Nintendo Wii U, 3DS News & Features

Review: Baldur’s Gate 3 (PC)

Venture forth into this immersive Dungeons & Dragons title!

Review: Football Manager 2024 (PC)

FM's 20th anniversary offering is a pleasant closing chapter for this generation of football sims.

Review: Diablo IV (PlayStation 5)

A gory homecoming for a storied franchise.

Tech Up! Victrix Pro BFG Wireless Controller Review

Having already blessed PlayStation owners with a highly commendable pro controller last year, PDP's Victrix team now delivers an Xbox-tailored version that is also PC compatible. The Victrix Pro BFG Wireless Controller features a plethora of unique selling points, particularly regarding customisation options. Cubed3 gets to grips with this appealing product to see if it is the controller passionate video game players should invest in. For the purposes of this review, the Victrix Pro BFG was tested on PC.

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For the hefty sum of $179.99, there needs to be some attention-grabbing qualities in a controller demanding such a price. It must be said, PDP has done a bang-up job of hitting the mark in several ways here, ensuring fighting game players, in particular, will want to highly consider this gamepad - due in large part to its interchangeable sticks and buttons.
 
The Victrix Pro BFG is an extremely comfortable and lightweight controller that can be utilised on Xbox Series X/S, Xbox One and Windows 10/11 PCs, both wirelessly via a USB dongle or Bluetooth, and wired through a 3-meter braided USB cable. In the immaculately presented carrying case are the aforementioned tools required for connection, of which hooking up wirelessly is as simple as popping the stick into your PC and pushing the central Xbox button. In no time at all, the pad is ready to go.
 
It is recommended before diving straight into any game, however, to download the Victrix Control Hub app, and using this to update the controller to the latest firmware. Although the four back paddles can be remapped very easily with the Function button, the app also allows players to do so through a simple interface that presents a wider range of customisation options, including full button remapping, stick and trigger dead zone alterations, headset audio controls, and rumble intensity.

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The big draw of the Pro BFG is its ability to swap and reposition stick and button modules that allow for different play styles and preferential layouts. The d-pad and left stick module, for example, can be rotated in order to create symmetrical or asymmetrical sticks, therefore allowing an Xbox user to play with the traditional PlayStation controller setup of both sticks placed low, if desired.
 
Unfortunately, those who prefer to have their right analogue stick in the upper position, perhaps reminiscent of the Wii U GamePad and Pro Controller, are out of luck, as the face button module cannot be rotated in such fashion. It is also worth pointing out that the face buttons themselves are a little on the small side - bigger than the tiny Nintendo Switch Joy-Con buttons, but a touch smaller than the Nintendo Switch Pro Controller buttons. Not really an issue for smaller hands, but noteworthy enough that bigger paws might get a little cramped over a longer play period.
 
Thankfully, the six-button fightpad module more than makes up for this shortcoming with chunky microswitch buttons that offer a satisfying tactile click to proceedings. There isn't room for a stick as a result of this module's layout, but with the titles fightpads are intended for, that isn't necessary, and allows a player to very comfortably compete in their favourite fighting games. There isn't anything preventing a player from using the fightpad module with any game that doesn't require a right analogue stick, either, and might suit someone intending to enjoy a few retro platformers with the larger tactile buttons.
 
Each module is easily removed by way of the included hex screwdriver, where there is no worry about losing screws as they always stay locked into the removable mechanism. It is simply a case of unscrewing, rotating or replacing the module in question, and then screwing back down.

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The customisation options don't end there, however, with three types of d-pad to pick from, on top of the four control sticks, of which there are two concaved standard sticks, one taller concaved stick, and one convex stick. It seems a bit odd to only offer one convex stick, especially for yours truly, who tends to prefer this design, and the one that is provided here perhaps could have done with some textured grip or a raised ridge akin to Nintendo Switch Joy-Con and Pro Controller sticks to prevent thumb slippage.
 
In general, though, these sticks are certainly some of the better ones out there, where the concaved designs aren't so deep that it is difficult to keep the thumb on top of, and there is a strong feeling of spring-back when pushing the sticks around - no sign of looseness here, giving the impression of something that is going to last.
 
There are even two types of control stick gate to further add to the possibilities, where the more standard full circle gates are set in by default, but two octagonal gates reminiscent of the GameCube controller are packed into this box, too. Although these eight-way gates may not be as popular amongst players, there are definitely people out there that have grown to appreciate this style - particularly fans of the GameCube that found great pleasure in smashing out directional attacks in Super Smash Bros. Melee. While in most games, full circle gates are preferred, for fighting games and side-scrolling platformers, octagonal gates work brilliantly, so their inclusion here is something to be admired.
 
