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Apple Vision Pro Hands-On: Far Better Than I Was Ready For

I experienced incredible fidelity, surprising video quality and a really smooth interface. Apple’s first mixed-reality headset nails those, but lots of questions remain.

I was in a movie theater last December watching Avatar: The Way of Water in 3D, and I said to myself: «Wow, this is an immersive film I’d love to watch in next-gen VR.» That’s exactly what I experienced in Apple’s Vision Pro headset, and yeah, it’s amazing.

On Monday, I tried out the Vision Pro in a series of carefully picked demos during WWDC at Apple’s Cupertino, California, headquarters. I’ve been using cutting-edge VR devices for years, and I found all sorts of augmented reality memories bubbling up in my brain. Apple’s compact — but still not small —headset reminds me of an Apple-designed Meta Quest Pro. The fit of the back strap was comfy yet stretchy, with a dial to adjust the rear fit and a top strap for stability. The headset’s sleek design, and even its glowing front faceplate, also gave me an instant Ready Player One vibe. 

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Watch this: Apple Vision Pro: I Tried Apple’s AR/VR Headset

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I couldn’t wear my glasses during the demo, though, and neither will you. Apple’s headset does not support glasses, instead relying on Zeiss custom inserts to correct wearers’ vision. Apple did manage, through a setup process, to easily find lenses that fit my vision well enough so that everything seemed crystal clear, which is not an easy task. Also, we adjusted the fit and tuned spatial audio for my head using an iPhone, a system that will be finessed when the headset is released in 2024.

From there, I did my demos seated, mostly, and found myself surprised from the start. The passthrough video camera quality of this headset is good —really, really good. Not as good as my own vision, but good enough that I could see the room well, see people in it with me, see my watch notifications easily on my wrist. The only headset that’s done this previously was the extremely impressive but PC-connected Varjo XR-3, and Apple’s display and cameras feel even better.

Apple’s floating grid of apps appears when I press the top digital crown, which autocenters the home screen to wherever I’m looking. I set up eye tracking, which worked like on many other VR headsets I’ve used: I looked at glowing dots as musical notes played, and got a chime when it all worked.

An app menu in Apple's VisionOS. An app menu in Apple's VisionOS.

A list of apps as they would appear inside of the Apple Vision Pro headset.

Apple/Screenshot by CNET

From there, the interface was surprisingly fluid. Looking at icons or interface options slightly enlarges them, or changes how bold they appear. Tapping with my fingers while looking at something opens an app. 

I’ve used tons of hand-tracking technology on headsets like the HoloLens 2 and the Meta Quest 2 and Pro, and usually there’s a lot of hand motion required. Here, I could be really lazy. I pinched to open icons even while my hand was resting in my lap, and it worked. 

Scrolling involves pinching and pulling with my fingers; again, pretty easy to do. I resized windows by moving my hand to throw a window across the room or pin it closer to me. I opened multiple apps at once, including Safari, Messages and Photos. It was easy enough to scroll around, although sometimes my eye tracking needed a bit of extra concentration to pull off.

Apple’s headset uses eye tracking constantly in its interface, something Meta’s Quest Pro and even the PlayStation VR 2 don’t do. That might be part of the reason for the external battery pack. The emphasis on eye tracking as a major part of the interface felt transformative, in a way I expected might be the case for VR and AR years ago. What I don’t know is how it will feel in longer sessions.

I don’t know how the Vision Pro will work with keyboards and trackpads, since I didn’t get to demo the headset that way. It works with Apple’s Magic Keyboard and Magic Trackpad, and Macs, but not with iPhone and iPad or Watch touchscreens —not now, at least.

Dialing in reality

I scrolled through some photos in Apple’s preset photo album, plus a few 3D photos and video clips shot with the Vision Pro’s 3D camera. All the images looked really crisp, and a panoramic photo that spread around me looked almost like it was a window on a landscape that extended just beyond the room I was in. 

