Microsoft has just released two new Witcher 3-themed Xbox controllers that look pretty awesome. Both Witcher 3 Special Edition 10th Anniversary Xbox Controllers are available now, exclusively from the Microsoft Store, in standard ($79.99) and Elite Series 2 ($169.99) versions. The reason for the release is because The Witcher 3: Wild Hunt turns 10 years old this month, which is pretty wild, at least for this fan of the game.
Witcher 3 Special Edition 10th Anniversary Xbox Controllers
The two controllers look very similar, with the same Geralt of Rivia-inspired etchings on them. The wolf medallian Geralt wears around his neck is etched into the center of the controller. The blog post announcing the controllers says they “also feature Glagolitic script, the oldest known Slavic alphabet and the same one found in the game itself.” Finally, the right grip features the red claw marks that act as the “III” of the title on the cover of the game. It looks great.
Aside from the Witcher-y design, the controllers act just like their standard counterparts. The current Xbox controller is far and away my personal favorite controller ever made. It feels terrific in hand and is sturdy enough to stand up to the beating my kids put on it.
The Elite Series 2 model has some extra features to justify its added cost. It has adjustable-tension thumbsticks, hair trigger locks, and a wrap-around rubberized grip. It also has interchangeable components like thumbsticks of various heights, different D-pad designs, and rear paddles you can assign to whatever buttons you want.
Like all new Xbox controllers, these controllers are compatible with Xbox Series X|S, Xbox One, PC, iOS, and Android devices. If you’re not an Xbox-exclusive household, you may also want to take a look at the new Death Stranding 2-themed PS5 controller that went up for preorder today.
Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN’s board game and LEGO coverage. You can follow him on Bluesky.
I’ve been poking around for some new PC games and stumbled across Fanatical’s May Madness sale, and it’s kinda good? It’s not exactly Steam Summer Sale levels of “How the hell is it that cheap?”, but there’s still plenty of cool stuff on sale.
Not done collecting all the cards in Pokemon TCG Pocket’s Celestial Guardians Expansion, which dropped literally just three weeks ago? Too bad. Here comes another expansion. It’s called Extradimensional Crisis, it’ll be out on May 29, and it features the wacky-looking Ultra Beasts and creepy chimera Pokemon Type: Null.
Extradimensional Crisis includes the Ultra Beasts, which are weird alien-looking guys that featured prominently in Pokemon Sun and Moon as invaders from another dimension. Confirmed cards include Buzzwole ex, Blacephalon, Nihilego, and Guzzlord ex. We’re also getting more Alola Pokemon to add to the ones introduced in Celestial Guardians, and Type: Null (which likely means its evolution, Silvally, is coming too).
A new expansion also means new cosmetics, and we’re getting an Ultra Beast-themed binder cover available in exchange for shop tickets beginning May 29, and a floral display board for purchase with event tickets from an upcoming Wonder Pick event starting June 11.
Pokemon TCG Pocket has been dropping expansions at a healthy clip ever since its launch last year. Though Extradimensional Crisis is technically a minor booster expansion (just one booster pack type instead of two or three), it’s still coming right on the heels of the expansions before it. Extradimensional Crisis is the seventh expansion total and the fourth smaller expansion alongside Mythical Island, Triumphant Light, and Shining Revelry. For now, none of the expansions have been retired, and all are still available in game… for now.
Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.
Pokémon Trading Card Game Pocket isn’t slowing down anytime soon, and we have yet another Booster Pack coming to the game next week, on 30th May 2025 — or 29th May at 11pm PT.
This time, it’s all about the Ultra Beasts — which debuted in Pokémon Sun & Moon — in Extradimensional Crisis expansion. 100 brand new cards are coming to the game, which include new ex cards, Trainer cards, and Ultra Beasts such as Buzzwole, Nihilego, Blacephalon, and Guzzlord.
Celebrate 10 Years of Killing Monsters With Special Edition The Witcher 3: Wild Hunt Xbox Controllers
Gabriela Pešková, Senior Graphic Designer, CD Projekt Red, Mekias Bekalu, Product Marketing Manager, Xbox
Summary
Special Edition The Witcher 3 controllers are now available exclusively at the Microsoft Store.
The collection includes intricately crafted details referencing key elements of The Witcher 3: Wild Hunt to celebrate the role-playing game’s 10th anniversary.
