Set on the eve of Pearl Harbor — and, more pertinently, the mass internment of Japanese-Americans in the aftermath — there’s an eerie timeliness to the new season of horror anthology The Terror.
Beginning with a woman’s inexplicable suicide (and a number of supernatural occurrences best left un-spoiled), the story centers on a small Japanese-American community on Terminal Island. The premiere episode is rife with omens and unsettling atmosphere, not to mention family secrets. Though amidst its questions of guilt, repression and cultural (un)belonging, the series also picks its historical moment with uncanny precision.
Bandai Namco is currently investigating a potential bomb threat that was called into their U.S. office in Santa Clara, California, IGN has learned.
Acting on a tip, IGN contacted Bandai Namco about a possible bomb threat made to its offices, and whether it was a credible threat. Bandai Namco provided the following statement:
“We can’t provide any comment regarding the validity of the threat as there is an ongoing investigation in progress. We can say that all our employees are safe and that we will be doing everything in our power to safeguard the well being of our employees.”
IGN has contacted the Santa Clara police department to find out more about the situation as it develops, though we were informed the local department has at least yet to be alerted to the threat. As Bandai Namco continues its investigation, it’s currently unclear whether or not the threat is a legitimate one or ultimately a hoax. Regardless, it’s still a crime, and points to a worrying pattern.
Once Upon a Time … in Hollywood director Quentin Tarantino defended his decision to portray the late martial arts film legend Bruce Lee as “an arrogant asshole,” as Lee’s daughter, Shannon Lee, put it.
In a report from The Wrap, a new video shows Tarantino speaking to reporters in Moscow, where the director claims his portrayal of Lee is fair.
On a warm Saturday in early June, Phil Spencer, the Microsoft executive in charge of Xbox, was helping Keanu Reeves, the movie star, calm his nerves inside the Microsoft Theater green room in downtown Los Angeles. It was the unofficial start of E3 and Reeves was there to surprise the roughly 7,000 people attending Microsoft’s Xbox showcase. “I got the feeling he maybe wasn’t fully prepared for what was coming,” Spencer, 51, told me a few days later. Spencer, who has been participating in the showcase for close to a decade and has recently taken to hosting it, promised Reeves he had nothing to worry about. “They’re going to love you,” he assured him.
You can see the shock on Reeves’s face as he walked onstage in the many videos that have been posted online since: the whoops and hollers took a full minute or more to die down; the shouted declarations of love even longer. It’s a testament to Spencer’s own celebrity in the video game industry that his arrival onstage moments later was met with the same level of riotous enthusiasm. And not just once: it happened every time Spencer was on stage that day. At one point during the showcase, someone tweeted, “Phil Spencer is literally God.”
The idea of anyone idolizing a business executive is surprising in any industry, let alone one where consumers are routinely suspicious of big companies and corporate scheming. But many gamers seem to view Spencer as one of them, rather than the physical embodiment of a corporate business strategy. Spencer’s public behavior does little to discourage this: he has a habit of publicly sharing his Xbox Live gamertag, for example, and inviting people–everyday, non-executive people–to play with him. His overwhelming popularity means he gets more requests than he can respond to, but there are plenty of stories floating around the internet of Xbox Live users who have managed to challenge Microsoft’s executive vice-president of gaming to a Forza race or Rocket League match.
This kind of thing is unusual for someone at Spencer’s level. “One of the things I’ve always appreciated about Phil is how, even as busy as he is, he still plays a lot of games,” Geoff Keighley, the creator of the Game Awards, told me. “I’ll always remember talking to him Thanksgiving weekend 2014, right as we were about to launch the Game Awards, and it was clear he had just spent the entire day playing Assassin’s Creed. That stuck with me.”
Of course, it’s not just consumers who have benefitted from Spencer’s progressive vision: last year, Microsoft’s annual gaming revenue went up by almost 15%, hitting $10 billion–a first in the company’s history. “Certain cynical people look at me playing or caring about video games and see it as me being that way because of the job I have,” Spencer told me. “I see it as me being one of the lucky people who found the job that is my hobby, my passion, the thing I love. I’ve been playing video games since I was six years old. This is what I’m made to do.”
At five foot nine, with broad shoulders and a square jaw, Spencer looks more like a high school football coach than an executive. His personal style falls somewhere between geek dad and personal trainer: loose jeans, sneakers, some kind of video game t-shirt (usually an Xbox-related one), and a hoodie or blazer, depending on the occasion.
