Nintendo president Shuntaro Furukawa has confirmed that about 30% of the people who bought a Switch Lite already own a Switch.
In a Q&A for Nintendo’s investors, Furukawa said that the percentage of previous Switch owners purchasing a Lite was even greater before the holidays. From its release on September 20 to the start of the holiday season, approximately 43% of Switch Lite owners already owned the console.
Furukawa said that a common factor among new Switch Lite owners was that they previously played Pokémon on handheld systems. He also said the other popular trend among buyers were women purchasing the Switch Lite as their first Switch console.
As for the original Switch model, the release of Ring Fit Adventure supposedly helped Nintendo reach out to its female audience and a wide variety of different age groups.
Nintendo knows that its characters are beloved by all types of people from all over the world, so it understandably wants more interactivity with its products. In the same Q&A, representative director Shigeru Miyamoto commented on the upcoming Mario movie and how he hopes it will do its part to expand Nintendo’s brand.
“…it’s not so much that I wanted to make a Mario movie, but that I felt Nintendo should have more video content,” Miyamoto said. “More people will have access to our IP with video content, and so the number of people who will come into contact with Nintendo IP will continue to grow in the future.”
Miyamoto also said that mobile apps such as Mario Kart Tour and Fire Emblem Heroes have “dramatically increased” the amount of people who experience Nintendo products.
The Nintendo Switch Lite has succeeded in that field considering 70% of the audience is buying a Switch for the first time. The Switch Lite is a slightly less-powerful Switch that is handheld-only without detachable controllers. It also costs $100 less than the other model.
Persona 5 Scramble: The Phantom Strikers demo is available on Japan’s Nintendo Eshop for Switch and PSN for PlayStation 4 and we were able to play through it. Based on our experience with the demo and all the pre-release content we’ve seen coming from the Japanese release, Persona 5 Scramble is shaping up to be more of a sequel to the original RPG than a spinoff action game. In the video above, we go into detail about our impressions and what we know about the game.
The story is a continuation of Persona 5 with the Phantom Thieves returning in full form. Everyone’s a bit older, Haru and Makoto are in college, and they’re all seasoned from their time in the original story. You’ll get opportunities to explore the streets of Japan and spend time with your friends all over again, but in new scenarios. There are also new characters like Sophia and the new Phantom Thief codenamed Wolf who are brought into the mix.
From a gameplay perspective, Persona 5 Scramble isn’t just a Musou adaptation of the RPG, it’s more of an action RPG with the number of elements from the original game are incorporated into the combat. You’ll still juggle different personas, cast spells, exploit enemy weaknesses, and execute all-out attacks. The metaverse is going to have new palaces and challenges and it seems that the new action gameplay fits the style its going for.
All the sights, sounds, and styling of Persona 5 are present in Scramble, and we’re excited to see it when it comes out in Japan on February 20, 2020 and sometime later in the year for the West. Also, if you’re not aware, Persona 5 Scramble has some new tunes and we can’t stop listening to the “Last Surprise” remix for the game’s battle theme.
Video games are a massive part of pop culture, from traditional gaming and mobile games to esports and streamers. So it’s surprising that there haven’t been more attempts at a high-profile show or movie covering the games industry. Apple TV+‘s Mythic Quest: Raven’s Banquet, out now, is the latest in that sparsely populated tradition, stretching back to Grandma’s Boy in 2006, The Wizard in 1989, and a handful more throughout the years. And amazingly, Mythic Quest gets a lot of things right.
It helps that the workplace sitcom is, at this point, a tried-and-true formula. Mythic Quest may not take the mockumentary approach that shows like The Office and Parks and Rec did, but it still owes them a lot. But even more importantly, Mythic Quest is probably the most accurate and honest fictional look into the world of game development that’s ever existed in this format, despite the heightened situations and personalities that prevent the show from being 100% accurate to reality.
With that in mind, having watched all nine episodes of Mythic Quest: Raven’s Banquet (which are now available on Apple TV+), we’re going to break down nine things the show accurately portrays about the games industry.
The Xbox One had a rocky launch in 2013, but since then, Microsoft has markedly improved the console and, most importantly, its controllers. Things are looking great heading into the Xbox Series X launch, especially since the next-gen console will be backward-compatible with all of the Xbox One’s peripherals. That means every Xbox One owner already owns a controller that works with the Series X, and anything they buy before the console releases will be compatible as well.
Best Xbox One controllers with Xbox Series X compatibility
With the number of great Xbox controllers on the market, including high-end options, you can rest easy knowing that if you drop a large amount of money on a pad, you’ll be able to use it with Xbox Series X and the next generation of Xbox consoles.