Discover how they were lovingly created by designers inside CD Projekt Red.
Our team has put great care into representing the style of The Witcher 3 and Geralt himself, headlined by the wolf medallion iconography at the center of the controller. The medallion acts as a constant for Geralt, one that allows him to adventure and warns him of lurking dangers, and we want players to connect with these controllers in the same way. We love how the design fits the layout of the controller, with the wolf’s head coming below the Xbox button and between the other inputs with its glowing red eyes. It’s very ominous and epic at the same time!
But this is just one design detail The Witcher 3 players can appreciate. The controllers also feature Glagolitic script, the oldest known Slavic alphabet and the same one found in the game itself. As for what the script says… we won’t spoil it here, but let’s just say those symbols are not random. The iconic red claw mark from The Witcher 3’s logo can also be found on the controller, paying homage to the grand adventures Geralt had throughout Velen, Novigrad, Skellige, and beyond. We gave the controller triggers two different colors in homage to the witcher’s twin swords too — silver for monsters, steel for humans.
These decorative elements are true to the style of The Witcher 3, coming across as if once painted or crafted with incredible care but now worn down and weathered. The world of The Witcher 3 is not always a pleasant one; it can be difficult and demanding and it will leave its mark. We also worked with Joshua Flowers, Design Team Lead at CD Projekt Red, on establishing this vision.
“We explored a lot of directions when creating this controller, but from the beginning we knew we wanted to tell a story,” he said. “We wanted it to feel like something that has been with you on the path, something worn and personal. As we developed concepts, we began crafting the story of this controller — and how it might exist in The Witcher 3‘s world. This narrative is what we fell in love with. It had to feel like it belonged in The Witcher 3 universe — like it had lived through battles and carried stories of its own.”
These special edition controllers are the perfect accessories to commemorate 10 years of The Witcher 3 — 10 years of killing monsters, 10 years of playing Gwent, and 10 years of winds howling. The Witcher 3 has such a lasting legacy, and we wanted to commemorate this by releasing something that fits right in the hands of the players who journeyed with Geralt over the last 10 years. We’re not just celebrating a defining moment in CD Projekt Red’s history; we’re also celebrating the endless adventures had by players over the last decade, and all the joy and excitement they’ve reciprocated to us.
“We are incredibly excited to be working so closely with Xbox on the Special Edition The Witcher 3 controllers,” said Agnieszka Skuza, marketing specialist at CD Projekt Red. “It was great to bounce ideas back and forward with Xbox as we both worked to create something truly special. The Witcher 3 has such a lasting legacy and we wanted to commemorate this by releasing something that fits right in the hands of players who’s journeyed with Geralt over the last 10 years.”
Available Now
We are thrilled to have had the opportunity to celebrate such an important milestone alongside CD Projekt. This Witcher-themed design is available now for both the Xbox Wireless Controller and Xbox Elite Wireless Controller Series 2 – Core. The Xbox Wireless Controller includes all the major attributes a witcher needs, including rubberized back grips, remappable controller inputs through the Xbox Accessories app, and Bluetooth support that allows you to journey with Geralt no matter where you play, be it Xbox Series X|S, One, PC, iOS, or Android devices. With the Xbox Elite Wireless Controller Series 2 – Core, monster slayers that strive for even more customization will appreciate the shorter hair trigger locks, adjustable-tension thumbsticks, and rechargeable battery so you can journey for longer throughout the Continent.
I never expected kicking a member of the Foot Clan to the curb before skateboarding over to pick up a pizza as an orange-clad Ninja Turtle would work just as well in a tactics game as it does in a classic beat-em-up, but Teenage Mutant Ninja Turtles: Tactical Takedown cleverly translates the approachable pick-up-and-play action and slim scope of the team’s arcadey adventures like Turtles In Time into a compelling, if barebones, turn-based tactics game. While missing some of the necessary communication that make the best strategy games tick, it’s still a blast to raise some shell as New York’s bodacious band of brothers.