Spencer married his high school sweetheart, and the couple has two daughters, both in their twenties. During the week, Spencer keeps to a strict routine, arriving at work early but never staying past dinner time. He’ll usually squeeze in a couple of hours on Xbox Live before retiring promptly at midnight. On weekends, he plays other things: piano, mainly, or chess. His broad tastes make him a skilled conversationalist and a fun sparring partner; get him talking about a subject he loves and his passion is evident. Music is probably his second-favorite thing to talk about after games: he is as comfortable talking about Xbox strategy as he is about Led Zeppelin (his favorite band) or old-school punk (“I like the kind of raw emotion and energy of good punk music”). He recently accompanied his daughters to a Rise Against concert, which he didn’t hate.
Spencer’s entire career rests on a chance encounter during his sophomore year at the University of Washington. “There was a guy who lived two doors down from me, and his dad was a vice president at Microsoft. He came to visit one day and saw me doing some game programming on my Atari ST. I think Microsoft was trying to do some of this stuff in Windows at the time. Of course, I didn’t know what Microsoft or Windows was. I was completely oblivious to it. But he just said, ‘Hey, come intern this summer.’ And I was immediately like, ‘Right, let’s do it.'”
Spencer began his internship with Microsoft in the summer of 1988. The company was only 10 years old at that point, and still very much led by a programming mentality. Spencer fit right in. At the end of the summer, Spencer’s boss asked if he wanted to stay on–and get paid for it. Spencer spent the next few months waking up at 6 a.m. for classes and then driving across Lake Washington in his Ford Pinto–“a car known for its potential to blow up if you got rear-ended,” as he remembers it–so he could be on the Microsoft campus by 11 a.m.
After graduating in 1990, Microsoft offered Spencer a full-time programming job in the multimedia group, where he went on to lead development on CD-ROM titles, working on projects like Encarta and the launch of MSN in 1995. In 2000, Microsoft officially entered the North American video game market with the announcement of its first home console, the Xbox. A man named Ed Fries was put in charge of acquiring first-party studios. When Microsoft eventually set up a new division, Microsoft Games, later the same year, Fries sought out Spencer. “His pitch to me was, ‘I’ve got this studio that I should probably shut down. Do you want to try running it before I do that?” Spencer said.
Spencer took over Studio X, an internal publishing studio, eventually working with designers like Peter Molyneux on Fable; Brian Reynolds on Rise of Nations; and John Tobias on Tao Feng. He spent a few years in London looking after Lionhead and Rare before returning to Redmond in 2008 to take over as general manager of the company’s internal game studios and begin work on Microsoft’s third home console, the Xbox One.
While these were later reversed after considerable public outcry, it was too late. The Xbox One and Sony’s PlayStation 4 went on sale within a week of each other; both consoles sold one million units in 24 hours. But, while the PlayStation 4 continued to break sales records in its first year of release and beyond, the Xbox One quickly fell behind–and has never caught up.
A few months later, Spencer took over as head of Xbox. Whatever jubilation he felt was short-lived; a few weeks into the job, he got a call from Satya Nadella, Microsoft’s new CEO. “I don’t actually know a whole lot about why we’re in gaming,” Nadella told him.
Spencer tried to work out what to say to Nadella. He looked at where Xbox had failed, and how the brand could be saved–if at all.
It seemed like a good time to ask that question. Spencer was facing a lot of internal scrutiny from his own team. Many developers who had worked on the Xbox One felt let down by Microsoft’s big vision; it was, as some told Spencer, not in line with “the soul” of what Xbox was. “Satya was transparent that there could be a future where gaming isn’t a business that Microsoft should be in,” Spencer told me. “But it’s better to have it above the table than below the table, right?” Spencer tried to work out what to say to Nadella. He looked at where Xbox had failed, and how the brand could be saved–if at all. When he finally called Nadella back, it was to say this: “If we’re going to stay in the gaming space, then let’s make sure we’re all-in. The last thing I wanted to do was run the gaming organization here as kind of an afterthought of the company and kind of half-in, half-out. Let’s go fix who we are.”
A few days ahead of E3 2014, Microsoft launched a feedback portal, inviting people to submit ideas on how Xbox could improve its products and services and vote on the best ones. Within a week, the portal had registered nearly 170,000 votes. “It was very public, anybody could see the list of suggestions that were there,” Spencer said. “And we were actually using that as a way to drive the updates that we were doing. Backward compatibility actually came from that feedback. We didn’t know if we could do it, but we set off a small team to see if we could get it done.”
Many saw this as Microsoft’s first act of atonement for the Xbox One snafu. The second came a year later, and it was led by Spencer. He pushed Nadella to acquire Mojang, the Swedish developer of Minecraft, for $2.5 billion–a move that gave Microsoft exclusive control over the most popular game in the world at the time. The company could have easily forced people to buy a Microsoft platform if they wanted to keep playing Minecraft. Instead, Microsoft announced the game would continue to be available on all platforms, including those of its direct competitors. It was an unprecedented move for a publisher of Microsoft’s size. “One of the first calls we got after the Minecraft acquisition was from Sony saying, ‘Are you going to pull it off PlayStation?’,” Spencer said. “And I’m like, ‘Why would I do that? People like playing it on PlayStation.'”
