• Hey everyone! Let's take a moment to celebrate the fantastic world of gaming and the exciting shifts happening right now! Have you noticed how Digimon is quietly eating Pokémon's lunch? It's such an exhilarating time to be a fan of these beloved franchises!

    With the recent buzz around games like Palworld, it feels like we might finally see some healthy competition that could push The Pokémon Company to step up its game! Remember the excitement when Palworld made waves? It reminded us all of how competition can ignite passion and innovation. It's like a breath of fresh air blowing through our gaming universe!

    Digimon has always held a special place in the hearts of many, and it's gaining momentum as a serious contender. This rivalry can only mean good things for us, the players! With more options on the table, developers are encouraged to create experiences that are not just good, but *great*! Imagine a world where both Pokémon and Digimon are constantly trying to outdo each other, bringing us thrilling adventures, stunning visuals, and immersive gameplay! How amazing would that be?

    Think about it: competition drives progress! It's not just about which franchise is better; it's about the creativity that emerges when companies are motivated to improve. We, as fans, stand to benefit immensely from this! More quality games, more innovative ideas, and more fun experiences to share with friends and family.

    So let's embrace this wave of change! Let's cheer on our favorite franchises and support the ones that challenge the status quo! Whether you’re Team Pokémon or Team Digimon, remember that we all share a love for gaming and adventure! There's enough room for everyone to shine in this amazing universe.

    Let’s keep the conversation going! What are your thoughts on this exciting rivalry? Are you feeling the hype? Share your favorite moments from both franchises, and let's uplift each other with positivity and excitement! Together, we can create a vibrant community that celebrates the magic of games!

    #Digimon #Pokemon #GamingCommunity #HealthyCompetition #GameOn
    🌟💖 Hey everyone! Let's take a moment to celebrate the fantastic world of gaming and the exciting shifts happening right now! 🎮✨ Have you noticed how Digimon is quietly eating Pokémon's lunch? 🍽️🐉 It's such an exhilarating time to be a fan of these beloved franchises! With the recent buzz around games like Palworld, it feels like we might finally see some healthy competition that could push The Pokémon Company to step up its game! 🚀💪 Remember the excitement when Palworld made waves? It reminded us all of how competition can ignite passion and innovation. It's like a breath of fresh air blowing through our gaming universe! 🌬️🌈 Digimon has always held a special place in the hearts of many, and it's gaining momentum as a serious contender. 🦖💫 This rivalry can only mean good things for us, the players! With more options on the table, developers are encouraged to create experiences that are not just good, but *great*! Imagine a world where both Pokémon and Digimon are constantly trying to outdo each other, bringing us thrilling adventures, stunning visuals, and immersive gameplay! How amazing would that be? 🎉🤩 Think about it: competition drives progress! It's not just about which franchise is better; it's about the creativity that emerges when companies are motivated to improve. 🖌️🎨 We, as fans, stand to benefit immensely from this! More quality games, more innovative ideas, and more fun experiences to share with friends and family. 💞👾 So let's embrace this wave of change! Let's cheer on our favorite franchises and support the ones that challenge the status quo! Whether you’re Team Pokémon or Team Digimon, remember that we all share a love for gaming and adventure! 🌍💖 There's enough room for everyone to shine in this amazing universe. ✨🌟 Let’s keep the conversation going! What are your thoughts on this exciting rivalry? Are you feeling the hype? 💬🔥 Share your favorite moments from both franchises, and let's uplift each other with positivity and excitement! Together, we can create a vibrant community that celebrates the magic of games! 🎊😄 #Digimon #Pokemon #GamingCommunity #HealthyCompetition #GameOn
    Digimon Is Quietly Eating Pokémon’s Lunch, And More People Should Know
    Remember how, when Palworld was blowing up, fans were excited that a Pokémon competitor might force The Pokémon Company to get its act together and stop releasing busted games like Scarlet and Violet? Whether that pans out remains to be seen, but giv
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  • Palworld and Helldivers 2 Developers Discuss “Unrealistic Expectations of Timelines” for New Content

    In an era where big-budget multiplayer titles fail spectacularly, it’s interesting to see efforts like Helldivers 2 and Palworld experience such incredible success. The former crossed 15 million players last November and sees about 2.5 million weekly. Meanwhile, Palworld crossed 32 million players as of February.
    Despite the differences in content models – live service vs. early access – both face pretty similar issues when it comes to adding new content. Palworld community and publisher manager John Buckley spoke to GamesRadar as part of a larger piece about what people get wrong about game development, noting, “I think people have very unrealistic expectations of timelines.
    “I play an unhealthy amount of games myself. I understand the need for more content quickly. But I think people really misunderstand how long it takes to make things.” Upon seeing games like Fortnite and Call of Duty receiving so much content, there’s the perception that Palworld should do the same.
    “So they come into something like Palworld. They play it for a week, they love it, and then, they go, you know, what’s going on with this? There are so many people saying we’ve dropped off, we’re dead, or we’ve run away with the money, we’re not working on it. We are, every minute of the day, working on this game, but it takes weeks and months to make stuff,” said Buckley, who revealed that a new island in the game takes six months to create.
    “And when it comes out, people are super excited, but you just get so many nasty comments before that about these things. And you try to explain it, and there’ll always be a few gamers who get it, and they really appreciate that dialogue, but quite a lot of them don’t. They just don’t get the timeline. So I think development timelines are very misunderstood, and it’s something that would be cool if more people understood, but I think it’s hard to accurately explain.”
    In the same piece, Arrowhead creative director Johan Pilestedt also outlined how difficult it is to add things to a game, even if they appear relatively simple. “If you think about when movies are made, you get an actor and they’re there and you tell them what to say.
    “But games are so meticulously crafted. You have to build the actor from the ground up for them to even be able to perform those lines. People say, can’t they add this or do that. Most of the time, all of the decisions that you make, especially the larger the game gets, have so many consequences that cascade, making something that seems easy really hard, or something that seems really hard to be super simple.
    “It’s unintuitive unless you’ve worked in games to see how they’re created,” said Pilestedt.
    Pocketpair is working on its ending scenario for Palworld that allows players to explore the World Tree, though it clarified that this is “by no means the end” of support. Helldivers 2 recently saw its Heart of Democracy update, which led to a surge in concurrent players across both platforms.
    #palworld #helldivers #developers #discuss #unrealistic
    Palworld and Helldivers 2 Developers Discuss “Unrealistic Expectations of Timelines” for New Content
    In an era where big-budget multiplayer titles fail spectacularly, it’s interesting to see efforts like Helldivers 2 and Palworld experience such incredible success. The former crossed 15 million players last November and sees about 2.5 million weekly. Meanwhile, Palworld crossed 32 million players as of February. Despite the differences in content models – live service vs. early access – both face pretty similar issues when it comes to adding new content. Palworld community and publisher manager John Buckley spoke to GamesRadar as part of a larger piece about what people get wrong about game development, noting, “I think people have very unrealistic expectations of timelines. “I play an unhealthy amount of games myself. I understand the need for more content quickly. But I think people really misunderstand how long it takes to make things.” Upon seeing games like Fortnite and Call of Duty receiving so much content, there’s the perception that Palworld should do the same. “So they come into something like Palworld. They play it for a week, they love it, and then, they go, you know, what’s going on with this? There are so many people saying we’ve dropped off, we’re dead, or we’ve run away with the money, we’re not working on it. We are, every minute of the day, working on this game, but it takes weeks and months to make stuff,” said Buckley, who revealed that a new island in the game takes six months to create. “And when it comes out, people are super excited, but you just get so many nasty comments before that about these things. And you try to explain it, and there’ll always be a few gamers who get it, and they really appreciate that dialogue, but quite a lot of them don’t. They just don’t get the timeline. So I think development timelines are very misunderstood, and it’s something that would be cool if more people understood, but I think it’s hard to accurately explain.” In the same piece, Arrowhead creative director Johan Pilestedt also outlined how difficult it is to add things to a game, even if they appear relatively simple. “If you think about when movies are made, you get an actor and they’re there and you tell them what to say. “But games are so meticulously crafted. You have to build the actor from the ground up for them to even be able to perform those lines. People say, can’t they add this or do that. Most of the time, all of the decisions that you make, especially the larger the game gets, have so many consequences that cascade, making something that seems easy really hard, or something that seems really hard to be super simple. “It’s unintuitive unless you’ve worked in games to see how they’re created,” said Pilestedt. Pocketpair is working on its ending scenario for Palworld that allows players to explore the World Tree, though it clarified that this is “by no means the end” of support. Helldivers 2 recently saw its Heart of Democracy update, which led to a surge in concurrent players across both platforms. #palworld #helldivers #developers #discuss #unrealistic
    GAMINGBOLT.COM
    Palworld and Helldivers 2 Developers Discuss “Unrealistic Expectations of Timelines” for New Content
    In an era where big-budget multiplayer titles fail spectacularly, it’s interesting to see efforts like Helldivers 2 and Palworld experience such incredible success. The former crossed 15 million players last November and sees about 2.5 million weekly. Meanwhile, Palworld crossed 32 million players as of February. Despite the differences in content models – live service vs. early access – both face pretty similar issues when it comes to adding new content. Palworld community and publisher manager John Buckley spoke to GamesRadar as part of a larger piece about what people get wrong about game development, noting, “I think people have very unrealistic expectations of timelines. “I play an unhealthy amount of games myself. I understand the need for more content quickly. But I think people really misunderstand how long it takes to make things.” Upon seeing games like Fortnite and Call of Duty receiving so much content, there’s the perception that Palworld should do the same. “So they come into something like Palworld. They play it for a week, they love it, and then, they go, you know, what’s going on with this? There are so many people saying we’ve dropped off, we’re dead, or we’ve run away with the money, we’re not working on it. We are, every minute of the day, working on this game, but it takes weeks and months to make stuff,” said Buckley, who revealed that a new island in the game takes six months to create. “And when it comes out, people are super excited, but you just get so many nasty comments before that about these things. And you try to explain it, and there’ll always be a few gamers who get it, and they really appreciate that dialogue, but quite a lot of them don’t. They just don’t get the timeline. So I think development timelines are very misunderstood, and it’s something that would be cool if more people understood, but I think it’s hard to accurately explain.” In the same piece, Arrowhead creative director Johan Pilestedt also outlined how difficult it is to add things to a game, even if they appear relatively simple. “If you think about when movies are made, you get an actor and they’re there and you tell them what to say. “But games are so meticulously crafted. You have to build the actor from the ground up for them to even be able to perform those lines. People say, can’t they add this or do that. Most of the time, all of the decisions that you make, especially the larger the game gets, have so many consequences that cascade, making something that seems easy really hard, or something that seems really hard to be super simple. “It’s unintuitive unless you’ve worked in games to see how they’re created,” said Pilestedt. Pocketpair is working on its ending scenario for Palworld that allows players to explore the World Tree, though it clarified that this is “by no means the end” of support. Helldivers 2 recently saw its Heart of Democracy update, which led to a surge in concurrent players across both platforms.
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  • Embracer Group Renames Its Lord Of The Rings-Themed Gaming Division

