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So, Microsoft has announced it's teaming up with—or maybe that should be sticking with—AMD for its next generation of Xbox hardware. But what does that actually mean for conventional Xbox consoles and the new trend of handhelds?

Perhaps the key line from Xbox President Sarah Bond in the YouTube video announcement goes thus: "We've established a strategic multi-year partnership with AMD to co-engineer silicon across a portfolio of devices, including our next-generation Xbox consoles in your living room and in your hands."

There's always a risk of overanalysing such statements. But this wasn't an off-the-cuff quip. Instead, it was a carefully produced and curated video. So, we'll take Bond at her word.

With that in mind, the statement includes two distinct categories of Xbox. There's the broader "portfolio of devices," and then there's a subcategory "included" in that of "our next-generation Xbox consoles in your living room and in your hands."

At face value, that means there will be a range of Xbox devices, but only some of them will be made by Microsoft. Indeed, that is now already the case with the recent announcement of the Asus ROG Xbox Ally and Ally X handhelds, which are Xbox devices but not made by Microsoft.

Bond's statement seems to say that Microsoft itself does intend to make both next-gen consoles and handhelds, the former being the "living room" device, the latter in "your hands". But at the same time, there will be other Xbox devices, just like the Asus ROG Xbox Ally and Ally X handhelds, that aren't made by Microsoft.

That may well be the plan. But it's both a little surprising and somewhat tricky to understand. As I mentioned earlier today, there's a narrative doing the rounds that Microsoft itself will move away from producing Xbox hardware in favour of partnering with third parties on devices, just as it has done with the new Asus ROG Xbox Ally handhelds.

In that scenario, Xbox consoles would be more similar to PCs, in hardware terms, presumably making them simpler for third-party companies to produce. But this announcement very much implies Microsoft also intends to make its own Xbox hardware, too. And that's a little odd.

For instance, does Microsoft really want to invest in engineering and marketing its own handheld Xbox, only for it to compete with a whole panoply of alternative Xbox handhelds, some of which might actually turn out to be better?

And why would Microsoft want to invest in a living room console if it also wants to make it simpler for third parties to make Xbox consoles based on generic PC hardware? Again, why would Microsoft want its own Xbox console to have competition?

xboxes

Are Microsoft-made devices the future or the past for Xbox? (Image credit: Xbox)

The simplest answer may be that "our next-generation Xbox consoles in your living room and in your hands" really means those third-party devices, not consoles and handhelds made by Microsoft. What's hard to imagine, even allowing for clumsy language, is that a "portfolio" of devices just means a Microsoft-made living console plus a handheld.

Surely it means more than that, and surely the Asus ROG Xbox Ally and Ally X handhelds signal that broader ecosystem of Xbox consoles, too. All the while, there's absolutely no indication of what "co-engineering silicon" will mean in practice.

Microsoft already does that with its existing Xbox Series S and X consoles, of course. So, is that anything new? In the end, we'll have to wait and see what Microsoft says and does in future. Because this announcement ultimately raises far more questions than it answers.

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JAVA — Indonesia. Throughout the misty mountains of central Java, the call of the Javan gibbon (Hylobates moloch) once echoed throughout the forest. Today, their voices are fading. Java is one of the most densely populated regions on Earth, and decades of logging, agriculture and infrastructure development have fragmented the forest, while rampant hunting and the illegal pet trade have also taken their toll. With only an estimated 4,000 Javan gibbons left in the wild, they are now listed as endangered on the IUCN Red List. Many of the remaining populations have been left stranded in disconnected patches of forest, unable to move without uninterrupted canopy cover. Conservationists warn this isolation makes them vulnerable to disease and limits their ability to find mates, leading to inbreeding. To address this, local NGO SwaraOwa has been working with local communities to reconnect these isolated areas of forest. By planting “forest corridors,” stretches of native trees that link up isolated forest blocks, they hope to provide a green pathway for gibbons to find their way back into larger areas of forest, and the other gibbons that live there. The corridors not only allow the gibbons to move, but also support countless other species that depend on Java’s forest ecosystems. SwaraOwa believes working with the local community is the key to success. Young farmers in Medolo village have taken the lead in growing native seedlings and restoring key areas between forests. As trees begin to take root and corridors expand, conservationists and locals alike…This article was originally published on Mongabay


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For quite some time now I have been hearing rumors; scattershot whispers, in hushed tones. The Digimon Story games, they've been saying, are good. Subtitles like Cyber Sleuth would crop up in lists and recommendations from good friends, but I would always brush them off a bit. It's Digimon—surely nostalgia was the driving force of these rumors, I thought, and the RPGs behind them were only worth playing if you could identify MegaKabuterimon in a lineup.

Still, the whispers had me curious, especially when I learned that Suzuhito Yasuda—an illustrator who designed the characters for one of my all-time favorites, Shin Megami Tensei: Devil Survivor—also did character work for the Digimon Story games. I went into my hands-on appointment with Digimon Story: Time Stranger at Summer Game Fest 2025 with an open mind. And I walked out a believer.