In March 2016, Spencer attempted something even ballsier: he opened up Xbox Live to cross-platform play, inviting rival publishers to allow players on competing consoles to connect with Xbox Live users. Cross-platform play became something of a cause célèbre for Spencer; he extolled its virtues on every stage and public forum. He stood on stage at Microsoft events and declared in front of millions that Sony, Microsoft, and Nintendo should be competing on games and services, not through exclusionary walls that hurt gamers. What right do video game publishers have to block players from playing together, he’d ask. Doesn’t this create unnecessary divides, and prevent more people from playing games?
“One of the first calls we got after the Minecraft acquisition was from Sony saying, ‘Are you going to pull it off PlayStation?’,” Spencer said. “And I’m like, ‘Why would I do that? People like playing it on PlayStation.'”
“The number of people that are actually buying a console every generation isn’t growing dramatically, if at all,” Spencer told me. “At one point you have to recognize that, okay, you can’t just lead with one device. You can’t just say, here’s an Xbox. I’m going to go sell this device to every single person and that’s what they’re going to play on. That just doesn’t work.”
The idea of Sony, Microsoft, and Nintendo working together probably seemed crazy at first, but Spencer was relentless. In 2017, Microsoft and Nintendo announced a first-of-its-kind partnership for Minecraft cross-platform play between the Xbox One and the Nintendo Switch, a rarity for console platform makers. “I’m positive it was the first time a Nintendo ad ever had the Xbox logo in it,” Spencer said, referring to Nintendo’s ad announcing the partnership. Sony demurred for a long time before eventually allowing cross-platform play for Fortnite. It’s now possible for PC, Xbox One, Switch, and PlayStation 4 players to play together. Earlier this year, Microsoft and Nintendo teamed up once again, revealing Banjo and Kazooie (two popular mascots of the Xbox-owned Rare Studios) will join the Super Smash Bros. Ultimate roster. Meanwhile, Sony and Microsoft recently announced a partnership to explore innovations in cloud, AI, and game and content streaming services.
“Nintendo is a strong player in this industry,” Spencer told me in May. “Do I wish every Switch player was also an Xbox owner? That would be awesome, but that’s not going to happen. Sony is the same way. I don’t think gaming is better if Xbox somehow replaces PlayStation.”
It’s this kind of candor that has earned Spencer the respect of so many gamers.
Respect is probably too polite a word for it: Spencer is so used to being mobbed in public by well-wishers that Microsoft assigned him his own security detail ahead of this year’s E3, adding to the already comically large party of people who follow Spencer around. To his credit, Spencer treats this as a fact of life–he ignores it as best he can–but is prudent enough to be apologetic about it if anybody points it out.
Not that anybody cares, really. Especially not at an event like the annual Xbox FanFest, which Microsoft throws for roughly 700 fans during E3 week. You can play games, chat with developers, drink, snack, and buy Xbox merch. You can also meet Phil Spencer. He attends FanFest every year, spending a few hours chatting to people and posing for selfies. His presence is never announced or scheduled: he likes to just drop in whenever he can.
A few days following the Xbox showcase, I accompanied Spencer on his annual FanFest visit.
The event is held in the same place as the showcase, inside the Microsoft Theater. The first person to spot Spencer as we walked in pointed at him and, in a dazzlingly accurate impersonation of the now-viral video of Keanu Reeves interacting with a fan during the showcase, yelled, “You’re breathtaking!” Shouting things at Phil Spencer seems to be a well-rehearsed routine among Xbox fans; as more and more people were alerted to Spencer’s presence, the “I love you!” declarations kept coming with startling regularity. Undeterred, Spencer walked around shaking hands and shooting the breeze. One guy asked Spencer to sign his life-size Master Chief helmet. Another pulled out an old Xbox controller. Spencer signed both. Someone else wanted to impart some feedback on how to improve Xbox Live. Spencer listened patiently. Almost everyone asked for a selfie. Slowly, a line began to form; after an hour, there were more than 50 people waiting.
I went down the line and spotted a guy with a lime green buzzcut. In a heroic display of brand loyalty, he’d also shaved the Xbox logo into the back of his head. “It took the barber four hours to do this,” he told me. “But he wasn’t mad because he remembered me from last year.” I raised my eyebrows. “Oh yeah, I do this every E3. I even dyed my mustache green last year!”
I asked him if he’d met Phil Spencer before. “Yes, heaps of times! We’re both from California. He’s the best. The loveliest guy you’ll ever meet. I actually feel really close to him.”