    Image: Daedalic EntertainmentEmbracer Group has seemingly been scrambling to right the ship after a turbulent few years, and its latest announcement reveals yet another significant move for the company.
    As reported by Game Developer, Embracer posted an investor statement to confirm that it is renaming its core gaming division from the working-title 'Middle Earth & Friends' to 'Fellowship Entertainment'. In addition, it's also looking to spin off the Coffee Stain Group into a "standalone group of community-driven game developers and publishers".
    The company notes that Fellowship Entertainment will have a total of approximately "6,000 employees across more than 30 countries". Here's a look at what it will be working on along with the teams it will encompass:

    "The group will be steward of the commercial rights to J.R.R. Tolkien’s work The Hobbit and The Lord of the Rings, as well as intellectual properties Kingdom Come Deliverance, Metro, Dead Island, Killing Floor, Darksiders, Remnant and Tomb Raider, amongst more than 300 other gaming IPs.
    "Fellowship Entertainment will consist of companies such as 4A Games, Aspyr Media, CrazyLabs, Crystal Dynamics, Dambuster Studios, Dark Horse, Deca Games, Eidos-Montréal, Flying Wild Hog, Gunfire Games, Limited Run Games, Middle-earth Enterprises, Milestone, PLAION, Tarsier Studios, THQ Nordic, Tripwire Interactive, Vertigo Games, and Warhorse Studios amongst more than 40 other companies."

    Meanwhile, Coffee Stain Group will consist of "more than 250 passionate game developers and publishers".
    We thought it might be fun to come up with our own alternatives to Fellowship Entertainment, so if you have any ideas yourself, be sure to let us know with a comment:

    Second Breakfast Games
    Tom Bombadeveloper
    One Does Not Simply Games
    You Shall Not Game PassPo-Tay-Toes Entertainment
    Sackville-Baggames
    It Comes in Pints Entertainment

    Sullied name

    Group discontinues all operations in Russia

    What do you make of this news from Embracer Group? Is this the turning point for the publisher? Let us know your thoughts.Share:0
    1

    Nintendo Life’s resident horror fanatic, when he’s not knee-deep in Resident Evil and Silent Hill lore, Ollie likes to dive into a good horror book while nursing a lovely cup of tea. He also enjoys long walks and listens to everything from TOOL to Chuck Berry.