This will not be a shock to my insistent friends or others who try to spread the good word of Digimon. But the Digimon Story games? They're good. To y'all, I offer a humble "you were right."

To everyone else, let a Digi-heathen explain why you should think about becoming a Digi-tamer.

Living in a digital world

The story summary preceding my demo was fairly succinct. I was a Digimon tamer, helping the Digimon of the Digital World with some issues they've been having, centered around a tower in the middle of a giant, vibrant residential district. The whole area felt like it was miles high, cobbled together from shipping containers and sheet metal, with rust, paint, and clutter scattered about. It was somewhere between a Splatoon map and Outer Heaven, basically.

As I ventured through the starting area there were Digimon everywhere who I could talk to, to learn more about what was going on. There were some powerful forces at work, and my squad was working with Aegiomon (a half human, half goat "God Man" type Digimon) and Minervamon (another God Man 'mon with a giant sword) to get to the bottom of it all.

An upsettingly muscular Digimon with no shirt on

(Image credit: Bandai Namco)

All around us Digimon went about their day just doing Digi-stuff. Two tank-shaped Digimon were chilling off to the side, chatting about the weather. Some Pumpkinmon lamented that they couldn't eat a packed lunch while riding Locomon. Where creatures could easily fall into the background as set dressing or simply combat encounters, Digimon Story makes them feel like they exist in the world whether I'm there or not.

The Digital World felt alive in Digimon Story: Time Stranger, and while at first I was worried that having talking monsters would feel a bit strange, it actually made the world feel that much more active. It was neat to see all the monsters hanging out in their habitats, interacting and chatting. Of course, ambient exploration is just one part of the appeal.

Combat in Digimon Story: Time Stranger is going to feel very, very similar to turn-based monster games like Pokémon or Shin Megami Tensei. Different Digimon types and elemental attacks offer different levels of damage depending on the match-up.

Attacking a giant parrot monster with glowing eyes

(Image credit: Bandai Namco)

I like that Digimon stratifies some of this out into both types and elements. There's a simple triangle of Virus-Data-Vaccine, and also elemental advantages that are easy to intuit, like Water beating Fire. I could get a type-advantage through using a Vaccine Digimon against a Virus one, even if the elements didn't break my way. Or I could use Water to do extra damage to a Fire Digimon, even if I didn't have a latent type match-up. And if I could hit both an elemental and type weakness at the same time, I could do even more damage.

Otherwise fights are pretty conventional. As is the case with most party-driven turn-based RPGs, though, the real draw is in the details that get sorted before and after combat.

Every Digimon has a Digi-volution line, allowing them to potentially Digi-volve into various other Digimon. Rather than a single evolution line or needing to fuse to expand my roster, Digi-volution is all about enhancing one monster and making specific choices over time with it. The developers let me tinker around with some of the base Digimon I had at my disposal, opting to roll the dice on specific Digi-volutions that had various statistical and level requirements. My cute, cuddly Digimon could turn into one of those giant tank monsters, for example, and start pelting my enemies with howitzers in the next big fight.

A hairy white Digimon with bare hands and feet

(Image credit: Bandai Namco)

Seeing the evolutionary lines and potential for training was like seeing the Matrix, but for Digimon. I could see the next 50 hours of game laid out in front of me: Dive into dungeons, battle enemy Digimon, train up my own, Digi-volve them, and construct the ultimate party in the process. Digimon can carry across moves as they Digi-volve too, so I could customize and spec out the best Digimon team I could field.

In Digimon I found the complexity in monster taming I'd been wanting in other creature collecting games, without too much difficulty. To use blunt comparisons, I found it somewhere between Pokémon and Shin Megami Tensei in terms of difficulty, while still containing a host of options for creating my perfect party and manipulating the match-ups. Every system felt like it was playing off itself, letting the player gradually accumulate power and customize as they went.

Add onto all this an absolutely vibrant world, that felt alive with its Digimon and laden in little details. Though I only spent a little time in Central Town, I quickly became enamored with the metal jungle and piled-high towers of sheet metal and concrete, laden with quirky monsters that wanted to chat, fight, or both.

Talking to Pumpkinmon while riding Locomon through Central Town

(Image credit: Bandai Namco)

I walked away from Digimon Story: Time Stranger summarily impressed. It didn't matter that I really didn't get a vibe for the actual story. The combat I played was interesting and slightly tough, and the customization, presentation, and overall atmosphere of the digital world completely won me over. When I got home I even checked to see if I had the Cyber Sleuth games on any platforms.

This is a series worth following, even for those who didn't grow up on the older games, series, or movies. There's a strong RPG at the heart of Digimon Story: Time Stranger, and I'm keen to see it through when it arrives this October.


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