At the front of the line, Spencer seemed a little distracted. “I’d love to find Hitman and Megatron after this,” he said, scanning the room. Three years ago, Spencer got an Xbox Live invitation to play Destiny with a man named Keith Garlington (“Hitman”), a father of two who runs a funeral home in Arkansas. “Phil had talked a lot publicly about being a dad and not having enough time to play games, so I just sent him a message saying, ‘Hey, I’m a dad too,” Garlington told me recently. Spencer and Garlington now play together a few nights a week. They’re usually joined by Amin Cooper (“Megatron”), who works construction and lives in New Jersey. The three men talk about life, work, and family as they drive around in Forza and co-op on Destiny 2 strikes. “We know each other’s wives’ names. We know each other’s kids’ names. We know what we’re all doing next weekend,” Spencer told me. “What other social construct would put these three random people together like this?”
Both Garlington and Cooper came to FanFest at Spencer’s invitation. It was the first time all three men had hung out in real life. Leaving Spencer to his line duties, I tracked them down to find out whether Spencer was actually any good at playing games. Did he kick ass? Or did they kick his ass? “We don’t really play competitively, we mostly play co-op,” Cooper answered diplomatically. Spencer, spotting us, rushed over. “Don’t tell her anything!” he yelled before running away. “I think you can probably tell by now, having spent some time with him–Phil is 100% genuine,” Garlington told me. “It’s not a facade, and it’s not for the camera. He’s legitimately a good guy who loves games.” For his part, Cooper admitted he was a little starstruck when he first reached out to Spencer on Xbox Live. “He was so friendly right away,” he said. “He cares about everyone who plays, no matter where they’re from or what they do. That’s why everybody loves him.”
The downside of such public adulation is the scrutiny that inevitably comes along with it. Spencer’s detractors have wondered whether he is somehow playing the long con. From a purely competitive standpoint, Xbox remains behind PlayStation and Nintendo. It’s hard to know by how much: Microsoft stopped releasing sales figures for its consoles in 2014, the same year Spencer took over as head of Xbox. Would Spencer be as collegiate with his rivals if he had a competitive lead to maintain? After all, it’s easy to take risks when you have nothing to lose. “I hear that a lot,” Spencer told me. “That I only care about cross-platform play because we’re ‘losing.’ There’s no way for me to disprove that other than to say it’s not true. These decisions aren’t part of a strategy to eke away at number one’s foothold or something. It doesn’t mean that I’m perfect at this job. Obviously, you can get smarter people to do this job. I mean, I don’t even have an MBA. There’s a ton of things that I’m incapable of doing. If you put me as head of Microsoft Office or something, it would seem totally disingenuous. That’s not what I am.”
“I hear that a lot,” Spencer told me. “That I only care about cross-platform play because we’re ‘losing.’ There’s no way for me to disprove that other than to say it’s not true.
In 2017, Spencer was promoted to Nadella’s senior leadership team, becoming the executive vice president of gaming and reporting directly to Nadella himself. “There’s no part or thing that happens at Xbox that Phil doesn’t want to know about or be a part of,” Matt Booty, the current head of Microsoft Studios, told me recently. “He is always thinking about where we need to be and how to get there. He is like a chess player in that way, always planning five steps ahead. If you just trust in that, he will get you there.”
A few days after FanFest, I tagged along with Spencer on a tour of the Nintendo booth on the E3 show floor. The heads of Xbox, PlayStation, and Nintendo usually visit each other’s booths during the show as a sign of respect and friendly competition.
The first person Spencer bumped into was Steve Singer, Nintendo America’s vice president of licensing, who, upon spotting Spencer, promptly gave him the middle finger. It was all for show, of course–the two men hugged warmly and talked shop out of earshot. Even inside the booth of a direct rival, Spencer’s fans weren’t far off. A young volunteer in a red Nintendo shirt spotted him and jogged over to say hi; it turns out the two know each other from Xbox Live.
After a brief tour of the main part of the booth, Spencer was whisked upstairs to play some games. He made for the Luigi’s Mansion 3 station and happily passed the next 20 minutes trying to maneuver Luigi out of a number of sticky situations. I’d love to say Spencer aced the demo, but the fact is, he kept dying. He finally realized why: he was accidentally pressing the wrong button on the controller. Every time the screen prompt told him to press X, he would press Y. (The Y button on the Nintendo Switch controller is in the same position as the X button on the Xbox controller.) “Remind me to tell them their X button is in the wrong place,” he said cheerily.