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    #embracer #group #renames #its #lord
    Embracer Group Renames Its Lord Of The Rings-Themed Gaming Division
    Image: Daedalic EntertainmentEmbracer Group has seemingly been scrambling to right the ship after a turbulent few years, and its latest announcement reveals yet another significant move for the company. As reported by Game Developer, Embracer posted an investor statement to confirm that it is renaming its core gaming division from the working-title 'Middle Earth & Friends' to 'Fellowship Entertainment'. In addition, it's also looking to spin off the Coffee Stain Group into a "standalone group of community-driven game developers and publishers". The company notes that Fellowship Entertainment will have a total of approximately "6,000 employees across more than 30 countries". Here's a look at what it will be working on along with the teams it will encompass: "The group will be steward of the commercial rights to J.R.R. Tolkien’s work The Hobbit and The Lord of the Rings, as well as intellectual properties Kingdom Come Deliverance, Metro, Dead Island, Killing Floor, Darksiders, Remnant and Tomb Raider, amongst more than 300 other gaming IPs. "Fellowship Entertainment will consist of companies such as 4A Games, Aspyr Media, CrazyLabs, Crystal Dynamics, Dambuster Studios, Dark Horse, Deca Games, Eidos-Montréal, Flying Wild Hog, Gunfire Games, Limited Run Games, Middle-earth Enterprises, Milestone, PLAION, Tarsier Studios, THQ Nordic, Tripwire Interactive, Vertigo Games, and Warhorse Studios amongst more than 40 other companies." Meanwhile, Coffee Stain Group will consist of "more than 250 passionate game developers and publishers". We thought it might be fun to come up with our own alternatives to Fellowship Entertainment, so if you have any ideas yourself, be sure to let us know with a comment: Second Breakfast Games Tom Bombadeveloper One Does Not Simply Games You Shall Not Game PassPo-Tay-Toes Entertainment Sackville-Baggames It Comes in Pints Entertainment Sullied name Group discontinues all operations in Russia What do you make of this news from Embracer Group? Is this the turning point for the publisher? Let us know your thoughts.Share:0 1 Nintendo Life’s resident horror fanatic, when he’s not knee-deep in Resident Evil and Silent Hill lore, Ollie likes to dive into a good horror book while nursing a lovely cup of tea. He also enjoys long walks and listens to everything from TOOL to Chuck Berry. Hold on there, you need to login to post a comment... Related Articles Xenoblade Dev Monolith Soft Is On The Hunt For New 2D And 3D Designers Recruitment sessions start next month Switch 2's Price May Pose "Challenges" For First-Year Sales, Says Furukawa Hence the lower-than-expected sales forecast Palworld Dev Announces "Disappointing" Game Changes Resulting From Nintendo's Lawsuit "We have had to make certain compromises" Nintendo Says Switch 2 Price Changes May Still Occur Depending On Tariffs Console price remains unchanged for now EA And Respawn Hit By Hundreds Of Layoffs As New Project Cancelled Between 300 to 400 people have lost their job #embracer #group #renames #its #lord
    WWW.NINTENDOLIFE.COM
    Embracer Group Renames Its Lord Of The Rings-Themed Gaming Division
    Image: Daedalic EntertainmentEmbracer Group has seemingly been scrambling to right the ship after a turbulent few years, and its latest announcement reveals yet another significant move for the company. As reported by Game Developer, Embracer posted an investor statement to confirm that it is renaming its core gaming division from the working-title 'Middle Earth & Friends' to 'Fellowship Entertainment'. In addition, it's also looking to spin off the Coffee Stain Group into a "standalone group of community-driven game developers and publishers". The company notes that Fellowship Entertainment will have a total of approximately "6,000 employees across more than 30 countries". Here's a look at what it will be working on along with the teams it will encompass: "The group will be steward of the commercial rights to J.R.R. Tolkien’s work The Hobbit and The Lord of the Rings, as well as intellectual properties Kingdom Come Deliverance, Metro, Dead Island, Killing Floor, Darksiders, Remnant and Tomb Raider, amongst more than 300 other gaming IPs. "Fellowship Entertainment will consist of companies such as 4A Games, Aspyr Media, CrazyLabs, Crystal Dynamics, Dambuster Studios, Dark Horse, Deca Games, Eidos-Montréal, Flying Wild Hog, Gunfire Games, Limited Run Games, Middle-earth Enterprises, Milestone, PLAION, Tarsier Studios, THQ Nordic, Tripwire Interactive, Vertigo Games, and Warhorse Studios amongst more than 40 other companies." Meanwhile, Coffee Stain Group will consist of "more than 250 passionate game developers and publishers". We thought it might be fun to come up with our own alternatives to Fellowship Entertainment, so if you have any ideas yourself, be sure to let us know with a comment: Second Breakfast Games Tom Bombadeveloper One Does Not Simply Games You Shall Not Game Pass (sorry, Phil) Po-Tay-Toes Entertainment Sackville-Baggames It Comes in Pints Entertainment Sullied name Group discontinues all operations in Russia What do you make of this news from Embracer Group? Is this the turning point for the publisher? Let us know your thoughts. [source embracer.com, via gamedeveloper.com] Share:0 1 Nintendo Life’s resident horror fanatic, when he’s not knee-deep in Resident Evil and Silent Hill lore, Ollie likes to dive into a good horror book while nursing a lovely cup of tea. He also enjoys long walks and listens to everything from TOOL to Chuck Berry. Hold on there, you need to login to post a comment... Related Articles Xenoblade Dev Monolith Soft Is On The Hunt For New 2D And 3D Designers Recruitment sessions start next month Switch 2's Price May Pose "Challenges" For First-Year Sales, Says Furukawa Hence the lower-than-expected sales forecast Palworld Dev Announces "Disappointing" Game Changes Resulting From Nintendo's Lawsuit "We have had to make certain compromises" Nintendo Says Switch 2 Price Changes May Still Occur Depending On Tariffs Console price remains unchanged for now EA And Respawn Hit By Hundreds Of Layoffs As New Project Cancelled Between 300 to 400 people have lost their job
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  • Random: Switch 2's Controller Settings Hide A Neat Musical Secret

    Image: Nintendo LifeWhatever will we do when Switch 2 comes out and the Nintendo Today! app can't drip feed us random bits of info any more, eh? Today's info drop is a small one, we'll admit, but gosh, are we keen to see what the musically talented folk out there can do with it.
    The app has today revealed some "fun little touches" in the Switch 2's 'Change Grip/Order' menu — yep, the little display where you connect your Joy-Con. On the new console, each connected controller will play a sound when you press the rear buttons, and if you line them up in a row and press them in order, you have a musical scale on your hands.
    It might not be the music-filled Nintendo of old, but it's another sign that things are getting back to a touch of personality on the Switch 2. And come on, we give it a week before we see fans playing Zelda's Lullaby, the Overworld theme and probably a touch of Rick Astley via the controller menu.
    You can hear the new feature in action on the Nintendo Today! app, or check out Nintendo's demonstration in the following BlueSky post from @Stealth40k:
    Nintendo revealed there is an easter egg in the 'change grip/order' section of the Controller settings.

    Sounds will play when you press the L/R buttons and you can even create a musical scale.— Stealth40k2025-05-15T15:18:59.047Z
    Just yesterday, Nintendo used its news app to showcase how easy it is to map inputs to the Pro Controller 2's new GL and GR buttons. Heck, if we can get a musical note out of those too, it'll only be a matter of time before we hear someone play Megalovania on the Joy-Con... what a world we live in.

    Map skills

    Room for more

    What do you make of this neat little secret? Let us know in the comments.Related Games
    See Also

    Share:11
    0

    Jim came to Nintendo Life in 2022 and, despite his insistence that The Minish Cap is the best Zelda game and his unwavering love for the Star Wars prequels, he has continued to write news and features on the site ever since.

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    #random #switch #2039s #controller #settings
    Random: Switch 2's Controller Settings Hide A Neat Musical Secret
    Image: Nintendo LifeWhatever will we do when Switch 2 comes out and the Nintendo Today! app can't drip feed us random bits of info any more, eh? Today's info drop is a small one, we'll admit, but gosh, are we keen to see what the musically talented folk out there can do with it. The app has today revealed some "fun little touches" in the Switch 2's 'Change Grip/Order' menu — yep, the little display where you connect your Joy-Con. On the new console, each connected controller will play a sound when you press the rear buttons, and if you line them up in a row and press them in order, you have a musical scale on your hands. It might not be the music-filled Nintendo of old, but it's another sign that things are getting back to a touch of personality on the Switch 2. And come on, we give it a week before we see fans playing Zelda's Lullaby, the Overworld theme and probably a touch of Rick Astley via the controller menu. You can hear the new feature in action on the Nintendo Today! app, or check out Nintendo's demonstration in the following BlueSky post from @Stealth40k: Nintendo revealed there is an easter egg in the 'change grip/order' section of the Controller settings. Sounds will play when you press the L/R buttons and you can even create a musical scale.— Stealth40k2025-05-15T15:18:59.047Z Just yesterday, Nintendo used its news app to showcase how easy it is to map inputs to the Pro Controller 2's new GL and GR buttons. Heck, if we can get a musical note out of those too, it'll only be a matter of time before we hear someone play Megalovania on the Joy-Con... what a world we live in. Map skills Room for more What do you make of this neat little secret? Let us know in the comments.Related Games See Also Share:11 0 Jim came to Nintendo Life in 2022 and, despite his insistence that The Minish Cap is the best Zelda game and his unwavering love for the Star Wars prequels, he has continued to write news and features on the site ever since. Hold on there, you need to login to post a comment... Related Articles Nintendo Updates Its User Agreement To Crack Down On Emulation Offenders may find their Switch bricked PSA: My Nintendo Store Switch 2 Invites Are Starting To Roll Out Refresh that inbox Palworld Dev Announces "Disappointing" Game Changes Resulting From Nintendo's Lawsuit "We have had to make certain compromises" #random #switch #2039s #controller #settings
    WWW.NINTENDOLIFE.COM
    Random: Switch 2's Controller Settings Hide A Neat Musical Secret
    Image: Nintendo LifeWhatever will we do when Switch 2 comes out and the Nintendo Today! app can't drip feed us random bits of info any more, eh? Today's info drop is a small one, we'll admit, but gosh, are we keen to see what the musically talented folk out there can do with it. The app has today revealed some "fun little touches" in the Switch 2's 'Change Grip/Order' menu — yep, the little display where you connect your Joy-Con. On the new console, each connected controller will play a sound when you press the rear buttons, and if you line them up in a row and press them in order, you have a musical scale on your hands. It might not be the music-filled Nintendo of old, but it's another sign that things are getting back to a touch of personality on the Switch 2. And come on, we give it a week before we see fans playing Zelda's Lullaby, the Overworld theme and probably a touch of Rick Astley via the controller menu. You can hear the new feature in action on the Nintendo Today! app, or check out Nintendo's demonstration in the following BlueSky post from @Stealth40k: Nintendo revealed there is an easter egg in the 'change grip/order' section of the Controller settings. Sounds will play when you press the L/R buttons and you can even create a musical scale.— Stealth40k (@stealth40k.bsky.social) 2025-05-15T15:18:59.047Z Just yesterday, Nintendo used its news app to showcase how easy it is to map inputs to the Pro Controller 2's new GL and GR buttons. Heck, if we can get a musical note out of those too, it'll only be a matter of time before we hear someone play Megalovania on the Joy-Con... what a world we live in. Map skills Room for more What do you make of this neat little secret? Let us know in the comments. [source bsky.app] Related Games See Also Share:11 0 Jim came to Nintendo Life in 2022 and, despite his insistence that The Minish Cap is the best Zelda game and his unwavering love for the Star Wars prequels (yes, really), he has continued to write news and features on the site ever since. Hold on there, you need to login to post a comment... Related Articles Nintendo Updates Its User Agreement To Crack Down On Emulation Offenders may find their Switch bricked PSA: My Nintendo Store Switch 2 Invites Are Starting To Roll Out Refresh that inbox Palworld Dev Announces "Disappointing" Game Changes Resulting From Nintendo's Lawsuit "We have had to make certain compromises"
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  • Super Smash Bros dating app sent cease and desist

