XDefiant Review

XDefiant is an FPS with an identity crisis. This arcade-style arena shooter pulls characters and locations from various Ubisoft games, and it feels a little bit like a lot of different things as a result: It’s fast and twitchy in a way that’s similar to games like Call of Duty, but has class abilities that might put it closer to something like Overwatch. It’s got fast respawns and faster deaths, but offers objective-based modes that prioritize teamwork over straight killcount. That combination of disparate elements helps XDefiant play a little differently overall from most competitive shooters, but it also makes it feel a bit jumbled, like its parts aren’t always working together toward the same goals.

Call of Duty figured out the fun of grounded but fast-paced competitive play in this vein way back in the late 2000s, and XDefiant is clearly chasing that same success with its solid FPS design. Though the weapons are all pretty standard for military shooters like this, they still feel distinct and satisfying to use – the AK-47 hits harder and kicks a little differently than the M41A, for instance, and it feels meaningful to pick one over the other for your play style. Guns are also, for the most part, appropriately deadly, but you’ll get the most out of them when you spend time mastering the way recoil pulls your aim and what benefits you get from equipping a specific scope or stock. XDefiant pairs that with class abilities like healing teammates, dropping shields, and launching explosive drones, which can change the flow of a fight when they’re used well, but they’re not so powerful that they ever override the emphasis on its central shooting mechanics.

If nothing else, this is a fun shooter where the gunplay feels good, and you can do a whole lot worse than that as a solid foundation. It’s the other stuff layered on top of that gunplay, however, that XDefiant struggles to mix into a coherent whole.

The hook is that XDefiant is a sort of multiverse of different Ubisoft worlds combined into a single competitive shootout. When you jump into a match, you choose a character from one of four factions based on Ubisoft’s games (a fifth can be unlocked through gameplay or purchased), which function as your classes, and they’re all just distinct and interesting enough to play differently without feeling like they’re mismatched and shoehorned into the same game. The Libertad faction from Far Cry 6, for example, is essentially a medic class. They recover from damage faster and can either fire off a fast-heal charge in a radius around the player who activates it, or drop a stationary device that slowly heals anyone nearby. Meanwhile, the Ghost Recon Phantoms are tanks that don’t die quite as quickly as other factions. They’re able to either deploy a stationary barrier that they and their allies can shoot through, or pull out a personal riot shield that’s pretty effective at stopping bullets in both directions. There are also factions based on The Division, Watch Dogs, and Splinter Cell, and like in any class-based shooter, picking the right ability at the right time is important enough that it can change the flow of a fight. But you’re not locked into that choice for the whole match, so every time you kill an enemy you know they can adapt to your strengths and come back as a new class with a different set of skills. Knowing how and when to counter an enemy’s abilities is almost as important to your team as your aim.

Each faction mostly feels pretty distinct, but some definitely stand ahead of others.

The final major difference between each faction is their ultra ability: This big special power can only be used after you’ve charged it by racking up kills or scoring points toward objectives, but unlike many games’ ultimate abilities, there’s usually a way for the other team to shut them down if you’re not careful. For instance, the Phantoms’ ultra gives them a personal energy dome that protects them from all damage coming from outside of it, but opponents who are quick and smart – and avoid the defensive cannon – can slip through and kill whoever’s generating it, canceling the ability. The same is true of the Libertad healing device that pumps up anyone in its vicinity to double health. Enemies might seem nigh invulnerable while standing in its range, but you can shoot the device itself to destroy it and make them mortal again. In that way, ultras are generally strong without being ridiculous and require you to be smart about how and when to use them.

Still, it’s important to add a caveat: while each faction mostly feels pretty distinct, balanced, and fun, some definitely seem to stand ahead of others, and a few come off as completely useless (unless the community just hasn’t figured out how to use them yet). The biggest offender on this front is DedSec from Watch Dogs, whose gameplay style leans toward hacking enemy abilities. Their deployable spider drones automatically chase down the other team and shock or totally blind them, leaving them fully vulnerable – pretty cool. Their other ability, however, allows you to hijack the other team’s deployables, and I’ve yet to see a single person use it effectively. There just aren’t that many things to steal or many opportunities to do so, and every time I tried to sneak up to a shield or health station to try to hack it, I was killed – by the players who, of course, were currently using the thing I wanted to hijack. That’s especially egregious because you either need to pay $10 to unlock DedSec, or sink a whole lot of time into playing the other four factions to earn it for free.

