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WWE 2K26 Preview – Maintaining A Status Quo

Game Informer

Platform: PlayStation 5, Xbox Series X/S, PC
Publisher: 2K Games
Developer: Visual Concepts
Release:
Rating: Teen

Annual franchises have the difficult task of staying fresh and exciting within a development cycle that doesn’t allow for gargantuan changes each year. It’s a reality fans should keep in mind when measuring their expectations for the next release, but it’s also understandable to desire major shakeups. After playing a few hours of WWE 2K26 at 2K’s Creator’s Fest at WWE Headquarters last week, I felt conflicted by its overwhelming familiarity while still acknowledging some neat additions and subtle improvements.

During my session, I toured most of the usual modes. I peeked at the CM Punk-focused Showcase, began a new campaign in the story-driven MyRise, drafted a pool of superstars in MyGM, and took a return trip to The Island. I also sampled the four new match stipulations: I Quit, Inferno, Dumpster, and 3 Stages of Hell. And finally, I briefly checked out the new Ringside Pass, 2K26’s battle pass equivalent.

Game Informer

Positives that stood out to me immediately are the superstar models. These games have always looked great, though that quality varied by superstar. I certainly didn’t see everyone on the 400+ character roster, but the active stars I did see looked impressive. Cover star CM Punk looks fantastic, as do several others, including Randy Orton, Penta, Rey Fénix, Guilia, and Blake Monroe. Hearing the action called by the new commentary team of Michael Cole, Wade Barrett, and Booker T is a refreshing and long-overdue change. Another cool addition is AAA, the Lucha Libre promotion WWE acquired in 2025. Getting to control wrestlers like Mr. Iguana and El Hijo Del Vikingo is unexpected and awesome.

Developer Visual Concepts touts improvements to stamina and reversal systems, but I couldn’t tell you if I noticed a marketed difference. Executing reversals still feels like they require the same timings and inputs as previous entries, and my WWE 2K muscle memory didn’t need any adjustments. I feel similarly about managing stamina. That said, I am tickled by little additions such as the new pre-match interactions like choosing to rush the opponent before the bell, offering/rejecting handshakes, or hyping the crowd. Messing around with the more interactive entrance mechanics is also a small, goofy treat. Incessantly pressing the d-pad commands to trigger stage and ring pyro like I’m 2009 Randy Orton trying to blow up John Cena made me chuckle.

Game Informer

The new match stipulations are fine additions, in that it’s always great to have more gameplay options. However, I didn’t find any of them to be as exciting as, say, adding WarGames a few years ago. In 2K’s defense, some of the stipulations are weak in real life, too, so they worked with what they had.

The Inferno match, which unfolds in a ring surrounded by fire, involves hitting enough big moves to fill a meter that causes the flames to rise. Once this meter is full, you can then attempt to set the other player ablaze, which plays out similarly to nailing a Royal Rumble elimination by tossing them over the ropes using grapples or hard Irish whips. Some fun back-and-forth can be had in these moments. It is odd, however, that before filing the meter, you can exit the ring and even bring weapons inside. Cool on one hand, but the point of Inferno bouts is to keep the participants inside, and only a spectacular move, like diving over the top rope a la the Undertaker, can see a superstar escaping the flames unharmed.

Dumpster and I Quit matches fall squarely into the “nice to have, but I’ll rarely play it” category. Dumpster is essentially a Casket match, with players fighting to toss each other into the bin positioned at ringside and trying to out-button-press each other to close the lid. I Quit involves beating your opponent down and hitting a button to trigger a stop-the-needle mini-game, with the victim trying to nail multiple safe zones in succession to refuse to quit; missing too many leads to quitting. 3 Stages of Hell, the 2-out-of-3 falls match with each fall taking place under a different stipulation, is my favorite match addition. There’s nothing mechanically unique since you’re simply playing three match types back-to-back, but the endurance factor makes it a fun challenge since body damage carries across the matches.

Game Informer

It’s tough to get a true sense of how the other modes shape out when under a time limit. Since I need to hop around, I could only sample the early portions of Showcase, MyRise, MyGM, and The Island. From what I did see, don’t expect dramatic changes from each one. The Island’s addition of voice-acting is a big improvement, and the premise of players aligning with one of three themed factions led by CM Punk, Rhea Ripley, and Cody Rhodes may have some silly promise. One of my main criticisms of the mode last year was how much it pushes players to buy Virtual Currency (VC) to purchase expensive cosmetics and character stat points using real money. Although I didn’t get a look at how or if these prices are adjusted, getting control of my character on the Island and immediately seeing nothing but name-brand stores like Nike still feels icky.  