    Super Smash Bros dating app sent cease and desist
    Match made.

    Image credit: Nintendo

    News

    by Tom Phillips
    Editor-in-Chief

    Published on May 15, 2025

    A Super Smash Bros fan app that described itself as "the premium dating app for Smashers" has been blocked from release, its creator has said.

    SmashTogether was first announced nearly a year ago, back in June 2024, and had this week been edging towards a beta release.

    24 hours from launch, Nintendo now appears to have stepped in, as SmashTogether's creator has suddenly reported receiving a notice demanding they cease and desist what they're doing.

    To see this content please enable targeting cookies.

    There are lots of reasons why Nintendo likely thought SmashTogether - an app designed to pair up fans of its colourful fighting game filled with kid-friendly characters - was a terrible idea, probable copyright infringement being just one.

    Still, there will be some out there who were looking forward to SmashTogether being a thing. Indeed, earlier this week the app's creator announced they had already secured 400 pre-registrations from fans keen to play Smash with other Smash Bros aficionados, and then play smash with them after.

    Sadly this means - look, let's just get this all out the way - Mario fans will no longer be able to lay pipe, Solid Snake lovers will no longer live up to the name, and you won't be able to browse King Dedede's D.

    There have been no further updates from the SmashTogether creator since the announcement of that cease and desist, but we've contacted them for comment.

    Nintendo's continually-busy legal team recently celebrated a "significant" win against piracy for the "entire games industry" after squashing a file-sharing site used for illegal copies of games. The Mario maker is also still going after monster battling game Palworld for its various similarities to Pokémon.
    #super #smash #bros #dating #app
    Super Smash Bros dating app sent cease and desist
    Super Smash Bros dating app sent cease and desist Match made. Image credit: Nintendo News by Tom Phillips Editor-in-Chief Published on May 15, 2025 A Super Smash Bros fan app that described itself as "the premium dating app for Smashers" has been blocked from release, its creator has said. SmashTogether was first announced nearly a year ago, back in June 2024, and had this week been edging towards a beta release. 24 hours from launch, Nintendo now appears to have stepped in, as SmashTogether's creator has suddenly reported receiving a notice demanding they cease and desist what they're doing. To see this content please enable targeting cookies. There are lots of reasons why Nintendo likely thought SmashTogether - an app designed to pair up fans of its colourful fighting game filled with kid-friendly characters - was a terrible idea, probable copyright infringement being just one. Still, there will be some out there who were looking forward to SmashTogether being a thing. Indeed, earlier this week the app's creator announced they had already secured 400 pre-registrations from fans keen to play Smash with other Smash Bros aficionados, and then play smash with them after. Sadly this means - look, let's just get this all out the way - Mario fans will no longer be able to lay pipe, Solid Snake lovers will no longer live up to the name, and you won't be able to browse King Dedede's D. There have been no further updates from the SmashTogether creator since the announcement of that cease and desist, but we've contacted them for comment. Nintendo's continually-busy legal team recently celebrated a "significant" win against piracy for the "entire games industry" after squashing a file-sharing site used for illegal copies of games. The Mario maker is also still going after monster battling game Palworld for its various similarities to Pokémon. #super #smash #bros #dating #app
    WWW.EUROGAMER.NET
    Super Smash Bros dating app sent cease and desist
    Super Smash Bros dating app sent cease and desist Match made. Image credit: Nintendo News by Tom Phillips Editor-in-Chief Published on May 15, 2025 A Super Smash Bros fan app that described itself as "the premium dating app for Smashers" has been blocked from release, its creator has said. SmashTogether was first announced nearly a year ago, back in June 2024, and had this week been edging towards a beta release. 24 hours from launch, Nintendo now appears to have stepped in, as SmashTogether's creator has suddenly reported receiving a notice demanding they cease and desist what they're doing (thanks, Automaton). To see this content please enable targeting cookies. There are lots of reasons why Nintendo likely thought SmashTogether - an app designed to pair up fans of its colourful fighting game filled with kid-friendly characters - was a terrible idea, probable copyright infringement being just one. Still, there will be some out there who were looking forward to SmashTogether being a thing. Indeed, earlier this week the app's creator announced they had already secured 400 pre-registrations from fans keen to play Smash with other Smash Bros aficionados, and then play smash with them after. Sadly this means - look, let's just get this all out the way - Mario fans will no longer be able to lay pipe, Solid Snake lovers will no longer live up to the name, and you won't be able to browse King Dedede's D. There have been no further updates from the SmashTogether creator since the announcement of that cease and desist, but we've contacted them for comment. Nintendo's continually-busy legal team recently celebrated a "significant" win against piracy for the "entire games industry" after squashing a file-sharing site used for illegal copies of games. The Mario maker is also still going after monster battling game Palworld for its various similarities to Pokémon.
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  • Random: 'New' Super Mario 64 Sound Effect Can Only Be Heard By Leaving The Game On...For 14 Months

    Subscribe to Nintendo Life on YouTube812k
    Super Mario 64 is one of those classic sorts of games that, almost 30 since its release, is still giving up delightful little secrets. This time around, and as reported by GamesRadar, it's a hidden sound effect that's gonna take an insane snack budget to settle into listening out for.
    Kaze Emanuar, a hacker who's been reporting his findings on Super Mario 64 for years now, has released a new YouTube video detailing some bugs that result from inbuilt game timers, some of which - he's found out the hard way - take some 14 months to go off. That's ages, mate.
    The bug in question revolves around Sushi the Shark in the game's Dire, Dire, Docks course. To break it down simply, Sushi makes a sound every 16 seconds or so, according to Emanuar. This sound is repeated so frequently by the character that you never hear it in full.
    Images: @KazeN64/YouTube
    However, due to the nature of the timers built into the game - to prevent "overflow bugs" - if a player were to, oh we don't know, sit on the screen with Sushi present for 60.8334 weeks or so, the sound will abruptly stop playing. Then it'll play fully, just the one time. A brand new sound, heard for the first time in full, in a 29-year-old game.
    Hat's off to that man, as it really is quite the aural massage, a complex - and barely audible - mixture of "fish struggling" with undercurrentsof "post-takeaway bum noise." Sound good? You can hear it for yourself in full in the timestamped video at the top of this very article. Life is just great sometimes, innit.
    The reasoning behind the bug is explained in much more detail in the full video, and it's absolutely worth jumping into for some other fun tidbits on bugs, timers and other cool bits and bobs about how those games we all love so much actually work!

    Know of any other cool secrets or bugs in Super Mario 64, or any other Nintendo game for that matter? Let us know!