On the flipside, other abilities feel overly strong. The Echelon faction, which is inspired by the stealthy gameplay of Splinter Cell, can either become nearly invisible or activate a pulsing sonar ability that lets your whole team see enemies through walls. Their ultra ability, Sonar Goggles, greatly increases the range of that legalized wallhack and gives you the 5.7 pistol, which fires slowly but takes enemies down in one or two hits. The only way to deal with the Sonar Goggles, as far as I can tell, is just to kill whoever’s using it. Where the other factions have abilities that are a lot more situational or team-oriented, there’s basically no drawback here – it’s never not to your advantage to see through walls. The lack of effective balance at launch means some classes are more popular than others in matches, and that weakens the faction system overall.

Generally, though, the larger issue with abilities is that they don’t really fit with XDefiant’s “the quick and the dead” approach to gunfights. Since shootouts are often over almost as soon as they begin, a lot of abilities are just a non-factor in most situations. Firing off a heal or launching an explosive drone delays you from shooting back, which means you’ll almost definitely die when all it takes to drop you is a couple of hits. That means you must have a Jedi-like sense of what will happen to make real use of them, like leaving a healing device or a shield where you think a fight is about to break out or launching an explosive drone toward where you anticipate someone to be.

Abilities don’t really fit its “the quick and the dead” approach to gunfights.

Why equip the moltov of The Division’s Cleaners faction, which you’ll only be able to use if you get within a few feet of an opponent, when you could choose the Phantom’s deployable shield and have several seconds of free shots at any distance? What good is the ability to hack a healing device from up close if sniping it from a distance is much more effective at neutralizing it without dying?

Balancing is an issue with some weapons at the moment, as well. The longer I played XDefiant, the more people started appearing in lobbies wielding sniper rifles, and it quickly became clear why: Sniping very often gets you a one-hit kill regardless of where the shot hits your target. Even at close ranges, if you can draw a bead on someone and snap off a shot, you’ll likely drop them before they have a chance to double-tap you. Skilled players picked up on this very quickly, and if you jump in today you’ll probably find yourself getting taken out instantly, regardless of how far away the enemy is. It quickly made me feel like a chump for opting for a different gun. So I guess I’m a sniper now.

It’s only partly because of the sniper advantage that shotguns and light machine guns feel a bit useless at the moment. Both have significant drawbacks; shotguns have very short range and slow firing rate, while LMGs seem to be tuned more to destroy enemy devices like shields and appear to do less damage to actual enemies. Both weapon types seem to punish you for choosing them over assault rifles or submachine guns, which have fewer drawbacks.

None of that is a dealbreaker, though, because XDefiant doesn’t care if your kill:death ratio is negative, so long as you’re helping your team get closer to the match objective. You don’t have to be among the fastest guns on the internet to grab a riot shield and focus on surviving long enough to push a payload from one end of a map to the other, or play support or defense on capture points by helping to keep your more lethal teammates alive. All of that is good fun, but it could certainly use a few more game modes with more imaginative and interesting approaches to shaking up gameplay in order to prevent us from falling into a routine for a bit longer.

XDefiant has only five modes at the moment, all of which are fairly standard fare for this kind of shooter. Those modes all support six-on-six unranked play – XDefiant will also have a four-on-four ranked mode, which will use skill-based matchmaking, but it’s only available as a preview right now. Zone Control, Domination, and Occupy are variations on capture-point modes, with Occupy taking place on a linear map while the other two are played in XDefiant’s big, dense arenas. That cuts down on variety, and a lot of the matches you’ll play during any given session start to feel repetitive pretty quickly. Whether you’re capturing one control point that moves around the map, three simultaneously, or several in a specific order, it doesn’t change the gameplay enough to really differentiate those modes from each other.

The modes don’t excite, but the maps themselves are largely standouts.

Meanwhile, Hotshot is a version of Call of Duty’s Kill Confirmed in which you only score if you pick up a dropped item after a kill, but there’s an added VIP twist: The person with the most items becomes speedier and scores more points for every item they pick up, so you want to protect your own team’s Hotshot and hunt down opposing ones. Escort, on the other hand, is a straight-up payload mission on a linear map, with no meaningful differences from the mode that’s been in Overwatch for years (and in Team Fortress 2 before that), so it’s not terribly novel or innovative. Neither of these options do much to play to XDefiant’s particular strengths or help differentiate it from other games.