Showcase is usually one of my favorite destinations, and chronicling CM Punk’s career is a great choice. You can proceed through Showcase either through a timeline or in a gauntlet format; I chose the former, more traditional route, so I couldn’t tell you what the latter entails. Right off the bat, the mode begins with Punk’s early days on Raw, seemingly skipping his ECW run. There’s always a chance Showcase unfolds in non-chronological order, but as a Punk fan, I was disappointed to see his first two years in WWE referenced only in a video package. Outside of that, Showcase appears to be Showcase: play historical matches (with Punk adding contextual narration), complete optional objectives to trigger in-game cutscenes that unlock additional rewards afterwards.

MyRise and MyGM offer expansions to the familiar template. MyGM now allows players to book matches involving up to eight participants and includes intergender bouts. This is always one of my favorite destinations, and I’m sure I’ll still enjoy playing the booker in this year’s iteration. MyRise has a new, likely goofy storyline starring a superstar returning from a years-long absence (at least on the male side). This is also very familiar, as you’re still roaming backstage between matches to scroll a social media feed and chat with superstars in choice-driven conversations that influence a face or heel alignment. The bones appear to be the same, but the narrative meat will ultimately dictate how entertaining MyRise is this year, and the jury is out on that for now.

Game Informer

Ringside Pass is probably 2K26’s most significant new addition, adding battle pass progression that replaces the series’ usual DLC packs. Like every battle pass you’ve ever engaged with, it features free and premium (paid) tiers offering two sets of unlockable superstars, cosmetics, and other rewards. I appreciate that you can earn XP by playing any game mode, and I quickly unlocked the first batch of rewards of both tiers, netting me the playable Vikingo right off the bat. Depending on the game, I don’t mind battle passes as a concept; there’s an undeniable satisfaction in constantly gaining rewards simply by playing. But like everything else in the game, I’ll need to spend much more time with 2K26 to see how much longer it takes to unlock the later tiers, how much VC is required to buy tier skips, and the overall quality of the rewards themselves.

I decided to skip Universe Mode and the Creation Suite due to time constraints; these destinations require much more than a cursory glance to appreciate what Visual Concepts cooked up this year. As I scanned the rest of the package, the phrase that kept popping into my head was “Yep, it’s another WWE 2K game.” That’s neither terrible nor overtly exciting. I’ve largely enjoyed the last few entries, and 2K26 feels on track to at least maintain a status quo of quality. But much like the current TV product, the status quo is growing increasingly stale. Unless 2K26 hides more surprises or mechanical nuance than I could glean, fans are likely in for a perfectly enjoyable but extremely familiar package. 

The Video Games You Should Play This Weekend – February 20

Game Informer

Fun fact: last week's edition of what you should play this weekend was our most trafficked entry into this series of weekly posts that we've published so far. Thanks for reading! We're not analyzing why that particularly post was so popular too much. We just like sharing our weekly recommendations that also offer some insight into what we have been up to as a staff beyond the reviews we place our bylines on.

In any case, it's time for the weekend and our usual recommendation of games and things you should check out! But before that, here's a recap of the biggest stories of the week:

Game Informer

Resident Evil 2 (2019)

Kyle Hilliard

Evil Requiem (a.k.a. Resident Evil 9) releases next week. It's arguably the first huge release of the year (though there have already been plenty of good and big games so far in 2026), and as a result, we have Resident Evil on the brain. Usually, when it comes to prepping for a sequel, the best bet is to play the entry that takes place right before the new one, but both Resident Evil 7 and 8 are somewhat anomalous entries in the larger franchise. They are undeniably canon, but Ethan Winters' adventure is kind of individual in the grand scheme of all things Resident Evil. We don't have any story insight, but it seems that a better prep for Resident Evil Requiem is to revisit the excellent 2019 remake of Resident Evil 2. It's a chance to spend time with Leon as well as Racoon City, which are both elements that will be part of Requiem. So that's the one we're playing.

We also highly recommend checking out our full, Super Replay playthrough of Resident Evil Outbreak. The 2004 (2003 in Japan) online PlayStation 2 Resident Evil game is where the character Alyssa Ashcroft is introduced and is playable, who is the mother of Grace Ashcroft, one of the protagonists of Resident Evil Requiem. You can watch the first episode right here.

