Gear Up Like the Pros and Play in Style – Xbox Elite Wireless Controller Series 2 Now Available in Vibrant Red or Blue

Introducing the Xbox Elite Wireless Controller Series 2 – Core, now in red and blue. We expanded the core version of the Xbox Elite Series 2 lineup to give gamers more options to play like a pro. Play in style with just the components you need to unleash your best game. 

The new, vibrant red and blue color schemes of the core version of Xbox Elite Series 2 are sure to make a statement amongst your friends while delivering key performance-focused benefits. Turn on a dime with adjustable tension thumbsticks where inches are the difference. Make split seconds count with hair trigger locks and stay on target with wrap-around rubberized grips. Enjoy limitless customization with exclusive button mapping options to find your groove. Perfect your game day prep with assignable custom profiles so you can dominate regardless of playbook or sport.

Custom profiles can be set up through the Xbox Accessories App, where you can adjust other settings like the color the Xbox button lights up with on Xbox Series X|S, Xbox One, and Windows PC devices. Use Xbox Wireless, Bluetooth®, or the included USB-C cable to play across your Xbox Series X|S, Xbox One, Windows PC, and mobile. Stay in the game with up to 40 hours of rechargeable battery life and refined components built to last1. For added peace of mind, Xbox Elite Series 2 controllers come with Microsoft’s 1-year limited warranty2.  

The best part is that Xbox Elite Series 2 controllers are designed to be fully customizable, so you can play with a specific setup that works best for you. Add even more customization to the core version of Xbox Elite Series 2 with the Complete Component Pack (sold separately) for $59.99 USD MSRP. Tailor the controller to your preferred gaming style with interchangeable thumbsticks, paddle shapes, and D-pad. Includes a carrying case, charging dock, and USB-C cable. Add an extra splash of color with Xbox Design Lab, where you can personalize component packs for Xbox Elite Series 2 controllers to match your style

Complete Component Pack image.
The Complete Component Pack (sold separately).

The Xbox Elite Wireless Controller Series 2 – Core in red or blue are available for pre-order today in select Xbox markets worldwide for $139.99 USD MSRP, respectively. Visit Xbox.com or your local retailer, including Microsoft Store, for more information.  

1  Battery life varies with usage and other factors. 
2  Microsoft’s Limited Warranty is in addition to your consumer law rights. 

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Disney Speedstorm Revs Up For Release With Founder’s Pack Trailer

A race worth fighting for?

Gameloft’s Disney Speedstorm races into early access on 18th April on Switch, and we’ve got a trailer that breaks down the game’s Founder’s Pack.

The live service racer has three different tiers that you can kick off the racing with from its early access launch next month, and each one will give you access to additional racers (without having to unlock them), exclusive cosmetics, and in-game currency such as tokens and Golden Pass Credits. A new season will kick off every 6-8 weeks, and if you pre-order today, you’ll get an exclusive bonus racing suit and car decor.

Read the full article on nintendolife.com

MultiVersus “Open Beta” shutting down in June, relaunching in 2024

MultiVersus is disabling online services on June 25th until the game’s full launch in early 2024, developer Play First Games have announced. Two seasons deep, the studio say they’re taking MultiVersus offline because it’s been in Open Beta this whole time (I know, shocker), so an extended break will give them time to prepare for their proper launch.

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Tomorrow, And Tomorrow, And Tomorrow’s publisher still won’t credit Brenda Romero

Brenda Romero called out Tomorrow, And Tomorrow, And Tomorrow – a bestselling novel about three aspiring game devs – for leaving her out of the acknowledgements page. Romero’s acclaimed board game Train inspired the in-book video game Solution, by the author Gabrielle Zevin’s own admission, which resulted in Romero speaking out. The book’s publisher Knobf Doubleday have now issued a statement refusing to credit Romero since “the only games listed in the author’s acknowledgements are video games.”

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Two 3DS HOME Themes Are Now Free To Download (North America)

Stars, dots & stripes.

If you happen to be located in North America, there’s apparently a small eShop goodbye gift from Nintendo in the form of “free” 3DS HOME menu themes. Users in this region can currently claim a ‘Dots & Stripes: Yellow & White’ theme and a ‘Stars: Gold & Black’ theme from the Theme Shop. These themes previously cost $0.99 USD.

