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Costco stops selling Xbox consoles in UK and US
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Costco stops selling Xbox consoles in UK and US

by admin September 24, 2025


Costco has quietly stopped selling Xbox consoles in the US and UK, in both its online and physical stores.

As originally reported by TheGamer earlier this week, Resetera user kubev noticed that Costco’s online store in the US had removed Xbox products, with searches for Xbox now resulting in a “We’re sorry. We were not able to find a match” error.

Likewise, last month, a Reddit user noticed that the wholesaler’s online US site no longer showed Xbox products.

GamesIndustry.biz has confirmed this. On the US Costco site, the previous landing page for Xbox consoles now shows: “We’re sorry. We were not able to find a match” error.

In addition, the site’s video games page no longer has an Xbox category, but still has categories for PlayStation and Nintendo, with consoles and games for both products on sale.

Using Wayback Machine, GamesIndustry.biz found that Costco had an Xbox category in May 2025.

Similarly, the UK online Costco store’s Gaming PCs & Consoles section no longer shows Xbox consoles for sale, but still has PS5 and Nintendo Switch 2s on offer. When searching for “Xbox,” the only result is a Thrustmaster racing wheel.

Using Wayback Machine, we found that on June 11, 2025, Costco’s UK website listed the Xbox Series X for sale under its consoles section (as a members-only item). However, on August 6, 2025, it was no longer listed.

On September 24, 2025, GamesIndustry.biz visited a Costco physical store in the UK to see if Xbox consoles were on sale, but found the store only had PlayStation and Nintendo products. A PC World in the same area, however, had Xbox Series X and Xbox Series S consoles on sale.

On the same day, we also called the customer service department of a separate UK store, enquiring about purchasing an Xbox Series X, and were told, “We don’t actually have the Xbox anymore.”

No Xbox consoles were available at the Costco store we visited

Costco hasn’t acknowledged or confirmed the removal of Xbox products from its UK or US stores, but GamesIndustry.biz has contacted the company for comment.

In October 2024, GamesIndustry.biz‘s Christopher Dring analysed European market data to reveal how downloads have increased for new games.

His report found that, for the first 40 weeks of 2024, just 19% of new Xbox Series X and S games were sold via retail stores. In the same period in 2023, 26% of Xbox game sales were physical.

By contrast, for the first 40 weeks of 2024, 32% of new PS5 games were sold via physical retail, dropping from 41% in 2023.

On May 1, 2025, Microsoft raised the price of the Xbox Series X in the US by $100, citing “market conditions and the rising cost of development” as the reason for the price hike.

The company then announced another price hike earlier this week, “due to changes in the macroeconomic environment.”

“Console price increases are not tariff issues, they are profit issues,” said former Blizzard president Mike Ybarra, in response to the increases.

However, Microsoft hasn’t explicitly said these price increases were due to president Donald Trump’s tariffs, which threaten the highest tariffs on Asian markets, such as China, where Xbox consoles are primarily manufactured.

GamesIndustry.biz has contacted Costco for comment on this story.



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September 24, 2025 0 comments
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Tariffs used by Xbox as "an excuse to continue raising prices", says former Blizzard president
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Tariffs used by Xbox as “an excuse to continue raising prices”, says former Blizzard president

by admin September 23, 2025


Former Blizzard president Mike Ybarra has criticised Microsoft’s recent price hike of Xbox consoles in the US, stating “console price increases are not tariff issues, they are profit issues”.

Last week, Microsoft announced the price increase and blamed “changes in the macroeconomic environment”, though didn’t mention tariffs specifically.

Still, Ybarra – who left his position as corporate vice president of Microsoft’s gaming division in 2019 – responded to the assumption in a post on social media, adding “the reason why profits are not where they should be is a far, far deeper issue vs. the tariff excuse.”

In a later response, Ybarra added the previous price increase in May was justified due to the rise in tariffs at the time, but that’s not the case with this new rise.

“An excuse to continue raising prices, with no new increase in tariffs, is simply a different problem,” he said, “and they are going to make consumers continue to pay for those problems.”

Console price increases are not tariff issues, they are profit issues. And the reason why profits are not where they should be is a far, far deeper issue vs. the tariff excuse.