For his part, Schafer was initially skeptical of the acquisition. Firstly, it wasn’t something that he’d been thinking about. Secondly, he was worried about potentially putting Double Fine’s identity at risk. “Like, do we all change our emails to Microsoft emails and paint all the walls green?” he told me. What ultimately changed his mind was a phone call to the folks at Ninja Theory, who told him that Microsoft’s insistence on letting first-party studios just keep doing what they wanted with minimal interference was true. “They said, ‘We are still who we are. They’re letting us make the kind of games we want to make.’ And that was a huge thing for me. I could see how it makes sense–it makes sense not to have them convert us to making Forza DLC or something.”
When the discussions became more serious, Spencer invited Schafer out for a drink during this year’s DICE Awards. He laid out what the acquisition would mean for Microsoft, and what it would mean for Double Fine. “I’ve worked with a lot of different publishers over the years and they all have their own personalities and styles–but Phil is just a very legit individual,” Schafer said. “He’s made a lot of really great public statements about diversity and making games a positive force in the world, which really mesh with Double Fine’s own mission. It kind of cemented that feeling that this is the right thing to do.”
If he’d wanted a second opinion, Schafer might have also called 343 Industries, the veteran Microsoft studio that oversees the entirety of its Halo franchise. The studio’s head, Bonnie Ross, has worked with Spencer for more than two decades. A few weeks before E3, Spencer dropped in at 343 to give Ross and her team feedback on a demo for Halo: Reach on PC. The studio is located a short walk from Spencer’s office on Microsoft’s Redmond campus. Almost half of the building’s ground floor is taken up by a Halo museum, which features everything from life-size Master Chiefs to television props from the live-action web series Halo: Forward Unto Dawn, which aired on YouTube and Netflix, and the Ridley Scott-produced “Halo: Nightfall.” The museum also houses replica weapons, fan art, various Halo-related tchotchkes, and a random collection of Halo-branded snowboards (one of which Spencer owns).
“I’ve worked with a lot of different publishers over the years and they all have their own personalities and styles–but Phil is just a very legit individual,” Schafer said.
As we sat down to play the demo, Spencer attempted to calm my nerves by telling me he usually finishes all the Halo games on Legendary difficulty. He breezed through most of the demo easily enough and made it to the final checkpoint, which required him to take out two Hunters. Spencer tried to do this multiple times: he would manage to kill one but kept running out of both health and ammo before he could get the second. I reminded him of his previous boast. He pretended he didn’t hear me. Undeterred, he tried again. Someone offered to help, but Spencer jokingly waved him away. “It’s ok, I got this.”
After a few more tries, he finally killed both Hunters, but, just as the final cutscene was about to roll, an enemy he’d missed earlier snuck up behind him and shot him in the head. The room erupted in howls of disbelief. Spencer laughed. “I believe that’s my cue,” he said, standing up. Before he left, he went around the room, shaking the hands of all the developers and programmers who’d assembled to watch. “Good job, everyone. It’s great. It’s really, really great.”
Photography courtesy of Jay Lewis and Microsoft.
More Exclusive Phil Spencer Coverage
We’ve broken out several stories of note from our conversations with Phil Spencer and outlined the full list of news articles below.
Phil Spencer, head of Xbox, has a lot on his mind, from the next generation of Xbox consoles to helping build new development teams. He and the team are also managing an ecosystem that’s trying to serve as many players’ needs as possible. And as he sees it, cloud-based gaming touches all of those areas, which is why he’s been championing Project xCloud. It’s Microsoft’s game streaming technology that will let you access the power of an Xbox console through your phone via an internet connection. We recently got the opportunity to talk to the head of Xbox about a number of topics, including how he sees xCloud fitting into Xbox’s repertoire, and within an industry that’s traditionally orbited around consoles in the home.
“It’s one of the directions the industry is headed. To me, it’s about what you as a gamer want to do, and I’m not trying to tell you that owning a box that plays video games is a bad thing or that somehow that’s not needed.” Spencer continued, “I think that the cloud inevitability as part of gaming is absolutely true. But we have more compute devices around us than we’ve ever had, whether it’s your phone, a Surface Hub, or an Xbox. The world where compute devices are gone and it’s all coming from the cloud just isn’t the world that we live in today.”
Physical devices are still very much part of the equation when it comes to cloud gaming, but Xbox itself isn’t making a new device specifically for it. “Last year we talked about xCloud and then we said we were working on new game consoles, but that’s all I said.” Spencer clarified, “We didn’t say that [a streaming console was in the works]. I think maybe some people thought that that was the disc-less one that we just shipped. We are not working on a streaming-only console right now. We are looking at the phone in your pocket as the destination for you to stream, and the console that we have allows you to play the games locally.”
“If you bought a big gaming PC and you like playing games there, I want to respect that and meet you where you are and bring the content and services that you want to that device. If you want to buy an Xbox, if you want to play Minecraft on a PlayStation, I want to make sure that comes to you there.”