The maps themselves, on the other hand, are largely standouts. Ten are arenas and four are linear, and they all borrow liberally from the same games from which XDefiant pulls its factions to make for visually interesting and varied spaces. For the most part they’re highly open, with multiple pathways in and out of any given place. That means you’re as likely to get shot in the back as you are to get the drop on someone, but it’s nice that they encourage fast movement and a minimal amount of camping, and facilitate a lot of different types of engagements with just about every step. That helps make all of the factions and weapons feel viable (except maybe DedSec), at least from a playstyle perspective; running around with a shotgun is just as fun as hanging back with a sniper rifle, even if the power of the guns themselves are a little uneven. The open design also keeps things fair, as there are no locations where someone can hide and dominate alone with a sniper rifle or where a team can hunker down to make themselves nearly invulnerable.

There’s also a fairly expansive (if basically standard at this point) progression system that unlocks weapons, weapon attachments like scopes, and various faction characters as you play. Additional pieces for are unlocked for a weapon just by using it, so you can start to kit out guns to your liking after a few rounds with them. Additional guns and characters require completing challenges by using the weapons you have in specific ways, like earning point-blank SMG kills or notching a certain number of one-shot snipes. The challenges help encourage you to vary your playstyle, and none of them are arduous to unlock – they perfectly balance pushing you to experiment with different loadouts and gear, while quickly rewarding you with new weapons for your trouble.

The same can’t be said of the grind to unlock the DedSec faction, however. Four factions are available when you start in XDefiant, but the fifth requires earning some 700,000 experience points from completing objectives, scoring kills, finishing and winning matches, and completing daily challenges. To put that in perspective, a kill gets you 100 XP, a finished match earns 2,000 – and another 2,000 if you win – while the four challenges available each day range from 5,000 to 10,000 XP. That makes it a fairly intense grind to do for free, but of course you can unlock DedSec instantly if you’re willing to fork over $10. But again, given how weak that faction seems to be with the current balance, neither the grind nor the cost seems especially worth it.

Next Doom Game Has a Name, Will Be Revealed at Xbox Games Showcase – Report

Bethesda and id Software’s next Doom game is reportedly called Doom: The Dark Ages and is expected to be revealed at next month’s Xbox Games Showcase, according to Insider Gaming.

A report from the site says fans will see the next entry in the classic first-person shooter franchise when Microsoft holds its gaming event come June 9. It adds that the title has been in development for at least four years and judging by early details from last year, it may feature a medieval theme.

id’s next mainline Doom game has been rumored for years, though it has been called a different name in the past. Leaked Microsoft court documents from 2023 revealed something known as Doom: Year Zero. If Doom: The Dark Ages is real, it’s likely the final name for that same project. While Bethesda has never officially confirmed that such a project exists, a recent “IDKFA” trademark filing from ZeniMax Media had many fans hoping an announcement could be on the horizon.

It’s been four years since id unleashed its modern Doom sequel, Doom Eternal, for PC and consoles in March 2020. It’s not been completely quiet in the time since, though, as the studio also released The Ancient Gods Part One and Part Two in late 2020 and early 2021, respectively. Without confirmation that Doom: The Dark Ages is real, it’s probably best to keep expectations low. Either way, we won’t have to wait much longer to see if the rumors hold any weight.

For more on Doom, you can read our review of Doom Eternal. We loved the way the follow-up brought the FPS franchise into the future, awarding it a 9/10 at the time. We said, “Whether you’re a new Doom fan or a veteran one, Doom Eternal is bound to delight & entertain you. It’s gloriously fun.”

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Guide: Best Nintendo Switch Remakes And Remasters

Remake you feel my love.

Swept and updated with Star Wars: Dark Forces Remaster, Tomb Raider I-III Remastered, El Shaddai, Braid, Paper Mario: The Thousand-Year Door, and Wizardry: Proving Grounds of the Mad Overlord. Enjoy!


It used to be the case that, if you missed out on a particular game, your only way to catch up was to buy the original console and the original game. Then, thanks to services like the Virtual Console, you could emulate those old games without having to own any old consoles, for much more affordable prices (usually) than the ones you might find in secondhand sales.

Read the full article on nintendolife.com

Every Nintendo Console: A Full History of Release Dates

Nintendo is the most recognizable name in history when it comes to video games. From the beginning, Nintendo has been at the forefront of creativity and innovation in the home console space. Nintendo is known for its vast library of treasured IPs, with many offering the same charm dozens of years later. With so many upcoming titles, the company is showing no signs of slowing down. Below, we’ve rounded up every single console Nintendo has ever released. Journey through the ages and discover how Nintendo has continued to push the gaming medium forward!

Looking to save on a new Nintendo Switch or new titles for your system? Be sure to check out the best Nintendo deals available today.