— Mike Ybarra 😇 (@Qwik) September 19, 2025

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This price hike only affects consumers in the US, which is why tariffs have been seen by some as the primary reason.

Now, an Xbox Series X costs $649.99 (or $599.99 for the digital version), while a Series S costs $399.99 for the 512MB model and $449.99 for the 1TB model.

Despite the “changes in the macroeconomic environment”, Microsoft reported an 18 percent boost in revenue at its latest earnings call, with Xbox Game Pass making almost $5bn in annual revenue.

Sony also announced a price hike for its PS5 consoles in the US back in August, with the base PS5 costing $549.99, the digital edition costing $499.99, and the PS5 Pro costing $749.99.





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September 23, 2025 0 comments
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Xbox has made its "largest investment in Game Pass" to date this year, says ID@Xbox boss
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Xbox has made its “largest investment in Game Pass” to date this year, says ID@Xbox boss

by admin September 23, 2025


Xbox has made its “largest investment in Game Pass to date” in 2025, ID@Xbox boss Chris Charla has revealed.

Speaking to Eurogamer at this year’s Gamescom, Charla explained that “the majority” of Xbox partners who’ve had a game featured on Game Pass “want to bring their future titles to the service.”

“As a result, we’ve signed deals with more than 150 partners to expand the catalogue,” Charla told the publication. “We continue to engage with hundreds of partners each year to review upcoming titles.”

“Last year, we worked with over 50 teams to sign their first Game Pass deal,” Charla continued. “This year marks our largest investment in Game Pass to date, and we remain focused on delivering the most exciting and diverse catalogue in gaming.”

In July 2024, Microsoft increased the price of its existing Xbox Game Pass tiers for new members, before raising prices for existing subscribers in September 2024.

In addition, Microsoft ditched its Game Pass for Console tier and introduced a new $14.99 a month Standard tier, which rolled out in September 2024, but sees subscribers waiting “up to 12 months+” for first-party games – as opposed to the day one launch access granted to subscribers of other tiers.

In response to this price hike announcement, the Federal Trade Commission (FTC) filed a letter with the U.S. Court of Appeals, criticizing Microsoft’s pricing changes and saying that the company’s actions were “inconsistent” with what it had previously said about price increases.

“Product degradation – removing the most valuable games from Microsoft’s new service – combined with price increases for existing users, is exactly the sort of consumer harm from the merger the FTC has alleged,” the FTC said in the letter, referencing Microsoft’s acquisition of Activision Blizzard in October 2023.

In response, Microsoft called the FTC’s claims “misleading” and “a continuation of the agency’s attempts to reinvent its case on appeal.”

In October 2024, just a month after the price hike came into effect for existing subscribers, Microsoft revealed that Call of Duty: Black Ops 6 broke records for Game Pass subscriptions and was the franchise’s biggest launch to date (as well as the first Activision Blizzard title to launch day one on the service following its acquisition).

In July 2025, Microsoft released its financial results for Q4 of its fiscal year 2025, revealing that Xbox content and services revenue had increased 13% year-on-year (YoY).

Amy Hood, executive vice president and CFO of Microsoft, said at the time that the growth was “driven by better-than-expected performance from first-party content and Xbox Game Pass.”



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September 23, 2025 0 comments
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"It was really hard to publish on Xbox. It was our job to make it easier" - inside Xbox's increasingly vital indie publishing operation
Game Updates

“It was really hard to publish on Xbox. It was our job to make it easier” – inside Xbox’s increasingly vital indie publishing operation

by admin September 22, 2025


My first major memory of Indie Games on Xbox platforms is a pleasant one, and it’s precisely the sort of memory I feel most appropriate for the medium. This was a tiny self-published affair – nary a publisher in sight, what I assume was a solo developer, and an extremely limited scope. I’m not talking about Hollow Knight, or Balatro, or Braid, or Limbo or what have you. I’m talking about Curling 2010.