One of the chief concerns that has always surrounded cloud gaming is lag. Specifically, how fast your controller inputs will translate to action on a screen. It was an issue in some cases for Google Stadia demos, especially for fast-paced shooters such as Doom. Spencer recognizes this and makes no bones about those concerns, saying “I don’t think anybody should tell you that there’s no lag.”
“Going back to our transparency, there’s a truth that I think is always important for us to talk about with our customers. In xCloud, we are building a convenience capability to allow you to take your Xbox experience with you. Meaning, that’s why we focus on the phone, and the experience is not the same as running the games on an Xbox One X. I’m not going to say that it’s an 8k 120 hertz thing. That’s not what we’re doing. We’re going to bring convenience and choice to you on your phone.”
“You can jump in a party, we can voice chat. Everything works the same as it does when I’m sitting with my console from a community and content perspective but you’re running it from a cloud, which is going to feel different.”
We talk about Project xCloud and we use words like “trials” not because we don’t believe in our tech–our tech is as good as anybody’s tech out there, and the team is doing really amazing work–but this is about the reality of time and choice for customers.
Given that he’s been traveling with an early version of xCloud on his own phone playing games on it out in public, it would seem that xCloud is in a feature-complete state. Public trials start in October this year (a month before Google Stadia), but we asked if it’ll launch as a fully-formed service. “We will start in 2019, this year, in certain markets and then we will just continue to roll it out. We’re doing our internal trials with xCloud now, which means people on the team can now install the application on their phone and stream games.”
“One of the benefits we have working at Microsoft is the Azure data centers globally, which allow us to put hardware as close to people as we possibly can. And we can leverage the fact that Microsoft has spent a lot of money establishing data centers to help us accelerate this build. So we’re going to start in 2019 and have people playing Xbox games on their phones, and we’ll get a ton of feedback.”
Project xCloud’s launch this year only marks the beginning for the Xbox game streaming service; Microsoft will continue to iterate on it while its in players’ hands, and Spencer emphasizes that technological shifts take time. “I think this is years away from being a mainstream way people play. And I mean years, like years and years.”
Phil Spencer on stage during Microsoft’s E3 2019 press conference. — Photo credit: Jason Lewis
“Let’s take Netflix, which is 20 years old. I think we forget that sometimes because tech moves so fast. It’s 20 years old at this point, so it took two decades for us to get to the point where shows like Game of Thrones and House of Cards are some of the biggest shows in the planet and mainly watched via streaming. I think game streaming will get there faster than 20 years, but it’s not going to be two years. This is a technological change. While it seems like it happens overnight, it doesn’t.”
“It takes time for these services to evolve. We are building for the long-term, but that’s why choice is so critical. I’m not trying to say go sell your consoles today and switch over to streaming because the experience just isn’t the same as playing on your console, but I do think in terms of reaching everybody, the democratization of play and content, it’s important that we don’t lock all of these experiences behind purchasing a certain device.”
“And way over time, we’ll have a global service that can reach everybody and the infrastructure to reach any customer with a consistent and high quality internet service, but that’s going to take time. We talk about Project xCloud and we use words like “trials” not because we don’t believe in our tech–our tech is as good as anybody’s tech out there, and the team is doing really amazing work–but this is about the reality of time and choice for customers.”
Down the road, the evolution of xCloud could lead to some creative uses; we’ve seen hints of it in Crackdown 3‘s multiplayer and how it handles physics. But Spencer and the team are thinking outside of games themselves as they have plans to make it an integral part of the industry’s biggest convention, saying “At E3 [in the future], our plan is to allow people coming to the show to actually play games, play Xbox games on phones at the show.”
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Part of cloud gaming’s success, and xCloud in particular, rests in how developers account for the new technology. It’s also an aspect that Xbox is already getting ahead of, and Spencer detailed how the team is doing it. “We’ve already started putting xCloud servers near locations where our largest third party developers are. So now we’re starting to get developers at third parties on it so they can see their game on a phone, which is critical because there are things like font sizes that if you wanted to take advantage and understand how the game runs on the phone, you want to make it available. You want them to see it and experience it themselves.”
“We’ve also already put into the Xbox SDK, because if you’re streaming, a developer might want to do something different if the game was running locally. All the developers that are building Xbox games today have access to that capability of determining whether the game is being streamed or running locally, which I think is a great addition.”
“You’ll have certain developers that will take advantage of it early. We already have some of the early adopters asking for [it], because there are certain things that the cloud makes more possible than happened in the home. A good example of that is our blades right now that have all the Xboxes in the data centers have multiple Xboxes on one blade…basically like a bunch of Xboxes in your house that are hardwired together. So the latency between all of those consoles is negligible. It’s almost a zero because they’re literally hard-wired together. If we were to play games online, there is latency from where you live and I live, right? Our two Xboxes just take time to sync.”