How Many Nintendo Consoles Have There Been?

In total, thirty-two Nintendo consoles have been released throughout Nintendo’s history of releasing games. We’ve included revision models for both home and handheld consoles, which include brandings like XL and Mini.

Every Nintendo Console in Order of Release

Color TV-Game – June 1, 1977

The Color TV-Game line of systems was Nintendo’s first foray into gaming hardware and one that you might not necessarily be aware of. These devices were a joint venture by Nintendo and Mitsubishi Electronics, with the latter involved as Nintendo was inexperienced at developing hardware. These systems were a major success at the time and ultimately led Nintendo to divert its focus to developing more gaming hardware. Almost fifty years later, the Color TV-Game’s legacy is still felt, with Nintendo invested more than ever in gaming.

Game & Watch – April 28, 1980

Nintendo’s first foray into the handheld market was with its Game & Watch devices, each loaded with a different game. While you might not think much of it, the Game & Watch series sold over 40 million units worldwide. These devices brought many gaming revelations that are still utilized today, such as the D-Pad in the Donkey Kong Game & Watch. These consoles made a comeback somewhat recently when Nintendo released limited edition models in 2020 and 2021 to celebrate the anniversaries of Mario and Zelda.

Nintendo Entertainment System – October 18, 1985

The Nintendo Entertainment System (NES) is the first Nintendo home console to be released in North America. Known as the Family Computer (Famicom) in Japan, this console implemented cartridges to allow users to purchase and play as many games as they’d like on the system. Almost all of the major Nintendo franchises we know and love got their starts here, with series like Super Mario, The Legend of Zelda, and Metroid. Overall, the NES is one of the most important consoles in video game history, as it established a pipeline for generations to come.

Game Boy – July 31, 1989

The first true Nintendo handheld video game console is the Game Boy, which released in North America during the Summer of 1989. Game Boy took a major step forward from the Game & Watch, offering cartridges so you could play as many games as you’d like on the system. For many, the Game Boy’s most well-known game is Tetris, which was bundled in with the system in every region with the exception of Japan.

Super Nintendo Entertainment System – August 23, 1991

The Super Nintendo Entertainment System (SNES) brought 16-bit graphics to a Nintendo platform for the first time. This console was when Nintendo began crafting major evolutions for their biggest series, with games like Super Mario World, Donkey Kong Country, and more. Despite launching toward the latter part of this console generation, the SNES still managed to be the best-selling console of this time period with its profound software lineup and generational appeal.

Virtual Boy – August 14, 1995

The Virtual Boy is quite possibly Nintendo’s weirdest console. This portable device was the first ever video game console that could properly display 3D visuals. A mere 22 titles were ever released for the system, with games like Mario’s Tennis, 3D Tetris, and Virtual Boy Wario Land among the most popular. Virtual Boy only lasted on the market for one year, with just under 800,000 units sold in its lifetime.

Game Boy Pocket – September 3, 1996

The Game Boy Pocket is a smaller version of the Game Boy, featuring a definitive black and white screen instead of the Game Boy’s green tinted display. One of the biggest improvements of this release was the new hardware inside that improved the response time of the display on screen. However, with the smaller design, the Game Boy Pocket had a shorter battery life than the Game Boy.

Nintendo 64 – September 29, 1996

Nintendo 64 brought 3D graphics to a Nintendo home console for the very first time. This revolutionary device offered two of the most influential titles ever with Super Mario 64 and The Legend of Zelda: Ocarina of Time. The N64 completely refreshed what the NES and SNES offered, with a bold new controller that featured an analog stick for the first time. N64 is one of the few consoles where Nintendo offered many iconic special editions, with multiple translucent variants available.

Game Boy Light – April 14, 1998

Game Boy Light is a console you might not be too familiar with, and a large part of that is likely due to it being exclusive to Japan. This Game Boy revision was bigger than the Game Boy Pocket, but added a new backlight so players could play in low-light areas. Ultimately, this change allowed for the Game Boy Light to feature longer battery life than the Game Boy Pocket, with around 20 hours in total.

Game Boy Color – November 18, 1998

Game Boy Color finally brought color to Nintendo’s handheld side, offering a new way to experience portable gaming. The device is backwards-compatible with all Game Boy games, so it was an easy upgrade for many. Some Game Boy games had support for color already, so titles like Tetris could be experienced anew with bright and beatuiful colors. With the new hardware inside, hundreds of new games were also released exclusively for the system.