Curling 2010 was exactly what it sounds like: a very simple indie recreation of the sport of curling. It was a drunken discovery, and in my circle of friends was almost exclusively played competitively when very liquored. To me, Curling stood alongside Mount your Friends as the absolute poster children of Xbox Live Indie Games, a rather brilliant little service that allowed pretty much anyone to develop Xbox 360 games using Microsoft’s XNA framework. Games would get peer reviewed and then could go live for a few bucks.


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This service was surprisingly simple, shockingly democratised, and was the first signal of how serious Xbox was about allowing independent developers access to its platform; they let one person indulge their interest in Curling and put their game on Xbox 360.

While Xbox Live’s Community Indie games service never left the Xbox 360 and Microsoft never quite embraced such chaotic openness again, that system’s founding spirit was later channeled into Xbox One’s ID@Xbox program, which continues to this day. In 2025, ID@Xbox has seldom seemed more important to Xbox’s fortunes. The platform holder finds itself in choppy waters: first-party studio layoffs, second-party game cancellations, botched rescue deals and boycott calls fuelled by the actions of Xbox’s parent company. But you know what part of the Xbox ecosystem has been consistently rather good? ID@Xbox.

A glance around Xbox’s Gamescom stand last month serves as quite firm confirmation of that fact. The longest line was, of course, for Silksong. Even before the show opened to the public, I watched media and influencers denigrate themselves dashing to that queue, which ran for over an hour. On the other side of the stand, games like Super Meat Boy 3D and There are No Ghosts at the Grand dominated as partner titles. Some might uncharitably suggest that this stand is more representative of a particularly quiet year for Xbox’s first party games – but the truth is, Xbox shows have featured booths like this for a long time; each appearance a demonstration of an indie and third party relations setup firing on all cylinders.

Hollow Knight: Silksong is a big deal, and got the full-on “chosen one” treatment from Xbox, but not all indie games are as fortunate. | Image credit: Eurogamer/Team Cherry

“Some years there’s more indie games, some years there’s a few less – but every year it’s a discussion,” ID@Xbox boss Chris Charla tells me in the midst of the bustle and noise of the Xbox stand. We chat in a small aisle of the booth just adjacent to an indie-focused section where an early-morning queue is beginning to snake. The breadth of third-party titles on the booth, from late Japanese ports to all-new indies and hotly anticipated sequels, is meant to send a message.

“It is just really a recognition by Xbox of the absolute crucial need for diversity in our portfolio,” Charla adds.

Case in point: There Are No Ghosts at the Grand, the quirky debut title of Bristol-based developer Friday Sundae. Distinctly British, it took pride of place at Xbox’s Summer Games Fest and Gamescom presences.

“We never in our wildest dreams thought that we would be there,” shares Anil Glendinning, creative director at Friday Sundae on No Ghosts at the Grand. “And if we did, we thought it’d be in some tiny little booth hidden at the back of a distant hall, where nobody gets to see us! We did not ever in a million years expect to be right there, as part of Xbox, right there, hall 7 – and to have people waiting, like, an hour to play our game.

“Not as big as the queues for Hollow Knight, of course,” Glendinning laughs, “But it was extraordinary, and surreal, and a real item off the bucket list. As an indie dev, you couldn’t hope for a better start for introducing the game directly to gamers.”

The section towards the back-right of Xbox’s stand where No Ghosts at the Grand made its debut serves as a perfect example of the breadth of the relationships Xbox is trying to foster outside of its first-party ecosystem. Alongside No Ghosts there was Silksong, the indie that is so massive it no longer quite fits the term in the same way. Then there’s Invincible VS, which has a more traditional publishing arrangement but via the smaller-scale Skybound Games. PowerWash Simulator 2 is a sequel to a smash hit published by one of gaming’s biggest multinationals – but this time developer Futurlab is going it alone. Chinese developer Pawprint Studio showcased its Pokémon-alike Aniimo, and just off to the side were some of the fruits of Xbox’s development outreach efforts in Japan with a few late-but-welcome ports from Square Enix.

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The point is, the stand paints a picture of a direction of travel for Xbox even as other aspects of their business appear much less certain. From smaller truly independent studios to start-ups with a little external investment and support, the word tends to be pretty universal, too: those who have had the opportunity to ply Xbox’s resources have found it invaluable.