    From cute penguins to rude owlsShare:0
    0

    PJ is a staff writer across Pure Xbox and Nintendo Life. He's been playing video games pretty much nonstop since the early 1980s, and enjoys boring people with tedious stories about how long ago that really is.

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    "We have had to make certain compromises"

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    And original Switch, of course
    #random #039new039 #super #mario #sound
    Random: 'New' Super Mario 64 Sound Effect Can Only Be Heard By Leaving The Game On...For 14 Months
    Subscribe to Nintendo Life on YouTube812k Super Mario 64 is one of those classic sorts of games that, almost 30 since its release, is still giving up delightful little secrets. This time around, and as reported by GamesRadar, it's a hidden sound effect that's gonna take an insane snack budget to settle into listening out for. Kaze Emanuar, a hacker who's been reporting his findings on Super Mario 64 for years now, has released a new YouTube video detailing some bugs that result from inbuilt game timers, some of which - he's found out the hard way - take some 14 months to go off. That's ages, mate. The bug in question revolves around Sushi the Shark in the game's Dire, Dire, Docks course. To break it down simply, Sushi makes a sound every 16 seconds or so, according to Emanuar. This sound is repeated so frequently by the character that you never hear it in full. Images: @KazeN64/YouTube However, due to the nature of the timers built into the game - to prevent "overflow bugs" - if a player were to, oh we don't know, sit on the screen with Sushi present for 60.8334 weeks or so, the sound will abruptly stop playing. Then it'll play fully, just the one time. A brand new sound, heard for the first time in full, in a 29-year-old game. Hat's off to that man, as it really is quite the aural massage, a complex - and barely audible - mixture of "fish struggling" with undercurrentsof "post-takeaway bum noise." Sound good? You can hear it for yourself in full in the timestamped video at the top of this very article. Life is just great sometimes, innit. The reasoning behind the bug is explained in much more detail in the full video, and it's absolutely worth jumping into for some other fun tidbits on bugs, timers and other cool bits and bobs about how those games we all love so much actually work! Know of any other cool secrets or bugs in Super Mario 64, or any other Nintendo game for that matter? Let us know! From cute penguins to rude owlsShare:0 0 PJ is a staff writer across Pure Xbox and Nintendo Life. He's been playing video games pretty much nonstop since the early 1980s, and enjoys boring people with tedious stories about how long ago that really is. Hold on there, you need to login to post a comment... Related Articles Nintendo Updates Its User Agreement To Crack Down On Emulation Offenders may find their Switch bricked PSA: My Nintendo Store Switch 2 Invites Are Starting To Roll Out Refresh that inbox Palworld Dev Announces "Disappointing" Game Changes Resulting From Nintendo's Lawsuit "We have had to make certain compromises" Nintendo Reconfirms Release Windows For Major Switch 2 Games And original Switch, of course #random #039new039 #super #mario #sound
    WWW.NINTENDOLIFE.COM
    Random: 'New' Super Mario 64 Sound Effect Can Only Be Heard By Leaving The Game On...For 14 Months
    Subscribe to Nintendo Life on YouTube812k Super Mario 64 is one of those classic sorts of games that, almost 30 since its release, is still giving up delightful little secrets. This time around, and as reported by GamesRadar, it's a hidden sound effect that's gonna take an insane snack budget to settle into listening out for. Kaze Emanuar, a hacker who's been reporting his findings on Super Mario 64 for years now, has released a new YouTube video detailing some bugs that result from inbuilt game timers, some of which - he's found out the hard way - take some 14 months to go off. That's ages, mate. The bug in question revolves around Sushi the Shark in the game's Dire, Dire, Docks course. To break it down simply, Sushi makes a sound every 16 seconds or so, according to Emanuar. This sound is repeated so frequently by the character that you never hear it in full. Images: @KazeN64/YouTube However, due to the nature of the timers built into the game - to prevent "overflow bugs" - if a player were to, oh we don't know, sit on the screen with Sushi present for 60.8334 weeks or so, the sound will abruptly stop playing. Then it'll play fully, just the one time. A brand new sound, heard for the first time in full, in a 29-year-old game. Hat's off to that man, as it really is quite the aural massage, a complex - and barely audible - mixture of "fish struggling" with undercurrents (there's a pun!) of "post-takeaway bum noise." Sound good? You can hear it for yourself in full in the timestamped video at the top of this very article. Life is just great sometimes, innit. The reasoning behind the bug is explained in much more detail in the full video, and it's absolutely worth jumping into for some other fun tidbits on bugs, timers and other cool bits and bobs about how those games we all love so much actually work! Know of any other cool secrets or bugs in Super Mario 64, or any other Nintendo game for that matter? Let us know! From cute penguins to rude owls [source gamesradar.com] Share:0 0 PJ is a staff writer across Pure Xbox and Nintendo Life. He's been playing video games pretty much nonstop since the early 1980s, and enjoys boring people with tedious stories about how long ago that really is. Hold on there, you need to login to post a comment... Related Articles Nintendo Updates Its User Agreement To Crack Down On Emulation Offenders may find their Switch bricked PSA: My Nintendo Store Switch 2 Invites Are Starting To Roll Out Refresh that inbox Palworld Dev Announces "Disappointing" Game Changes Resulting From Nintendo's Lawsuit "We have had to make certain compromises" Nintendo Reconfirms Release Windows For Major Switch 2 Games And original Switch, of course
    0 التعليقات 0 المشاركات
  • Backbone Pro