Game Informer

Arkheron

Welsey LeBlanc

Arkheron is a game I recently previewed with two and a half hours of hands-on time, and though its battle royale description didn’t inspire much excitement in me, I finished my gameplay ready for more. This PvP isometric action game pits 15 trios against each other and looks like Diablo, with dark fantasy dungeons to loot and creatures to destroy, but despite what its POV would have you believe, it actually plays a lot like a shooter. Because the camera rotates around your character as the focal point, aiming your on-screen reticle requires the accuracy and precision of a game like Valorant. What I especially enjoyed in my preview was discovering new weapons and loot as my trio attempted to climb to the top of the tower through vicious PvP arena fights. Most of the gear, save for healing items and the like, is that of 10 Eternals, god-like beings that rotate in and out of the loot pool. Collect two of an Eternals’ item, and you gain a set bonus – collect all four, and you transform into them for some wild combative effects. There is a lot more that impressed me in Arkheron, and you can read my full thoughts here in my preview, but I say all this to recommend that you check it out on PC! As part of Steam Next Fest, developer Bonfire Studios has turned its servers on for 24/7 access to Arkheron from today through March 2 – I’ll see you in the Tower.

Game Informer

Steam Next Fest Demos

Kyle Hilliard

Steam Next Fest is happening right now, which is where developers releasing games on Steam all agree to launch demos of their games to encourage Wishlist additions and give players an excuse to check out games early. We have not played all the Steam Next Fest demos. There are a lot. But here are a few that we've played and enjoyed.

Replaced

 

The quick pitch here is Cyberpunk aesthetics, Limbo/Inside cinematic platformer puzzles and mood, and Batman Arkham combat. It seems to be a potent mix that is already really impressing us. You can watch us play and discuss the demo above.

Denshattack

 

Denshattack is a game that demos very, very well. In it, you control a train that can leap and stunt between tracks in a sort-of-post-apoclyptic Japan as you try to be the best train race trick performer in the world. It plays like a modern Dreamcast game and it's very cool. You can watch us play it above.

Planet of Lana II

 

Unlike the other two games listed here, Planet of Lana II is a bit more of a known quantity, as any sequel is. I mentioned Limbo/Inside above and Planet of Lana II takes heavy inspiration from those games, and does it well. The sequel is shaping up to be a worthwhile follow-up to the first game and you can check out the demo with us above.

God Of War: Sons Of Sparta Review And Spending $99 On Virtual Boy – The Game Informer Show

The game informer show : god of war metroidvania underwhelms

In this episode of our weekly gaming podcast, Game Informer's Kyle Hilliard reviews God of War: Sons of Sparta, a new 2D metroidvania that Mega Cat Studios and Sony Santa Monica released during last week's PlayStation State of Play. Unfortunately, it's an underwhelming title. Kyle then explains why he spent $99 USD on Nintendo's Virtual Boy rerelease and what it's like experiencing the headset's strange catalog of games on the Switch 2.

Later in the show, Eric Van Allen dives into Paranormasight: The Mermaid's Curse, a mystery adventure about a cursed Japanese seaside town that has impressed him. Finally, Alex Van Aken shares his thoughts on the rock-climbing simulator Cairn and how it's an excellent example of how games can uniquely tell stories.

The Game Informer Show is a weekly podcast covering the video game industry. Join us every Friday for chats about video game reviews, news, and exclusive reveals alongside Game Informer staff and special guests from around the industry.

Watch the video version here:

Listen to "God Of War: Sons Of Sparta Review And Spending $99 On Virtual Boy" on Spreaker.

Follow our hosts on social media:

Jump ahead using these timestamps:

00:00 - Intro03:31 - God of War: Sons of Sparta Review17:44 - Nintendo Virtual Boy on Switch 230:22 - Paranormasight: The Mermaid's Curse44:59 - Cairn is Excellent

Phil Spencer Is Retiring, Xbox President Sarah Bond Is Leaving, And Microsoft's CoreAI Head Is New CEO Of Microsoft Gaming

Phil Spencer Sarah Bond Xbox Game Studios Microsoft Gaming CEO President

Microsoft Gaming CEO Phil Spencer is retiring, and Xbox president Sarah Bond, long considered the person to one day hold Spencer's job, has resigned from the company, as reported by IGN and later confirmed by an official Microsoft announcement. The president of Microsoft's CoreAI product, Asha Sharma, will now also work in Spencer's former position as the new Microsoft Gaming CEO. As part of this massive shake-up, Xbox Game Studios head Matt Booty has been promoted to Chief Content Officer and will work closely with Sharma within Microsoft Gaming. 