“We’re an indie studio and small publisher so getting this level of support during key marketing milestones is huge for us,” says Mike Willette, executive producer on Invincible VS at new startup studio Quarter Up. “Having that kind of reach – especially during such a big-scale event – meant that fans around the world could connect with the Invincible VS. It was a big moment for the game and the reaction has been amazing to see.”

The enthusiastic attitude towards Xbox’s support raises a question, of course: how exactly Xbox decides which games are the chosen ones and which are less lucky. Even the most passing of glances at Steam’s statistics tells us there are now more games than ever – and the process of discovery is thereby ever more complicated. That’s true for the media, as we try to dig out cool games for readers – but it’s also obviously true for publishers, and consumers themselves. Charla says Xbox’s approach hasn’t changed in over a decade, however.

“We find them everywhere,” Charla says. “We find them by spending time in the Indie Arena [at Gamescom]. We find them by people sending us direct messages on BlueSky… We find them from people all around Microsoft being like, hey, have you seen this game? And we find them from having friends who make games who say – hey, you need to see my friend’s game. And from people just emailing us!”

In the end, Charla’s team works with hundreds of partners each year, reviewing what’s next in the world of indie or indie-adjacent gaming. This is a team that isn’t just looking for the next Hollow Knight, either – the hunt is on for all sorts of titles, in large part to ensure the breadth of releases on Game Pass. And while the idea of Game Pass as a universally ‘good thing’ remains in dispute, with some developers going as far as to call it unsustainable and damaging, Charla is bullish on the service – and its successes with indie developers.

Securing a deal to get a game on Game Pass can be a huge financial safety blanket for indide developers. | Image credit: Adobe Stock, Microsoft

“The majority of partners who’ve had a game in Game Pass want to bring their future titles to the service,” Charla notes. “As a result, we’ve signed deals with more than 150 partners to expand the catalogue. We continue to engage with hundreds of partners each year to review upcoming titles.”

“Last year, we worked with over 50 teams to sign their first Game Pass deal. This year marks our largest investment in Game Pass to date, and we remain focused on delivering the most exciting and diverse catalogue in gaming.”

The pathway of gradually ending up intertwined with Xbox and landing a Game Pass deal matches up to that described by Friday Sundae for No Ghosts at the Grand. In that case, the studio had put together a demo and had been showing it off to various potential partners, which included a submission to the Xbox team via a developer-focused website and form entry. It was, by Glendinning’s own admission, a “strange demo” – which tempered expectations.

“We didn’t expect to hear back,” Glendinning admits of that early No Ghosts at the Grand demo. “We went through those channels and then promptly forgot all about it. And in fact, when we got an email back… we thought it was spam! We weren’t completely sure it was real. But it was – it was someone within the Xbox team saying, yeah, we like your demo, we played it, we think it’s interesting, and we’d like to jump on a call. Since then, it’s been a blur.”

That whirlwind of Xbox’s involvement has been described to me variously by developers as useful from a nuts-and-bolts development perspective – in terms of gathering feedback and enjoying technological support – but also as a confidence-booster for the small teams involved. The attention of a much bigger partner can be useful or scary – but it can also be validating.

Image credit: Friday Sundae

“We had to show Xbox progress during key milestones, i.e. demo the game for their partnerships team at critical moments to inspire confidence that we belonged on their support roster,” says Mike Willette of Invincible VS. “It was a good exercise for our dev team as well as something that helped us constantly elevate our own bar.”

“I just remember that Xbox was so curious about our creative process,” says Friday Sundae’s Glendinning. “They wanted to know where we wanted to take it, where our creativity was coming from, our vision for the game. Everything that we said to them, they came back with this enthusiasm. We’d keep sending – another email, some more screenshots, more videos, more content. Time after time, we were getting encouragement, support, and the thumbs up to keep on going.

“Having that kind of support was a huge confidence boost, y’know? We weren’t sure what we were making or whether anyone would be interested, or really like it. Hearing people within the Xbox team being excited, being encouraging, wanting to see more – that was a real shot in the arm of confidence for us. It really spurred the team forward to think: hey, you know what? We might actually have something here.”