    If you want to play Android or iOS games with physical controls, the easiest and most portable way to do so is with a clamp-on phone controller.
    You could also buy a regular Bluetooth gamepad, though it won't stay attached to your handset unless you add a clunky clip.
    Or you could get both with the Backbone Pro, a $169.99 snap-on phone controller that's almost as compact as the Backbone One and has Bluetooth.
    The Backbone Pro performs well in both roles and feels better in the hand than its predecessor.
    However, it isn't quite as comfortable as the full-size Razer Kishi Ultra ($149.99), and it locks several useful companion app features behind a $39.99 yearly subscription.
    Still, it's a good compromise if you want a single gamepad you can easily use with your phone or PC.Design and Controls: Not Quite a Full-Size GamepadThe Backbone Pro is slightly chunkier than the Backbone One at 4.1 by 7 by 1.4 inches (HWD).
    It's still easy to slip it into a pocket, despite the plumper, rounded grips that are much more comfortable to hold.
    Weighing 7.02 ounces without its rubber inserts installed (more on those in a bit), the Backbone Pro feels a little hollow since it doesn't have haptic motors.
    Still, it doesn't feel remotely flimsy.
    The Backbone Pro is a well-built, comfortable gamepad. (Credit: Will Greenwald)The controls consist of a standard Xbox-style gamepad layout with offset dual analog sticks on either grip.
    There is also a plus-shaped direction pad below the left stick, A/B/X/Y face buttons above the right stick, and a pair of bumpers and analog trigger sets on the top.
    Small system buttons for Start/Select, Capture, and Backbone/Guide sit below the direction pad and right analog stick.
    The Backbone button lights up and doubles as a status indicator.The Backbone Pro's analog sticks are larger than the ones on the Backbone One and the same size as the sticks on an Xbox controller.
    They don't use Hall effect sensors like the magnetic triggers.
    Due to the controller's compact design, the triggers' pull distances are much shorter than the triggers on full-size gamepads.
    Likewise, the face buttons are noticeably smaller than full-size gamepad buttons, though slightly larger than Nintendo Switch Joy-Con face buttons.
    They're satisfyingly clicky, though.Like the Backbone One, the Backbone Pro has a USB-C port in the right grip and a headphone jack in the left grip.
    They serve the same power and audio pass-through functions.
    A new pairing button puts the controller into Bluetooth pairing mode.
    Since the Backbone Pro functions as a standalone wireless controller, the USB-C port also charges its internal battery, not just the phone it's attached to.(Credit: Will Greenwald)The Backbone Pro works with almost any phone with a USB-C port.
    That covers most Android phones and iPhone 15 (and later models).
    The older Backbone One has an iPhone-friendly Lightning version if you have an iPhone 14 or earlier handset.
    The Backbone Pro holds phones between approximately 3.4 and 7 inches long, so it can snap onto phablets like the Samsung Galaxy S25 Ultra.
    If you own an iPad mini or a small Android tablet, consider the larger Razer Kishi Ultra.
    Two pairs of included rubber adapters (one narrow, one wide) let you get a snug fit.
    They aren't designed for specific phone models, but they should accommodate your handset.
    To use the Backbone Pro with your phone, just pull it open and slip the phone between the jaws with the USB-C plug lined up with the phone's port.
    Your phone should automatically detect that it's connected to a Backbone controller and prompt you to download the Backbone app for configuration.
    At that point, the Backbone Pro functions as a controller for any game that supports it.Recommended by Our EditorsWirelessly connecting the Backbone Pro to a compatible device is easy.
    You press the pairing button and sync using a phone's standard process.
    It works with anything that supports a generic XInput Bluetooth gamepad, including PCs, phones, tablets, and many media streamers and TVs with games or game streaming apps.
    (Credit: Will Greenwald)If you wirelessly use the Backbone Pro with your phone, you can't access the Backbone app's features.
    As mentioned, the Backbone Pro lacks haptic motors, so the only rumble you'll experience will potentially come from your handset.
    According to Backbone, the Pro can function as a Bluetooth controller for up to 40 hours between charges.Software: Major Features Need a SubscriptionEven though the Pro's basic controls work without issue, you'll want to launch the Backbone app to update the firmware and add features.
    For example, the app lets you remap the controller inputs and take screenshots with the Capture button.
    Once it's all set up, the Backbone app opens whenever you insert your phone.
    You can also launch it by pressing the orange Backbone button.(Credit: Backbone/PCMag)Out of the box, those functions are where the Backbone app starts and ends, but you can expand the feature set with a Backbone+ membership ($39.99 per year).
    Backbone+ lets the app launch installed and streaming games, capture video at up to 1080p60 with cloud storage and Twitch streaming support, and use voice chat with other Backbone+ subscribers.
    iPhone users also get beta access to an in-app emulator for retro games.Most of Backbone+'s features should be available by default with the Backbone Pro and are unnecessarily gated behind a subscription.
    The emulator and voice chat are fun bonuses, but they are already well-supported on mobile devices with RetroArch and Discord, respectively.
    It just doesn't feel necessary. (Credit: Backbone/PCMag)Playing Games With the Backbone ProI had no problem controlling PC games with the Backbone Pro thanks to Steam's gamepad support.
    It also worked well with the Xbox app, albeit not quite as consistently.
    I had several hiccups with Claire Obscur: Expedition 33; it occasionally wouldn't respond to controller inputs, though restarting it fixed the problem.
    It seemed like an issue with the game rather than the Backbone Pro, because the controller worked reliably under all other circumstances.The full-size analog sticks were comfortable to use in testing, and they tracked movement consistently.
    Likewise, the buttons, bumpers, and triggers had just the right amount of resistance.
    Although the gamepad's face buttons are a bit small, I didn't accidentally press the wrong ones while playing.
    Moving and aiming with the analog sticks were similarly accurate, which resulted in exciting Monster Hunter Wilds and Palworld sessions.
    That said, the analog triggers' shallow pull required a bit more finesse than usual to accelerate and brake precisely in Forza Horizon 5.