Trim and concise, Tactical Takedown doesn’t waste time on an ooze-spilling origin story to get its story moving. You’ll know just about everything you need to after the first five minutes, though I’m sure you can guess: The Foot Clan, led by Shredder’s daughter Karai, is up to no good as always. This time, they’ve teamed up with mad scientist and fellow stalwart TMNT villain Baxter Stockman as they unleash a new plot to take over New York. Dialogue is relegated to only a minute or two of text boxes before and after each level, but Tactical Takedown still manages to make the most of that slim territory – it delivers a personal story about loss that does a great job of coloring outside the lines in vibrant blue, purple, red, and orange when it has to, especially with Leo and Raph’s relationship.
Leonardo, Donatello, Raphael, and Michaelangelo all ring true to the rhyming taglines about them that you may remember from your theme song iteration of choice, but this tale also sees the soon-to-be-20-something turtles facing the challenges of fighting without their brothers. That’s because all of the levels are solo missions, each carried out by a pre-determined turtle on his own turf. I’m disappointed with how exactly Tactical Takedown chose to reckon with that theme of isolation in its third act, but it does give every brother a chance to shine on their own while fighting.
Each unit, including the Turtles, looks like a static figurine on a grid-based board, almost like what you’d get from a tabletop game. They’re more animated than static game pieces, shifting poses based on their attacks, the last action they took, or what kind of status effect they may have, but are mostly still. It’s a clever, lo-fi homage to the Turtles’ static origins in the panels of Eastman and Laird’s comics, but a zoomed-out camera obscures the personality you’d expect from the colorful, action figure-like combatants. Couple that with a surprising lack of voice acting, these often larger-than-life caricatures of teenagers can feel more like lifeless game pieces.
These larger-than-life characters can feel more like lifeless figurines.
Although the adolescent ninjas all have six health points, six action points to spend on stuff like moving and attacking each turn, and three arcade-style continues for when the going gets tough, they have distinct movesets that play into their weapons and personalities well as they disrupt the Foot in their territory. Leo’s straightforward prowess over martial arts gives him a satisfyingly rhythmic flow that matches up nicely with the tight lanes of the subway. Dispensing debuffs that set up a more devastating blow on the next action, while stacking a buff that allows him to evade any attack, made him my favorite as I cleared a few of his missions without taking a single hit.
Meanwhile, Donnie’s complex but rewarding traps and map control made poisonous sewer water my ally. It was fun to use his kunai attack to stop Foot ninja when they were waist-deep in the toxic sewage, then knock away at their health from dry ground with his bo staff while throwing out electrical traps to keep my perimeter safe. Raph’s powerful bursts of strength suited the small Manhattan rooftops well as I kicked ninja to their doom, which granted a buff that let me deal extra damage and collect extra action points with his sai attack. Then, I’d cannonball into another group of enemies, sending out a damaging shockwave and dishing out a debuff that let me deal extra damage to every enemy around me, reaping even more action points. Finally, Mikey’s skateboard made him a dependably acrobatic street fighter whose mobility made it easy to jet from one end of a stage to the other before kicking obstacles at Foot ninja like in a classic martial arts movie.
Every turtle has extra unlockable abilities to buy from a shop using shells, which are doled out based on your performance in each level, but they don’t feel necessary to reach the end on your first try – in fact, I didn’t even notice the shop until after I rolled credits on Tactical Takedown’s 6-ish-hour campaign. It wasn’t until I started chasing high scores in a few levels that I realized how transformative those new abilities could be, and I loved how customizable each turtle’s moveset ultimately felt. My favorite added useful moves to Raph’s kit that came with downside of damaging himself, but then paired with less powerful attacks that had a vampiric healing effect to balance things out.
Building new loadouts also highlighted something that annoyed me about Tactical Takedown, though: Communication, or lack thereof (ironically, a core theme of this turtles story). This take on TMNT doesn’t make important gameplay elements clear in some moments, which can be a widowmaker in any game where strategy is king. For example, new moves only describe their range or area of effect (ie: 1-meter cone) rather than showing you what that shape or range might look like on the tactics grid. Another move I discovered applied a debuff I hadn’t seen yet, but it didn’t say what that debuff actually did, frustratingly leaving me to find out a few turns into a battle. Basic tooltips like this have been in strategy games for years, making their absence even more confusing and frustrating.
I loved how customizable each turtle’s moveset felt.