There was another, secondary benefit, of course. “The biggest thing for us was getting access to those dev kits,” Glendinning notes. “It’s still hugely important for us knowing that we have Xbox there, having our backs if we run into any issues or problems. But the truth is, it’s actually been smooth sailing so far.”

A smooth journey for indie developers is something that is clearly a focus for Charla and his team. When asked about his team’s journey over the years – aside from the games themselves – the ID@Xbox boss instantly zeroes in on the technical changes that team has managed to institute across the Xbox platform, making adjustments that in many cases benefit everyone, indie or triple-A alike.

Indie games have a strong history on Xbox, as evidenced by this absolute classic, Mount Your Friends. | Image credit: Stegersaurus Software Inc

“It was really hard to publish on Xbox. It was our job to make it easier,” Charla says. “So when we first started ID@Xbox, we had a lot of asks.

“We had a lot of asks that were really indie specific, and we would go into these meetings with all these engineers – and we didn’t know anybody, right? These are business people. And we show up like, ‘Errr… ahh… we’re from ID’ – but as soon as we said that it was like ‘Oh, you’re the Indie guys! What do you need?!’ That level of support internally at Microsoft for independent developers has been off the charts forever from day one, and it continues today.

“Y’know, if we can save 12 hours on a game… hey, that’s great for everybody. It’s great for big publishers, but for an indie or maybe a solo dev – 12 hours is like a day and a half of work that you can use to theoretically materially make the game a day and a half better. There’s a lot of former developers on the team, and we really take that kind of thing to heart.”

Over the years, the focus has been on trying to make the act of getting games onto Xbox easier. But Charla now sees a new challenge. With an explosion in the sheer number of games, plus an ever-growing number of games in Xbox’s subscription service, it’s now about making sure games don’t get lost in the flood. His team is looking to make similar optimisations in this area as they once did to the process of onboarding developers in the first place.

“What if we put that discovery question on its head?” Charla asks. “How do we as a game platform help developers to discover their audience? So if you’re making a game of a certain quality… there’s an audience for that out in the world. Whether that audience’s total addressable market is 30 million or 3 million, or 300,000, or 30,000… How do we as Microsoft help you get in front of that total addressable audience?

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“We want to show that audience your box art. Now, whether or not they click on the box, whether or not to buy the game, that’s a little dependent on the developer – on the box art, on the game, etc. But I think our job is to think about Discovery in a new way, which is, how do we ensure developers can discover their audiences?”

Some of this brings us full-circle. When I speak to Charla and the developers featured here, it’s either during or off the back of an Xbox Gamescom presence that has been all about connecting directly with players in-person. At Gamescom, from the perspective of these developers, Xbox’s support was invaluable.

“Having the opportunity to showcase Invincible VS on a global stage – especially in Europe – was huge,” says Mike Willette. “It was our first time seeing international fans interact with the game in-person, and that was incredibly rewarding. Seeing people’s reactions, watching them get a feel for the mechanics and feeling the excitement build up on the show floor – there’s really nothing like experiencing that.”

The challenge, then, appears to be taking that sort of energy and that discovery available in person at physical events and finding ways to deliver that on digital storefronts and the like. Charla’s vision – that discovery is a two-way street, as much about games finding audiences as it is about audiences finding games – is clearly a key lynchpin. As with ID@Xbox driving storefront and development backend changes that helped all, though, it’s clear that Xbox’s indie support will be key to this. Then there is the broader position in which Xbox finds itself, much of it undesirable – making this bright spot one whose continued luminescence is vital. Charla, at least, appears to believe he has the support and buy-in needed to do that.

“I remember one year, we had a bunch of games ready but we just weren’t showing them at this particular internal review. And a very senior executive, halfway through the review, looks at me and is like ‘where are the indie games?’,” the ID@Xbox boss recalls.

“I was like, ‘oh, don’t worry, they’re coming – next review! You know, the trailers tend to come along a little later for indies…’ But, it was cool for that question to be asked. It was a real moment where I reflected on it later and was just like – okay, I’m working in the right place.”