Of course, the basic Xbox One controller is perfectly suitable. It features excellent ergonomics, smooth triggers, and accurate analog sticks, and if you need to face someone 1-on-1 in a fighting game, its clicky D-pad will serve you well enough. However, some of the alternative options will give you customization features, a more accessible experience, or even an edge over the competition.
If you need to keep your thumbs on both sticks during a tense firefight, there are several controllers from Microsoft, Scuf, and Razer that feature remappable back paddles. If you want to relive the past with a hefty dose of nostalgia, the Xbox One has two excellent options in Hyperkin’s Duke and X91 pads. And if you’re looking to streamline the gameplay experience as, or for, someone with limited mobility, then Microsoft has an excellent, accessibility-focused controller.
Xbox Series X controller: What we know about the next-gen pad
We won’t have hands-on with the Xbox Series X controller until later this year, but we already know quite a bit about it. At the end of 2019, we spoke to Xbox head Phil Spencer for the Xbox Series X’s reveal. He said Microsoft learned a lot from the Elite controller and through fan feedback. Two significant design changes for the Xbox Series X controller came from that. The first is a new hybrid D-pad, while the second is a share button. Aside from this and some obvious cosmetic changes, not much else has been adjusted, as Spencer believes the Xbox One controller is already “pretty good.” And like every controller on this list, it’ll be compatible with the Xbox Series X and any Xbox One console.
We’ll keep this article updated as we test new controllers, leading up to the release of the Xbox Series X and throughout its lifespan. While you wait for the next-gen console, be sure to read through our list of the best Xbox One controllers that will work with the Series X. It’s important to note that the prices indicated below are each controller’s standard price and don’t reflect any discounts or fluctuations.
Quick look: The best Xbox One controllers in 2020
Best value
Xbox One wireless controller | starts at $60/$70
Pros:
Stark improvements have made for an excellent standard controller
Affordable price
Several different editions to choose from
Of course, you can’t talk about the best Xbox One controllers without first talking about the standard of which all are based on. The Xbox One controller has overgone a significant makeover since it was first released with the console back in 2013. For starters, the bumpers have been tuned to make them more ergonomic and easier to push, while the entire front faceplate of the controller is now one solid piece of plastic–the plastic around the Home button used to be separate from the rest of the pad. In addition to that, the controller now features a 3.5mm headphone jack and Bluetooth connectivity. Other small changes have also been adopted, making it increasingly hard to go back to any previous iteration of the Xbox One controller. Despite all the changes, it still requires two AA batteries.
Different editions of the controller sometimes boast unique properties, such as extra texture on the hand grips or triggers. If you want a unique design for your controller, Microsoft offers Xbox Design Lab, which gives you the ability to change the colour of almost every single part of the pad–you can also add an engraved message. No matter what direction you go with a standard Xbox One controller, you’re going to get a great pad that works well with every game on the console. | Mat Paget
Best overall Xbox One controller
Xbox One Elite Series 2 controller | $180
Pros:
Newly added grips keep controller firmly in your hands
Trigger stops automatically adjust sensitivity
Three profiles for controller customization
Adjustable analog-stick tension
New thumb-stick heads emulate Xbox 360 controller
40-hours of battery life
Cons:
Uncomfortable with all four paddles attached
The Xbox One Elite Series 2 controller is hard to beat. With its textured hand and trigger grips, refined trigger stops, and adjustable stick tension, it’s quite the step up from the original Elite controller. It features all of the same customization options as well, but instead of only two profiles, there are four–one of which returns the controller to its default settings. It also boasts a built-in battery that can last up to 40 hours and Bluetooth connectivity, which was introduced to the Xbox One’s controllers after the release of the Elite Series 1 controller.
There is a downside, though. Microsoft’s layout for the Elite controllers’ back paddles is a bit uncomfortable, and while it’s not terribly difficult to get used to, I do find it hard to get my hands into a comfortable position with all four paddles attached. Thankfully, I don’t feel the need to have all four paddles attached–I’m perfectly content with two paddles for crouching and jumping in my shooters of choice. However, when companies like Scuf make controllers with a comfortable layout for all four paddles, it is slightly disappointing by comparison.
