Saturday, March 14, 2026

Xbox's Helix Hurdle - How Microsoft's Plans for Helix Make Success Unlikely

by Gamatroid 🕹️ 

AI interpretation for illustrative purposes (I thought it was kind of funny)


So... Microsoft recently unveiled more about its next generation console, code name: Project Helix. 




From what they've said so far, we know Helix will be a PC/Console hybrid, playing native Xbox games plus games made for Windows PCs, seemingly allowing access to storefronts like Steam, Epic and GOG. 

Microsoft also committed to keeping its backwards compatibility in-place, providing access to more than four generations of Xbox games. (Backwards compatibility is one of my favorite features of the current Xbox.)

Helix will also be the most powerful console on the market when it launches, including "an order of magnitude increase in ray tracing performance and capability, beyond what's currently possible with the Xbox Series X and S" and additional hardware features that will deliver a "massive uplift in performance and enabling massive real-time simulation and large complex worlds using runtime-generated geometry and large-scale interactive worlds". (Having best in class hardware is great, but Xbox Series X can already claim that in the current generation, even though game fidelity and performance appears equivalent to PS5 for most gamers.)

So far, so good on the actual hardware plans, but I've been thinking a lot lately about what Microsoft needs to do in order for Helix to be a "success", and I don't think the current Helix plans are going to do that.

And before I get into the reasons why I think this, it's important to separate the pending success of Helix from Microsoft Gaming. 

Why? 

Well, Microsoft could have tons of success just being the world's largest video game developer / publisher. They have amazing franchises and currently they can sell their games across PlayStation, Nintendo, and PC to great success. One could argue they honestly don't even need hardware at this point (or you could argue they really do to ensure long term success - but that's a story for another day).

But for the purposes of this article, let's just focus on the success of Helix itself.

In order for Helix to be a success, Microsoft will need to sell a lot of them. Obvious right? But there's the thing...

What does "success" look like?

It's very clear Microsoft has not been satisfied with the sales of Xbox consoles in either the previous generation or the current generation. 

Here's a chart I developed using data from VGChartz.com to illustrate the Xbox console sale situation:


From a worldwide console sale perspective, Xbox has been behind from the very beginning. Even the lauded Xbox 360 generation was only "successful" in North America. From a global perspective, PlayStation 3 sold more units than Xbox 360, but just barely. 

But I fully believe that when Microsoft looks at "success" it's primarily focused on the North American console market, so let's zoom in on that.

Here is the same chart showing just North American Console sales:



Just looking at North America certainly puts Xbox sales in a better light than its global performance, with Xbox 360 beating both PS3 AND the Nintendo Wii (honestly that was a shock for me.) 

This was the "golden era" for Xbox, and likely what their team is benchmarking against when they are thinking about success.

Let's dive into that a bit more:

  • Xbox 360 sold 55.9% more consoles than PS3. 
  • Currently the Xbox Series X/S sits at 39.3% BELOW PS5. 
  • Currently, PS5 is still 16.4% below lifetime PS4 sales. 

Even if Microsoft was content with selling an equal number of consoles as PS5, it would have to sell 12.5M more Helix than it did Series X/S, and that could be a very hard sell. Why?



The Xbox Series had an affordable entry point (with the S, which launched at $299 versus the PS5 and Series X both at $499) and when it launched they still had exclusives (Halo, Gears, Forza). Helix doesn't look like it will have either of those advantages, although it will launch with Gamepass, which the Series consoles didn't have at first (although it doesn't seem to be much of a console seller, especially not at its recent price point).

And remember, this current console generation launched during COVID when EVERYONE WAS STUCK AT HOME and gaming was at its highest point in years. There were people playing games and starting Twitch channels that wouldn't have done so under normal conditions, and Microsoft STILL couldn't sell a significant number of consoles.

Furthermore, for the Series S, there was a period of time when you couldn't even find a PS5 and the only available console was the Series S (which is how I got mine).

Helix won't have any of these advantages.

Master Chief realizing they're screwed

Also, Helix is rumored to be expensive ($1,000+) and, at this time, doesn't have any committed exclusives AT ALL. Now it likely won't have any direct competition, since Sony is looking to launch PS6 no earlier than 2029, but Sony also has the PS5 Pro, which will cost significantly less than the Helix, and it has PlayStation's exclusives in its library PLUS all of Microsoft's multi-platform games (which at this time looks to be all of them).

