Introducing the Vapor Xbox Wireless Controller Collection: Where Style Meets Victory

Introducing the newest collection of Xbox Wireless Controllers: the Vapor series in Xbox Design Lab and the Xbox Wireless Controller – Dream Vapor Special Edition. In this collection, each top case features a dynamic pattern that is unique to every controller. If you are familiar with the Xbox Wireless Controller – Stormcloud Vapor Special Edition, you have seen how this misty pattern creates a subtle and textured look that only you can call yours.  

The Vapor series with Xbox Design Lab brings some of the most unique controller designs available for your customization, offering six top case options with swirling color patterns. If green is your thing, the Electric Vapor top case merges the bold Electric Volt and the iconic Velocity Green, while the Nocturnal Vapor top case draws you in with its Dark Green and Grey swirl. Feel the heat with the Fire Vapor top case, featuring a fiery red and orange swirl, or opt for the cool and collected Stormcloud Vapor, with a sleek blue swirl design. If pink and purple are your power colors, look no further than the Cyber Vapor top case, showcasing a lively pink and purple swirl, or enter in the dreamy hues of the Dream Vapor top case with its soft pink and soft purple swirl. 

Vapor Series Image

Once you’ve selected one of these unique Vapor top cases, it’s time to personalize further by choosing from a variety of button and thumbstick styles. You can even enhance your design with metallic triggers and D-pads, rubberized side and back grips, and add a personalized engraving for the finishing touch. 

Dream Vapor Image

Alternatively, enter dreamland with our newest Special Edition design, the Xbox Wireless Controller – Dream Vapor. Using the pink and purple top case from the Vapor collection, we’ve dreamt up a Special Edition controller that highlights the best that this colorway has to offer. The subtle pink-purple swirl is extended to the rest of the design, featuring soft pink thumbsticks, bumpers, triggers, and hybrid D-pad. What you’ll find unique about this Special Edition controller is the inclusion of purple rubberized side grips, soft pink ABXY buttons with purple accents, and an exclusive Dynamic Background that brings this amazing design over to your Xbox Series X|S console.  

All controllers within the Vapor Collection include all the incredible features fans can expect with our newest generation of controllers. This includes a battery life of up to 40* hours of gameplay, allowing you to stay immersed in the action for longer. Enter every reality of gaming via the Bluetooth and Xbox Wireless connection, enabling you to connect and play on Xbox Series X|S, Xbox One, PC, iOS and Android devices.

You can chat with your friends using any compatible headset and share your most unbelievable gaming highlights using the dedicated Share button on your controller. Use the Xbox Accessories app to remap your controller buttons and create custom controller profiles for your favorite games, giving you endless potential to elevate your gaming experience. 

The Vapor Series is available now with Xbox Design Lab, where you can choose from the six Vapor designs to create a completely customized controller. You can also pre-order the Xbox Wireless Controller Special Edition – Dream Vapor today in select Xbox markets worldwide for $69.99 USD ERP. Visit Xbox.com or your local retailer, including Microsoft Store, for more information. 

Vapor Series Hoodies

We’re also introducing the newest addition to the Xbox Icon Collection – The Vapor Hoodie. Inspired by the two-color swirl of the new Xbox Vapor wireless controllers, our Icon Collection Vapor Hoodie is available in 3 print colors each with its own unique swirl pattern: the orange and red Fire Vapor, the purple and pink Cyber Vapor, and the green and electric volt yellow Electric Vapor. Available only in the Xbox Gear Shop.

*Battery life varies with usage and other factors. Testing conducted by Microsoft using standard AA batteries in preproduction units. Button mapping available via Xbox Accessories app for Xbox Series X|S, Xbox One, and Windows 10/11; app for Windows PC requires compatible USB-C cable (sold separately). 

The post Introducing the Vapor Xbox Wireless Controller Collection: Where Style Meets Victory appeared first on Xbox Wire.

Activision Finally Pulls Back the Curtain on Call of Duty Skill-Based Matchmaking — and It’s Going Nowhere

For years, skill-based matchmaking (SBMM) has been the hottest of topics within the Call of Duty community, with some proclaiming it ruins the experience, others saying quite the opposite. High-skilled Call of Duty players often bemoan SBMM for chucking them into what they call “sweaty” lobbies full of similarly high-skilled players. All the while, Activision has remained silent on how exactly Call of Duty’s SBMM actually works — until now.

In a blog post, which is “starting the conversation about matchmaking in Call of Duty”, Activision pulled back the curtain on SBMM for the first time, and gave players plenty to chew on.

According to Activision, Call of Duty does consider skill (or more specifically player performance) as a component of matchmaking, but skill is not the “dominant” variable. Top of the tree, Activision said, is connection. “Ping is King”, the blog post reads. “Connection is the most critical and heavily weighted factor in the matchmaking process.”

Second is time to match (“we all want to spend time playing the game rather than waiting for matches to start”), and joint third are playlist diversity, recent maps and modes, skill/performance, input device, platform, and whether you have voice chat on or off.

“These factors have resulted in a process that we believe provides the best player experience and creates a stronger community for Call of Duty worldwide,” Activision said.