Despite this setback, the Elite Series 2 is a delight to use. The extra hand and trigger grip feels nice, and being able to adjust the stick tension is a huge positive. The tighter analog sticks feel great, and when paired with the larger thumb stick heads, it emulates the Xbox 360 controller except with the more comfortable ergonomics of the Xbox One pad. On top of that, there are now two trigger stop positions as opposed to one, and by default, the controller adjusts trigger sensitivity on its own–previously, you’d have to do this in the Xbox Accessories app on Xbox One or PC. The clicky home button also has a more premium feel when compared to the mushy-ness of the basic Xbox One controller. All of this makes the Elite Series 2 feel like a next-gen controller, perfect for using with the Xbox Series X. | Mat Paget
Best Xbox One controller for accessibility
Xbox adaptive controller | $100
Pros:
Works with a wide range of assistive devices
Extremely flexible customization
Officially compatible with Xbox One and PC
Works on Nintendo Switch with Bluetooth adapter
The Xbox Adaptive controller is much different than the rest of the control options in this round-up. It’s intended first and foremost as a device that helps those with limited mobility play games. It works with a wide range of assistive devices that users can plug in and assign to specific controller inputs to give them the ability to play any game on the two platforms.
It features 20 ports for you to plug joysticks, switches, buttons, and any other assistive device into–19 of those are 3.5 mm ports, while the other two are USB 2.0 ports. There’s also a 3.5mm audio output port for headphones or a headset. It’s compatible with both Xbox One and PC, and there’s quite the dedicated community behind it, discovering new ways to use the adaptive controller–you can even utilize a Bluetooth adapter to get it working with the Nintendo Switch.
The Adaptive controller may not be for everyone, but thanks to its ability to effectively bridge the gap between gamers with limited mobility and the games they want to play, there’s no doubt in my mind that it’s the most important controller on this list. | Mat Paget
Best back paddles
Scuf Prestige | starts at $160
Pros:
Extremely comfortable back paddles
30-hour rechargeable battery life
Rubberized grip feels great
Interchangeable analog sticks
Cons:
Scuf has been making Elite-style controllers for years, and it shows. The company’s controllers are some of the most comfortable you can find, and the Scuf Prestige controller is a great example of this. The Scuf Prestige is very similar to a standard Xbox One pad, though it definitely feels different. The plastic is much smoother on the Scuf controller, and the backside features subtle, yet effective rubberized grip. It also features an interchangeable faceplate and a built-in rechargeable battery with 30 hours of life.
The Prestige excels most in its four back paddles, which are the most comfortable we’ve tested, thanks to their vertical alignment and distinct textures, shapes, and sizes. Remapping the paddles is also quite simple, though you’ll need to make sure to hang on to a small accessory to do so–the EMR (Electro-Magnetic Remapping) key. All you do is place the magnetic key on the back of the controller, then hold a specific paddle and specific button for at least one second. Once you’re done remapping your paddles, just remove the EMR key and you’re good to go.
The Prestige also comes with two interchangeable thumbsticks and adjustable built-in trigger stops. Like all Scuf controllers, you can customize and build your own exactly to your liking on Scuf’s website. It starts at $160, and you can choose the colour of each and every part, as well as remove the rumble motors if you want to go that route. | Mat Paget
Best buttons
Razer Wolverine Ultimate | $160
Pros:
Excellent, clicky face buttons
Six programmable buttons
Interchangeable D-pad
Cons:
Only usable with a wired connection
The Xbox One Elite and Elite 2 controllers are regarded as some of the best high-end, pro-style gamepads out there. But Razer has its own take on that design with the Wolverine Ultimate. It may not sound like a game-changer, but the best thing about the Wolverine is how great its buttons feel. The face buttons mimic the tactile nature of mouse clicks and feel more responsive as a result, and the analog sticks are buttery smooth and frictionless (which makes minuscule movements and precision easier).
Another key feature of the Wolverine is its six programmable buttons–four are on the back and two are near the shoulder buttons. Of course, this means you can map face button functions to these additional inputs and keep your thumbs on the sticks at all times. Those buttons are effortless to press down as well. You can also customize the D-pad to be used in a traditional four-way or rounded eight-way layout.
There are a few drawbacks with the Wolverine Ultimate, one being that it can only be used through a wired USB connection. It usually retails around $160 USD, which puts it up in the territory of an Elite controller, too. But if you’re looking for an Elite-style controller and can find it on sale, the Razer Wolverine Ultimate would be a great option. | Michael Higham
Best retro-style Xbox One controllers
Hyperkin Duke | $70
Pros:
Recreates classic Xbox feel
Includes modern touches like shoulder buttons
Feels great to use with big hands
Cons:
Can be quite cumbersome for smaller hands
Only useable with a wired connection
The Hyperkin Duke was made purely out of nostalgia for the original launch Xbox controller from way back in 2001–it was this hulking gamepad with oddly shaped and offset face buttons. So there wasn’t much surprise when it was quickly surpassed by the Controller S, which became the standard design moving forward. But if you have massive hands, the Duke might be a better fit.