I'm not saying that Helix won't sell any consoles, but can it sell enough to be "successful"?

Xbox Series X claimed it was the most powerful console on the market (which it technically was), but the majority of gamers didn't care. Even when the PS5 was unavailable, or only available through scalpers, many gamers still held out for a PS5 over an Xbox Series X or S. And remember, this is when Xbox still had exclusive games on its platform.

Now they are going to launch a very expensive console that has games you could also just buy on PC or PlayStation, and they are going to sell more units than the "failed" Xbox Series X/S?

Unlikely.

RIP Helix


And what about the games? 

IF Microsoft is committed to making Helix a success, the BEST way it could do that would be to pull back its flagship franchises and only make them available on Helix. However, given their recent direction, and the fact that would result in massive revenue losses, it is VERY unlikely.

Even if they don't have any exclusives, couldn't Microsoft at least force its own studios to ensure that Helix is the best place to play its games? Meaning, they could ensure the games look and play the best on Helix? 

Sure... at least in the beginning.


Halo Campaign Evolved looking sweeet :)

If Microsoft ensures their own development teams have access to Helix dev kits as early as possible, it could push them to take full advantage of Helix's hardware in order for the games to look and play best on Helix at launch. 

But if they don't sell a significant number of Helix consoles right away, how long will they allocate extra development time and resources to optimize for Helix over other platforms? 

My guess is... not very long.

So where does that leave Helix? 



I think the best case scenario seems to be it could become the high-end living room PC hybrid that Microsoft has always wanted, but have a limited number of sales. 

So long as Microsoft makes money off of each Helix sold, such that it helps support the profitability of their gaming division, it may not matter if it is able to go head-to-head with PlayStation or not. Whether Microsoft considers Helix a success, really depends on its own internal expectations and measures of what success means going forward.

But one thing is almost certain. 

PlayStation and Nintendo seem destined to continue ruling the living room console market for the foreseeable future.

Monday, March 9, 2026

(PREVIEW) Hands-on With the Upcoming Little Nemo and the Guardians of Slumberland

by Gamatroid 🕹️ 


Explore a dream world as the iconic Little Nemo, armed with toys, candy, and stuffed animals in this cute & colorful Metroidvania adventure. Experience NES-era platformer gameplay in a vast, non-linear world that has been hand-animated frame-by-frame, as you unlock new abilities to progress.

Forget what you know about "dark and gritty" Metroidvanias; this is a vivid, hand-animated journey that reimagines the golden age of NES-style platforming. You explore a vast, non-linear dream world as Little Nemo, trading traditional weapons for toys and pajamas to fend off the encroaching "Oblivion." It’s a gorgeous evolution of the 1905 comic strip’s imagination, designed with the tight, responsive feel of a classic Capcom title.

 GAME FACTS

  • TITLE: Little Nemo and the Guardians of Slumberland
  • EXPECTED RELEASE: March 31, 2026 (PC) / Later in 2026 (Switch)
  • MSRP: TBD
  • DEVELOPER: DIE SOFT
  • PUBLISHER: DIE SOFT
  • PLATFORMS: PC (Steam/itch.io), Nintendo Switch


VIBES

This is a sensory delight—every frame is hand-animated, giving it the fluid feel of a high-budget 90s cartoon. The music is an absolute standout, composed by Peter Berkman of Anamanaguchi, delivering that signature high-energy chiptune sound that makes you want to keep moving. Unlike many modern "hardcore" platformers, the world feels inviting and whimsical, though the precision required for some jumps quickly reminds you of its retro lineage.

Toy-Based Progression: Instead of getting a "double jump" or a "dash," you collect Nemo’s favorite toys and different pairs of PJs that grant abilities. It turns the standard Metroidvania power-creep into something far more charming.

Platforming over Combat: While there are bosses and enemies, the focus is heavily shifted toward movement and environmental puzzles. It feels more like a non-linear Super Mario or Kirby than a traditional melee-focused Castlevania clone.