Game Informer

Sharma joined Microsoft in 2024 as part of the company's AI and software development team, and worked as the Chief Operating Officer of Instacart and as the Vice President of Product at Meta prior to that. It's important to note that Microsoft has an AI division and CoreAI division – the former is more focused on AI research and development (think Copilot), while the latter is an AI-first platform for tools, app stacks, and more. As the new Microsoft Gaming CEO, Sharma will oversee a vast array of studios and games ranging from Activision's Call of Duty umbrella, Blizzard Entertainment's Overwatch, World of Warcraft, and Diablo teams, King's mobile Candy Crush empire, Mojang and that team's ongoing work on Minecraft, and of course, the core Xbox Game Studios, which includes Fable and Forza Horizon developer Playground Games, Halo: Campaign Evolved's Halo Studios, Obisidian Entertainment, which launched The Outer Worlds 2 last October, and more. 

Spencer's departure comes after serving as the Head of Xbox (and later Microsoft Gaming CEO) for more than a decade, joining the team in 2014, though he had worked at Microsoft since 1988, beginning his career there as an intern. Spencer joined at a tense time for Xbox in 2014, roughly five months after Microsoft released the Xbox One, which by all accounts, launched in a rough state due to the non-optional inclusion of a refreshed Kinect, an emphasis on home and TV entertainment (over gaming, in some instances), and DRM-related controversies before the console's release; Xbox reversed course on its DRM requirements prior to the launch of the Xbox One. 

As Head of Xbox, Spencer quickly got to work garnering good will for the once-favorite console of many gamers with moves like backward compatibility; an emphasis on Xbox Game Pass with its steady stream of day one releases; explosive E3 conferences that featured the likes of Keanu Reeves; various acquisitions such as Microsoft's $69 billion purchase of Activision Blizzard and the company's acquisition of Fallout and Elder Scrolls maker Bethesda for $7.5 billion, amongst others (though arguably, these acquisitions didn't exactly provide good will for the brand); and the Xbox Play Anywhere initiative as part of its Xbox Series X/S console generation, which integrated Microsoft's gaming business more closely with PC. Under Spencer's leadership as Microsoft Gaming CEO, we also saw Xbox-exclusive titles launch on PlayStation 5, like Sea of Thieves, Indiana Jones and The Great Circle, Forza Horizon 5, and even upcoming games like Halo: Campaign Evolved

Bond, who was promoted to President of Xbox in 2022 alongside Spencer's promotion to Microsoft Gaming CEO, has worked in Xbox since 2017. She began her career at Xbox as the Corporate Vice President of Business Development and Partnerships, was then promoted to Corporate Vice President of Game Creator Experience and Ecosystem, and finally, became President of Xbox.  

In 2022, when Bond was promoted to President of Xbox and Spencer to Microsoft Gaming CEO, Matt Booty was named President of Game Content and Studios, a position that put him in close communication with the more than 40 studios under the Xbox Game Studios umbrella. That's likely the reason his new position as Chief Content Officer will reportedly have him working closely with Sharma, who likely does not have as wide-ranging or as informed an approach to Xbox's stable of studios and games comparatively. 

Xbox has had a busy 2026 so far, even outside of this leadership shake-up. The company held a Developer Direct showcase last month, where it revealed release dates and gameplay for upcoming first-party titles like Fable and Forza Horizon 6, along with the debut of Double Fine Productions' Kiln and the launch window for Game Freak's Beast of Reincarnation. Earlier this week, on February 17, Xbox's first-person fantasy RPG Avowed launched on PS5 after roughly a year of Xbox and PC exclusivity. Looking ahead to the rest of 2026, Xbox is launching Forza Horizon 6 on Xbox Series X/S and PC on May 19 (and PS5 later this year), Kiln this Spring, its highly anticipated Fable reboot in Autumn, and Halo: Campaign Evolved sometime this year. Plus, Xbox, like PlayStation 5 and PC, will act as a third-party console for massive releases like Grand Theft Auto VI in November and more. 

Notably, Microsoft is celebrating 25 years of Xbox in 2026; this shake-up is an interesting wrinkle in what was supposed to be a banner year for the company. 

Transcriptions of the emails Spencer, Booty, Sharma, and Nadella sent to staff were posted publicly by Microsoft and can be read below:

Phil Spencer's Email To Microsoft Staff

Retiring Microsoft Gaming CEO Retiring Microsoft Gaming CEO

When I walked through Microsoft’s doors as an intern in June of 1988, I could never have imagined the products I’d help build, the players and customers we’d serve, or the extraordinary teams I’d be lucky enough to join. It’s been an epic ride and truly the privilege of a lifetime.