Hyperkin has made a name for itself by recreating retro gaming experiences through its wide range of hardware, and its Duke controller very much resembles the original Xbox controller in terms of size and button layout, but with a few modern touches. While original Xbox controllers had black/white buttons instead of left/right bumpers, Hyperkin incorporated small bumpers so the Duke would make sense for playing today’s games. The huge logo on the center of the controller is a screen that also acts as the home button–when you power on, the screen displays the old Xbox splash screen. Otherwise, it’s a faithful recreation of the Duke that now works through USB for Xbox One and PCs. | Michael Higham
Hyperkin X91 | $30
Pros:
Retro form factor
Features every button a regular Xbox One controller does
Great for retro-style or D-pad-focused games
Cons:
Mushy triggers
Only usable with a wired connection
In addition to Hyperkin’s wide array of retro gaming hardware that lets you play old games easily, it has a few retro-inspired accessories. One of which is the Hyperkin X91, an Xbox One controller that’s scrunched down into a SNES-like form factor. Despite the small size, everything you need in a controller is there and it all works surprisingly well. From the analog sticks to the face buttons, the X91 recreates the full controller feel almost perfectly. One downside is that the triggers can feel a bit squishy as opposed to the smooth feel of the triggers on a DualShock or regular Xbox One controller.
And if you have a gaming laptop and play on the go often, the X91 is the perfect size for travel. Unfortunately, this controller only works through wired USB. While that means you don’t have to worry about battery life, having a thick cord connected can make it a bit clunky to have around. The form factor may also make it slightly more difficult to be precise with the analog sticks since there isn’t much you can grip to keep the controller steady. However, if you need a small, fully-featured gamepad for less intense games, the X91 is a fine choice. | Michael Higham
Best Xbox One fight stick
Razer Atrox fight stick | $200
Pros:
Easily moddable
Excellent 8-way stick
Great buttons
Sanwa parts
Removable USB cable
Cons:
No right-stick control or L3/R3 buttons
No official PC support
If you’re looking for an Xbox fight stick that will last, then the Razer Atrox is the one you want. Not only will it be forward-compatible with the Xbox Series X, but it’s also fully moddable, which means you can replace the joystick and buttons as you wish–and it’s as easy as pushing a button to pop the Atrox open and access its various wires and components. Despite its modding potential, it’s more than ready to go right out of the box. The Sanwa joystick and buttons feel great and are satisfying to tap combos out on. The USB cable is also completely removable, making it easy to store inside the fight stick’s compartment.
The Atrox may be the best stick I’ve used for the Xbox One so far, but it’s not quite perfect. Unlike Razer’s Panthera Evo PS4 stick, the Atrox is not officially compatible with PC and does not feature a switch that lets you swap the joystick from D-pad to either analog stick or a way to press L3 or R3. The cases in which you need these inputs in a fighting game are rare, but needing a regular controller for character customization or anything else that uses these inputs is a little disappointing.
Thankfully, the Atrox makes up for this when you get into the action. I tested it with Dragon Ball FighterZ, Street Fighter 30th Anniversary Collection, Tekken 7, and Dead or Alive 6 and was very happy with how it performed across different styles of fighting games. If you’re looking for a great, future-proofed Xbox One fight stick, then the Atrox is an excellent one to go with. | Mat Paget
With both the Xbox Series X and PS5 set for launches this holiday season, IGN is proud to introduce Next-Gen Console Watch 2020, a new weekly show breaking down the latest next-gen news and rumors with expert analysis, viewer polling, and much more.
This week’s episode focuses on how powerful the PS5 and Series X may be given recent reports. Watch the video above to check out the full episodes, and check out the gallery below for our look at the power levels of past generations of Xbox and PlayStation consoles. While these levels don’t tell us everything about the power of each console, it does give us a rough idea of how power levels have increased from one generation to the next.
Following that, we dive into the alleged revelation of what Xbox Series X’s mystery port will be, before offering poll results and introducing our newest poll, which you can vote on below:
Be sure to check out the first episode of Next-Gen Console Watch 2020 as well, and stay tuned every Friday morning for new episodes in the lead-up to the PS5 and Xbox Series X’s launches.