Apple has volumetric 3D landscapes on the Vision Pro that are immersive backgrounds like 3D wallpaper, but looking at one really shows off how nice that Micro OLED display looks. A lake looked like it was rolling up to a rocky shore that ended right where the real coffee table was in front of me. 

man using keyboard to work using apple vision pro headset man using keyboard to work using apple vision pro headset

Raising my hands to my face, I saw how the headset separates my hands from VR, a trick that’s already in Apple’s ARKit. It’s a little rough around the edges but good enough. Similarly, there’s a wild new trick where anyone else in the room can ghost into view if you look at them, a fuzzy halo with their real passthrough video image slowly materializing. It’s meant to help create meaningful contact with people while wearing the headset. I wondered how you could turn that off or tune it to be less present, but it’s a very new idea in mixed reality.

Apple’s digital crown, a small dial borrowed from the Apple Watch, handles reality blend. I could turn the dial to slowly extend the 3D panorama until it surrounded me everywhere, or dial it back so it just emerged a little bit like a 3D window. 

Mixed reality in Apple’s headset looks so casually impressive that I almost didn’t appreciate how great it was. Again, I’ve seen mixed reality in VR headsets before (Varjo XR-3, Quest Pro), and I’ve understood its capabilities. Apple’s execution of mixed reality felt much more immersive, rich and effortless on most fronts, with a field of view that felt expansive and rich. I can’t to see more experiences in it.

Cinematic fidelity that wowed me

The cinema demo was what really shocked me, though. I played a 3D clip of Avatar: The Way of Water in-headset, on a screen in various viewing modes including a cinema. Apple’s mixed-reality passthrough can also dim the rest of the world down a bit, in a way similar to how the Magic Leap 2 does with its AR. But the scenes of Way of Water sent little chills through me. It was vivid. This felt like a movie experience. I don’t feel that way in other VR headsets.

Jake Sully flies over Pandora's waters on a winged creature's back in Avatar: The Way of Water Jake Sully flies over Pandora's waters on a winged creature's back in Avatar: The Way of Water

Avatar: The Way of Water looked great in the Vision Pro.

20th Century Studios

Apple also demonstrated its Immersive Video format that’s coming as an extension to Apple TV Plus. It’s a 180-degree video format, similar to what I’ve seen before in concept, but with really strong resolution and video quality. A splash demo reel of Alicia Keys singing, Apple Sports events, documentary footage and more reeled off in front of me, a teaser of what’s to come. One-eighty-degree video never appears quite as crisp to me as big-screen film content, but the sports clips I saw made me wonder how good virtual Jets games could be in the future. Things have come a long way.

Would I pay $3,499 for a head-worn cinema? No, but it’s clearly one of this device’s greatest unique strengths. The resolution and brightness of the display were surprising.

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Watch this: Apple, Disney Partner on Vision Pro Entertainment

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Convincing avatars (I mean, Personas)

Apple’s Personas are 3D-scanned avatars generated by using the Vision Pro to scan your face, making a version of yourself that shows up in FaceTime chats if you want, or also on the outside of the Vision Pro’s curved OLED display to show whether you’re «present» or in an app. I didn’t see how that outer display worked, but I had a FaceTime with someone in their Persona form, and it was good. Again, it looked surprisingly good.

I’ve chatted with Meta’s ultra-realistic Codec Avatars, which aim for realistic representations of people in VR. Those are stunning, and I’ve also seen Meta’s phone-scanned step-down version in an early form last year, where a talking head spoke to me in VR. Apple’s Persona looked better than Meta’s phone-scanned avatar, although a bit fuzzy around the edges, like a dream. The woman whose Persona was scanned appeared in her own window, not in a full-screen form. 

And I wondered how expressive the emotions are with the Vision Pro’s scanning cameras. The Pro has an ability to scan jaw movement similar to the Quest Pro, and the Persona I chatted with was friendly and smiling. How would it look for someone I know, like my mom? Here, it was good enough that I forgot it was a scan.