Pleasingly, there is a familiar plus-shaped d-pad that Nintendo players will be glad to see, with two other designs in the form of a circular d-pad with diagonal surface area, and a square-shaped d-pad that visibly appears like a Master System control pad rotated 45 degrees (as observant Cubed3 colleague Mike remarked!).

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All three d-pads are comfortable in their own right, and which one is utilised will come down to personal preference. The traditional plus-shape is going to appeal to a wide range of people, especially those that started their gaming with the NES and SNES, but the slightly raised nature and shape of the circular d-pad has a very reassuring feeling to it, and its large surface area means diagonals come out well. Slightly larger still is the diamond shaped control pad, which surprises by how pleasant it resonates with bashing out inputs, again seemingly working great with diagonals.
 
As with any controller, the d-pad always takes some time and effort to get used to, but the experience on the Pro BFG has been rather great overall. It may require playing a few games to adapt and find the d-pad shape that works for the individual, but multiple sessions found that the diamond ended up a favourable choice personally, where its larger presence felt like it was able to hit those diagonal inputs easier than usual. Some slightly harder than normal pressing is needed at times, and not being as tactile as other d-pads elsewhere means it might not the be the absolute best it could be (something for a future upgrade, perhaps), but impressions are very positive in these tests.
 
Both the d-pad and sticks are removed by merely pulling them off with a bit of force. In the case of the d-pads, it can result in the piece flinging just about anywhere since it takes some effort to lift, but at least there is no chance of things falling apart during play.
 
When it comes to the analogue shoulder triggers, there is a handy clutch switch for each side that allows the user to stop the trigger at various depths, going so far as to essentially turn both triggers into instant tactile buttons. While the highest stopping point doesn't have the same microswitch feeling as the fightpad and bumper buttons, it does the job effectively of creating an extra instantaneous input on both sides.

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The four back buttons, as well, are instant clickables, resting nicely underneath the natural position of the middle and ring fingers, but are not so soft that accidental presses may occur. That said, for those not quite accustomed to back paddles, it does take a little time to learn not to grip too hard, else this may just happen regardless. These buttons can be remapped easily through the Function button to quickly assign other inputs to them, freeing up thumbs during gameplay. It is just as easy to unassign a button and keep them unused, while a profile switch button on the back of the controller means up to three settings can be stored and rotated between on the fly.
 
The Victrix Pro BFG Wireless Controller stands tall, then, as an extremely enticing product, so there is a great deal of surprise that neither the analogue sticks nor triggers use Hall effect technology. Coming at a time when stick drift is more talked about and public knowledge than ever before thanks to high profile examples in Nintendo's Joy-Con and Sony's DualSense controllers, Hall effect tech is one of the most requested features in video game pads today.
 
For the asking price, one would expect Hall sensors in a controller of this calibre, because this is truly a highly impressive example of how to put together a solid gamepad with all the bells and whistles that not just fighting game players will benefit from. This factor alone may turn a potential customer away from the Pro BFG, such is the demand for the industry to make Hall effect controllers standard across the board now.

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PDP has put a belter of a controller together for Xbox and PC players in the form of the Victrix Pro BFG Wireless Controller, with an abundance of options for customisation when it comes to stick placement, d-pad shapes, microswitch fightpad buttons, and a range of settings for dead zones, button mapping, and more. Fighting game players will benefit the most from this comfortable and lightweight pad, and therefore the lack of Hall effect sticks and triggers may not be as big a deal if this is the target audience, but it does feel like a misstep for such an expensive controller. Some minor adjustments elsewhere could go an additional way to improving the product, but on the whole, the Pro BFG hits the mark in so many areas that if a player does have the money to spend, this is one of the best controllers in the business to go for.

Review: Need for Speed Unbound (Xbox Series X/S)

Sparkly, customisable car action!

Review: Alone in the Dark (PC)

Something goes bump in the family.

Tech Up! Skullcandy Grom Headphones for Kids

As far sound goes, Skullcandy has managed to really make a name for itself. From headphones and earbuds over speakers all the way to gaming headsets, Skullcandy provides both wired and wireless alternatives with a range of functionality and price tags. Until recently, these items were mainly developed with adults in mind, but now there is something new: headphones for children. Developed with children in mind, can these headphones compare to their adult counterparts?



 

Skullcandy has not released one, but two versions of these headphones: the Grom Headphones for Kids and the Grom Wireless Headphones for Kids, both of which were thoroughly inspected by this reviewer's nieces Anna (3 years) and Elsa (5 years).

