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Why Some Physical Games Don’t Work Offline on Xbox Series X|S

Chris Rausch

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Game discs and cartridges have been a long-standing part of gaming. In the early days, all you had to do to play was make sure your game worked – usually by blowing into the cartridge or desperately trying to repair a scratched disc with a guide you found online. But, as consoles have moved away from physical to digital, playing your games isn’t so straightforward anymore.

The Xbox Series X is the latest and greatest in Microsoft’s consoles. It can connect to the internet, use Bluetooth, and accept discs just like its predecessors. However, when it comes to actually playing certain games, the consoles cannot escape the internet-focused digital right management (DRM) technology instituted by Microsoft.


The Xbox Series X is capable of playing Xbox, Xbox 360, Xbox One, and Xbox Series X game discs. However, only the Xbox Series X game discs can be played truly offline. This is because while the Xbox Series X disc is native to the architecture of the console and directly readable, titles from other generations are being downloaded from the internet to the console – the discs only serve a physical license requirement. As a result, if you want to play a game offline – even from a disc – you’ll need to connect to the Xbox Network servers as part of a first-time “update” that prepares the game to be played. These updates are optional but nonetheless required to play the game offline, but afterwards the console can return to offline to play going forward.

To much of the world, being online isn’t a problem. However, military deployments, gaming on-the-go, and certain places around the world may not afford the opportunity to connect to the internet. Until another form of DRM is implemented, offline gamers will have to stick to current-gen discs or find internet access for a few minutes after each new game purchase.

In my 4+ years as a professional tech copywriter, I've written about everything from laptops & routers to the software that facilitates billions in online sales each day. If it relates to, connects to, or belongs on the Internet, I'm in. Equipped with my Associate's in Computer Science and a computer I assembled myself (no big deal), I write about all things hardware, software, gaming, and digital tech to keep you up-to-date on important news, releases, and tips & tricks.

Nintendo

Kirby, a Brief History

Colin Edge

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No one can deny that Kirby, with his round little pink self, has captured the hearts of millions and garnered international fame. The franchise has spun out more than thirty games starring the blush blob, earning big bucks for Nintendo and HAL Labs. But before becoming a video game icon, Kirby was actually created rather haphazardly. 

How Kirby became an adorable pink circle

The first Kirby game was called Kirby’s Dream Land, released on the Game Boy in 1992. Young designer Masahiro Sakurai was assigned to create a game that was simple enough for anyone to pick up and learn to play. (To this day, Kirby games are easy and accessible.) 


While the game was in development, Sakurai created a basic avatar to perform the primary movements of play – a little ball with arms and legs. This was meant as a placeholder, later to be swapped for something more definite. But throughout testing and animation, the team fell in love with this white blob, and they ended up sticking with it. But he was just that – white.

Since Kirby’s Dream Land released on the original Game Boy, its protagonist’s color was indefinite. Adding to the confusion, the game’s North American box art depicted a white Kirby, while the Japanese art showed the pink character we’ve come to recognize. Sakurai always imagined Kirby to be pink, while Shigeru Miyamoto (who created Mario and worked as a producer on Kirby) always imagined our hero to be yellow. Color was an afterthought – literally. They didn’t nail down the official pink hue until after the first game’s release.

Another thing that didn’t come until the second game was Kirby’s ability to copy his enemies’ powers after slurping them up. Kirby’s Adventure dropped on the NES in ‘93, and implemented copy abilities, which are now a characteristic trait of the spherical savior of Dream Land. 

How Kirby got his name

Sakurai’s project had a working title of Twinkle Popopo. But Nintendo wanted to go with a name that could create more draw for Western customers. After throwing around several options, the team finally named their character after… a lawyer.

John Kirby was a lawyer who worked long and hard on Nintendo’s behalf in a legal fight with Universal. The movie studio had sued over Donkey Kong, claiming the primate videogame character’s name was too akin to King Kong. (It’s like, totally a different Kong, geez.) Nintendo eventually won the suit, and named a character after Mr. Kirby as a way of saying thank you.