    Source: https://me.pcmag.com/en/game-controllers-accessories/29813/backbone-pro" style="color: #0066cc;">https://me.pcmag.com/en/game-controllers-accessories/29813/backbone-pro
    #backbone #pro
    Backbone Pro
    If you want to play Android or iOS games with physical controls, the easiest and most portable way to do so is with a clamp-on phone controller. You could also buy a regular Bluetooth gamepad, though it won't stay attached to your handset unless you add a clunky clip. Or you could get both with the Backbone Pro, a $169.99 snap-on phone controller that's almost as compact as the Backbone One and has Bluetooth. The Backbone Pro performs well in both roles and feels better in the hand than its predecessor. However, it isn't quite as comfortable as the full-size Razer Kishi Ultra ($149.99), and it locks several useful companion app features behind a $39.99 yearly subscription. Still, it's a good compromise if you want a single gamepad you can easily use with your phone or PC.Design and Controls: Not Quite a Full-Size GamepadThe Backbone Pro is slightly chunkier than the Backbone One at 4.1 by 7 by 1.4 inches (HWD). It's still easy to slip it into a pocket, despite the plumper, rounded grips that are much more comfortable to hold. Weighing 7.02 ounces without its rubber inserts installed (more on those in a bit), the Backbone Pro feels a little hollow since it doesn't have haptic motors. Still, it doesn't feel remotely flimsy. The Backbone Pro is a well-built, comfortable gamepad. (Credit: Will Greenwald)The controls consist of a standard Xbox-style gamepad layout with offset dual analog sticks on either grip. There is also a plus-shaped direction pad below the left stick, A/B/X/Y face buttons above the right stick, and a pair of bumpers and analog trigger sets on the top. Small system buttons for Start/Select, Capture, and Backbone/Guide sit below the direction pad and right analog stick. The Backbone button lights up and doubles as a status indicator.The Backbone Pro's analog sticks are larger than the ones on the Backbone One and the same size as the sticks on an Xbox controller. They don't use Hall effect sensors like the magnetic triggers. Due to the controller's compact design, the triggers' pull distances are much shorter than the triggers on full-size gamepads. Likewise, the face buttons are noticeably smaller than full-size gamepad buttons, though slightly larger than Nintendo Switch Joy-Con face buttons. They're satisfyingly clicky, though.Like the Backbone One, the Backbone Pro has a USB-C port in the right grip and a headphone jack in the left grip. They serve the same power and audio pass-through functions. A new pairing button puts the controller into Bluetooth pairing mode. Since the Backbone Pro functions as a standalone wireless controller, the USB-C port also charges its internal battery, not just the phone it's attached to.(Credit: Will Greenwald)The Backbone Pro works with almost any phone with a USB-C port. That covers most Android phones and iPhone 15 (and later models). The older Backbone One has an iPhone-friendly Lightning version if you have an iPhone 14 or earlier handset. The Backbone Pro holds phones between approximately 3.4 and 7 inches long, so it can snap onto phablets like the Samsung Galaxy S25 Ultra. If you own an iPad mini or a small Android tablet, consider the larger Razer Kishi Ultra. Two pairs of included rubber adapters (one narrow, one wide) let you get a snug fit. They aren't designed for specific phone models, but they should accommodate your handset. To use the Backbone Pro with your phone, just pull it open and slip the phone between the jaws with the USB-C plug lined up with the phone's port. Your phone should automatically detect that it's connected to a Backbone controller and prompt you to download the Backbone app for configuration. At that point, the Backbone Pro functions as a controller for any game that supports it.Recommended by Our EditorsWirelessly connecting the Backbone Pro to a compatible device is easy. You press the pairing button and sync using a phone's standard process. It works with anything that supports a generic XInput Bluetooth gamepad, including PCs, phones, tablets, and many media streamers and TVs with games or game streaming apps. (Credit: Will Greenwald)If you wirelessly use the Backbone Pro with your phone, you can't access the Backbone app's features. As mentioned, the Backbone Pro lacks haptic motors, so the only rumble you'll experience will potentially come from your handset. According to Backbone, the Pro can function as a Bluetooth controller for up to 40 hours between charges.Software: Major Features Need a SubscriptionEven though the Pro's basic controls work without issue, you'll want to launch the Backbone app to update the firmware and add features. For example, the app lets you remap the controller inputs and take screenshots with the Capture button. Once it's all set up, the Backbone app opens whenever you insert your phone. You can also launch it by pressing the orange Backbone button.(Credit: Backbone/PCMag)Out of the box, those functions are where the Backbone app starts and ends, but you can expand the feature set with a Backbone+ membership ($39.99 per year). Backbone+ lets the app launch installed and streaming games, capture video at up to 1080p60 with cloud storage and Twitch streaming support, and use voice chat with other Backbone+ subscribers. iPhone users also get beta access to an in-app emulator for retro games.Most of Backbone+'s features should be available by default with the Backbone Pro and are unnecessarily gated behind a subscription. The emulator and voice chat are fun bonuses, but they are already well-supported on mobile devices with RetroArch and Discord, respectively. It just doesn't feel necessary. (Credit: Backbone/PCMag)Playing Games With the Backbone ProI had no problem controlling PC games with the Backbone Pro thanks to Steam's gamepad support. It also worked well with the Xbox app, albeit not quite as consistently. I had several hiccups with Claire Obscur: Expedition 33; it occasionally wouldn't respond to controller inputs, though restarting it fixed the problem. It seemed like an issue with the game rather than the Backbone Pro, because the controller worked reliably under all other circumstances.The full-size analog sticks were comfortable to use in testing, and they tracked movement consistently. Likewise, the buttons, bumpers, and triggers had just the right amount of resistance. Although the gamepad's face buttons are a bit small, I didn't accidentally press the wrong ones while playing. Moving and aiming with the analog sticks were similarly accurate, which resulted in exciting Monster Hunter Wilds and Palworld sessions. That said, the analog triggers' shallow pull required a bit more finesse than usual to accelerate and brake precisely in Forza Horizon 5. Source: https://me.pcmag.com/en/game-controllers-accessories/29813/backbone-pro #backbone #pro
    ME.PCMAG.COM
    Backbone Pro
    If you want to play Android or iOS games with physical controls, the easiest and most portable way to do so is with a clamp-on phone controller. You could also buy a regular Bluetooth gamepad, though it won't stay attached to your handset unless you add a clunky clip. Or you could get both with the Backbone Pro, a $169.99 snap-on phone controller that's almost as compact as the Backbone One and has Bluetooth. The Backbone Pro performs well in both roles and feels better in the hand than its predecessor. However, it isn't quite as comfortable as the full-size Razer Kishi Ultra ($149.99), and it locks several useful companion app features behind a $39.99 yearly subscription. Still, it's a good compromise if you want a single gamepad you can easily use with your phone or PC.Design and Controls: Not Quite a Full-Size GamepadThe Backbone Pro is slightly chunkier than the Backbone One at 4.1 by 7 by 1.4 inches (HWD). It's still easy to slip it into a pocket, despite the plumper, rounded grips that are much more comfortable to hold. Weighing 7.02 ounces without its rubber inserts installed (more on those in a bit), the Backbone Pro feels a little hollow since it doesn't have haptic motors. Still, it doesn't feel remotely flimsy. The Backbone Pro is a well-built, comfortable gamepad. (Credit: Will Greenwald)The controls consist of a standard Xbox-style gamepad layout with offset dual analog sticks on either grip. There is also a plus-shaped direction pad below the left stick, A/B/X/Y face buttons above the right stick, and a pair of bumpers and analog trigger sets on the top. Small system buttons for Start/Select, Capture, and Backbone/Guide sit below the direction pad and right analog stick. The Backbone button lights up and doubles as a status indicator.The Backbone Pro's analog sticks are larger than the ones on the Backbone One and the same size as the sticks on an Xbox controller. They don't use Hall effect sensors like the magnetic triggers. Due to the controller's compact design, the triggers' pull distances are much shorter than the triggers on full-size gamepads. Likewise, the face buttons are noticeably smaller than full-size gamepad buttons, though slightly larger than Nintendo Switch Joy-Con face buttons. They're satisfyingly clicky, though.Like the Backbone One, the Backbone Pro has a USB-C port in the right grip and a headphone jack in the left grip. They serve the same power and audio pass-through functions. A new pairing button puts the controller into Bluetooth pairing mode. Since the Backbone Pro functions as a standalone wireless controller, the USB-C port also charges its internal battery, not just the phone it's attached to.(Credit: Will Greenwald)The Backbone Pro works with almost any phone with a USB-C port. That covers most Android phones and iPhone 15 (and later models). The older Backbone One has an iPhone-friendly Lightning version if you have an iPhone 14 or earlier handset. The Backbone Pro holds phones between approximately 3.4 and 7 inches long, so it can snap onto phablets like the Samsung Galaxy S25 Ultra. If you own an iPad mini or a small Android tablet, consider the larger Razer Kishi Ultra. Two pairs of included rubber adapters (one narrow, one wide) let you get a snug fit. They aren't designed for specific phone models, but they should accommodate your handset. To use the Backbone Pro with your phone, just pull it open and slip the phone between the jaws with the USB-C plug lined up with the phone's port. Your phone should automatically detect that it's connected to a Backbone controller and prompt you to download the Backbone app for configuration. At that point, the Backbone Pro functions as a controller for any game that supports it.Recommended by Our EditorsWirelessly connecting the Backbone Pro to a compatible device is easy. You press the pairing button and sync using a phone's standard process. It works with anything that supports a generic XInput Bluetooth gamepad, including PCs, phones, tablets, and many media streamers and TVs with games or game streaming apps. (Credit: Will Greenwald)If you wirelessly use the Backbone Pro with your phone, you can't access the Backbone app's features. As mentioned, the Backbone Pro lacks haptic motors, so the only rumble you'll experience will potentially come from your handset. According to Backbone, the Pro can function as a Bluetooth controller for up to 40 hours between charges.Software: Major Features Need a SubscriptionEven though the Pro's basic controls work without issue, you'll want to launch the Backbone app to update the firmware and add features. For example, the app lets you remap the controller inputs and take screenshots with the Capture button. Once it's all set up, the Backbone app opens whenever you insert your phone. You can also launch it by pressing the orange Backbone button.(Credit: Backbone/PCMag)Out of the box, those functions are where the Backbone app starts and ends, but you can expand the feature set with a Backbone+ membership ($39.99 per year). Backbone+ lets the app launch installed and streaming games, capture video at up to 1080p60 with cloud storage and Twitch streaming support, and use voice chat with other Backbone+ subscribers. iPhone users also get beta access to an in-app emulator for retro games.Most of Backbone+'s features should be available by default with the Backbone Pro and are unnecessarily gated behind a subscription. The emulator and voice chat are fun bonuses, but they are already well-supported on mobile devices with RetroArch and Discord, respectively. It just doesn't feel necessary. (Credit: Backbone/PCMag)Playing Games With the Backbone ProI had no problem controlling PC games with the Backbone Pro thanks to Steam's gamepad support. It also worked well with the Xbox app, albeit not quite as consistently. I had several hiccups with Claire Obscur: Expedition 33; it occasionally wouldn't respond to controller inputs, though restarting it fixed the problem. It seemed like an issue with the game rather than the Backbone Pro, because the controller worked reliably under all other circumstances.The full-size analog sticks were comfortable to use in testing, and they tracked movement consistently. Likewise, the buttons, bumpers, and triggers had just the right amount of resistance. Although the gamepad's face buttons are a bit small, I didn't accidentally press the wrong ones while playing. Moving and aiming with the analog sticks were similarly accurate, which resulted in exciting Monster Hunter Wilds and Palworld sessions. That said, the analog triggers' shallow pull required a bit more finesse than usual to accelerate and brake precisely in Forza Horizon 5.
    0 التعليقات 0 المشاركات
  • #333;">Palworld's Next Major Update Is A Terraria Crossover
    PocketPair has officially announced that Palworld will receive a Terraria crossover with the next major update.
    In addition to Terraria content, players can also expect new Pals to capture and more islands to explore.The developer didn't provide much information on this upcoming update, but Palworld: Tides of Terraria is teased as an update that allows players to catch, train, fight, and work the monsters from the world of Terraria.
    However, there is a question mark at the end of the developer's description that suggests that the monsters from Terraria might not work exactly like the normal Pals in Palworld.
    This might suggest limitations for the Terraria-themed monsters or possibly different capture methods will be required for these new creatures.Palworld character fishing in Tides of TerrariaThe promo art for Tides of Terraria reveals characters fighting a boss that looks very similar to Terraria's Eye of Cthulhu.
    The image shown above includes a character with a fishing pole, meaning Terraria's fishing mechanic is likely being added to Palworld in some capacity.Continue Reading at GameSpot
    #0066cc;">#palworld039s #next #major #update #terraria #crossover #pocketpair #has #officially #announced #that #palworld #will #receive #with #the #updatein #addition #content #players #can #also #expect #new #pals #capture #and #more #islands #explorethe #developer #didn039t #provide #much #information #this #upcoming #but #tides #teased #allows #catch #train #fight #work #monsters #from #world #terrariahowever #there #question #mark #end #developer039s #description #suggests #might #not #exactly #like #normal #palworldthis #suggest #limitations #for #terrariathemed #possibly #different #methods #required #these #creaturespalworld #character #fishing #terrariathe #promo #art #reveals #characters #fighting #boss #looks #very #similar #terraria039s #eye #cthulhuthe #image #shown #above #includes #pole #meaning #mechanic #likely #being #added #some #capacitycontinue #reading #gamespot
    Palworld's Next Major Update Is A Terraria Crossover
    PocketPair has officially announced that Palworld will receive a Terraria crossover with the next major update. In addition to Terraria content, players can also expect new Pals to capture and more islands to explore.The developer didn't provide much information on this upcoming update, but Palworld: Tides of Terraria is teased as an update that allows players to catch, train, fight, and work the monsters from the world of Terraria. However, there is a question mark at the end of the developer's description that suggests that the monsters from Terraria might not work exactly like the normal Pals in Palworld. This might suggest limitations for the Terraria-themed monsters or possibly different capture methods will be required for these new creatures.Palworld character fishing in Tides of TerrariaThe promo art for Tides of Terraria reveals characters fighting a boss that looks very similar to Terraria's Eye of Cthulhu. The image shown above includes a character with a fishing pole, meaning Terraria's fishing mechanic is likely being added to Palworld in some capacity.Continue Reading at GameSpot
    المصدر: www.gamespot.com
    #palworld039s #next #major #update #terraria #crossover #pocketpair #has #officially #announced #that #palworld #will #receive #with #the #updatein #addition #content #players #can #also #expect #new #pals #capture #and #more #islands #explorethe #developer #didn039t #provide #much #information #this #upcoming #but #tides #teased #allows #catch #train #fight #work #monsters #from #world #terrariahowever #there #question #mark #end #developer039s #description #suggests #might #not #exactly #like #normal #palworldthis #suggest #limitations #for #terrariathemed #possibly #different #methods #required #these #creaturespalworld #character #fishing #terrariathe #promo #art #reveals #characters #fighting #boss #looks #very #similar #terraria039s #eye #cthulhuthe #image #shown #above #includes #pole #meaning #mechanic #likely #being #added #some #capacitycontinue #reading #gamespot
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    Palworld's Next Major Update Is A Terraria Crossover
    PocketPair has officially announced that Palworld will receive a Terraria crossover with the next major update. In addition to Terraria content, players can also expect new Pals to capture and more islands to explore.The developer didn't provide much information on this upcoming update, but Palworld: Tides of Terraria is teased as an update that allows players to catch, train, fight, and work the monsters from the world of Terraria. However, there is a question mark at the end of the developer's description that suggests that the monsters from Terraria might not work exactly like the normal Pals in Palworld. This might suggest limitations for the Terraria-themed monsters or possibly different capture methods will be required for these new creatures.Palworld character fishing in Tides of TerrariaThe promo art for Tides of Terraria reveals characters fighting a boss that looks very similar to Terraria's Eye of Cthulhu. The image shown above includes a character with a fishing pole, meaning Terraria's fishing mechanic is likely being added to Palworld in some capacity.Continue Reading at GameSpot
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  • Palworld’s next big update is a Terraria collab — something Pokémon would never do