Last fall, I shared with Satya that I was thinking about stepping back and starting the next chapter of my life. From that moment, we aligned on approaching this transition with intention, ensuring stability, and strengthening the foundation we’ve built. Xbox has always been more than a business. It’s a vibrant community of players, creators, and teams who care deeply about what we build and how we build it. And it deserves a thoughtful, deliberate plan for the road ahead.

Today marks an exciting new chapter for Microsoft Gaming as Asha Sharma steps into the role of CEO, and I want to be the first to welcome her to this incredible team. Working with her over the past several months has given me tremendous confidence. She brings genuine curiosity, clarity and a deep commitment to understanding players, creators, and the decisions that shape our future. We know this is an important moment for our fans, partners, and team, and we’re committed to getting it right. I’ll remain in an advisory role through the summer to support a smooth handoff.

I’m also grateful for the strength of our studios organization. Matt Booty and our studios teams continue to build an incredible portfolio, and I have full confidence in the leadership and creative momentum across our global studios. I want to congratulate Matt on his promotion to EVP and Chief Content Officer.

As part of this transition, Sarah Bond has decided to leave Microsoft to begin a new chapter. Sarah has been instrumental during a defining period for Xbox, shaping our platform strategy, expanding Game Pass and cloud gaming, supporting new hardware launches, and guiding some of the most significant moments in our history. I’m grateful for her partnership and the impact she’s had, and I wish her the very best in what comes next.

Most of all, to everyone in Microsoft Gaming, I want to say “thank you”. I’ve learned so much from this team and community, grown alongside you, and been continually inspired by the creativity, courage, and care you bring to players, creators, and to one another every day.

I’m incredibly proud of what we’ve built together over the last 25 years, and I have complete confidence in all of you and in the opportunities ahead. I’ll be cheering you on in this next chapter as Xbox’s proudest fan and player.

Matt Booty's Email To Microsoft Staff

Microsoft Chief Content Officer Matt Booty Microsoft Chief Content Officer Matt Booty

I read Phil’s note with much gratitude. He has been a steady champion for game creators and our studio teams, and I’ve learned so much from his leadership over the years. All our games have benefited from his foundational support. I’m also grateful to Satya for his ongoing commitment to gaming and holding a vision of how it can connect back to the larger company.

Looking forward, I’m excited to partner with Asha as our next CEO. Our first conversations centered on her commitment to making great games and the role that plays in our overall success. She asks questions, pushes for clarity, and wants our choices grounded in player and developer needs. That mindset matters as the industry around us is changing quickly: how players engage, how games are made, and how business models and platforms evolve.

We have good reasons to believe in what’s ahead. This organization and its franchises have navigated change for decades, and our strength comes from teams who know how to adapt and keep delivering. That confidence is grounded in a strong pipeline of established franchises, new bets we believe in, and clear player demand for what we are building.

My focus is on supporting the teams and leaders we have in place and creating the conditions for them to do their best work. To be clear, there are no organizational changes underway for our studios.

Thanks for everything you do for players and for each other.

Asha Sharma's Email To Microsoft Staff

Microsoft Gaming CEO Asha Sharma Microsoft Gaming CEO Asha Sharma

Today I begin my role as CEO of Microsoft Gaming.

I feel two things at once: humility and urgency. Humility because this team has built something extraordinary over decades. Urgency because gaming is in a period of rapid change, and we need to move with clarity and conviction.

I am stepping into work shaped by generations of artists, engineers, designers, writers, musicians, operators and more who create worlds that have brought joy and deep personal meaning to hundreds of millions of players. The level of craft here is exceptional, and it is amplified by Xbox, which was founded in the belief that the power of games connect people and push the industry forward.

Thank you to Phil for his leadership, and to every studio, platform, and operations team that built this foundation. We are stewards of some of the most loved stories and characters in entertainment and bring players and creators together around the fun and community of gaming in entirely new ways.

My first job is simple: understand what makes this work and protect it. That starts with three commitments.

First, great games.

Everything begins here. We must have great games beloved by players before we do anything. Unforgettable characters, stories that make us feel, innovative game play, and creative excellence. We will empower our studios, invest in iconic franchises, and back bold new ideas. We will take risks. We will enter new categories and markets where we can add real value, grounded in what players care about most. I promoted Matt Booty in honor of this commitment. He understands the craft and the challenges of building great games, has led teams that deliver award-winning work, and has earned the trust of game developers across the industry.

Second, the return of Xbox.