Game Boy Advance – June 11, 2001

Game Boy Advance (GBA) was the first massive technological leap forward in the Game Boy brand for Nintendo. In a major shakeup to the previous Game Boy models, GBA flipped the device orientation to a horizontal, rectangular shape versus the portrait-designed Game Boy. 16-bit graphics were now available portably, with a major upgrade from the Game Boy’s 8-bit graphics support. Of course, Game Boy and Game Boy Color games were also supported via backwards compatibility. This opened the number of games available on GBA into the thousands.

Pokémon mini – November 16, 2001

Pokémon mini released in 2001 with a major focus on Pokémon games (as the name implies). This device is so incredibly small that you can fit multiple in your pocket. Only 10 games were ever released for Pokémon mini, with just four in North America. Pokémon mini featured a built-in clock function, an infrared port for communication, and built-in rumble.

Nintendo GameCube – November 18, 2001

Nintendo GameCube built upon the success of the Nintendo 64 and followed up with sequels to many of the beloved titles found on the system. Super Mario Sunshine, The Legend of Zelda: Wind Waker, and Super Smash Bros. Ultimate are all three titles that shined on the system. GameCube made a major departure from Nintendo’s prior home consoles, as it utilized discs instead of cartridges. Additionally, the controller made major improvements from N64, with built-in rumble, analog/digital triggers, and a staggered design for the sticks. The legacy of the GameCube still lives on today, with many of the franchises that debuted on the title more popular than ever. Looking at you, Animal Crossing.

Panasonic Q – December 14, 2001

Panasonic Q is a collaborative console between Panasonic and Nintendo. This device combined a traditional GameCube with a DVD player, allowing for users to play GameCube titles, watch DVDs, and listen to CDs. Its design is striking, with a stainless steel exterior and a front LCD panel. Due to a steep price point and low sales, the console only lasted two years on the market.

Game Boy Advance SP – March 23, 2003

Game Boy Advance SP (GBA SP) was the first revision of the Game Boy Advance. A major change from the previous model was the hinge design, which placed the screen on the top panel and the controls on the bottom panel. Additionally, the GBA SP featured a chargeable battery and a backlit screen (exclusive to later models), which were both major improvements from its predecessor. Nintendo opted to omit a headphone jack on this model but offered an adapter for players to listen to audio through headphones.

Nintendo DS – November 21, 2004

Nintendo DS was the first unit in the DS line, which marked the start of Nintendo’s best-selling console. The DS featured Wi-Fi support for the first time, with a standout clamshell design that expanded upon the Game Boy SP. With two screens, games on Nintendo DS were quite unique, with many developers creating experiences unlike anything on the market previously. The bottom screen was a touchscreen that players could use with the included stylus pen.

Game Boy Micro – September 19, 2005

Game Boy Micro was famously revealed by Reggie Fils-Aimé during E3 2005, with many shocked at the small size of the system. The rectangular design featured a D-pad and two buttons on the front, with Start and Select buttons on the bottom side of the unit. Like previous GBA models, Game Boy Micro was backwards compatible with Game Boy and Game Boy Color games, in addition to playing Game Boy Advance titles. Game Boy Micro featured a backlit screen that allowed for adjustable brightness and even lighting across the screen. The system only sold 2.42 million units across 18 months, where production was then ended.

Nintendo DS Lite – June 11, 2006

Nintendo DS Lite was the first revision of the Nintendo DS. This model released just under a year and a half after the initial launch of the Nintendo DS, and it brought a few changes to the fold. First, the DS Lite is slimmer and lighter than its predecessor. The screens are also both noticeably brighter than the standard DS, which made games easier to see regardless of lighting conditions. Lastly, the battery life was much improved on Nintendo DS Lite to allow for more playtime without the need for a charge.

Nintendo Wii – November 19, 2006

Nintendo Wii marked a huge resurgence for Nintendo’s home console business, with a unique focus on motion controls that sold many on the system. The unique Wii Remote relied heavily on motion to control the system, utilizing both infrared and digital technology to input motion from all directions. Nintendo released all sorts of accessories for the system from the Nunchuk to the Wii MotionPlus. Wii was backwards compatible with both GameCube titles and controllers, since the Wii utilized optical discs once again. One of the defining software offerings of Wii was Virtual Console, which allowed players to purchase NES, SNES, and N64 titles for digital download.

Nintendo DSi – November 1, 2008

Nintendo DSi made a few changes to the Nintendo DS, acting as the second major revision of the model. It added two cameras, one on the hinge inside and one on the outside panel, which were utilized in games and in certain software. An SD card slot was also added to provide additional storage for downloaded games. Unfortunately, the Nintendo DSi also removed the Game Boy Advance slot that was present on the Nintendo DS and Nintendo DS Lite.