We demoed a bit of Apple’s Freeform app, where a collaboration window opened up while my Persona friend chatted in another window. 3D objects popped up in the Freeform app, a full home scan. It looked realistic enough.

Dinosaurs in my world

The final demo was an app experience called Encounter Dinosaurs, which reminded me of early VR app demos I had years ago: An experience emphasizing just the immersive «wow» factor of dinosaurs appearing in a 3D window that seemed to open up in the back wall of my demo room. Creatures that looked like carnotauruses slowly walked through the window and into my space. 

All my demos were seated except for this one, where I stood up and walked around a bit. This sounds like it wouldn’t be an impressive demo, but again, the quality of the visuals and how they looked in relation to the room’s passthrough video capture was what made it feel so great. As the dinosaur snapped at my hand, it felt pretty real. And so did a butterfly that danced through the room and tried to land on my extended finger.

I smiled. But even more so, I was impressed when I took off the headset. My own everyday vision wasn’t that much sharper than what Apple’s passthrough cameras provided. The gap between the two was closer than I would have expected, and it’s what makes Apple’s take on mixed reality in VR work so well.

Then there’s the battery pack. There’s a corded battery that’s needed to power the headset, instead of a built-in battery like most others have. That meant I had to make sure to grab the battery pack as I started to move around, which is probably a reason why so many of Apple’s demos were seated.

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Watch this: Everything Apple Announced at WWDC 2023

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What about fitness and everything else?

Apple didn’t emphasize fitness much at all, a surprise to me. VR is already a great platform for fitness, although no one’s finessed headset design for fitness comfort. Maybe having that battery pack right now will limit movement in active games and experiences. Maybe Apple will announce more plans here later. The only taste I got of health and wellness was a one-minute micro meditation, which was similar to the one on the Apple Watch. It was pretty, and again a great showcase of the display quality, but I want more.

2024 is still a while away, and Apple’s headset is priced way out of range for most people. And I have no idea how functional this current headset would feel if I were doing everyday work. But Apple did show off a display, and an interface, that are far better than I was ready for. If Apple can build on that, and the Vision Pro finds ways of expanding its mixed-reality capabilities, then who knows what else is possible?

This was just my fast-take reaction to a quick set of demos on one day in Cupertino. There are a lot more questions to come, but this first set of demos resonated with me. Apple showed what it can do, and we’re not even at the headset’s launch yet.

Technologies

Anthropic’s New Claude Opus 4.5 AI Model Is Designed for Coding and Office Work

The new reasoning model can also power the Claude for Chrome AI browser extension.

Anthropic’s newest version of its most powerful generative AI model could upend how you manage your spreadsheets. The company said Claude Opus 4.5, announced Monday, is aimed at things you do on the job, like coding and office work.

Google unveiled its powerful new Gemini 3 model last week, and OpenAI released GPT-5.1 the week before. Now it’s Anthropic’s turn. The company, which is popular with businesses and software workers, said Opus 4.5 is focused on getting work done, not generating content.

Claude Opus 4.5 will be available everywhere and will be a default model for Pro (starting at $17/month), Max (starting at $100/month) and Enterprise users.

Opus 4.5 is built to produce documents, spreadsheets and presentations and can automate menial office tasks by using your computer and browser. That includes its deployment in Claude for Chrome, a browser extension that lets Claude do internet tasks for Max users.

This release puts all three Claude models in the 4.5 generation. Anthropic released Sonnet 4.5, its midlevel model, in September and Haiku 4.5, its smallest model, in October.

Advanced reasoning models like Opus are designed to handle complex, demanding tasks. While a smaller, cheaper large language model will provide an answer based on the probabilities in its training data, a reasoning model will rerun and refine its operations to get a better or more complete answer. This takes longer, but it means the AI can handle more difficult operations.

Reasoning models are particularly useful for complicated programming projects or intensive research. The downside is they are slower and more expensive to run, which is why companies often restrict them to paid plans or have strict limits on usage.