We will recommit to our core Xbox fans and players, those who have invested with us for the past 25 years, and to the developers who build the expansive universes and experiences that are embraced by players across the world. We will celebrate our roots with a renewed commitment to Xbox starting with console which has shaped who we are. It connects us to the players and fans who invest in Xbox, and to the developers who build ambitious experiences for it. Gaming now lives across devices, not within the limits of any single piece of hardware. As we expand across PC, mobile, and cloud, Xbox should feel seamless, instant, and worthy of the communities we serve. We will break down barriers so developers can build once and reach players everywhere without compromise.

Third, future of play.

We are witnessing the reinvention of play. To meet the moment, we will invent new business models and new ways to play by leaning into what we already have: iconic teams, characters, and worlds that people love. But we will not treat those worlds as static IP to milk and monetize. We will build a shared platform and tools that empower developers and players to create and share their own stories. As monetization and AI evolve and influence this future, we will not chase short-term efficiency or flood our ecosystem with soulless AI slop. Games are and always will be art, crafted by humans, and created with the most innovative technology provided by us.

The next 25 years belong to the teams who dare to build something surprising, something no one else is willing to try, and have the patience to see it through. We have done this before, and I am here to help us do it again. I want to return to the renegade spirit that built Xbox in the first place. It will require us to relentlessly question everything, revisit processes, protect what works, and be brave enough to change what does not.

Thank you for welcoming me into this journey.

Satya Nadella's Email To Microsoft Staff

Microsoft CEO Satya Nadella Microsoft CEO Satya Nadella

Gaming has been part of Microsoft from the start. Flight Simulator shipped before Windows, and you can practically ray‑trace a line from DirectX in the ’90s to the accelerated‑compute era we’re in today.

As we celebrate Xbox’s 25th year, the opportunity and innovation agenda in front of us is expansive. Today we reach over 500 million monthly active users, are a top publisher across all platforms, and continue to innovate across gaming hardware, content and community, in service of creators and players everywhere.

I am long on gaming and its role at the center of our consumer ambition, and as we look ahead, I’m excited to share that Asha Sharma will become Executive Vice President and CEO, Microsoft Gaming, reporting to me. Over the last two years at Microsoft, and previously as Chief Operating Officer at Instacart and a Vice President at Meta, Asha has helped build and scale services that reach billions of people and support thriving consumer and developer ecosystems. She brings deep experience building and growing platforms, aligning business models to long-term value, and operating at global scale, which will be critical in leading our gaming business into its next era of growth.

Matt Booty will become Executive Vice President and Chief Content Officer, reporting to Asha. Matt’s career reflects a lifelong commitment to games and to the people who make them. Under his leadership, Microsoft Gaming has grown to span nearly 40 studios across Xbox, Bethesda, Activision Blizzard, and King, which are home to beloved franchises including Halo, The Elder Scrolls, Call of Duty, World of Warcraft, Diablo, Candy Crush, and Fallout.

Together, Asha and Matt have the right combination of consumer product leadership and gaming depth to push our platform innovation and content pipeline forward. Last year, Phil Spencer made the decision to retire from the company, and since then we’ve been talking about succession planning. I want to thank Phil for his extraordinary leadership and partnership. Over 38 years at Microsoft, including 12 years leading Gaming, Phil helped transform what we do and how we do it. He expanded our reach across PC, mobile, and cloud; nearly tripled the size of the business; helped shape our strategy through the acquisitions of Activision Blizzard, ZeniMax, and Minecraft; and strengthened our culture across our studios and platforms. I’ve long admired Phil’s unwavering commitment to players, creators, and his team, and I am personally grateful for his leadership and counsel. He will continue working closely with Asha to ensure a smooth transition.

We have extraordinary creative talent across our studios and a global platform that is second to none. I’m excited for how we will capture the opportunity ahead and define what comes next, while staying grounded in what players and creators value.

Please join me in congratulating Asha and Matt on their new roles, and in thanking Phil for everything he has done for Microsoft and for our industry.

[Source: IGN]

Phil Spencer Is Retiring, Xbox President Sarah Bond Is Leaving, And Microsoft's AI Head Is New CEO Of Microsoft Gaming

Phil Spencer Sarah Bond Xbox Game Studios Microsoft Gaming CEO President

Microsoft Gaming CEO Phil Spencer is retiring, and Xbox president Sarah Bond, long considered the person to one day hold Spencer's job, has resigned from the company, as reported by IGN. Microsoft's AI lead, the president of the company's CoreAI product, Asha Sharma, will now also work in Spencer's former position as the new Microsoft Gaming CEO. As part of this massive shake-up, Xbox Game Studios head Matt Booty has been promoted to Chief Content Officer and will work closely with Sharma within Microsoft Gaming. 