Nintendo DSi XL – November 21, 2009

Nintendo DSi XL was a larger model of the DSi that launched a year after the main model. This device featured larger, wide-view screens that both sat at 4.2 inches. Two speakers were added to the top panel to provide better, clearer sound for players, and a bigger battery for longer playtime. With the larger screens, Nintendo DS games were brighter and easier to experience than ever.

Nintendo 3DS – March 27, 2011

Nintendo 3DS was the successor to the Nintendo DS line, offering a wide variety of new features, games, and hardware capabilities. The key feature of 3DS was the 3D capabilities, which were powered by stereoscopy so no eyewear was required. Interestingly enough, this is the same technology that was used to power the Virtual Boy, which only lasted on the market for one year in 1995. 3DS was a massive upgrade from Nintendo DS, with many impressive titles like The Legend of Zelda: A Link Between Worlds, Fire Emblem: Awakening, and Super Mario 3D Land.

Nintendo 3DS XL – August 19, 2012

Nintendo 3DS XL (known as Nintendo 3DS LL in Japan) featured a screen that was 90% larger than the original 3DS. This console retained every feature of the Nintendo 3DS and simply offered a larger screen. Many games were much easier to view with this model, especially with the bottom screen.

Nintendo Wii U – November 18, 2012

The Nintendo Wii U was the successor to Nintendo Wii, featuring an all-new GamePad controller. This controller featured a screen and could be used to play titles off of the TV. All previous Nintendo Wii games, accessories, and controllers were compatible with the system. Wii U was Nintendo’s first-ever console to support HD, which was a major step up from the 480p capabilities of the Wii. There were some incredible titles released for the system, including Xenoblade Chronicles X, Super Mario 3D World, Splatoon, and Bayonetta 2 to name a few. Ultimately, a combination of poor marketing and confusion led to poor sales of the Wii U, which left Nintendo in a crucial state prior to the launch of Nintendo Switch.

Nintendo Wii Mini – December 7, 2012

Wii Mini was a smaller, lighter Wii unit that was released at the very tail end of the Wii’s life cycle. Wii Mini featured a top-facing disc drive, which was a huge departure from the standard Wii. Additionally, it removed support for GameCube, Wi-Fi connectivity, 480p resolution, and SD cards. This console launched in Canada during December 2012, with releases in Europe and the United States in 2013.

Nintendo 2DS – October 12, 2013

Nintendo 2DS offered exactly what it sounds like – fun, 2D content. This device removed the 3D capability present on 3DS models and instead flattened out the console to a square-like shape. All 3DS titles are playable on 2DS, with all features minus 3D intact. The console did lose considerable sound quality, as the speaker onboard was swapped for a mono speaker versus a stereo speaker. However, with the extremely low price point, Nintendo had to cut costs somewhere.

New Nintendo 3DS – October 11, 2014

New Nintendo 3DS made significant upgrades to the standard 3DS, with new controls, features, and platform support. Nintendo added the C-Stick, ZR and ZL buttons, and NFC support for amiibo with this release. While the New Nintendo 3DS launched across Japan, Australia, and Europe in late 2014 to early 2015, North America did not receive this standard version until September 25, 2015.

New Nintendo 3DS XL – February 13, 2015

Released before New Nintendo 3DS in North America, New Nintendo 3DS XL was a larger version of the revised 3DS model. Although the standard model did feature bigger screens than the standard 3DS, the 3DS XL had even bigger displays, which allowed for more immersive games. The New 3DS XL made a major change from the smaller model as it removed the ability to change face plates. Many felt this limited customization, though Nintendo did offer mutliple special editions for players to purchase.

Nintendo Switch – March 3, 2017

Nintendo Switch fully realized the vision of the Wii U and completely propelled Nintendo to the top of the industry once again. The Switch operates as both a home and portable console, with the ability to play games wherever you go. The same grand experiences you were used to on consoles can now be played in a park, on a plane, or in your bed. With arguably the best first party library of any Nintendo console, Switch has seen some of the greatest games of all time be released on it. There have also been quite a few special edition Nintendo Switch consoles that have been released throughout the years.

New Nintendo 2DS XL – July 28, 2017

New Nintendo 2DS XL was a major update to the 2DS. Additions for this model included an analog stick, shoulder buttons, amiibo support, and more. 2DS XL also moved back to the signature clamshell-hinge design, which was a departure from the flat panel used for 2DS. This console was also able to play New 3DS titles, which included games like Xenoblade Chronicles 3D and Fire Emblem Warriors.