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Technologies

New Spotify Feature Pulls Playlists Straight From Other Music Services

Moving to Spotify used to mean manually recreating your playlists or relying on third-party tools. Now, it’s seamless.

I use Spotify for hours every single day: on commutes, while cooking, during workouts, when walking my dog. Essentially, whenever life grants me a spare minute, I’m streaming Spotify. But even with all that listening, I’ve always wished the app had an easy way to scoop up the playlists I’d built on other music services. I’d call myself a Spotify loyalist, but there are some songs, such as covers or live versions, that are only available on other platforms. 

Spotify finally delivered by recently rolling out a built-in feature that lets you import playlists from rival platforms directly into your library. 

Read also: You Can Have ChatGPT Make You a Spotify Playlist. But Why Would You?


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Spotify’s new playlist transfer feature

Spotify announced late last week that it’s launching a new «Import your music» option in its mobile app. This feature, powered by TuneMyMusic, enables listeners to seamlessly import entire playlists from competing services directly into their Spotify library. 

At launch, Spotify supports transfers from major platforms including Apple Music, YouTube Music, Amazon Music, Tidal, Deezer, Pandora, SoundCloud and more. 

The original playlists remain intact. Spotify doesn’t delete or alter them from the source app when it makes a copy in your Spotify account. 

Read also: How to Find Your Spotify Wrapped All Year Round

Why this matters for Spotify users

  • No more rebuilding your playlists from scratch: Previously, moving to Spotify meant manually recreating your playlists or relying on third-party tools. With this integration, Spotify handles the heavy lifting.
  • Unlimited transfers: Unlike some free third-party services that limit the number of songs or playlists you can transfer, Spotify’s in-app solution supports unlimited transfers. 
  • Better personalization: Once your playlists are in Spotify, they feed directly into Spotify’s recommendation algorithms. That means personalized features like Daylist and Release Radar start getting smarter right away. 
  • More to do with your music: After importing, you can remix your playlists by inviting friends to collaborate, designing custom cover art or adding transitions between songs if you’re a Premium user. 

Read more: Spotify’s Recaps Feature Helps You Return to Audiobooks You’ve Already Started

How to transfer your playlists to Spotify

Here’s a quick how-to so you can bring your favorite playlists over:

  1. Open the Spotify mobile app on your phone.
  2. Go to Your Library.
  3. Scroll to the bottom. You should see a new option title, «Import your music». Tap that. 
  4. Follow the prompts to connect to TuneMyMusic. You’ll need to authenticate your account for the service you’re importing from. 
  5. Choose the platform you’re moving from (Apple Music, YouTube Music, SoundCloud, etc.).
  6. Select the playlists you want to import.
  7. From there, Spotify will copy them into your library. Once complete, you’ll find them in your Spotify «Playlists» list.
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Technologies

‘Am I the Problem?’ Why Gaming Crossovers Are a Love-Hate Thing

In navigating my own relationship with the phenomenon of characters from one game appearing in another, I talked to some of the devs behind the games to get a better sense of how these crossovers work and why companies pursue them.

When my friends want to play Magic: The Gathering, I wade through my two-dozen or so decks built for Commander — the card game’s casual, multiplayer format. I might choose the deck built around Elenda, the Dusk Rose, a vampire saint who can create legions of vampires. Maybe I’ll take my Narset, Enlightened master deck, which lets me cast powerful spells for free when she attacks. Both Elenda and Narset are original characters from Magic: The Gathering.

Or maybe I’ll grab my Lightning, Army of One deck, constructed around the Final Fantasy 13 character, so I can attack people for absurdly high amounts of damage. Maybe my Godzilla deck will engage in glorious combat against my friends’ decks led by characters from Dracula or Warhammer 40K. Would Eowyn from Lord of the Rings be a better match-up against the forces of the Imperium?

It’s a double-edged sword, this impulse toward crossovers. And it’s happening in games far beyond Magic: The Gathering.