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September 22, 2025 0 comments
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Xbox has made "largest investment in Game Pass to date" this year, countering recent criticism of subscription service's value
Game Updates

Xbox has made “largest investment in Game Pass to date” this year, countering recent criticism of subscription service’s value

by admin September 22, 2025


This year has marked Xbox’s “largest investment in Game Pass to date”, according to ID@Xbox boss Chris Charla.

Speaking to Eurogamer, Charla discussed the current state of the subscription service in the face of recent criticism, noting positive sentiment from developers and a desire to return for future projects.

“The majority of partners who’ve had a game in Game Pass want to bring their future titles to the service,” said Charla. “As a result, we’ve signed deals with more than 150 partners to expand the catalogue. We continue to engage with hundreds of partners each year to review upcoming titles.

“Last year, we worked with over 50 teams to sign their first Game Pass deal. This year marks our largest investment in Game Pass to date, and we remain focused on delivering the most exciting and diverse catalogue in gaming.”

Xbox has received criticism for Game Pass in recent months. Arkane Studios founder Raphael Colantonio described the service as “an unsustainable model that has been increasingly damaging the industry for a decade”.

In a back and forth on social media on the “cannibalisation” of sales, Larian director of publishing Michael Douse added “smaller teams with new or riskier” games can benefit from Game Pass, but he prefers “Sony’s ‘lifecycle management'” method of adding games following initial sales.

Former PlayStation boss Shawn Layden discussed the perceived profitability of Game Pass in a discussion with GamesIndustry.biz. “There’s a lot of debates going on,” he said. “Is Game Pass profitable? Is Game Pass not profitable? What does that mean? That’s really not the right question to ask anyway.

“You can do all kinds of financial jiggery-pokery for any sort of corporate service to make it look profitable if you wanted to. You take enough costs out and say that’s off the balance sheet and, oh look, it’s profitable now. The real issue for me on things like Game Pass is, is it healthy for the developer?”

Meanwhile, Football Manager boss Miles Jacobson recently told Eurogamer player numbers for the series have skyrocketed since being added to subscription platforms.

“We built a whole business model around it,” he said. “You can’t just turn around and do this – this was before we launched on the subscription platforms, we’d been talking about it. And we’d been working out what we were going to do for five years – it was a five-year journey before we went with the first experiment, and then we did another experiment, and then we did another experiment, and then we learned from those experiments, and that’s when the full strategy was put in place.”

In a broader interview with Eurogamer on the state of indie games on Xbox, Charla noted the breadth of games showcased by Xbox at Gamescom. “It is just really a recognition by Xbox of the absolute crucial need for diversity in our portfolio,” he said.



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September 22, 2025 0 comments
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A screenshot from James Channel's video turning an Xbox Original portable
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YouTuber makes a ‘portable monstrosity’ Xbox using a handsaw, hot glue, and eight disk drives: ‘It’s working. It’s actually working!’

by admin September 22, 2025



I Made an Original Xbox Portable – YouTube

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It’s not often I find myself chuckling at DIY projects, but YouTuber James Channel got a hearty one from me the second he announced the portable Xbox he created by sawing one in half, slapping controllers on the side and hot-glueing a screen on top is capable of a whopping 9 minutes and forty seconds of battery life.

As spotted by Hackaday, the half-hour-long video of the YouTuber making a ‘portable’ Xbox Original is sort of like the lovechild of a mad scientist, a teacher, and a stream of consciousness. After grabbing an Xbox that isn’t working, James figures out that the DVD drive is flagging a hard drive issue, and fixes the DVD drive by replacing a tiny failing resistor with four separate, much bigger resistors, then hot-glueing them down.

This is subsequently followed by smacking the top of the Xbox until the disk tray comes out. Then, after fixing the original Xbox, James takes it apart again and starts throwing the bits of plastic he doesn’t need on the floor.


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Taking apart this plastic is important to get the central motherboard and necessary components as small as possible, and he replaces the big unwieldy hard drive with a CompactFlash drive, saving a little more space. James tears apart an old iPod portable video dock to slap the speakers and screen onto his new handheld Xbox, and saws Xbox controllers in half to attach them to the side.