More Exclusive Phil Spencer Coverage
Our conversations with Phil Spencer covered much more in addition to this deep dive into Project xCloud and cloud gaming’s place in the industry. For more inside looks at Spencer and his thoughts on the past, present, and future of Xbox, check out all our coverage in the stories linked below.
At E3 2019, Microsoft gave the world its first peek at the next generation of Xbox, codenamed Project Scarlett. While the company didn’t showcase the actual hardware, it did reveal a few tantalizing tidbits about the system, namely that it’ll boast a solid state drive (much like Sony’s PS5) and will be approximately four times as powerful as the Xbox One X, which currently has the distinction of being the most powerful game console on the market.
Project Scarlett’s added horsepower will undoubtedly allow developers to produce some stunning titles, but visuals aren’t the only aspect of gaming that Microsoft is looking to improve with its new console. As head of Xbox Phil Spencer told GameSpot in an exclusive, in-depth interview following E3, how smoothly games run will be a major focal point in the next generation.
“I think the area that we really want to focus on next generation is frame rate and playability of the games,” Spencer said. “Ensuring that the games load incredibly fast, ensuring that the game is running at the highest frame rate possible. We’re also the Windows company, so we see the work that goes on [for] PC and the work that developers are doing. People love 60 frames-per-second games, so getting games to run at 4K 60 [FPS] I think will be a real design goal for us.
“The thing that’s interesting is, this generation, we’ve really focused on 4K visuals and how we bring both movies through 4K Blu-ray and video streaming, and with Xbox One X allowing games to run at 4K visuals will make really strong visual enhancements next generation. But playability is probably the bigger focus for us this generation. How fast do [games] load? Do I feel like I can get into the game as fast as possible and while it’s playing? How does it feel? Does this game both look and feel like no other game that I’ve seen? That’s our target.”
Microsoft isn’t just looking toward the future with Project Scarlett, either; the company also wants to ensure that players still have access to all of their older games as we move into a new generation of consoles. Whereas the PS4 and Nintendo Switch both forwent backwards compatibility, the Xbox One has built up an impressive library of backwards compatible games encompassing some of the best offerings from the Xbox 360 and even the original Xbox. Spencer stresses that Microsoft will maintain this commitment not only to older titles, but also your existing controllers.
“We really like the reception and the use that we’ve seen through the [Xbox One backwards compatibility] program. Making sure that all four generations of content–so the original Xbox games that run on your Xbox One today, the OG Xbox; the 360 games that run on your Xbox One; your Xbox One games; and the new generation games–all run on the next platform is important to us. We want to respect the games that you’ve bought from us. We want to make sure that the generations can play with each other, so if you happen to adopt the next generation early and somebody stays back, that if their games are on both platforms, you’ll be able to cross-gen play.
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So really, the things that you’ve bought from us, whether the games or the controllers that you’re using, we want to make sure those are future compatible with the highest fidelity version of our console, which at that time will obviously be the one we’ve just launched.”
“Another thing that will be a little bit new for us is the fact that we want to also respect the compatibility of the controllers that you already have. This generation, we came out with the Elite controller, we’ve done work on controllers and people have invested in personalized controllers, the things that they love and we want to make those compatible with future generations of our console as well. So really, the things that you’ve bought from us, whether the games or the controllers that you’re using, we want to make sure those are future compatible with the highest fidelity version of our console, which at that time will obviously be the one we’ve just launched.”
Project Scarlett is slated to arrive in Holiday 2020 with Halo Infinite as a launch title. Spencer discussed a number of other topics in our interview, including Microsoft’s cloud gaming initiative, xCloud; the company’s E3 2019 presentation; and the state of competition between Microsoft, Sony, and Nintendo. Spencer also shed more light on the troubled reveal of the Xbox One back in 2013. Be sure to check out our other stories from our interview with Phil Spencer, as well as our in-depth profile of the Xbox head.
So really, the things that you’ve bought from us, whether the games or the controllers that you’re using, we want to make sure those are future compatible with the highest fidelity version of our console, which at that time will obviously be the one we’ve just launched.”
More Exclusive Phil Spencer Coverage
Our conversations with Phil Spencer covered much more in addition to this deep dive into the next-gen Xbox console. For more inside looks at Spencer and his thoughts on the past, present, and future of Xbox, check out all our coverage in the stories linked below.