Overwatch featured skins from Persona 5 in September, Halo armor and weapons showed up in Helldivers 2, and edgy looter shooter Borderlands 4 is showing up in… golf game PGA Tour 2K25. The crossover crown lies eternally with Fortnite, thanks to its never-ending influx of skins from games, movies, comics and real-life celebrities — leading players using the Sabrina Carpenter skin to stop shooting each other and, say, hold impromptu concerts instead.

When the elements fit each other are handled with care, it’s a fun way for fans to engage with multiple interests simultaneously. But when it feels carelessly thrown-together or when the elements don’t mesh, it can feel like a cash grab that hollows out the original property. And what works for one player might feel egregious or immersion-breaking to another. 

«Am I the problem?» I ask myself, as I work on a fourth Magic deck built around a Final Fantasy character, after spending hundreds of dollars on cards and accessories from the set. 

I do realize that the money I spent on the release event and weekly drafts screamed to Hasbro, «It’s working!» At the same time, playing with cards from that Final Fantasy set was also the most fun I’ve had with Magic in several years. 

Corporations betting big on brand crossovers feels like the unavoidable consequence of a world in which players look more and more for customization and ways to show off their personalities and interests, which dovetails with companies looking for lucrative ways to attract new players and increase revenue in ongoing games. Is other media filtering into popular games about the joy of including familiar faces, or does it turn characters into digital bumper stickers, starved of their identity from their original context? 

The answer, like it or not, is both. 

Money is a big part of the motivation, but expanding reach and offering customization also factor in

Blending different properties together generally requires an intense collaboration between the property owners and the game inviting the crossover. So what makes these gaming collaborations worth it for those parties? 

There’s a financial incentive, to be certain, as Hasbro has made astonishingly clear. In its second-quarter 2025 earnings call, CEO Chris Cocks noted that Magic: The Gathering’s Final Fantasy set made $200 million in revenue in one day, while it took the Lord of the Rings set six months to hit that milestone. To put those two collaborations in the context of original Magic: The Gathering sets, the bestselling Magic set before Lord of the Rings was Modern Horizons, which made $200 million over two years. 

Admittedly, $200 million in 24 hours is performance that Magic: The Gathering will likely struggle to replicate, even with the overabundance of outside properties coming next year: Teenage Mutant Ninja Turtles, The Hobbit, Star Trek and Marvel. Still, Cocks said the company feels good about the collaborations set to launch next year in terms of pleasing players and bringing in revenue. And Final Fantasy ultimately points to the financial power of a good gaming crossover, one where the properties are handled thoughtfully and intentionally (even if some of that intention is making the collaboration more collectible).

To better understand how and why these crossovers happen, I talked with some of the people powering these gaming collaborations. 

There were «a lot of clues» both internally and externally that Magic could support these kinds of crossovers in the game, said Aaron Forsythe, Magic: The Gathering’s vice president of research and development.

Sets like Lord of the Rings and Final Fantasy can also help funnel new players into a game that has been around since 1993.

«With Final Fantasy, we have seen a marked increase in play participation, especially among players who haven’t previously participated in our Organized Play programs,» said Rebecca Shepard, the vice president of franchise for Magic: The Gathering. That participation also extends after the launch of sets based on the other properties, which Magic brands Universes Beyond.

She noted that Universes Beyond releases also lead to increased interest in older products, demonstrating the crossovers’ ability to drive interest in the game’s original creations.

Magic’s designers have spent decades creating multiple in-game worlds or «planes» with their own lore, characters and mechanics. To a certain degree, crossovers are baked into its premise. 

But what about something with a considerably smaller scope, like the hero shooter Overwatch 2? The team-based game is set in nearish future Earth, where other Blizzard games like Diablo and Starcraft are minimal parts of the world as references and outfits. But aside from a small Lego crossover, other external properties were mostly only winked at… until the game introduced skins from the popular manga and anime One-Punch Man back in 2023.