The "Wake Up" Mechanic: Instead of "death", the developer has implemented a system where being too reckless "wakes you up". Should this happen, Nemo will find himself back in his bedroom, and you can simply head back to bed to continue the adventure. 

 

HERITAGE

While it takes its aesthetic and world from Winsor McCay’s 1905 Little Nemo in Slumberland comics... 

Original Little Nemo Comic (1905)

...the gameplay is a direct love letter to Capcom’s Little Nemo: The Dream Master on NES.



Screenshots from Little Nemo The Dream Master on NES

It captures that specific era where games were defined by "blue skies and iconic zones," but expands it with modern interconnected level design.



IMPRESSIONS

I had a chance to get hands-on with a demo of Little Nemo and the Guardians of Slumberland on Steam and I came away impressed. The graphics look good in still shots but look even better in motion. The controls are tight and the environments are colorful and interesting to play through. Some of the dialog is a bit drawn out but that's a common occurrence in modern gaming (whether retro-inspired or not). 

So far it's all looking good, and it's not nearly as difficult or punishing as the NES original, whether that's a good thing for fans of the original or not. It's important to keep in mind though that this is not a remake of the NES game. It is simply inspired by the same source material, and the choice for it to also be side scrolling is certainly a nod to the NES, but also to the original comic strip.



HYPE LEVEL: 4/5 


The demo proves that the foundation is solid and the presentation is world-class. However, because games like this are so dependent on the complete experience, and I've seen it happen where the demo is better than the full game, I’m keeping my hopes high but my wallet in my pocket until I see how the whole dream comes together.



You can watch my demo playthrough on PC in the YouTube video below:


For upcoming game previews, like this, I've started using a new "Hype Level" approach, which is intended to be a call back to game reviews of old (I'm sure you can guess the inspiration). 



Until next time!

Saturday, March 7, 2026

(PREVIEW) Hands-on with Saint Slayer - an Awesome Looking Blood Soaked 8-Bit Homage to Old School Castlevania

by Gamatroid 🕹️ 



The year is 1698. A mysterious figure named Father Pacer has shattered the peace negotiated after the War of the Grand Alliance, obsessively and violently stealing Catholic relics throughout the Holy Roman Empire. Can the ex-soldier-turned-farmer Rudiger protect his people from a power-mad priest and his horde of monsters and minions? 

Can he become Saint Slayer?


You play as Rudiger, a 17th-century soldier-turned-farmer who picks up a spear to defend the Holy Roman Empire from a relic-stealing, power-mad priest. It’s a blood-soaked homage to the 8-bit era that doesn't just copy the aesthetic, it embraces the beautiful "stiffness" of retro game design.

 GAME FACTS

  • TITLE: Saint Slayer - Spear of Sacrilege
  • EXPECTED RELEASE: 4/20/2026
  • MSRP: $9.99
  • DEVELOPER: Lillymo Games
  • PUBLISHER: Lillymo Games
  • PLATFORMS: Xbox, PlayStation, Switch and PC



VIBES

This is "crunchy" retro-styled gaming at its finest. The high-contrast pixel art creates a grim, gothic atmosphere that feels heavy and dangerous. The soundtrack is a standout, featuring high-energy chiptunes that drive the action forward. 

Controlling your character feels meaningful and there’s no "air control" here; once you jump, you’re committed. This makes the platforming feel like the old school games we know and love, rather than a modern reflex test. 

While most of it seems like a direct influence from old school Castlevania, there will be some differences like:

The Pogo-Spear: Wielding a spear looks to provide a different rhythm than the traditional whip, and the ability to bounce off enemies’ heads adds a verticality that will likely help diversify the gameplay and keep things fresh. 

 

Two-Player Bloody Co-op: It’s rare to find a high-fidelity 8-bit platformer that supports local co-op, let alone one that includes "friendly fire." I'm sure all the times you hit your friend will be "accidental". LOL. 

There may be additional twists but these are two I saw mentioned so far. 


 

HERITAGE

The DNA here is pure old school Castlevania (1986), but the developer, Barry Johnson, has also cited influences from DuckTales for the movement. 