Grom Headphones for Kids
Starting with the Grom Headphones for Kids, these come in two colours: bone/seafoam or surf blue. For this review, Cubed3 was provided a surf blue set. The box for this set has a similar design to previously reviewed headphones by Skullcandy - in other words, appealing perhaps more to the adult rather than a child. Inside are the headphones and the manual, which is fairly short as the functionalities of the headphones are kept simple and kid-friendly.
The 'surf blue' colour is beautiful and a great choice for little kids - however, as both Anna and Elsa pointed out, they would have loved a different colour: pink, a colour that is beloved by many little girls. Perhaps a wider range of colour would appeal to a wider audience of children.
This set of headphones is wired, meaning that it needs to be plugged into an AUX connection. This means that the sound is absolutely fantastic, it is crisp and clear. Furthermore, the built-in microphone also records in a surprisingly clear fashion, which is truly impressive for a set meant for children. The downside here is that the cable looks like it can be pulled out, which it can't, and that there is a chance of it breaking.

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The set folds up but does not come with a case. Both Anna's and Elsa's parents agree that a case would make not only transportation easier, but also decrease the risk of damage.
This set was primarily tested by Anna, who is only three years old. Thanks to the adjustable headband, it was no issue fitting them on Anna's tiny head, for her to wear them comfortably. She agreed that they were very comfortable - they are light and the faux leather covered earpieces are very soft and fit comfortable over the ears, covering them fully. It was easy for Anna to adjust the volume using the volume wheel once shown where it was and how it works - kids are fast learners! The volume, by the way, is limited to 85dB - but with a little extra force, this can be overridden for louder situations, although even then it doesn't increase the volume that much more. What is cute is the little red Skullcandy logo that appears when the override is active, not unlike a little warning sign.
Another feature of these headphones are the button controls. Instead of different buttons, all children have to do is press onto the left earpiece. A single push pauses (or plays) music, two skip forward, three skip backwards, and holding it can activate voice assistance for devices that offer them. This way of pausing and playing music was pure delight for Anna, who could not get enough of it.
Of course, Anna has her sister Elsa, and as such they may wish to enjoy some media together. Parents know how tedious car rides can get when all they get to listen to are children's music and audio books. It is not always the case that each child has their own device either. This is something Skullcandy has considered and therefore added a share audio port, allowing for a second set of headphones to be connected and share audio. This works an absolute charm and is really handy - both Anna and Elsa were absolutely blown away!

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Grom Wireless Headphones for Kids
The Grom Wireless Headphones for Kids are very similar in design to their wired counterpart, with the difference that it has no fixed cables and is able to connect to devices via Bluetooth. This is easy enough and works well - additionally, a separate AUX port and included AUX cable ensure that music can enjoyed even if the battery is empty. The headphones can be charged with the included USB-C cable and allow for a whopping 45 hours of wireless listening time. Adding to that, the set features rapid charge technology, meaning that a mere 10 minutes of charging allow for 4 hours of battery life - perfect for last minute plans.

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Other than the wireless features, the functionality is the same as the wired version - this also includes a second audio port allowing for another pair of headphones to connect for shared listening. This even works when the headphones are connected via Bluetooth. Indeed, when Elsa tested the headphones, being connected via Bluetooth, Anna was able to plug her wired pair into the shared audio port and both were able to listen to the music together. This is a fantastic feature for car rides, as it allows the wireless pair to connect to a tablet via Bluetooth, and for both children to be able to enjoy a movie together by sharing the audio.
The audio is fantastic, both when being connected via Bluetooth or when using the AUX connection; very clear and crisp, but again not too loud (of course), sound, that is ideal for sensitive children's ears. The built-in microphone is a bit more muffled when used via Bluetooth connection, but that is to be expected and not a particular problem.
Generally, Elsa absolutely loved the headphones - especially since they allowed her to move around freely while listening to music, but she also loved the comfort, the fit and the button functionalities. The only downside was, yet again, the choice of colour. After all, Elsa is a little girl that loves pink, and while the black with the blue-green highlights looks fantastic and pretty cool, it just wasn't her favourite.

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Skullcandy has shown that good quality headphones for kids can be functional, affordable and stylish. Both Anna and Elsa are in love with the Grom Headphones, both the wired and the wireless versions, and their parents agree that the comfort and functionality designs are truly impressive and very practical. A travel case and some additional colour choices would be ideal, but overall, the Grom (Wireless) Headphones for Kids are fantastic and well worth it.

INSiGHT: Princess Peach: Showtime! Launch Event

Nintendo is probably best known for its Super Mario series (citation needed). Mario, his brother Luigi, Bowser and of course Princess Peach have been Nintendo staples for what feels like an eternity. Of course, most of the time it is Mario who everybody focuses on. It is about time that Princess Peach gets her own time to shine, and what could be better for this than her second solo outing? Princess Peach: Showtime! allows our favourite princess to finally take the centre stage and slip into different roles! For the launch of this title, Nintendo hosted a launch event that two Cubed3 writers were invited to attend. What can they report back?