Nintendo Switch Lite – September 20, 2019

Nintendo Switch Lite shrunk down the body of the Nintendo Switch, utilizing a 5.5 inch LCD screen. The major change with this model was the removal of Joy-Con, as the controllers are now built-in on the sides of the console. As a result of these changes, the Nintendo Switch Lite is only playable in handheld mode and cannot be docked to a TV. This allowed Nintendo to cut costs and charge $100 less for the Lite model.

Nintendo Switch OLED model – October 8, 2021

Nintendo Switch OLED debuted alongside Metroid Dread in October 2021. This premium Switch increased the size of the screen to 7 inches, while also adding a new premium OLED panel. In addition to these features, the speakers and kickstand were also reworked for this device. The OLED model released alongside a new dock, featuring rounded corners and a built-in LAN port.

Upcoming Nintendo Consoles

With the Nintendo Switch in the midst of its seventh year on the market, Nintendo’s next console is on the horizon. In fact, current Nintendo President Shuntaro Furukawa confirmed in May 2024 that Nintendo would reveal details on its next generation console sometime during Fiscal Year 2025.

This console, referred to by many as Nintendo Switch 2, is expected to offer power somewhere between a PlayStation 4 Pro and an Xbox Series S. Additionally, backwards compatibility and 4K support through DLSS are two major features expected to be available. Nintendo Switch 2 will likely release in early 2025 based on multiple reports from this Spring.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.

New Astro Bot Game Rumored to Be Announced in the Next Two Weeks

Sony is rumored to be gearing up to announce a new Astro Bot game for PlayStation 5 soon.

The details come from Dealabs and reliable leaker Billbil-kun, which say that developer Team Asobi will apparently reveal the next entry in its cutesy robot platformer series sometime in the next 15 days. Part of the unannounced title is said to take place in a desert area with a new character described as a “fennec fox in the form of a robot” that shares some similarities with Astro. IGN understands the rumor to be accurate.

The Dealabs report adds that the title may simply be named Astro Bot and expects it to be released exclusively for PS5 and not PSVR 2. Asobi’s next game has been rumored for some time, as in 2021, the studio published a job posting that teased its “most ambitious game yet.” The studio later doubled down on this, saying that its next project will be its “biggest to date.” Asobi cemented itself as a PlayStation studio in 2021.

With Summer Game Fest set to kick off in the next few weeks, it’s no surprise to hear that PlayStation has some announcements in the cards. A PlayStation showcase of some kind has been rumored for weeks as well, with many believing that Sony will announce a summer presentation sooner rather than later. However, it’s probably best to keep expectations tempered until a PlayStation event is officially revealed.

Astro Bot has appeared only a handful of times in the last decade and is usually used to highlight PlayStation hardware features. Astro Bot Rescue Mission, a game we gave a 9/10, wowed PSVR users upon its release in 2018. Then, with the launch of the PS5 in 2020, users were treated to Astro’s Playroom, a platformer that dived into PlayStation history while putting a spotlight on the DualSense controller’s features. We gave it an 8/10 in our review, saying, “Astro’s Playroom is a great showcase for the varied, impressive ways the DualSense can immerse you in next-gen games.”

It’s hard to say exactly how the next Astro game will build upon Asobi’s previous work, but the team seems to at least be confident in what it’s been working on for the last few years. For more, you can check out our list of the 25 best PS5 games.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Wuthering Waves plans to let you skip more scenes and improve combat as gacha RPG apologises for rocky launch

Wuthering Waves is the latest open-world RPG gacha game to follow in the wake of the likes of Genshin Impact and Honkai: Star Rail, but Kuro Games’ free-to-play offering has had to deal with a bit of a wobbly launch over the last couple of days, leading the studio to scramble to address login problems, detail additional upcoming improvements and offer players some in-game games as means of apology.

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Nintendo Announces Second US Store, Opening 2025

We’re off to ‘Frisco.

Nintendo has announced plans to open a second Official Store in the USA.

The company will be opening a brick-and-mortar shop in San Francisco, specifically in the iconic Union Square, deemed the “teeming commercial hub of the city”. Currently, the store is scheduled to open in 2025, with more details to be revealed in the future.

Read the full article on nintendolife.com

Climb to New Heights with Grappin, Available for Preorder Now

Hello, Xbox community!

I’m Ahmin Hafidi, game designer at Polylabo, a micro (emphasis on the micro) game studio based in Tokyo, Japan.