The overall vibe is very much inspired by Castlevania


Elements like the "pogo" ability were clearly influenced by DuckTales

With writing by Colin Moriarty, the game aims to fit into the "modern retro" space alongside titles like Bloodstained: Curse of the Moon or Shovel Knight.




IMPRESSIONS

I had a chance to get hands-on with a demo of Saint Slayer on Steam, and it's looking really good. Graphics appear NES accurate at first, but then you notice an extra level of polish that goes beyond Nintendo's original 8-bit powerhouse, to this game's benefit. 

The controls are tight and the action feels just right. The story is just detailed enough to keep you interested but not drawn out so you're mashing the skip button. Castlevania inspirations are apparent but the game isn't nearly as punishing to play. I had a great time with the demo and you should check it out if you get a chance.




HYPE LEVEL: 5/5 


It is nice to see a developer lean into the limitations of the 8-bit era to create a specific type of experience and challenge. With a demo already showing off impressive polish, a killer soundtrack, and the addition of two-player co-op (with friendly fire!), this is a day-one priority for anyone who still has their NES hooked up to a CRT.

Saint Slayer looks like it’s going to be a masterclass in "stiff" action-platforming. It’s unapologetic about its roots, and for my type of gamer, April 20th can't come soon enough.



You can watch my demo playthrough on PC in the YouTube video below:


For upcoming game previews, like this, I'm trying out a new "Hype Level" approach that is a call back to game reviews of old (I'm sure you can guess the inspiration). 




It's cheesy I know, but... what can you do? lol

Monday, March 2, 2026

(DEALS) My Favorite Video Game Sales of the Week (3/2/26)

by Gamatroid 🕹️ 



Let's face it, gaming can be an expensive hobby. So I try and keep an eye out for great deals whenever I can, and even better if they are retro-related.

In my searches for games on sale this week I came across some pretty great deals you might want to check out. 

I've listed some of my favorites below.

PlayStation Store Deals


$4.99 ($19.99
75% off (sale ends 3/12/26)



$3.99 ($19.99)
80% off (sale ends 3/12/26)



$4.99 ($19.99)
75% off (sale ends 3/12/26)


Xbox Store Deals


$4.99 ($19.99)
75% off (sale ends ??? - no date listed)





$2.49 ($24.99)
90% off (sale ends 3/9/26)



$1.49 ($14.99)
90% off (sale ends 3/9/26)


Switch Store Deals



$1.99 ($19.99)
90% off (sale ends 3/8/26)





$1.99 ($15.99)
87% off (on sale until 3/5/26)




$1.99 ($19.99)
90% off (on sale until 3/5/26)



$1.99 ($14.99)
86% off (on sale until 3/8/26)


Sunday, March 1, 2026

(REVIEW) Resident Evil Requiem is a REturn to Greatness

by Gamatroid 🕹️ 


 
A new era of survival horror arrives with Resident Evil Requiem, the ninth title in the mainline Resident Evil series. Experience terrifying survival horror with FBI analyst Grace Ashcroft, and dive into pulse-pounding action with legendary agent Leon S. Kennedy. Both of their journeys and unique gameplay styles intertwine into a heart-stopping, emotional experience that will chill you to your core.

 GAME FACTS

  • TITLE: Resident Evil Requiem
  • RELEASE DATE: 2/27/2026
  • MSRP: $69.99
  • DEVELOPER: Capcom
  • PUBLISHER: Capcom
  • PLATFORMS: Xbox, PlayStation, Switch 2 and PC
  • PLAYED ON: PlayStation 5


 
Experience the series' classic survival horror through combat, investigations, puzzles and resource management. Gameplay allows you to freely switch between first and third-person views to face the horrors in a way that suits your playstyle.
 



RETRO ROOTS

Resident Evil started way back on the very first PlayStation, and it was the reason I had to get a PS1. Most games before that weren't truly scary, and I was more than ready for the next generation of more mature games.



Resident Evil Requiem is the latest entry in this long running game series, and incorporates a lot of features that intend to bring the series back to its roots. One feature, is the game's inclusion of "mansion-like" environments in a clear nod to the original Spencer Mansion in Resident Evil 1. (I didn't see any dogs jump through windows, but Requiem has it's own share of jump scares.)



