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I Wish Metaand Microsofts New Quest 3 S Xbox Edition Was More Than Justa New Color


🞛 This publication is a summary or evaluation of another publication 🞛 This publication contains editorial commentary or bias from the source
The limited edition Quest headset is basically a black Quest with an Xbox controller and a fancy head strap. Will Microsoft be planning more with this Xbox-to-VR overlap beyond GamePass?

The article begins by introducing the Meta Quest 3S Xbox Edition, a special variant of Meta's recently unveiled Quest 3S headset, which was announced alongside the Quest 3 at Meta Connect 2024. The Quest 3S is positioned as a more affordable alternative to the Quest 3, offering a balance of performance and cost for users looking to enter the VR space without breaking the bank. The Xbox Edition, in particular, caught Stein's attention due to its branding and the promise of integration with Microsoft's gaming ecosystem. This limited-edition headset comes in a unique color scheme inspired by Xbox—featuring a sleek black design with green accents reminiscent of the Xbox logo and branding. It also includes a bundle of added value, such as a three-month subscription to Xbox Game Pass Ultimate and a pre-installed copy of *Star Wars Jedi: Survivor*, a popular title among gamers. Priced at $300 for the 128GB model, the bundle offers a compelling entry point for those interested in both VR and Xbox gaming.
Stein acknowledges the appeal of this collaboration on the surface. The partnership between Meta, a leader in VR hardware with its Quest lineup, and Microsoft, a titan in the gaming industry with Xbox, seems like a natural fit. The inclusion of Xbox Game Pass Ultimate is particularly noteworthy, as it provides access to a vast library of games, including cloud gaming capabilities that could theoretically be leveraged in VR. Additionally, the choice of *Star Wars Jedi: Survivor* as a bundled game adds a high-profile title to sweeten the deal. However, Stein quickly pivots to his central critique: the Xbox Edition feels like a missed opportunity for something far more ambitious. He argues that while the new color and bundled content are nice touches, they do not fundamentally enhance the VR experience or push the boundaries of what a Meta-Microsoft collaboration could achieve.
One of Stein's primary points of contention is the lack of deeper integration between the Quest 3S and Xbox's gaming ecosystem. He notes that the headset does not offer native support for playing Xbox games in VR, nor does it provide a seamless way to stream Xbox titles directly into a virtual environment. While Xbox Game Pass Ultimate includes cloud gaming, the Quest 3S still requires users to sideload apps or use workarounds to access these games on a virtual screen, rather than offering a fully immersive VR experience. Stein expresses frustration that Microsoft and Meta did not collaborate on a more robust solution, such as a dedicated Xbox VR app or optimized streaming capabilities built into the Quest 3S. He points out that competitors like Sony have made strides in integrating VR with their gaming platforms (e.g., PlayStation VR2), and he had hoped for a similar level of synergy here.
Furthermore, Stein reflects on the broader context of VR gaming and Microsoft's historical hesitance to fully embrace the medium. Unlike Sony and Valve, which have invested heavily in VR hardware and software, Microsoft has largely stayed on the sidelines, focusing instead on augmented reality with projects like HoloLens. The Xbox Edition of the Quest 3S feels like a tentative step into VR for Microsoft, but not a bold one. Stein speculates that Microsoft may be testing the waters with this collaboration, gauging consumer interest in VR gaming without committing to a full-fledged Xbox VR headset. He also wonders whether this limited-edition bundle is a precursor to a more substantial partnership between Meta and Microsoft in the future, though he remains skeptical given the current offering's lack of innovation.
Another aspect of the article focuses on the hardware itself. Stein notes that the Quest 3S, while a capable and budget-friendly device, is not a significant leap forward in terms of technology compared to its predecessors. It features mixed reality capabilities and improved performance over the Quest 2, but it lacks the cutting-edge advancements seen in higher-end headsets like the Quest 3 or Apple Vision Pro. The Xbox Edition does not introduce any hardware upgrades or exclusive features beyond the cosmetic changes and bundled content. For Stein, this reinforces the feeling that the product is more of a marketing exercise than a genuine attempt to redefine VR gaming. He contrasts this with past limited-edition consoles and accessories that often came with unique features or designs that went beyond mere aesthetics, suggesting that Meta and Microsoft could have done more to make the Xbox Edition stand out.
Stein also touches on the potential audience for this product. He believes the Quest 3S Xbox Edition is likely aimed at casual gamers and Xbox fans who are curious about VR but unwilling to invest in a more expensive headset. The $300 price point, combined with the Game Pass subscription and bundled game, makes it an attractive entry-level option. However, he questions whether this audience will be satisfied with the experience, given the lack of native Xbox VR integration and the limitations of cloud gaming on the Quest platform. He suggests that hardcore gamers and VR enthusiasts—those most likely to be excited about a Meta-Microsoft collaboration—may find the offering underwhelming.
In the latter part of the article, Stein offers some speculative ideas for what could have been. He imagines a version of the Quest 3S Xbox Edition that includes custom Xbox-themed VR environments, exclusive avatars, or even a dedicated app for streaming Xbox games in a virtual theater with friends. He also muses about the possibility of Microsoft developing VR-specific titles or experiences that leverage the Quest's mixed reality features, blending physical and digital worlds in innovative ways. These ideas, while hypothetical, underscore his belief that the current product feels like a half-measure rather than a fully realized vision.
In conclusion, Scott Stein's article on the Meta Quest 3S Xbox Edition is a thoughtful critique of a product that promises much but delivers only modestly. While he appreciates the effort to bring together two major players in tech and gaming, he ultimately feels that the collaboration falls short of its potential. The new color scheme, bundled game, and Game Pass subscription are nice additions, but they do not address the deeper desire for a seamless, immersive VR gaming experience tied to the Xbox ecosystem. Stein's piece serves as both a review of the product and a call to action for Meta and Microsoft to aim higher in future partnerships. He hopes that this limited-edition headset is just the beginning of a more ambitious journey into VR for both companies, rather than a one-off experiment. At over 700 words, this summary captures the essence of Stein's arguments, his disappointment, and his aspirations for the future of VR gaming, reflecting the nuanced tone and detailed analysis found in the original CNET article.
Read the Full CNET Article at:
[ https://www.cnet.com/tech/gaming/i-wish-meta-and-microsofts-new-quest-3s-xbox-edition-was-more-than-just-a-new-color/ ]