While the Xbox brand has proved successful and, most important of all, profitable (it allowed Microsoft to purchase brands such as Activision Blizzard and Zenimax Bethesda), Xbox has spent its entire life on the back foot. However, we think that could change with the next generation, although it might be less due to what we’ve heard about Project Helix and more about Sony seemingly speedruning its own demise.
While the PlayStation 5 started off strong, 2026 felt like bad decision after bad decision for Sony. Arguably the worst one was Sony’s announcement that it would stop manufacturing discs in 2028. If people want to buy new PS5 games — and PlayStation 6 games — they will have to purchase digital titles through the PlayStation Store.
While one could argue that an emphasis on digital titles could cut down on the rampant inflation of game prices (digital Switch 2 games cost $10 less than physical copies), most gamers view this as a prelude to a monopoly. Games won’t go on sale unless Sony says so, and you won’t own anything you buy — Sony can remove purchased content from players’ libraries at any time. Meanwhile, what has Microsoft done? Added the ability to digitize game discs. Yes, this feature still emphasizes digital libraries, but it lets people use their physical games, which most audiences see as a win for game preservation. Assuming this feature makes it into Project Helix along with backwards compatibility, buyers will be able to transfer their existing physical libraries to that console, giving owners way more content to work with at launch, and making Project Helix a more appealing purchase.
Nobody trusts Sony’s leadership anymore

Most gamers aren’t that concerned with how a console manufacturer preserves games for posterity; they want to make sure the console provides a steady stream of quality titles. In the past, Sony was synonymous with incredible first-party games (“Uncharted,” “Ratchet and Clank,” and “Bloodborne,” just to name a few). Those days are long gone.
In recent years, Sony has been on a live-service spree. The company wants to make the next big title that everyone plays and can be updated semi-indefinitely. So far, this strategy has only resulted in one success: “Helldivers 2.” All other attempts have failed. The most infamous example was “Concord,” whereas Sony’s other big live-service title, “Marathon,” isn’t doing so hot. Why would anyone trust a company that keeps chasing a trend that’s already decided its winner (i.e., “Fortnite”) instead of producing the single-player adventures audiences want?
To make matters worse, Sony has allegedly killed numerous studios, many of which were victims of Sony’s live-service push. Granted, Microsoft has axed plenty of companies (the loss of Tango Gameworks still stings, even if Krafton resurrected it), but those were often the result of various bad business decisions. Meanwhile, many of Sony’s latest closures are tied to the same bad decision being repeated: a focus on live services and prioritizing funding for those titles. Heck, we wouldn’t be surprised if some of these issues played a part in Sony pulling the plug on Hideo Kojima’s “Physint” game (even though the company said it was due to the project missing deadlines and going over budget). But now “Physint” has found a new home on Xbox, which is a huge windfall for the brand thanks to name recognition alone.
What’s good for the goose is good for the gander

In the spirit of fairness, poor business decisions in one console generation have never prevented subsequent ones from finding success. Nintendo’s Virtual Boy and Wii U are proof of that. But the eternal war of Xbox vs. PlayStation is littered with examples where mistakes made by one company benefited another.
Some of the most famous examples of one brand taking advantage of the other’s blunders can be found in the PlayStation 4/Xbox One Era. Back then, Microsoft was still trying to push the Xbox Kinect as the next big evolution in game controls, so the company packed the peripheral with every Xbox One. As a result, the console launched with a $499 price tag. Meanwhile, the PS4 released at a more respectable $399. Audiences flocked to the console that rivaled the Xbox One in terms of power but beat it in terms of affordability, and while Microsoft eventually course corrected and reduced the Xbox One’s price — and got rid of the Kinect — the PS4 had already gained an insurmountable lead.
However, the event most analogous to the current situation took place during the game sharing controversy. Microsoft added a monumentally controversial DRM system that heavily restricted owners’ ability to share games with friends and purchase pre-owned discs. The outcry from gamers was as immediate as it was intense, and even Sony joined in on the criticism by posting a video of how to share used PS4 games. Microsoft eventually backtracked, but the damage to its reputation had already been done. Currently, the shoe is on the other foot, but Sony shows no intention of backing down, so history seems primed to repeat itself, only this time with Microsoft poised to come out on top.
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