 

Nintendo's venue of choice was Lio London, which was handily situated right at Leicester Square. After leaving jackets and bags at the cloak room, it was time to see what Nintendo had prepared for the evening. Up around the top of the room on the mezzanine level, there were two booths allowing guests to play the (almost) full game, as well as setups with comfortable couches and TVs to play some other games pre-loaded onto a number of Nintendo Switch consoles.

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Stairs lead down to the ballroom below, which was packed with booths to play the Princess Peach: Showtime! demo and further activities for guests to enjoy. We first started out by giving the full game a go to get an even better impression of what we can expect. Lilly especially enjoyed the Ninja level, whereas Sandy had a hard time deciding which part he preferred most: Cowgirl or Pastry Chef? As expected, the game runs smoothly and is surprisingly varied. The different costumes come with different abilities and gameplay styles, while still keeping controls simple. This means that Princess Peach: Showtime! is fun for adults and children alike, and we are looking forward to playing the full game!

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Playing the game was only the core part of this launch event. Indeed, there was a host of activities to complete, and every guest received a stamp card to collect stamps at each activity, which in the end could be submitted for the chance to win a game bundle. While enjoying everything that was going on, there were wonderful people walking around with trays full of drinks and food, all tasting fantastic (the food and drinks that is). Apart from the normal choice of soft drinks, there were Princess Peach themed mocktails, which were absolutely amazing. For anyone with a sweet tooth, there was also a whole stall full of Princess Peach themed cupcakes.

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The different activities ensured that guests were kept on their toes. Throwing rings onto cacti could win you a cowboy/girl hat or a bandanna. A photo booth with props to dress up like Princess Peach in the game allowed guests to slip into different roles, such as thief, detective, pastry chef or ninja, with photos being both emailed and printed immediately to take home. There was also an opportunity to get a polaroid photo taken in front of a photo wall. Finally, there was of course the opportunity for some much needed networking with others in the industry, and running into old friends.

Naturally, after playing the game (and enjoying one or two mocktails), we went straight to throwing rings onto cacti - and failed embarrassingly. It being much harder than it looked, we walked away only with stamps on our little activity card and a broken ego - however we were determined to return later to try again. And again. And Again. Until we finally won a bandanna. It was so hard, but fun nonetheless!

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Our next adventure took us to the photo booth, all while grabbing tasty snacks here and there. The choice of dress-up items was extensive, and it wasn't easy to decide what to wear! In the end, Lilly went for the Dashing Thief outfit, while Sandy chose the Sword Fighter outfit! One stamp and a memorable photograph richer, we then decided we needed a break from the hustle and bustle on the ballroom floor, so up the stairs again we went. Sitting down on one of the sofas, we decided on a quick round of Mario Kart 8 Deluxe, where Sandy just about won (it was all luck!). That little reset was enough to retrieve the energy for another venture downstairs to retrieve a sweet cupcake and more food and drink.

Throughout the whole evening, both venue and Nintendo staff were fantastic - extremely helpful and friendly, and always available for questions. It was a whirlwind of impressions, in every sense of the word, all mixed into the excitement of being able to try out the brand-new game we're looking forward to.

Nintendo has managed to throw a fantastic launch event for Princess Peach: Showtime!, encapsulating the excited anticipation and ramping it up to 110%. The launch event was fittingly thrown in a fantastic ballroom, fit for a princess, with activities, food and drink that entertained the guests to the max. As such, we cannot wait for the final release of Princess Peach: Showtime!

Review: Final Fantasy VII Rebirth (PlayStation 5)

I've been waiting, Cloud.

News: Logiart Grimoire Release Date Announced

Logiart Grimoire, developed by Jupiter, has been in early access since September 2023. Since then, Jupiter has worked closely with players to improve the title and has since successfully funded the full version via Kickstarter. Now, Logiart Grimoire is scheduled to release on Steam on the 15th of March 2024, with a release for Nintendo Switch scheduled for April this year.
In Logiart Grimoire, players can solve number puzzles referred to as "Logiart" (also known as "Picross" from the Picross series) and word puzzles called "Fusion", which in turn create new Logiarts.
The full version of the title comes with new additions, including a new set of languages, new screens and puzzles, enhancements of certain customisation features, and further features and elements that were unavailable in early access. Puzzles lovers can look forward to brand-new challenge!

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Review: WWE 2K24 (PlayStation 5)

Elite wrestling for all.

Review: RoboCop: Rogue City (PC)

I'd buy that for a quid.

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