That’s the kind of video this is: one that demonstrates a depth of highly technical knowledge about engineering, thrown together with a handsaw, new transistors, and a glue gun. It’s all very chaotic in a way that sort of makes me want to try it myself.

Image 1 of 3

(Image credit: James Channel on YouTube)(Image credit: James Channel on YouTube)(Image credit: James Channel on YouTube)

After a three-week hiatus in the middle of the video, “because it was very mean to me and wouldn’t work properly”, James takes one last swing at finishing off the portable, and discovers that seven of the eight Xbox drives he bought to fix the device weren’t working, and that the IDE connector he had fitted didn’t work. “Other than the disk drive, it was almost all my fault.”

The final product is a “portable monstrosity” (according to the video’s description), with an open disk drive, sawed-off controllers glued to a motherboard, and it’s all held down with duct tape. The Xbox logo snapped off in the build, but it’s happily glued onto the final product with no downsides except perhaps a deep sigh from Phil Spencer.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

So, if you want to play just under 10 minutes of Halo on the train while strangers stare at you (presumably admiring the glorious handheld you’re rocking), all you need is a hot glue gun, a handsaw, an old Xbox, an iPod video player, electronic tools, and seven or eight Xbox disk drives. Or you could just boot up the Steam Deck.

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September 22, 2025 0 comments
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Xbox Series X/S Is Going Up In Price Again In The United States
Game Updates

Xbox Series X/S Is Going Up In Price Again In The United States

by admin September 21, 2025


Just four months after the last time it did it, Xbox is raising the prices of the Series X/S consoles in the United States to a number I don’t think any of us could have fathomed in 2019 when Microsoft announced the system at the Game Awards.

Microsoft announced this on the Xbox support website, saying that the price changes will go into effect on October 3, and are “due to changes in the macroeconomic environment.”

The new prices are as follows:

  • Xbox Series S 512 $399.99 (up $20 from $379.99)
  • Xbox Series S 1TB $449.99 (up $20 from 429.99)
  • Xbox Series X Digital $599.99 (up $50 from $549.99)
  • Xbox Series X $649.99 (up $50 from $599.99)
  • Xbox Series X 2TB Galaxy Black Special Edition $799.99 (up $70 from $729.99)

We can probably infer that the “macroeconomic environment” Microsoft gestures at is related to the Trump administration’s tariffs that are affecting a lot of video game companies, not just Xbox. PlayStation 5s also saw a similar price increase just last month. That said, Xbox raising the price of the Xbox Series X/S not once, but twice in just one year is absolutely bonkers. Remember when consoles used to get cheaper as a generation went on? Usually, by now, five years into a console’s lifetime, it would have probably seen at least one price drop. Now games are becoming more expensive and more unaffordable for a lot of people. We live in backwards times.

If you were planning on getting an Xbox Series X or S, you’ve got a couple of weeks left before the price change takes effect. Though I’d also understand if this made you not want to buy one at all.



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September 21, 2025 0 comments
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Microsoft Is Raising Xbox Prices In The US Again
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Microsoft Is Raising Xbox Prices In The US Again

by admin September 20, 2025



If you were planning on getting an Xbox console for the holidays, you might want to act sooner rather than later, because Microsoft has just announced that it’s once again raising the price of its consoles starting October 3.

Beginning October 3, the most affordable Xbox on the market, the 512GB Xbox Series S, will cost $400 in the US. The most expensive Xbox Series X model, which comes with a disc drive and two terabytes of storage, will run folks $800. Here are the rest of the price changes to the Xbox lineup:

This is the second price increase that Microsoft has issued this year alone after it raised prices on the consoles earlier this May. In its announcement, Microsoft suggests that these price hikes are “due to changes in the macroeconomic environment.” Prices outside of the US will remain as they are.

The increase in prices for consoles, as well as their games and accessories, has been an alarming trend over the last year and is believed to be connected to tariffs being imposed by the current US administration, though few of these companies have outright come forward and said as much.

Nevertheless, PlayStation similarly raised its prices earlier this year, and the Switch 2 pre-orders were even briefly delayed in the US while Nintendo weighed its options. When the console did finally become available, many of the prices for games and accessories were higher than audiences expected, and just last month, Nintendo even raised the price of the original Switch.