These issues aren’t nearly as pronounced when you’re actually in the heat of a battle, but they still pop up in frustrating ways. Instead of just showing what buffs or debuffs an enemy has when hovering over them with your cursor, like most other contemporary strategy games, you need to enter a separate inspection mode to figure out what that move you just used did to the Foot ninja you’re about to take out. Thankfully, you can always hit tab before using a move to check exactly what it does. But other stats, like a Turtle’s likelihood to dodge incoming attacks, which happened at random, just weren’t clear enough to me.
Once I wrapped my mind around what each buff and debuff did, I got into a comfortable rhythm with Tactical Takedown. These effects are visualized on the board by altering the game piece-like characters, each causing different poses or cartoonish flourishes that add some rare life and personality, which eventually made it so I didn’t need to tab over a move to remind myself of a specific effect every other turn.
Things also become easier to track because Tactical Takedown doesn’t really grow or evolve after the first hour or so. Once you’ve played each Turtle’s first level, you’ll have seen a surprising chunk of the enemy types, obstacles, and design ideas the whole package has to offer. This leaves all sense of progression to wholly optional unlocks and the small bites of story, and there’s never much of a challenge until the very last level. Such a narrow scope reflects that of a classic TMNT beat-em-up, and like those bygone classics (and Shredder’s Revenge), Tactical Takedown largely gets by on the merit of its combat and how accurately it nails the feel of each character. Fully clearing the board of Foot soldiers in a single turn using a masterful understanding of each Turtle’s moveset was consistently satisfying and enjoyable, but I still kicked the same nameless ninja off of a lot of different rooftops.
Tactical Takedown further echoes those classics by grading your performance in each level with an arcade-style scoring system. Each takedown adds to a multiplier, further encouraging that hunt for a satisfying screen wipe. And once you’ve cleared a level, your number of KOs, remaining continues, and total damage will contribute to both a final score and the amount of shells you’ll earn to spend in the shop. Each mission comes with a par score to shoot for or surpass, which was a fun motivator to get me back in action and try some levels with new movesets.
The places where this formula breaks from its arcade inspirations don’t do it any favors, either. Disappointingly, it doesn’t have that many boss fights – and what few are present are saved for the very end and aren’t very memorable (except for the very last one), which only worsens that stale feeling. But the lack of a meaningful team-up makes for an even worse break from canon than the sparse bosses. While I understand that Tactical Takedown is all about the Turtles growing apart, it’s frustrating that we never get to see the Turtles at their best: Together. Tactical Takedown partially remedies this in its fourth chapter, but not in a very satisfying way.
A new video from Youtuber Destin Legarie includes a number of allegations about Destiny 2 and Marathon developers Bungie from anonymous former employees. Amongst other things, we hear that Bungie staff once proposed a Destiny subscription model, but were “vehemently shut down” by leaders. There are also lots of claims about toxic, unaccountable management, and some throwaway insights about how the company’s culture has changed in the course of being acquired by Sony.
The upcoming set, which will debut on August 1, hasn’t had any card spoilers just yet, but that doesn’t mean we don’t know at least a little about what’s coming.
Here’s everything we know about Magic: The Gathering: Edge of Eternities so far.
What is MTG Edge of Eternities?
This year, Wizards of the Coast is leaning hard into Universes Beyond sets, with Final Fantasy the first of three sets this year which leans on established franchises outside of the company’s own characters and settings, followed up by Spider-Man and Avatar: The Last Airbender last in the year.
Whatever your thoughts on that, Edge of Eternities is the opposite, offering a new set with a more cosmic focus but still within Magic’s own universe (although it is sandwiched between Final Fantasy and Spider-Man).
We’ve seen little more than concept art, but we do know the new set will mark the beginning of the final story arc of the Metronome storyline, which began with Wilds of Eldraine (if you’re still following).
Play Boosters
Play Boosters have become the de facto way to open packs now, replacing Set Boosters and Draft Boosters.
These packs are draftable for sealed play, and contain 15 cards each (although the last one in the pack is usually an advert, art card, or token). Cards 1 to 6 are commons, while card 7 is a common card that can be a reprint.
Cards 8, 9 and 10 are uncommons, while card 11 offers your rare/mythic. Card 12 is a Land card, and can be foil or have full art, while card 13 is a “wildcard” that can be any card from the set.
Then you get a wildcard that’s a guaranteed foil for card 14, with the idea being that players have more of a chance to get chase cards from these packs. You can buy Play Boosters individually or pick up a booster box.
