We saw the Xbox One S, a super-slimmed down console that outputs video in 4K, features an internal power brick and has a built-in IR blaster. We saw Sea of Thieves gameplay, ReCore, Gears of War 4, and Halo Wars 2. And perhaps biggest of all, we saw Project Scorpio – a six teraflop 'monster' that will deliver games in native 4K resolution, high fidelity virtual reality, and much more. After Microsoft's E3 briefing, we caught up with Xbox Product Services General Manager Dave McCarthy to discuss the Xbox One S, Project Scorpio, Xbox Live's new features and much more! Jez Corden: The Xbox community across Twitter at least seems to be on fire following today's briefing. It has been pretty awesome to see the positive reactions to everything you guys revealed. This is a major inflection point. That vision of 'playing without boundaries' is key for us. Dave McCarthy: Yeah! I hope our fans remember this E3 as a major inflection point. That vision that we delivered on today – 'playing without boundaries' — is key for us. We were able to reference the largest line-up of games ever across Xbox Live, and new supporting features like Xbox Play Anywhere. We were able to introduce a host of improvements to the Xbox Live service, new features that make it fun for anyone to enjoy our service overall. Even taking it to other networks like iOS and Android – expanding that choice for people, we even took that to our device line-up. We were able to tell that Xbox story that I think people love, around on-going innovation and pushing the boundaries. But, the key today was that we were able to talk about it without sacrificing compatibility. We think that's a huge deal for our community.

Jez: I did want to ask you about compatibility. Given the PS4 'Neo' leak from recently, one of the concerns I've read is that developers will have to make separate visual tiers to accommodate the different Xbox devices. Do you have a firm plan in place for how developmental compatibility will work across Scorpio and Xbox One? Dave: I don't ever want to be in a situation where I feel like the games I'm spending money on today and controllers that I'm using are not going to work on those devices of tomorrow. I don't want to have to choose. So being able to eliminate those boundaries and be able to make that promise to people that "it's just going to work" – your games today, there going to be there. So that allows you to decide when you change your machine overall. The Xbox One S is a cool machine in 2016, HD gaming, 4K video, the industrial design – it's awesome – 40% smaller, integrated power supply... Regarding developers, there's a delicate balance here. We heard loud and clear feedback from our developers that if you're going to offer true 4K gaming and high-fidelity VR, you need that six teraflops of graphic power – otherwise you're making compromises. So, it was essential for us that we get there as quickly as possible, hitting that bar for them and maintaining that challenge of ensuring all content would still work across the ecosystem overall. We can't leave anyone behind with this transition. It's not to the spirit of playing without boundaries. So, will developers write to some of the unique specs of certain devices? Absolutely. But I can tell you right now, a lot of developers that are in the PC ecosystem working on true 4K are already doing what needs to be done to unlock those capabilities on Scorpio. That was kind of the "ah ha" moment for us as well.