Welcome back to Game Scoop!, IGN’s weekly video game talk show. This week we’re discussing Xbox’s competition, Rockstar losing its co-founder and lead writer, surprisingly M-rated classic games, and more. Watch the video above or hit the link below to your favorite podcast service.
Season 4: Assimilation adds Revenant as a playable character to Apex Legends and the synthetic nightmare is a powerful offensive threat. Though his passive and tactical abilities are rather straightforward, Revenant’s ultimate ability is quite nuanced and comes with a bunch of small caveats.
In the video above, Jordan Ramée and Max Blumenthal discuss Revenant’s three abilities–Stalker, Silence, and Death Totem–before detailing the best strategies for when and how to use them. Revenant isn’t quite as game-changing of an addition to Apex Legends as Wattson, but if you manage to master his aggressive skillset, you’ll be able to help your one squad feel like two whenever you attack another team.
Revenant’s passive ability, Stalker, allows him to crouch-walk faster and climb higher than the other legends. His active ability, Silence, both damages and stuns enemies, and those caught in its blast radius will lose access to their own abilities for 10 seconds. Death Totem is Revenant’s ultimate ability, allowing him to summon an obelisk of dark energy that can prevent the deaths of those who interact with it.
The third episode of Star Trek: Picard oddly opens with a quick montage of the Mars attack from last week, which almost plays like a dream sequence but turns out to just be there to catch us up in case we missed the last episode (which is what the “previously on” segment is there for, but O.K.). It then slides into a different flashback: the day 14 years ago that Picard resigned his commission in the wake of those attacks. In a fine bit of story back-filling, we also meet Picard’s former First Officer Raffi (Michelle Hurd), and get a real sense of their dynamic and how things went wrong between them.
These two approaches — replaying or re-explaining stuff like the Mars attack, and cool scenes between Jean-Luc and some new character — tend to be the way Picard has been rolling so far this season. The result is a frequently appealing and exciting return to the character that alternatively turns into an exposition-laden slog for half of its running time, as if the writers don’t trust us to be able to keep up — or don’t trust that they’re getting their ideas across.
In this week’s segment, “The End Is the Beginning,” it’s Isa Briones’ Soji Asha who takes up a lot of our time talking about the same thing over and over again. The episode keeps cutting back to her on the former Borg cube now known as the Artifact, where she’s working to help former members of the Borg ease back into their lives. But she’s also looking, we learn here, to employ the “therapeutic utility of a shared mythical framework” with the ex-Borg. Basically, she wants to use their mythology to connect with them… or something.
But that’s the thing, because even though so much time this week is spent with Soji and this idea, we still don’t really understand what it all means by the end of the episode — despite going back to Soji and her Romulan ex-Borg patient several times.
Also frustrating is the fact that another classic character made his debut this week and yet we learned virtually nothing about what he’s been up to for the past 30 years. Jonathan Del Arco played a Borg named Hugh who Picard’s crew freed from the Collective back on The Next Generation. He was only in two episodes, so even fans of the old show might not recognize him here in his more human form, sans cyborg implants. Surely we’ll learn more about him eventually, but it seems an unnecessary tease to drop him here with absolutely no explanation.
Meanwhile over on “current day” Earth, Picard is trying to get Raffi’s help in finding a ship that can take him offworld in his search for Soji, but he finds that his former officer is now a space-weed-vaping, hard-drinking burnout who resents him for ruining her career all those years ago. It’s an interesting idea to give us a less than perfect ex-Starfleeter like this, but the show seems to be laying it on a bit thick, particularly when it comes to Raffi complaining about the economic gap between her and Picard. Why exactly is she crying about money in a post-money society, anyway? Can’t she just have a vineyard too if she wants one?
Anyway, Raffi puts Jean-Luc in touch with another ex-Starfleeter in Cristóbal Rios (Santiago Cabrera). He has cool ship — it’s even got a slick paintjob! — and a fun EMH (also played by Cabrera) who is like Batman’s butler Alfred, only if he got less respect from his master. Rios runs the risk of becoming a stereotype very quickly with the whole shrapnel in the shoulder/I don’t need a dermal regenerator shtick, as well as the dead-captain back story… and yet, when the EMH calls Rios on his “angsty teenage moral relativism,” you have to chuckle.
