘s release on PC has helped The Master Chief Collection‘s player population on Steam surge.

Steam’s own publicly available data shows that The Master Chief Collection reached a peak concurrent player base of 54,761 people on launch day, July 14. With numbers that big, MCC moved inside of the Top 10 list for the most-played games on Steam’s entire platform.

Halo 3 and MCC are also available to buy on PC directly from Microsoft’s Store, while Xbox Game Pass members on PC can get the games, too. As such, the total player count for Halo 3 and MCC overall is surely much higher.

MCC and Halo 3 are also tracking well on the Top-Sellers charts for Steam, with MCC and Halo 3 ranking as the No. 2 and No. 3 best-sellers on Steam right now, only behind another new release, Death Stranding.

Halo 3 is available to buy as an individual game for $10 USD or through MCC for $40 USD. MCC on PC currently includes Halo: Reach, Halo: Combat Evolved, Halo 2, and Halo 3. ODST and Halo 4 will follow later on to complete the package.

To celebrate the release of Halo 3 on PC, 22 developers from 343 Industries shared their stories about how the game changed their lives.

The next brand-new Halo game is Halo Infinite, which sees the return of the evil Banished enemies. Microsoft will show off Halo Infinite’s campaign during an event on July 23, so it won’t be much longer until we learn more about the next-generation Halo game.

Now Playing: Celebrating Halo 3 Turning 10 – GameSpot Live

GameSpot may get a commission from retail offers.

Xbox Series X: What’s Velocity Architecture All About? Microsoft Explains

One of the new features of the Xbox Series X is called “Xbox Velocity Architecture,” and it’s a new piece of technology that Microsoft says will help the console make games look and run better.

In a blog post, Xbox’s Jason Ronald mentioned that, with current-generation games, designers oftentimes need to create things like elevators and hallways to hide things in the background as the game loads certain in-game elements. “This challenge would continue to increase exponentially and further constrain the ambition for truly transformative games,” Ronald said. “This feedback influenced the design and development of the Xbox Velocity Architecture.”

To understand what Xbox Velocity Architecture is, Ronald said you can think of it as “the soul” with the Series X’s new custom processor as the heart. “Through a deep integration of hardware and software innovation, the Xbox Velocity Architecture will power next-gen gaming experiences unlike anything you have seen before,” Ronald said.

The four major components of the Xbox Velocity Architecture include the Series X’s NVM SSD, hardware-accelerated decompression blocks, a new DirectorStorage API layer, and a Sampler Feedback Streaming.

Ronald provided an overview of each of these components, and you can see his comments further down the page. His comments get deep into the specifics, but in short, Xbox Velocity Architecture is a new system that will allow developers to access capabilities “beyond the raw specifications of the hardware itself.”

“The Xbox Velocity Architecture fundamentally rethinks how a developer can take advantage of the hardware provided by the Xbox Series X,” Ronald said. “From entirely new rendering techniques to the virtual elimination of loading times, to larger, more dynamic living worlds where, as a gamer, you can choose how you want to explore, we can’t be more excited by the early results we are already seeing. In addition, the Xbox Velocity Architecture has opened even more opportunities and enabled new innovations at the platform level, such as Quick Resume which enables you to instantly resume where you left off across multiple games, improving the overall gaming experience for all gamers on Xbox Series X.”

The Xbox Series X is due to release this year, with Halo Infinite as a launch title. Microsoft will show off more of Halo Infinite during an event on July 23, so keep checking back with GameSpot for more very soon.

Xbox Velocity Architecture:

  • Custom NVME SSD: The foundation of the Xbox Velocity Architecture is our custom, 1TB NVME SSD, delivering 2.4 GB/s of raw I/O throughput, more than 40x the throughput of Xbox One. Traditional SSDs used in PCs often reduce performance as thermals increase or while performing drive maintenance. The custom NVME SSD in Xbox Series X is designed for consistent, sustained performance as opposed to peak performance. Developers have a guaranteed level of I/O performance at all times and they can reliably design and optimize their games removing the barriers and constraints they have to work around today. This same level of consistent, sustained performance also applies to the Seagate Expandable Storage Card ensuring you have the exact same gameplay experience regardless of where the game resides.
  • Hardware Accelerated Decompression: Game packages and assets are compressed to minimize download times and the amount of storage required for each individual game. With hardware accelerated support for both the industry standard LZ decompressor as well as a brand new, proprietary algorithm specifically designed for texture data named BCPack, Xbox Series X provides the best of both worlds for developers to achieve massive savings with no loss in quality or performance. As texture data comprises a significant portion of the total overall size of a game, having a purpose built algorithm optimized for texture data in addition to the general purpose LZ decompressor, both can be used in parallel to reduce the overall size of a game package. Assuming a 2:1 compression ratio, Xbox Series X delivers an effective 4.8 GB/s in I/O performance to the title, approximately 100x the I/O performance in current generation consoles. To deliver similar levels of decompression performance in software would require more than 4 Zen 2 CPU cores.
  • New DirectStorage API: Standard File I/O APIs were developed more than 30 years ago and are virtually unchanged while storage technology has made significant advancements since then. As we analyzed game data access patterns as well as the latest hardware advancements with SSD technology, we knew we needed to advance the state of the art to put more control in the hands of developers. We added a brand new DirectStorage API to the DirectX family, providing developers with fine grain control of their I/O operations empowering them to establish multiple I/O queues, prioritization and minimizing I/O latency. These direct, low level access APIs ensure developers will be able to take full advantage of the raw I/O performance afforded by the hardware, resulting in virtually eliminating load times or fast travel systems that are just that . . . fast.
  • Sampler Feedback Streaming (SFS): Sampler Feedback Streaming is a brand-new innovation built on top of all the other advancements of the Xbox Velocity Architecture. Game textures are optimized at differing levels of detail and resolution, called mipmaps, and can be used during rendering based on how close or far away an object is from the player. As an object moves closer to the player, the resolution of the texture must increase to provide the crisp detail and visuals that gamers expect. However, these larger mipmaps require a significant amount of memory compared to the lower resolution mips that can be used if the object is further away in the scene. Today, developers must load an entire mip level in memory even in cases where they may only sample a very small portion of the overall texture. Through specialized hardware added to the Xbox One X, we were able to analyze texture memory usage by the GPU and we discovered that the GPU often accesses less than 1/3 of the texture data required to be loaded in memory. A single scene often includes thousands of different textures resulting in a significant loss in effective memory and I/O bandwidth utilization due to inefficient usage. With this insight, we were able to create and add new capabilities to the Xbox Series X GPU which enables it to only load the sub portions of a mip level into memory, on demand, just in time for when the GPU requires the data. This innovation results in approximately 2.5x the effective I/O throughput and memory usage above and beyond the raw hardware capabilities on average. SFS provides an effective multiplier on available system memory and I/O bandwidth, resulting in significantly more memory and I/O throughput available to make your game richer and more immersive.

Now Playing: Xbox Series X – Smart Delivery Trailer