The original Resident Evil was cheesy like an 80s horror movie, but it was also creepy, bloody and more mature than anything else we had seen to that point. Gamers who had grown up playing since childhood were now in their teen years, or older, and were more than ready for something less childish.

Check out the image below of the review scores EGM gave it back in the day. Almost everyone loved the first Resident Evil. Only "Andy" seemed to have any issues, and clearly he was a Nintendo fan boy from his Mario RPG review, so what can you expect?




REVIEW


Gameplay & Mechanics

The gameplay is defined by its dual-protagonist system, featuring the seasoned Leon S. Kennedy and the newcomer Grace Ashcroft. This structure creates a compelling mechanical rhythm; while Leon’s segments lean into the refined, kinetic third-person combat seen in the Resident Evil 4 remake, complete with tactical parries and a new, weightier hatchet mechanic, Grace’s chapters pivot toward a tense, first-person survival experience. Her lack of military training necessitates a reliance on environmental manipulation, stealth, and the innovative "Blood Collector" system to manage the terrifyingly persistent Blister Heads. 

Controls feel exceptionally responsive across both perspectives, allowing for fluid movement that never sacrifices the "heft" necessary for horror. The balance of challenge is finely tuned, rewarding players who master the parry timing or the intricacies of the hemolytic injector crafting loop. With various difficulty modes and a plethora of post-game unlocks, the game offers substantial replay value that encourages multiple runs to optimize routes and uncover every secret. 




Visuals & Art Direction 

Resident Evil Requiem is damn beautiful to look at. Visually, the RE Engine continues to push boundaries, delivering a hauntingly beautiful presentation of the Rhodes Hill Chronic Care Center. The technical quality is staggering, with next-level environmental persistence and visceral gore effects that make every encounter feel impactful. 

The art direction leans heavily into the franchise's gothic and industrial roots, using a muted, oppressive color palette that heightens the sense of dread in the derelict hospital wings. This aesthetic is perfectly complemented by the narrative, which serves as a poignant "requiem" for the series' history. 



Story & Narrative

The story is surprisingly emotional, focusing on Grace’s personal search for her mother, Alyssa Ashcroft, while Leon grapples with his own trauma as he hunts the shadowy Victor Gideon. The dialogue feels more grounded and less campy than previous entries, though Leon’s signature wit remains intact, delivered through cinematic cutscenes that are as polished as the gameplay itself.



Audio & Music

The immersion is further deepened by a stellar audio design that turns every creaking floorboard or distant, muffled breath into a threat. The musical score is atmospheric and adaptive, swelling during Leon’s bombastic set pieces and receding into a minimalist, unnerving hum during Grace’s more vulnerable moments. 


Technical Performance

On a technical level, the game is remarkably stable, featuring near-instant load times and high-performance modes that maintain a rock-solid 60fps even during complex boss fights. The user interface remains clean and intuitive, ensuring that inventory management, a series staple, never feels like a chore. 



Innovation & Originality

While the game largely relies on perfected versions of existing mechanics, its innovation lies in how seamlessly it weaves these disparate styles together, setting a new industry standard for dual-protagonist narratives. 


Value vs Price

Even at $69.99, given the density of the 12-hour campaign and the high quality of the production, Resident Evil Requiem offers immense value for its price, standing as a polished, definitive celebration of survival horror. No reason to wait on a sale for this one. Just go get it! 


VERDICT


Resident Evil Requiem is a return to form for the series, which had found great success in its recent Ethan Winters entries, but had gotten away from the core characters we know and love. After the disaster that was Resident Evil 6, and the side stories explored in 7 and 8, it's great to see Leon, the T-Virus and Raccoon City return in such a splendid way. Grace is a great character as well, balancing vulnerability with effectiveness in a way that almost makes me forget about the disaster that was Ashley in Resident Evil 4 (almost). Resident Evil Requiem is sure to please both series veterans and newcomers alike. I'm glad to see Capcom return the series to greatness, and makes me eager to see where they go next.




CRITIC CONSENSUS


For greater context, take a look at our rating versus ratings that other critics are giving Resident Evil Requiem across different popular platforms:


You can watch my beginning gameplay on PS5 in the YouTube video below:



You can read about how our reviews work here