So Picard finally has his ship and his crew — Allison Pill’s Dr. Jurati is also tagging along — but before he takes off for the great beyond, there’s a nicely choreographed fight scene in his home as more Romulan baddies show up. Fortunately my favorite non-Jean-Luc characters Laris (Orla Brady) and Zhaban (Jamie McShane) are on hand to exercise their Tal Shiar training, though Picard keeps a couple of phaser pistols hidden under the coffee table for just such an occasion, so he’s able to help out as well. I continue to worry for Laris and Zhaban — they aren’t main cast members, and therefore could be expendable. And yet there’s just something about them that works. When Zhaban is about to deliver a death blow to the sole surviving attacker, Laris scolds him in their native tongue, “We are not like them anymore.” Damned straight you’re not.
By episode’s end, we’re seemingly, hopefully on our way to a less leisurely adventure than these three episodes have so far given us. Listen, I’m all for a good Picard speech — I practically minored in that s#!t in college. But at a certain point you have to make it so already.
Questions and Notes from the Q Continuum:
The Romulan baddies whispering in a dark hallway with canted angles is just too much.
Soji is “the Destroyer,” eh? Sounds… bad.
Next stop: Freecloud (whatever that is) and Bruce Maddox?!
The EMH nailed it when mentioning several of Picard’s greatest achievements: “Chief contact with the Q Continuum, Arbiter of Succession for the Klingon Empire, savior of Earth from Borg invasion, captain of the Enterprises D and E, the man even worked alongside the great Spock…”
I neglected to mention last week that Raffi’s home is at Vasquez Rocks, which of course has been the real-life site of many Star Trek adventures in the past, including the fight between the Gorn captain and James T. Kirk.
We now understand what Soji’s take is on the Romulans harvesting Borg tech: “I hate it,” she says. Hugh agrees.
Where was Picard when Raffi needed him, anyway?
So Picard is aware that there must be Federation complicity in order for the Romulan attack squads to be operating on Earth, but when Raffi says she has evidence about the Mars attack he’s skeptical and doesn’t seem interested in even looking at it?
Commodore Oh popped in again this week and she’s wearing… sunglasses (also, her ear prosthetics were really sticking out in that scene). As my colleague Jim Vejvoda points out, Mirror Universe inhabitants are very light-sensitive. Hmm…
In a call with investors for the most recent financial quarter, Nintendo’s Shigeru Miyamoto said that in the era of IP, Nintendo has to consider ways to grow the Nintendo brand beyond the hardware race with Sony and Microsoft.
During a Q&A with investors to discuss Nintendo’s Q3 2020 performance, Super Mario and The Legend of Zelda creator Shigeru Miyamoto was asked about Nintendo’s plan to develop its intellectual property (IP) and how Nintendo will increase its reach in a competitive “IP-based content industry.”
Miyamoto agreed with the IP-focused nature of the industry saying, “Nintendo has long been thought of as part of a race to produce the video game hardware. Lately, I feel like that conversation about competition between Nintendo and other game companies is happening less and less.”
Miyamoto reaffirmed that “Only Nintendo developers can use the character of Mario as we feel best… and we have closely guarded our rights so that we don’t lose that freedom in developing our games.” But Miyamoto also discussed the benefits of expanding into other mediums like theme parks, animated movies, and mobile phones.
“[T]here is a limit to how many consumers will be able to engage with Mario if their contact point is limited to dedicated video game systems,” said Miyamoto. “That recognition is highly valued by us, and we will continue to grow the number of people who come in contact with our Nintendo characters as we continue working on our unique initiatives.”
Spencer was referring to Microsoft’s cloud business, which is directly competing with Amazon and Google’s cloud technologies. This technology also powers Google and Microsoft’s video game streaming service — Stadia and xCloud respectively. Nintendo doesn’t have a cloud business, though reports say the company could work with Microsoft for future streaming services.
While Miyamoto talks about the importance of Nintendo’s unique approach to game development and hardware, he seems to be acknowledging a limit to how big Nintendo’s brand can get through systems alone. Nintendo has spent the past few years expanding into the smartphone space partnering with studios like DeNA and Cy Games to create hit mobile games like Fire Emblem: Heroes and Dragalia Lost.
In an era of increasing competition from new technologies and consolidation of IP, it appears that both Nintendo and Microsoft are looking beyond the console wars that defined previous gaming generations.
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Matt Kim is a reporter for IGN. You can reach him on Twitter.
Waldron recently served as a producer on Rick and Morty for its fourth season and wrote the episode “The Old Man and the Seat” as well as worked on the fifth season of the NBC-Hulu series Community.
Petey Oneto is a freelance writer for IGN who’s hoping that The New Mutants turns out well so Marvel will hopefully feel comfortable and go all in on the horror for Doctor Strange.