Sharma joined Microsoft in 2024 as part of the company's AI development, and worked as Chief Operating Officer of Instacart and Vice President of Product at Meta prior to that. As the new Microsoft Gaming CEO, Sharma will oversee a vast array of studios and games ranging from Activision's Call of Duty umbrella, Blizzard Entertainment's Overwatch and Diablo teams, King's mobile Candy Crush empire, Mojang and that team's ongoing work on Minecraft, and of course, the core Xbox Game Studios, which includes Fable and Forza Horizon developer Playground Games, Halo: Campaign Evolved's Halo Studios, and more. 

 

Transcriptions of the emails Spencer, Booty, Sharma, and Nadella sent to staff can be read below, courtesy of IGN's report. 

Phil Spencer's Email To Microsoft Staff

When I walked through Microsoft’s doors as an intern in June of 1988, I could never have imagined the products I’d help build, the players and customers we’d serve, or the extraordinary teams I’d be lucky enough to join. It’s been an epic ride and truly the privilege of a lifetime.

Last fall, I shared with Satya that I was thinking about stepping back and starting the next chapter of my life. From that moment, we aligned on approaching this transition with intention, ensuring stability, and strengthening the foundation we’ve built. Xbox has always been more than a business. It’s a vibrant community of players, creators, and teams who care deeply about what we build and how we build it. And it deserves a thoughtful, deliberate plan for the road ahead.

Today marks an exciting new chapter for Microsoft Gaming as Asha Sharma steps into the role of CEO, and I want to be the first to welcome her to this incredible team. Working with her over the past several months has given me tremendous confidence. She brings genuine curiosity, clarity and a deep commitment to understanding players, creators, and the decisions that shape our future. We know this is an important moment for our fans, partners, and team, and we’re committed to getting it right. I’ll remain in an advisory role through the summer to support a smooth handoff.

I’m also grateful for the strength of our studios organization. Matt Booty and our studios teams continue to build an incredible portfolio, and I have full confidence in the leadership and creative momentum across our global studios. I want to congratulate Matt on his promotion to EVP and Chief Content Officer.

As part of this transition, Sarah Bond has decided to leave Microsoft to begin a new chapter. Sarah has been instrumental during a defining period for Xbox, shaping our platform strategy, expanding Game Pass and cloud gaming, supporting new hardware launches, and guiding some of the most significant moments in our history. I’m grateful for her partnership and the impact she’s had, and I wish her the very best in what comes next.

Most of all, to everyone in Microsoft Gaming, I want to say “thank you”. I’ve learned so much from this team and community, grown alongside you, and been continually inspired by the creativity, courage, and care you bring to players, creators, and to one another every day.

I’m incredibly proud of what we’ve built together over the last 25 years, and I have complete confidence in all of you and in the opportunities ahead. I’ll be cheering you on in this next chapter as Xbox’s proudest fan and player.

Matt Booty's Email To Microsoft Staff

I read Phil’s note with much gratitude. He has been a steady champion for game creators and our studio teams, and I’ve learned so much from his leadership over the years. All our games have benefited from his foundational support. I’m also grateful to Satya for his ongoing commitment to gaming and holding a vision of how it can connect back to the larger company.

Looking forward, I’m excited to partner with Asha as our next CEO. Our first conversations centered on her commitment to making great games and the role that plays in our overall success. She asks questions, pushes for clarity, and wants our choices grounded in player and developer needs. That mindset matters as the industry around us is changing quickly: how players engage, how games are made, and how business models and platforms evolve.

We have good reasons to believe in what’s ahead. This organization and its franchises have navigated change for decades, and our strength comes from teams who know how to adapt and keep delivering. That confidence is grounded in a strong pipeline of established franchises, new bets we believe in, and clear player demand for what we are building.

My focus is on supporting the teams and leaders we have in place and creating the conditions for them to do their best work. To be clear, there are no organizational changes underway for our studios.

Thanks for everything you do for players and for each other.

Asha Sharma's Email To Microsoft Staff

Today I begin my role as CEO of Microsoft Gaming.

I feel two things at once: humility and urgency. Humility because this team has built something extraordinary over decades. Urgency because gaming is in a period of rapid change, and we need to move with clarity and conviction.

I am stepping into work shaped by generations of artists, engineers, designers, writers, musicians, operators and more who create worlds that have brought joy and deep personal meaning to hundreds of millions of players. The level of craft here is exceptional, and it is amplified by Xbox, which was founded in the belief that the power of games connect people and push the industry forward.

Thank you to Phil for his leadership, and to every studio, platform, and operations team that built this foundation. We are stewards of some of the most loved stories and characters in entertainment and bring players and creators together around the fun and community of gaming in entirely new ways.