There are plenty of streaming services available to the masses. Between Netflix, Amazon Prime Video, Hulu, and AMC’s horror service Shudder, if you’re looking for something new to watch, chances are there are at least five or six things a week you’ll want to check out. However, skimming through all the monthly lists can be a hassle, so we are breaking down everything coming out this week from Amazon, Hulu, and Shudder below.
If you’re looking for one of the most insane horror movies of all time–one that isn’t Slumber Party Massacre II–may I interest you in Chopping Mall? In this 1986 film, some teens who work at the mall stay after hours to party; however, there is a new security system made up of robots. After a malfunction, the robots start killing all intruders. It is exactly what you need, a cheesy ’80s movie that will make you smile. Chopping Mall arrives on Monday, August 12.
Over on Hulu, The Amazing Johnathan Documentary arrives on Friday, August 16. The movie follows the life of comedian/magician The Amazing Jonathan, who was told he had a year left to live, three years ago. A documentary crew follows him around to uncover the supposed truth. Is he dying or is this all just a prank? The trailer for the upcoming movie makes the whole story seem pretty crazy.
Finally, on Amazon Prime Video this week is Jim Gaffigan: Quality Time, coming on Friday. This is Gaffigan’s first comedy special for Amazon, and per usual, Gaffigan will talk about his life and the world around him. That’s not a great description of this comedy special, is it? Nope, but Gaffigan’s specials are always fantastic, so I’m just alerting you that it’s coming out on August 16.
Below, you’ll find everything coming to Amazon Prime Video, Hulu, and Shudder for the week of August 11, and if you’re looking for more streaming news, check out everything coming to Netflix this week.
What’s New To Amazon, Hulu, And Shudder This Week?
Sunday, August 11
Hulu
AWOL (2016)
Monday, August 12
Amazon Prime Video
Andy Irons: Kissed by God (2018)
Shudder
Chopping Mall (1986, Jim Wynorski)
Get My Gun (2017, Brian Darwas)
Why Horror? (2014, Nicolas Kleiman and Rob Lindsay)
Tuesday, August 13
Hulu
Sharkfest: Special (National Geographic)
Andy Irons: Kissed by Gods (2019)
Thursday, August 15
Hulu
Dogman (2019)
Own the Sky (2018)
Rattlesnakes (2018)
Smoke Signals (1998)
The Actors (2003)
Zoo-Head (2018)
Shudder
Incident in a Ghostland (2018)
Friday, August 16
Amazon Prime Video
Photograph (2019) – Amazon Prime Original
Jim Gaffigan: Quality Time S1 – Amazon Prime Original
Hulu
Find Me In Paris: Complete Season 2 (Hulu Original)
The Amazing Johnathan Documentary: Documentary Premiere (Hulu Original)
There is a great tradition of scary stories for kids. We might think of literature aimed at younger audiences as funny, heartwarming, moral, and safe, but horror enters the stories we read from an extremely early age and has done so for hundreds of years. Many of the classic fairy tales that we all grew up with are, at heart, blood-thirsty and pretty disturbing–and in many cases, they’ve been softened for modern audiences from their more disturbing original visions.
It’s a similar story on the big screen. There is something about a young person’s imagination that can make horror far more potent than it would be for an adult, taking scary characters and scenes at face value in a way that older, more cynical and knowing audiences do not. The results are some truly memorable, scary, and impressive movies.
Horror that can be watched by younger people has inevitably changed a lot over the years. Many modern PG-13 rated horror films would’ve easily been rated R a couple of decades ago. And conversely, before the arrival of the PG-13 in 1984, scary films like Jaws and Poltergeist were released with PG ratings. It was the outcry at the PG given to Gremlins and Indiana Jones and the Temple of Doom in the summer of 1984 that led Steven Spielberg (who produced the former and directed the latter) to suggest that the MPAA adopt an intermediary rating, which they did within a few months. “I created the problem and I also supplied the solution,” Spielberg once said in an interview.
Horror at PG-13 (and PG) means delivering the the genre in a different–and often equally effective–way as R. Explicit gore and brutal violence is out. Instead atmosphere, tension, and suggestion can be relied on for the frights, as well as good old-fashioned monsters. These films often have a more fantastical quality–unsurprisingly, there aren’t many PG-13 rated slasher movies–and are as much about giving the audience a good time as they are scaring them witless. But that’s not to say the best PG-13 horror movies are in any way compromised, and often linger in the mind longer than their more gory R-rated counterparts.
The Guillermo Del Toro-produced Scary Stories to Tell in The Dark is now in theaters, and it shows that horror aimed at a younger audience is still being made. It’s an adaptation of the Alvin Schwartz books, and in his review, GameSpot’s Rafael Motamayor described it as a “great gateway horror movie for kids to get terrified and then hooked for life to the genre.” So here’s some other great gateway horrors that both kids and adults can get scared to…