Here to discuss video games, physical media, and technology.

Joined May 2016
PlayStation thought the game was called physical and had to back out
As confirmed earlier through our official channels, in mid-June of this year, we unexpectedly received notice from PlayStation Studios that they would cancel the PHYSINT project. PHYSINT is an important project both to me personally and to KOJIMA PRODUCTIONS. Determined to keep the project alive, we have spent the last three months searching tirelessly for a new partner. In the course of seeking advice and pursuing negotiations with people across many fields, we found in XBOX a partner with whom we share a common vision for the future, and we have decided to team up with them once again. Please rest assured that development of PHYSINT, our genre-defining action-espionage title, is ongoing and will continue moving forward.
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VGP Giveaway Time! Glitch is giving away a Nintendo Switch Metroid Dread Special Edition + her sticker to one lucky winner. RT, Like and Follow VGP to enter for a chance to win! Winner announced Friday, September 30th!
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Our sign-in? Walking over to the shelf. Our game library? Looking at the physical collection we've built over the years. Our game launcher? Taking the disc out of its case and sliding it into the console. 100% uptime. 💿
We are aware that some users are encountering errors when attempting to sign in, see your game library, or launch games. Our engineers are actively working to mitigate the issue. For updates, please follow along here or on msft.it/6015vCwkS.
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PSA | Time to vote for 'Allow disc-based games with Project Helix; let's push it past 10K. Are you doing your part? XBOX Player Voice feedbackportal.microsoft.com…
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Dear @asha_shar @XBOX On behalf of VGP, we would like to share our perspective as a retailer that has proudly supported the gaming industry and the Xbox brand for many years. When Microsoft originally introduced the vision for the Xbox One with a strong emphasis on digital ownership, the response from consumers was immediate. Sony took advantage of that moment by positioning the PlayStation 4 as the console that embraced physical game ownership, and history shows how influential that decision became. Today, the market is shifting once again. Sony appears to be moving further toward a digital-first future, creating an opportunity for Microsoft to differentiate itself by becoming the industry's strongest advocate for physical media. We encourage Microsoft to revisit Project Helix and make physical games a core part of its strategy. There remains a passionate and dedicated audience that values collecting, preserving, lending, trading, and truly owning the games they purchase. As a retailer, we see that demand every day. The saying "what goes around comes around" feels especially relevant. Years ago, Sony benefited by championing physical ownership while Microsoft moved toward digital. Today, Microsoft has an opportunity to reverse that narrative and become the company that stands behind consumer choice. Many gamers still look back on the Xbox 360 era as the golden age of Xbox. The platform was synonymous with innovation, great games, and strong relationships with both players and retail partners. We believe Microsoft can recapture much of that goodwill by reaffirming its commitment to physical gaming and by bringing Project Helix to market. As one of Microsoft's retail partners, we believe a renewed investment in physical media would benefit consumers, retailers, publishers, and Xbox itself. We respectfully encourage you and your leadership team to consider this opportunity and help usher Xbox back to the position of industry leadership that so many fans remember. Thank you for your time and consideration. We look forward to seeing Xbox continue to innovate while supporting the millions of players who still value physical game ownership. Sincerely VGP
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I'm glad to see small AA games have been making Xbox console physical versions a lot more lately
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Don’t give up💪🏼🚀
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A note from us on today's Sony news.
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En relación a las últimas noticias: se acabó nuestro silencio. #GamersUnidos
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XBOX
@XBOXJun 7
⚙️XBOX CONSOLE EXCLUSIVE⚙️
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Hello Japanese friends! Please help me discover more Japanese Original Xbox and Xbox 360 games I have not added to XboxGamePreservation.com. Once they're added to the database, users can vote on them to show Microsoft they want these games to be backwards compatible. It seems I have missed quite a few, and I want each game to be available for voting.
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💿 PHYSICAL MEDIA FOREVER 💿 💿 PHYSICAL MEDIA FOREVER 💿 💿 PHYSICAL MEDIA FOREVER 💿 💿 PHYSICAL MEDIA FOREVER 💿
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#Xbox's penchant for catastrophic self own strategy blunders over the gens, needs to be studied lol. Xbox turned down GTA3 while Sony didn't, which led to the franchise being (timed) #PlayStation exclusive, and the best selling games on PS2. Xbox turned down having exclusive Marvel games while Sony didn't. Spider-Man 2 is the #2 best selling game ever on #PS5 (US) and Miles Morales is #8, while Spider-Man is the #6 best selling game ever across all PlayStation platforms. And these data points are without bundled sales included. Xbox indirectly gave PlayStation their absolute strongest system sellers in 3/4 of the gens they competed lol. There's other major missed games opportunity blunders too, such as turning down Genshin Impact, Guitar Hero and Destiny as exclusives, and more. That's not even getting into other strategy failings that potentially cost them dearly with console brand etc, such as pivots with Kinect, TV TV all digital, general studio management and exclusive release output, PC day and date, split SKU, Cloud, Game Pass, pressures placed by the ABK acquisition etc. I know many like to villainise PlayStation for Xbox's woes, but in some ways Xbox was its own worst enemy.
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What we see when a publisher announces a Code-In-Box Nintendo Switch 2 release.
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Replying to @LokiJarson
We always buy physical in this household! 😤
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Layoffs don’t just shrink teams, they wipe out institutional knowledge that takes decades to build. When veteran developers leave, all the unwritten stuff disappear with them: tool quirks, shortcuts, artistic intuition, “don’t reference that file like that” warnings, and the reasoning behind old tech decicisions. Most of it isn't documented because no one has time to record years of tiny hard-earned tricks and thought processes. The impact shows up so fast, man. New teams waste months relearningg systems, repeating old mistakes, and rebuilding processes that once ran smoothly. A lot of that expertise just vanishes. You can hire new people, but you can’t replace a decade of tech intuition or cross-department problem-solving overnight. The result is slower production, more friction, more bugs, and projects feel less stable and take longer to start working. Studios don’t just lose staff; they lose the memory of how they make games, and rebuilding can take years. Sometimes a studio known for a specific type of game suddenly can’t make it anymore, and now your sequels freaking suck.
Eidos Montreal hit with more layoffs, working as support studio with most projects seemingly canceled ➡️ insider-gaming.com/eidos-mon… This follows prior layoffs back March when 75 devs were let go. Embracer previously canceled a new Deus Ex game early last year
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We would play a new Sly Cooper game from Sucker Punch
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Recently, it feels like there’s been a renewed awareness of the role of physical editions. I’ve also learned from many RePOP players just how important it is to own a physical edition. Since most games today go through two to three years of updates after release, I think it would be great if a new ecosystem emerged where definitive physical editions, including all updates and DLC, could be released smoothly and made easy to purchase.
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The % breakdown can be slightly misleading here, even if the overall picture is generally accurate. For example, physical at 3% is because Sony only recognizes full revenue from first party games, while it recognizes a lower royalty value from third party games. This is different for digital games and add on content where it recognizes full revenue from both first and third party content. A more apt comparison is that physical software accounted for 24% of unit sales. While this is still a low %, it still means 73 million physical games were sold during the year. At the end of the day, physical continues to decline each year, and as you can tell from the chart, add on content and subscriptions are making up a significant part of revenue these days.
PlayStation revenue breakdown for FY2024! Add-On Content - 29% Hardware - 24% Digital Software - 20% Network Services - 14% Other (SIE published games + add-on content outside of PS consoles) - 10% Physical Software - 3%
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