My first job is simple: understand what makes this work and protect it. That starts with three commitments.

First, great games.

Everything begins here. We must have great games beloved by players before we do anything. Unforgettable characters, stories that make us feel, innovative game play, and creative excellence. We will empower our studios, invest in iconic franchises, and back bold new ideas. We will take risks. We will enter new categories and markets where we can add real value, grounded in what players care about most. I promoted Matt Booty in honor of this commitment. He understands the craft and the challenges of building great games, has led teams that deliver award-winning work, and has earned the trust of game developers across the industry.

Second, the return of Xbox.

We will recommit to our core Xbox fans and players, those who have invested with us for the past 25 years, and to the developers who build the expansive universes and experiences that are embraced by players across the world. We will celebrate our roots with a renewed commitment to Xbox starting with console which has shaped who we are. It connects us to the players and fans who invest in Xbox, and to the developers who build ambitious experiences for it. Gaming now lives across devices, not within the limits of any single piece of hardware. As we expand across PC, mobile, and cloud, Xbox should feel seamless, instant, and worthy of the communities we serve. We will break down barriers so developers can build once and reach players everywhere without compromise.

Third, future of play.

We are witnessing the reinvention of play. To meet the moment, we will invent new business models and new ways to play by leaning into what we already have: iconic teams, characters, and worlds that people love. But we will not treat those worlds as static IP to milk and monetize. We will build a shared platform and tools that empower developers and players to create and share their own stories. As monetization and AI evolve and influence this future, we will not chase short-term efficiency or flood our ecosystem with soulless AI slop. Games are and always will be art, crafted by humans, and created with the most innovative technology provided by us.

The next 25 years belong to the teams who dare to build something surprising, something no one else is willing to try, and have the patience to see it through. We have done this before, and I am here to help us do it again. I want to return to the renegade spirit that built Xbox in the first place. It will require us to relentlessly question everything, revisit processes, protect what works, and be brave enough to change what does not.

Thank you for welcoming me into this journey.

Satya Nadella's Email To Microsoft Staff

Gaming has been part of Microsoft from the start. Flight Simulator shipped before Windows, and you can practically ray‑trace a line from DirectX in the ’90s to the accelerated‑compute era we’re in today.

As we celebrate Xbox’s 25th year, the opportunity and innovation agenda in front of us is expansive. Today we reach over 500 million monthly active users, are a top publisher across all platforms, and continue to innovate across gaming hardware, content and community, in service of creators and players everywhere.

I am long on gaming and its role at the center of our consumer ambition, and as we look ahead, I’m excited to share that Asha Sharma will become Executive Vice President and CEO, Microsoft Gaming, reporting to me. Over the last two years at Microsoft, and previously as Chief Operating Officer at Instacart and a Vice President at Meta, Asha has helped build and scale services that reach billions of people and support thriving consumer and developer ecosystems. She brings deep experience building and growing platforms, aligning business models to long-term value, and operating at global scale, which will be critical in leading our gaming business into its next era of growth.

Matt Booty will become Executive Vice President and Chief Content Officer, reporting to Asha. Matt’s career reflects a lifelong commitment to games and to the people who make them. Under his leadership, Microsoft Gaming has grown to span nearly 40 studios across Xbox, Bethesda, Activision Blizzard, and King, which are home to beloved franchises including Halo, The Elder Scrolls, Call of Duty, World of Warcraft, Diablo, Candy Crush, and Fallout.

Together, Asha and Matt have the right combination of consumer product leadership and gaming depth to push our platform innovation and content pipeline forward. Last year, Phil Spencer made the decision to retire from the company, and since then we’ve been talking about succession planning. I want to thank Phil for his extraordinary leadership and partnership. Over 38 years at Microsoft, including 12 years leading Gaming, Phil helped transform what we do and how we do it. He expanded our reach across PC, mobile, and cloud; nearly tripled the size of the business; helped shape our strategy through the acquisitions of Activision Blizzard, ZeniMax, and Minecraft; and strengthened our culture across our studios and platforms. I’ve long admired Phil’s unwavering commitment to players, creators, and his team, and I am personally grateful for his leadership and counsel. He will continue working closely with Asha to ensure a smooth transition.

We have extraordinary creative talent across our studios and a global platform that is second to none. I’m excited for how we will capture the opportunity ahead and define what comes next, while staying grounded in what players and creators value.

Please join me in congratulating Asha and Matt on their new roles, and in thanking Phil for everything he has done for Microsoft and for our industry.

This story is in development...

[Source: IGN]