Collector Boosters
Collector Boosters are much pricier than their Play Booster counterparts, and offer 16 cards (although again, one is a token).
In these, you can find five rare or mythic rares, as well as four uncommons and five commons, as well as one land.
They’ll also come with a slicker frame design in many instances, with 12 – 13 of the cards included being foils.
Again, you can pick them up individually or as a box, but expect to pay a high price.
Commander Decks
Commander has become Magic’s most popular format, with the thrill of “last player standing” matches and 100-card decks playable right out of the box making for a great jumping-on point for new players.
The number of decks included in each set has varied wildly this year. For example, Aetherdrift offered two Commander options, while Tarkir: Dragonstorm had a whopping five, and Final Fantasy offers four.
Edge of Eternities is scaling back the volume, with two decks: World Shaper and Counter Intelligence.
The former comes in Black, Red, and Green colors (Jund), and the text on the box says players will “Sacrifice Lands” and “Grow Back Stronger”.
Counter Intelligence, on the other hand, is Blue, Red, and White (Jeskai) and says you can use its contents to “Boost Artifacts” and “Proliferate Counters”.
Bundles and Prerelease Packs
Finally, as is tradition now you’ll be able to pick up a Bundle and Prerelease Pack for the new set.
Bundles include a series of 9 Play Boosters, as well as one promo card with exclusive alternate art, as well as a full set of 10 Full-Art Lands in foil and non-foil, as well as a spindown dice and a card storage box. Prerelease works a little differently, with the idea being that the set is used at a prerelease event.
Players open the box, and use the six Play Boosters inside to build a deck comprising of 40 cards. Prerelease boxes are found at your local game store.
Lloyd Coombes is Gaming Editor @ Daily Star. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay. He’s also a tech, gaming, and fitness freelancer seen at Polygon, Eurogamer, Macworld, TechRadar, Tom’s Guide, IGN, and more.
This article includes contributions from Hannah Hoolihan.
Renewed calls for a fresh Star Wars Battlefront game have been given a boost by an actor from critically-acclaimed TV series Andor.
The past month has seen fans flock back to 2017’s Star Wars Battlefront 2 — generating the game’s best player count on Steam in years, despite support from developer DICE ending a long time ago.
Now, Andor’s Muhannad Ben Amor, who plays the heroic Wilmon Paak, has taken to social media to help campaign for a fully-operational sequel.
“Star Wars gotta give us Battlefront 3 ASAP,” Amor wrote on Instagram (thanks, Comicbook), revealing he had played Battlefront 2 for 469 hours. That’s great kid, but don’t get cocky.
“Grew up with Battlefront 2 — been a veteran since day one,” Amor continued. “Let’s HOPE Battlefront 3 happens.”
The past month has seen the popularity of Star Wars Battlefront 2 soar, thanks in part to the success of Andor’s climactic second season, and other Star Wars activity surrounding the franchise’s annual May 4 celebrations.
After years averaging a Steam player count of around 2,000 players, the game’s popularity has been steadily climbing over the past few weeks, and is now close to topping its 10,000-player all-time concurrent Steam peak.
DICE may also still hold some reluctance to revisit the series, after Battlefront 2 originally launched amid a huge controversy over its loot boxes. Over time, however, sentiment towards the game has shifted. And while publisher EA, DICE’s owner, is no longer exclusively making Star Wars games, Respawn is still at work in the galaxy far, far away making a Star Wars Jedi threequel.
“Star Wars Battlefront 2 is a redemption story worthy of the Skywalker saga,” IGN wrote in its 2019 Star Wars Battlefront 2 re-review. “Overall, it’s a great package now that serves as one of the best and most thrilling ways to have an authentic Star Wars gaming experience.”
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
I can’t be the only person here who’s ever had a fistfight with their washing-up. I have this big metal spatula that has a malicious habit of bouncing out of the drying rack. Again and again, it sneaks under my elbow to spring and sproing over the lino, gathering as much stray onion peel as it can on the way to the door. The fourth time this happened I bent it in two. Then I thought my sieve was giving me stinkeye, so I threw it down and stamped on it, gangland-style. Look, it was kind of a bad day. But one thing I will swear to you, probably-concerned reader: I would never behave this way towards my leftovers.