    Pocketpair has announced that the next major update for its hit creature-collection game Palworld will be a crossover event with Terraria — which, apropos of nothing, is something Nintendo would never do with the legally distinct (or is it?) creature-collection game Pokémon.

    The update, titled “Tides of Terraria,” will be released this summer. Pocketpair didn’t reveal much about its collab with Re-Logic’s 2011 indie smash in its press release. Instead, it said it would announce the contents of the update “across official Palworld social media channels over the next few weeks.”

    But it seems the core of the update will be adding creatures from Terraria to Palworld as, essentially, new Pals. “Catch, train, fight, and work monsters from Terraria just like Pals…?” Pocketpair teased. Official art for the update showed some Palworld hunters facing off against a giant floating eyeball that bears a strong resemblance to Terraria’s Eye of Cthulu boss, plus a horde of the older game’s signature bat enemies.

    “Tides of Terraria” will extend beyond the crossover content, too, with Pocketpair promising new Pals and new islands will be added in the summer patch.

    Pocketpair’s partnership with ReLogic is a vote of confidence from a grandee of the indie community in the midst of the Japanese developer’s legal battle with Nintendo and The Pokémon Company over alleged patent infringement, which Pocketpair has sought to portray as an unjust, David-and-Goliath situation. Last week, Pocketpair rather sulkily admitted its disappointment at having to remove ball-throwing and Pal-gliding from the game as a consequence of the court case.





    المصدر: https://www.polygon.com/news/598779/palworlds-tides-of-terraria-update
    Palworld’s next big update is a Terraria collab — something Pokémon would never do
    Pocketpair has announced that the next major update for its hit creature-collection game Palworld will be a crossover event with Terraria — which, apropos of nothing, is something Nintendo would never do with the legally distinct (or is it?) creature-collection game Pokémon. The update, titled “Tides of Terraria,” will be released this summer. Pocketpair didn’t reveal much about its collab with Re-Logic’s 2011 indie smash in its press release. Instead, it said it would announce the contents of the update “across official Palworld social media channels over the next few weeks.” But it seems the core of the update will be adding creatures from Terraria to Palworld as, essentially, new Pals. “Catch, train, fight, and work monsters from Terraria just like Pals…?” Pocketpair teased. Official art for the update showed some Palworld hunters facing off against a giant floating eyeball that bears a strong resemblance to Terraria’s Eye of Cthulu boss, plus a horde of the older game’s signature bat enemies. “Tides of Terraria” will extend beyond the crossover content, too, with Pocketpair promising new Pals and new islands will be added in the summer patch. Pocketpair’s partnership with ReLogic is a vote of confidence from a grandee of the indie community in the midst of the Japanese developer’s legal battle with Nintendo and The Pokémon Company over alleged patent infringement, which Pocketpair has sought to portray as an unjust, David-and-Goliath situation. Last week, Pocketpair rather sulkily admitted its disappointment at having to remove ball-throwing and Pal-gliding from the game as a consequence of the court case. المصدر: https://www.polygon.com/news/598779/palworlds-tides-of-terraria-update
    WWW.POLYGON.COM
    Palworld’s next big update is a Terraria collab — something Pokémon would never do
    Pocketpair has announced that the next major update for its hit creature-collection game Palworld will be a crossover event with Terraria — which, apropos of nothing, is something Nintendo would never do with the legally distinct (or is it?) creature-collection game Pokémon. The update, titled “Tides of Terraria,” will be released this summer. Pocketpair didn’t reveal much about its collab with Re-Logic’s 2011 indie smash in its press release. Instead, it said it would announce the contents of the update “across official Palworld social media channels over the next few weeks.” But it seems the core of the update will be adding creatures from Terraria to Palworld as, essentially, new Pals. “Catch, train, fight, and work monsters from Terraria just like Pals…?” Pocketpair teased. Official art for the update showed some Palworld hunters facing off against a giant floating eyeball that bears a strong resemblance to Terraria’s Eye of Cthulu boss, plus a horde of the older game’s signature bat enemies. “Tides of Terraria” will extend beyond the crossover content, too, with Pocketpair promising new Pals and new islands will be added in the summer patch. Pocketpair’s partnership with ReLogic is a vote of confidence from a grandee of the indie community in the midst of the Japanese developer’s legal battle with Nintendo and The Pokémon Company over alleged patent infringement, which Pocketpair has sought to portray as an unjust, David-and-Goliath situation. Last week, Pocketpair rather sulkily admitted its disappointment at having to remove ball-throwing and Pal-gliding from the game as a consequence of the court case.
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