The game’s collaborations started out as infrequent events, but now show up roughly every season.

The Overwatch team was nervous for its first collaboration and took a cautious approach, said Aimee Dennett, Overwatch’s associate director of product management. Devs wanted to ensure that heroes were still recognizably Overwatch characters while also maintaining the integrity of the game’s lore. The solution was described as «our characters are cosplaying,» meaning that the Overwatch heroes maintain the iconic parts of their visual identity, while incorporating elements that are recognizable as the characters from the crossover properties.

There are also internal motivations for these opportunities.

«We’ve found that it has such a positive effect on the team,» said Overwatch’s Art Director, Dion Rogers. People who work on the game are also fans of these properties, and the opportunity to design those crossovers can be a creative spark for the developers. 

Fortnite didn’t start the party, but it did invite basically everyone

Fortnite is the de facto example of crossovers in gaming. It represents an astonishing evolution of a concept that kicked off decades ago. 

Video game publishers were firmly protective of their properties to keep their games unique, but gaming website Giant Bomb asserts that crossovers started in earnest with 1992’s Battle Soccer, where Godzilla could take the pitch against giant mech Gundams and superheroes from Japanese TV. A few years later, Marvel’s X-Men faced off against Street Fighter characters in a move that would eventually spawn the Marvel vs. Capcom series of fighting games.

Crossovers ramped up in the 2000s with Sonic the Hedgehog and Solid Snake as the first two characters not owned by Nintendo to show up in Smash Bros. Brawl, a few years before horror movie villain Freddy Krueger first appeared in a Mortal Kombat game. Thematically, these all make some sense — but Fortnite took crossovers to another level. 

The crossovers started with the Infinity Gauntlet limited-time mode, where players could transform into Thanos, the villain of the 2019 film Avengers: Infinity War. It was quickly followed by the first Marvel-themed skins for Black Widow and Star-Lord that any player could wear. That kicked off a wave of Fortnite crossovers that would grow beyond Marvel to also include DC Comics, Star Wars, celebrities and various other games.

More have followed in Fortnite’s wake. The jump to include characters from other media besides video games has proven popular, with games like Mortal Kombat bringing in the villainous superhuman Homelander from The Boys, and the asymmetrical PVP horror game Dead by Daylight leaning heavily into killers and survivors from various games and movies — and also Nicolas Cage as himself, delivering some truly amazing voice lines.

Still, when it comes to bringing in everything from everywhere, nothing tops Fortnite, where crossover events feel less like guest stars and more like the first stop for major franchise promotion. And the cumulative results are, for lack of a better word, bonkers. Now a squad of Ariana Grande, Billie Eilish, Lady Gaga and Sabrina Carpenter can face off against a squad made up of Darth Vader, the Joker, Thanos and Mortal Kombat’s Sub-Zero… and then perform *NSYNC’s Bye Bye Bye dance on the villains’ corpses.

Epic Games, the makers of Fortnite, declined to comment for this story. 

Convenience and customization… at a cost

While crossovers with other properties help bring revenue and new players into games, they also risk alienating players whose primary interest is in their games’ original concepts and who may feel the crossovers move the game away from its identity.

«We listen and learn more than folks realize but at the same time, our goal of making Magic for everyone — because it is — can also frustrate our existing players,» said Shepard in response to a question about the feedback to Universes Beyond and the seemingly polarized responses online.

You can see that frustration in videos from prominent Magic creators, with titles like «The Problems With Universes Beyond — Even if You’re NOT a Hater» and «Half of Magic: The Gathering Will Not Be Magic: The Gathering.» The discussions in those videos touch on multiple elements, but center around the proportion of and execution of Universes Beyond sets and how those sets do or don’t gel with the rest of the game. 

That tension exists with most gaming crossovers. I wasn’t initially a fan of Overwatch’s move into collaborations. For me, the image of Doomfist in a yellow suit and flowing cape cheapened a character who’s supposed to be a surly big bad in the Overwatch universe. To me, it felt tonally mismatched with his identity, and I feared Overwatch feeling less like Overwatch as a result.