Today, I would like to introduce you to Polylabo’s first game, Grappin.

Grappin is a first-person adventure game focused on exploration, action and grappling hook action.

You wake up alone in your village, heavy rain and it’s dark. Your only way is forward and soon enough, you will stumble upon the Grip, a mysterious artifact that you also can use as a grapple hook. Very convenient, right?

Your goal is set: you need to bring back the Grip to the Grip Shrine, perched on top of the highest mountain. Easier said than done, believe me!

Grappin screenshot

In Grappin, you’ll embark on an epic first-person adventure to reach the top of the mountain. A variety of biomes are waiting for you to explore, each with its own unique challenges. Start your journey in a wide valley at the base of the mountain, navigate through blazing hot lava caves and brave a dangerous icy ridge as you make your way to the summit. And more!

The core of Grappin‘s gameplay revolves around the versatile grappling hook called the Grip. The Grip has two distinct forms: the Normal Grip, which allows you to hookshot yourself to clay surfaces, and the Trace Grip, which also hook to clay surfaces but capable of covering very long distances at high speed, making it ideal for backtracking and exploration.

Grappin screenshot

There are over 50 relics scattered throughout the world waiting to be discovered. The legend says that getting them all will uncover the mystery surrounding the mountain and the Grip itself, rewarding those who take the time to explore every nook and cranny. Exploration is key!

Grappin screenshot

Me and Benoit, the game composer, have poured our hearts into the making of this game and we hope that you will enjoy your journey to the top of the mountain.

It has been a dream of mine of releasing my own independent title on consoles and I’m beyond happy to finally say this:

Grappin is now available for pre-orders on Xbox Series X|S, Xbox One and PC!

Launching on June 6!

Enough talk, now go on sharpening your grapple hook, put on your polar coat and scarf!

Are you ready for a gripping adventure?

Xbox Live

GRAPPIN

POLYLABO


$12.99

$11.04

HOOK INTO ADVENTURE

Experience the thrill of adventure and put to the test your climbing and platforming skills in GRAPPIN, the first-person adventure game that takes you to new heights.

EXPLORE THE UNKNOWN

After a mysterious awakening, you discover the Grip, an artifact that serves as your grappling hook. Your mission is clear: return the Grip to the Grip Shrine, located at the summit of the highest mountain.

CLIMB TO NEW HEIGHTS

Navigate through challenging environments and overcome obstacles as you journey to the top of the mountain. From blazing hot lava caves to treacherous ridges, you’ll need to master the use of your grappling hook to survive. As you explore, uncover more than 50 Relics to unravel the mystery surrounding the Grip and the mountain.

Are you ready for a gripping adventure?

The post Climb to New Heights with Grappin, Available for Preorder Now appeared first on Xbox Wire.

Share of the Week: Mythical

Last week we asked you to tap into mythology and legend, sharing creatures and characters found in games inspired by myth using #PSshare #PSBlog. Here are this week’s highlights:

Tigas_VP shares Geralt gazing up at a griffin in The Witcher 3

call_me_xavii shares Aloy gazing up at a hologram of Poseidon, a remnant of Las Vegas in Horizon Forbidden West

reins62831 shares an enemy harpy from Dragon’s Dogma 2

CowboyDbop92 shares the Eikon Odin from Final Fantasy XVI

Defalt368 shares Nuna and Fox approaching a large spirit based on Iñupiat storytelling in Never Alone

ValkyrieQ8 shares a samurai in a kitsune spirit mask in Ghost of Tsushima

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?

THEME: Leap
SUBMIT BY: 11:59 PM PT on May 29, 2024

Next week, take a leap! Share thrilling moments with characters leaping or jumping into action from the game of your choice using #PSshare #PSBlog for a chance to be featured.

Animal Well creator plans to follow the superb Metroidvania with a game that shares its world but “may not be a direct sequel”

In a year already stacking up plates of delicious indie game dishes so fast they’re toppling over and crashing onto the floor, spilling splattered food over the carpet to be hoovered up by waiting dogs/cats/raccoons/mice, Animal Well is one of the most generous helpings yet. The captivating, combat-free Metroidvania is rich with a delectable buffet of challenges, puzzles and secrets to find even once you’ve seen the credits roll. Still, players have chewed their way through its more-ish platforming and puzzle-solving much faster than its solo developer intended, it turns out. Luckily for us all, creator Billy Basso is already looking ahead to a new game set in the moody zoo-niverse – even if that’s not a complete sequel.

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