There are some fascinating insights in here for veteran Call of Duty players. Activision says that for Modern Warfare 3’s Rustment playlist (maps Rust and Shipment in rotation), players often leave lobbies and/or matches early on, hoping to requeue into Shipment instead. This creates a vacant spot on a team during an early stage of the match, Activision explained. “As the matchmaking process may prioritize backfilling that spot, this could result in players perceiving that Rust is disproportionately selected over Shipment. TL;DR – trying to cherry-pick maps may have an unexpected result.

“Our goal is to ensure that players spend more time playing matches rather than waiting for them.”

Now, onto the detail everyone wanted. Skill is determined based on a player’s overall performance, Activision said. This includes kills, deaths, wins, losses, and more, as well as mode selection, and recent matches as an overall metric across all Multiplayer experiences. “This is a fluid measurement that’s consistently updating and reacting to your gameplay,” Activision explained. “Skill is not only a factor in matchmaking players against appropriate enemies, but also when finding teammates.”

Activision goes on to say skill in matchmaking means all players (regardless of skill level) are more likely to experience wins and losses more proportionately. “We use player performance to ensure that the disparity between the most skilled player in the lobby and the least skilled player in the lobby isn’t so vast that players feel their match is a waste of time.”

“Our data shows that when lower skill players are consistently on the losing end, they are likely to quit matches in progress or stop playing altogether,” Activision continued. “This has an effect on the player pool. A smaller player pool means wait times for matches increase and connections may not be as strong as they should be. This can compound over time to create a spiral effect. Eventually, when only high-skilled players remain because lower skilled players have quit out of frustration, the result is an ecosystem that is worse overall for everyone.

“Game data indicates that having some limitations on the disparity of skill across the players in a match makes for a healthier ecosystem. We also understand that many high skill players want more variety of experience, but often feel like they only get the ‘sweatiest’ of lobbies. We have heard this feedback clearly and will continue to test and actively explore ways to mitigate this concern.”

Activision then answered some community questions, busting the odd myth along the way. Time played is not a factor in matchmaking, for example. Matchmaking does not impact gameplay, such as hit registration, player visibility, aim assist, or damage. Money spent on microtransactions such as bundles and battle passes “does not in any way, shape or form, factor into matchmaking”. Partners and content creators don’t get special consideration in general matchmaking, either.

Activision then ruled out adding an opt-in/opt-out system for the matchmaking algorithm, saying its data suggests splitting the player base in that way would make for potentially longer wait times based on the type of matchmaking selected and matches with poor connections.

And then the big one: have you ever tested removing skill as a consideration from matchmaking?

“We have run tests over the years to determine if removing skill as a consideration from matchmaking makes sense,” Activision said. “We will continue to launch these tests periodically. To date, the data remains consistent with what we detailed above – players tend to quit matches or stop playing if they’re getting blown out, resulting in a negative overall experience for all players in the lobby and the general player population. We purposefully do not disclose when these tests occur because it may impact feedback or the data we see during these tests.”

But will Activision consider removing skill from matchmaking in specific general multiplayer game modes?

“We have considered this in the past and we will continue to examine if this idea makes sense as part of an experimental playlist or in specific modes. We have nothing to announce on that front today.”

So, that’s that, you’d imagine. Clearly, Activision will not ditch SBMM for Call of Duty, no matter what the community thinks. But at least players now have an understanding of Activision’s thinking, whether they agree with it or not.

There’s more to come, too. Activision said its technology team is developing a Ping and Matchmaking white paper for those inclined to get into the more granular information about Call of Duty matchmaking.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Nvidia GeForce RTX 4080 Super review: new price, familiar performance

If the RTX 4070 Super was all about addressing its predecessor’s so-so performance gains, the RTX 4080 Super’s course correction is more deeply rooted in issues of cold, hard coinage. For better and worse, it turns out – while this Super-fied GPU knocks hundreds off the RTX 4080’s starting price, any excitement for a potential new 4K champion is quickly muted by it barely moving the dial on straight FPS output. If, indeed, it’s not somehow running slower.

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Rocksteady gift early Suicide Squad players in-game cash to apologise for game finishing itself

Suicide Squad: Kill The Justice League released into early access for owners of the Deluxe preorder edition earlier this week, granting armchair supervillains prepared to shell out £100 or $100 a headstart on players buying the regular edition, which launches this Friday 2nd February. Or at least, that was the idea.

Like many an online-required live service game before, Suicide Squad’s premium access release has been marred by technical bugs and glitches, the most severe of which saw players logging in to discover the main storyline already completed. I guess Rocksteady were serious about not wanting people to treat it like a “life commitment”.

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Palworld Dev Warns Against Fake Mobile Phone Games Imitating Palworld

The developer of Palworld has warned people against downloading fake mobile phone games that look like they’re Palworld.

In a tweet, Palworld developer Pocketpair said “there is no Palworld application for phones”, after noticing apps using names and product images from Palworld had popped up on the App Store and Google Play.

“They are not affiliated with our company in any way,” the statement continued. “We have reported this issue to Apple, which operates the App Store, and Google, which operates Google Play. Please be aware that downloading these apps may lead to the leakage of personal information stored on your smartphone or to fraud.”