After many platformer adventures, pinball titles, 3D games, and Super Smash cameos, Kirby is now one of the most beloved characters in the video game industry’s history. Whether happily floating above Planet Popstar or bravely dueling with Meta Knight, his innocence and simplicity has captivated kids and grownups alike. And from the looks of it, he’s not stopping anytime soon.

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AR/VR

The Best Asymmetric Virtual Reality Games Out Now

Jesse Hoyt

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Virtual reality is fun, but playing with friends makes it better. The problem is that not everyone can afford a VR headset, so we put together a few games you and your friends can play with only a single VR system.

5. Keep Talking and Nobody Explodes

Better talk fast because the clock is ticking and there’s a bomb in your hands! Available in VR and regular screen, Keep Talking and Nobody Explodes puts one player in charge of manipulated bomb components to keep it from blowing up. Another player is supplied only with a guide. The thing is that every bomb is different and the reader has no idea what your bomb looks like. Speed is vital. Communication is key.


4. Fast and Low

Shoot and move in this SWAT simulator game. Despite its less-than-finished appearance, this game has solid bones with “realistic” gunplay, suspect interactions, damage, and room clearing. One player can hop in on PC while another gets ready to get rowdy in virtual reality. Take your time as you move room to room searching out hostels, but don’t be too trigger-happy because some are going to surrender. Take them alive if you can.

3. Reiko’s Fragments

Do you want to scare the living daylights out of your friends and family? The Reiko’s Fragments might be for you. Virtual reality is already pretty terrifying with even the smallest of scares, but now your friends can take control. One person takes the reins and puts on the headset; the rest can pull up their phones and get to scaring.

2. Takelings House Party

This is a true party game. Grab a few friends with phones to take up the mantle of “Takelings,” thieving humanoids hell-bent on making your home life miserable. The person in VR needs to take these things out by any means necessary. That includes hammers, nailguns, toasters, and waffle makers. It’s still in early access but is worth a buy if you like party games.

1. Smush TV

Have you ever wanted to face your fear of being crushed under tetrominoes while electronic music pumps in the background? Smush TV is just that where a player in VR does their best to climb to the top of a Tetris tower while avoiding getting smushed. The other flatscreen player is on a mission to drop these blocks on the other’s head.

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AR/VR

No, Shooting Guns in VR Does Not Translate to Shooting Firearms in Real Life

Jesse Hoyt

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Guns and virtual reality go together like peanut butter and jelly. The shooter genre is one of the biggest in the VR space right alongside melee hack and slashers. Naturally, some people are bringing up the idea that video games may cause violence once again or rather may teach people how to be violent. There’s a mild connection there with VR being a highly interactive medium where you physically act out an action, but the truth is that there’s just not much you can learn especially with complex things like firearms.

It’s important to note that VR can only teach people to use firearms only as effectively as any other learning medium like books or videos. There are no special movements or techniques taught in VR that aren’t found elsewhere. In fact, I’d wager that most people who consume media on the regular probably already know how to load a magazine into a firearm and pull a trigger. These actions are already intuitive though and would be fairly easy to figure without instruction anyway.


Virtual reality can’t simulate the weight of a firearm nor dealing with concussive force from a gunshot. Virtual makes firearms simple. Reload. Click. Shoot. Easy. It removes all of the individual actions necessary for operating a weapon. It doesn’t teach you how to clear a malfunction or even load rounds into a magazine. Or control recoil and correct trigger pulling technique. The list is long. Although, manipulating firearms isn’t a particularly difficult process in the first place. Virtual reality doesn’t cover any of the things that make for a proficient shooter.

I’d even argue that virtual reality might actually teach terrible habits for people that might get into hobbyist shooting later on. The first is reinforcing poor trigger control. With real firearms, you need to be particular in the way you pull a trigger. Incorrect technique can throw shots off target by a lot. Virtual reality controls have more stability and little trigger resistance. They don’t require a consistent form. 

Recoil control is something else that’ll suffer when using VR. With real firearms, recoil is typically controlled by tightly bracing it to your body or locking your wrists. Virtual reality is a different story. Most recoil control is done just by pulling the controllers down, yet another way to throw off your shots in real life.

Virtual reality isn’t effectively teaching anyone to use firearms. In fact it’s probably doing just the opposite. This is just a recycled argument of “video games cause violence.” 

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