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September 20, 2025 0 comments
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Xbox Controller
Game Reviews

Xbox Turns Up the Fun With Friends, and It’s Crashing the Price of Its Wireless Controller

by admin September 20, 2025


Having a Xbox but not enough controllers kind of kills the fun, especially when playing with friends and family. What makes the console truly cool is those multiplayer moments, and nothing beats sharing the game with extra controllers on hand. The catch? Controllers aren’t always the easiest or cheapest to grab. That’s why timing your buy is key, and right now there’s a Black Friday-level deal on Amazon that’s too good to miss: The latest Xbox wireless gaming controller is available for $53, down from its original $64.

See at Amazon

Contemporary Design Coupled with Comforting Play and Intelligent Features

Its modernized design features sculpted surfaces and refined geometry that fit comfortably in your hands, and keeps you gaming longer without fatigue. The textured grip on the triggers, bumpers and back case is there to make sure your fingers stay steady and controlled. And the new hybrid D-pad adds precise directional control which is a big deal whether you’re navigating tricky menus or battling opponents.

The Share button is perhaps the best feature of them all since it lets you snap and share your gameplay—screenshots, video, whatever—without breaking stride. It’s a simple way to share with friends or easily record your best victories.

The controller supports Xbox Wireless and Bluetooth which makes it simple to connect to many devices. If you’re playing on your Xbox console, alternating to playing with your Windows computer, launching games on Android or iOS, or even attaching it with Fire TV Sticks, smart TVs, or VR headsets, this controller lags behind none. With so much flexibility, you won’t need to keep multiple different controllers occupying valuable space.

And, to boot, players also have a lot of selection with sound: The 3.5mm headset jack will work with any supported headset, so you can simply plug in and talk or be completely enveloped in the game’s sound. The USB-C port lets you plug directly into your Xbox or PC for plug-and-play installation which is perfect if you are enthusiastic about a wired connection or charging during gaming.

All things considered, snagging this controller at $53 is a smart move whether you’re replacing an older one or expanding your multiplayer setup.

See at Amazon



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September 20, 2025 0 comments
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U.S. Xbox fans hit with another hardware price hike just four months after the last increase
Game Reviews

U.S. Xbox fans hit with another hardware price hike just four months after the last increase

by admin September 20, 2025


Xbox consoles are about to become more expensive in the United States. Again.

The hike comes just months after Microsoft raised prices of its products in May, when the Xbox Series S and X increased by between $80 and $130, depending on the spec. While May’s cost hike was felt across the world, this time the increase is limited to the U.S., with Microsoft confirming: “Pricing in countries outside the U.S. remains the same”.

The prices for controllers, headsets, and products “in all other markets” also remain as they were.

Xbox + AMD: Powering the Next Generation of Xbox.Watch on YouTube

Here’s how the price changes impact the Xbox console range in the U.S. when they go live on 3rd October:

  • Xbox Series S 512: $399.99 (up $20 from $379.99)
  • Xbox Series S 1TB: $449.99 (up $20 from $429.99)
  • Xbox Series X Digital: $599.99 (up $50 from $549.99)
  • Xbox Series X: $649.99 (up $50 from $599.99)
  • Xbox Series X 2TB Galaxy Black Special Edition: $799.99 (up $70 from $729.99)

“Beginning on 3rd October, we will update the recommended retailer pricing for Series S and Series X consoles in the United States due to changes in the macroeconomic environment,” Microsoft explained.

“We understand that these changes are challenging, and they were made with careful consideration. Looking ahead, we continue to focus on offering more ways to play more games across any screen and providing value for Xbox players.”

Microsoft did not justify the price rise, but it’s possible the current U.S. administration’s import tariffs have had some bearing. That said, the company reported an 18 percent boost in profits at its last earnings call, and a 13 percent increase across its Xbox business.

If recent reports are true, we likely won’t be seeing Microsoft’s next-generation Xbox console until 2027 at the earliest. But that hasn’t stopped the company from teasing a couple of details as it announced a partnership with AMD to co-engineer the hardware.



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September 20, 2025 0 comments
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