It’s perhaps unsurprising to see fake Palworld mobile apps appear given the enormous sales success of the original, which launched in early access form on PC via Steam and on Xbox to the tune of eight million sales in just six days.

But Palworld is also one of the most controversial video game releases in recent memory. Developer Pocketpair has said its staff have received death threats amid Pokémon “rip-off” claims, which it has denied. Nintendo has moved quickly to remove an eye-catching Pokémon mod, and then The Pokemon Company issued a statement, saying: “We intend to investigate and take appropriate measures to address any acts that infringe on intellectual property rights related to Pokémon.” IGN asked lawyers whether Nintendo could successfully sue.

Meanwhile, Palworld continues to blow up on Steam, where it became the second most-played game in the platform’s history. If you’re playing, be sure to check out IGN’s interactive Palworld map.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

At long last, the Final Fantasy Pixel Remaster series on PC gets classic font and music options

When Square Enix announced the Final Fantasy Pixel Remaster collection for Final Fantasies 1 through 6 back in 2021, I was overjoyed. For too long had PC folks had to ‘make do’ with the quite nasty mobile ports of these games, and the Pixel Remasters looked set to finally rectify that with proper versions replete with their original artwork. But one thing was missing. Well, several things were missing it turns out, but chief among them were, of course, its damn fonts – a point of contention that’s plagued many a Square Enix PC port in recent years, and one that fans quickly set about trying to fix with mods. Extra salt was then added to the wound when Square Enix said that last year’s Switch and PS4 versions of the Pixel Remaster series would have two different font options straight out of the box – and it’s only now that the PC versions have finally caught up.

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Sega Of America Set To Lay Off 61 Employees In March

Confirmed in California WARN notice.

SEGA of America has submitted a notice of layoffs which will affect 61 of its employees on 8th March 2024.

The Worker Adjustment and Retraining Notification (WARN) notice was submitted earlier this month on 8th January in Orange County, California, and was flagged by the Twitter account @WhatLayoff (via GamesIndustry.biz).

Read the full article on nintendolife.com

Warner Bros. Gifts Suicide Squad: Kill the Justice League Deluxe Edition Owners $20 of In-Game Currency

Warner Bros. has gifted Suicide Squad: Kill the Justice League Deluxe Edition owners $20 of in-game currency as a make-good for server issues that rendered the always-online game unplayable for periods during launch.

Suicide Squad: Kill the Justice League arrived on January 30, 2024 for those who paid $100 for the Deluxe Edition, granting customers a three days’ head start over everyone else.

But the early launch had issues, including a bizarre bug that automatically completed Suicide Squad for some and forced the game offline for more than six hours. Additional downtime prevented players from logging on before the servers stabilized, but not before disgruntled customers complained about not getting their money’s worth.

Now, Warner Bros. has sent affected customers an in-game message about the gift. “Thank you for being one of our first console players during early access of Suicide Squad: Kill the Justice League,” the message reads, per a post from X/Twitter user @JayShockblast. “We recognize that you’ve been patient with us during our initial launch server updates and we’d like to show our appreciation for your patience with a special gift of 2000 LuthorCoins. Thank you again!”

2000 LutherCoins cost $20, and will get you a couple of standard in-game skins or a single deluxe or legendary skin.

The furore over Suicide Squad: Kill the Justice League’s launch issues have renewed calls for the promised offline mode to be added to the game as soon as possible. With Suicide Squad launching for standard edition owners on February 2, all eyes on are on the servers to see if they hold firm, or render the game unplayable once again.

This week, IGN reported that Suicide Squad: Kill the Justice League isn’t the late Kevin Conroy’s final Batman performance, as previously suspected. Conroy, of course, is beloved for his performance as Batman both in The Animated Series and Rocksteady’s Arkham series of video games. With that in mind, controversy arose in regards to one of his scenes in Suicide Squad: Kill the Justice League. We won’t spoil the specific details (you can learn more here), but one scene had many fans feeling that it was an unceremonious goodbye to Conroy’s time as Batman.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Speed Crew is an Overcooked-like that swaps out kitchens for pit stops

If I’m over at someone’s place with a bunch of people and they say, “Let’s play Overcooked!” I will always visibly recoil. The game is bad for my blood pressure and for the solidity of my friendships. So, I am terrified by the prospect of Speed Crew, an Overcooked-like set in racing pit stops as opposed to kitchens. I gave it a whirl and it has promise! Even if I now need a big lie down. I am not cut out for jobs involving manual labour, nor games where I play as someone who needs to perform manual labour.

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Square Enix Has Absorbed ‘I Am Setsuna’ Developer Tokyo RPG Factory

It worked on three RPG games for Switch.

There’s some industry news coming out of Japan today that Square Enix has absorbed the developer Tokyo RPG Factory.

As part of this, Tokyo RPG Factory will be immediately dissolved and “will cease to exist as an individual entity” (thanks, Gematsu). Tokyo RPG Factory was a subsidiary of Square Enix and was founded by Yosuke Matsuda a decade ago.

Read the full article on nintendolife.com