But the response I saw was largely positive. A change being celebrated doesn’t mean it’s necessarily good for the game, nor does outcry mean a change is bad. But there were clearly people who wanted the customization and expression of anime skins, highlighting the tension inherent in gaming collaborations like this.

Magic’s Aaron Forsythe acknowledged the competing interests, saying, «Players that have been with us for a while don’t feel the need for a change of this magnitude, and I appreciate how this hits them. But we’re doing this both because we want to grow the game — and we are — and because we think it’s another really fun way to enjoy it.»

For longstanding fans who have played the game for years, perhaps even decades, it may feel like the resources for the game’s original ideas are being diverted to fuel crossovers. 

There are degrees, though. In the case of Magic: The Gathering, one-time Secret Lair drops like Sonic the Hedgehog that mostly show up in casual multiplayer formats may not seem as disruptive. But over the course of next year, Magic will release four more sets based on outside properties, bringing the total to seven such sets in two years. More than any individual card or set, that density of outside properties might feel particularly unwelcome, contributing to the feeling that it’s just Fortnite now.

Everyone is here (and here to stay)

I think a lot of the response to crossovers comes down to two things: how well the concept fits and how good the execution is. Fortnite itself has become a conglomeration of various game types — from Battle Royale to Lego to Ballistic, festivals and Creative modes — so the game featuring skins from all kinds of movies, games and celebrities sort of fits into that «everything for everyone» idea. 

Something like Dead by Daylight is an example of using crossovers with a narrower focus, incorporating horror icons that fit its gameplay and lore. Resident Evil characters trying to escape from Halloween’s Michael Myers doesn’t make total sense, but there’s enough of an internal logic in the genres of slasher films and survival horror games for it to work. 

And, despite my initial reservations about Overwatch’s collaborations, I was immediately enthralled when I saw Kiriko’s Suki skin from Avatar: The Last Airbender. In addition to giving me a new outlet for my favorite character from the show, it just fit the visual identity and the concept of the Overwatch hero, a protector in her own right.

The people behind the games acknowledge how much that matters. «If we don’t do this right,» Overwatch’s Rogers told me, «the fans will call us out.» Players have their own ideas of what fits and what doesn’t, and they aren’t shy about voicing those feelings. But Rogers said that getting it right instead helps maintain the identity of the game’s heroes.

Similarly, Magic’s Shepard said one step in the process of evaluating potential crossovers is feeling out whether it feels like «an authentic relationship» for the game and its players. The challenge, however, is that each player’s mileage will vary when it comes to that authenticity. 

There’s no putting these crossovers back in the box, for better and worse. We’ll continue to have more options to play as our favorite characters across a variety of games. Right now, if I wanted to, I could fire up Street Fighter 6 and play a game as Chun-Li in the context of her original series. I could then swap over to Fortnite and run around sniping people as Chun-Li before logging into Overwatch and playing as Juno in her Chun-Li skin, healing people with a Martian mediblaster. And then over the weekend, I could play Magic: The Gathering with my friends and pull out a deck built around a Chun-Li character card.

For Chun-Li superfans, that’s great. At the same time, my Magic opponents may be sick of playing against characters from Stranger Things, Jurassic Park and Marvel, which might break the immersion of the game for them. 

The demand is there and the complaints are valid. Companies will follow the money. But each game’s developers have to find their own way of squaring the crossover — justifying (or not) how another creative world collides with theirs. 

For Overwatch’s Dennett, as the game grows and changes, so does the team’s philosophy about collaborations — because pushing the boundaries of what’s possible in the hero shooter sparks the imaginations of its player base. 

«It’s sort of a self-reinforcing cycle, where our players grow and change so much, and so do the types of collaborations, and the types of collaborations change, which grows and changes our players.»


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Correction, Nov. 24: A previous version of this story misspelled the name of Hasbro CEO Chris Cocks.

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