If you boot up the Theme Shop in other locations like the UK and Europe, the main section of it features the ‘basic colour set’ and the ‘simple colour set’, which most 3DS users should have already redeemed by now. Unfortunately, the ‘Dots & Stripes’ and ‘Stars’ themes are not free here. If we about any other Theme Shop updates, we’ll let you know.

Read the full article on nintendolife.com

Luna Abyss Is a Movement-First Bullet-Hell FPS Set in a Space Prison

The archetypical bullet hell shooter — think Ikaruga or TwinBee — are top-down, two-dimensional aerial battlefields locked on an infinite vertical scroll. One daring spaceship or fighter jet must evade a wild morass of spherical, slow-moving projectiles, while destroying an armada of puny, fragile interceptors. In that sense, Luna Abyss deviates from the established tradition in some fascinating ways. This is a first-person shooter that cribs liberally from the quarter-eating cabinets of yore; your field of view billows up with floating bullets, but unlike Halo or Call of Duty, you’re not expected to duck behind cover in order to survive. Instead, in Luna Abyss, players will be squeezing through the slight crevices in between the shells in the same way you might slip through the empty space in an Enter The Gungeon shotgun blast. It’s a wild idea, and after a brief demo, there’s a chance Luna Abyss sticks the landing.

Luna Abyss dunks you headfirst into a world gone horribly wrong. You’ll take control of some sort of human-like creature named Fawkes, who has awoken — yes — with amnesia in an alien setting. The terrain evokes the inhospitable machine cities of the Matrix films; composed of slithering mechanical coils, glossy obsidian stones, and oppressive neon floodlights. In fact, almost every square inch of Luna Abyss is sheathed in black, red, and white. Fawkes will navigate a few primitive jumping puzzles before stumbling upon their first firearm — an introductory pea-shooter buoyed by no ammunition and a liberal overheat timer. Soon enough, you’ll also discover that you don’t need to do much aiming with your arsenal. The left click automatically locks on to any unlucky target in proximity with your crosshairs, quickly reducing them to dust.

This is the primary way Luna Abyss distinguishes itself from other shooters. The combat encounters aren’t structured around reflexes and mouse dexterity; you’re guaranteed to land clean, powerful shots on anyone inhabiting your field of view. With those responsibilities accounted for, you’ll spend most of your time with Luna Abyss strafing around the map, which is important, because the enemies you’ll encounter have the means of emitting ungodly barrages of plasma missiles. This is where Luna Abyss lays its bullet hell DNA bare. All of the isometric bobbing and weaving you did on a flat arcade screen must now be adapted to a fully 3D environment; victories and defeats start with your footwork, rather than the location of your cursor. It’s a brand new way to play an FPS, and once you get the rhythm down, Luna Abyss has a way of getting under your skin.

You get the sense that Luna Abyss is barely scratching the surface of the various ways it can torture us.

The best example of this dynamic is the single boss fight I encountered in the demo. I faced off against a monstrosity who was capable of unleashing a psychedelic spiral of lethal orbs. It almost felt like I was engaged in a Star Fox showdown; you need to identify the few safe spots on the floor, while slowly chipping away at their health bar. You get the sense that Luna Abyss is barely scratching the surface of the various ways it can torture us. I would not be surprised if, after a few more levels, this is a video game that gets very, very difficult.

Towards the end of my run, Fawkes discovered a brand new weapon. It works like a slow, punchy railgun, and has the capacity to obliterate the luminous plasma shields bubbling certain enemies. This added a new wrinkle to the arenas; you blow away a target’s protection before quickly mousewheeling to the machine gun in order to finish them off. (If you are a veteran of the Halo 2 plasma pistol/battle rifle combo, you’ll be right at home.) This was a promising sign that Luna Abyss will continue to find interesting ways to augment its formula the more we sink our teeth into it. I also hope the deliberate pacing of its storytelling picks up. Developer Bonsai Collective has cooked up a memorably nauseating realm, but thus far, I’m only learning more about its specifics through text logs and elliptical conversations with the occasional Dark Souls-ish NPC. I’m enjoying the sights, but I can’t quite say I’m immersed.

Then again, demos are supposed to be a small glimpse of a much bigger picture. And from everything I’ve played, I’d be shocked if Luna Abyss doesn’t have a few more tricks up its sleeve.