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Xbox's handhelds have Valve in their sights, not Nintendo | Opinion
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Xbox’s handhelds have Valve in their sights, not Nintendo | Opinion

by admin June 8, 2025


Microsoft has revealed its first Xbox co-branded handhelds, the ROG Xbox Ally and Ally X, both collaborations with Asus. They will launch in the holiday period of 2025, with pricing information not yet revealed.

The Xbox Ally is being pitched as a “great value” generalist device, while the Xbox Ally X is described as an “ultimate high-performance” handheld for more demanding players, not dissimilar to how Asus’ existing ROG Ally and Ally X handhelds are pitched. Both use AMD processors.

These Windows 11-enabled handhelds include Xbox-branded buttons, a gaming-focused interface, and an aggregated library feature that brings players’ software together from across different PC storefronts, as well as the subscription library of Xbox Game Pass.

On top of playing PC games natively, the two handhelds can stream players’ console libraries using Xbox Cloud Gaming and Remote Play.

The interface will be familiar to anyone who’s owned an Xbox console in the past decade or so. The ‘Xbox full screen experience’ apparently optimises the Ally and Ally X specifically for gameplay functionality. Non-essential tasks are deferred by the device, dedicating more resources to playing games, according to Microsoft.

The contoured grips of the console were apparently designed with the principles behind Xbox’s wireless controllers in mind. Accessibility features from Xbox and Windows will be carried over to the handhelds. Xbox Play Anywhere – where a single game purchase functions across PC, console, and cloud gaming – extends to these devices too.

Each handheld has a dedicated Xbox button to bring up the Game Bar and switch instantly between apps and games, too.

Launch territories for the Xbox Ally and Ally X are Australia, Belgium, Canada, Denmark, Finland, France, Germany, Ireland, Italy, Japan, Korea, Mexico, the Netherlands, New Zealand, Norway, Poland, Portugal, Saudi Arabia, Singapore, Spain, Sweden, Switzerland, Thailand, Turkey, the United Arab Emirates, the United Kingdom, and the United States.

Xbox says other territories where ROG Ally products are currently available will follow.

So: what does Microsoft’s messaging tell us about who it’s targeting with the two handhelds?

The Windows factor

The ROG Xbox Ally and Ally X further Microsoft’s objective for players’ game libraries to come with them no matter which device they’re using. For players with both a PC and Xbox console, plus a Game Pass subscription, the way save data is synced seamlessly between the two is something to behold. A handheld device enables Xbox to extend that ecosystem one step further, which will be welcome to diehard users.

But the goal here goes much further than that, and this is where the Windows 11 element of the new handhelds is crucial.

Windows is talked up by Microsoft as a major plus in the announcement, with careful wording – “because these handhelds run Windows, you have access to games you can’t get elsewhere, so you can enjoy the full freedom and versatility of PC gaming all straight from the Xbox experience” – feeling like it has Valve firmly in its sights.

The Steam Deck, which kicked off the current wave of PC handhelds, plays games via the Linux-based SteamOS. While it’s excellent at running games directly from the Steam library, it’s not particularly flexible when it comes to installing and running games from other storefronts (unless you’re prepared to tinker with the device). It’s also only available to buy from Steam itself.

Microsoft clearly identifies an opportunity to offer a more wide-ranging device to PC players out of the box, while courting its existing console audience with the Xbox branding.

Superficially, Microsoft and Asus have just made two new versions of the ROG Ally that happen to have an Xbox button on them. But the opportunity here for Xbox is in positioning: the gulf between more specialist PC handhelds (the Steam Deck has sold around 4 million units, according to analysts) and Nintendo’s mass market Switch (150 million sold) is enormous. Could Microsoft bridge the gap between those audiences?

The PC gaming handheld space is still relatively new, after all. Having two devices with different specs, too, nicely mirrors Microsoft’s own strategy with the Xbox Series S and X, and isn’t something Nintendo or Sony have tried before with their handheld launches.

Ampere Analysis’ Piers Harding-Rolls shared his thoughts on Microsoft’s approach on LinkedIn. “This partnership shows Microsoft’s increasing commitment to the PC gaming market, and its intent to protect and expand the role of Windows as the dominant gaming platform,” he said.

“A lot of Microsoft’s recent work in Game Pass has been more directly focused on the PC gaming space, as it believes this is where there is a substantial opportunity to grow its audience reach compared to console.”

Harding-Rolls believes that teaming up with Asus has allowed Xbox to leverage the company’s trust with PC gamers, accelerate its entry into the market, deepen the integration with Windows and Xbox services, and counter the growing influence of Valve’s handhelds.

According to Harding-Rolls, Windows PC handhelds sold 1.2 million units by the end of 2024.

The key unknown, of course, is price. The cheapest model of Steam Deck retails for $399. Asus has not made a handheld that cheap, with the original ROG Ally launching at $600 before dropping in price.

Priced reasonably, Xbox could court both its existing console players and PC users enticed by a Windows handheld tailored for games. But we’re in a landscape where home console prices have been going up, not down. And given its specs and capabilities, per IGN’s hands-on, the Xbox Ally X simply will not be cheap.

Still, with the Switch 2 having launched this week, this announcement leaves the handheld gaming market in a more interesting state than it’s been in years. And with the PS5 dominating the home console market this generation, it’s exciting to see Xbox pick a different fight with its new hardware.



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June 8, 2025 0 comments
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Lost In Cult Sets 'Artsy Fartsy' Sights On Physical Games
Game Reviews

Lost In Cult Sets ‘Artsy Fartsy’ Sights On Physical Games

by admin May 22, 2025


Physical games are under siege. Collector’s Editions often come with codes instead of discs. Game-key cards for the Switch 2 only allow you to access downloads. The newest Doom isn’t playable out of the box. In one or two decades’ time, large swaths of contemporary gaming history could become completely inaccessible to future players. Lost In Cult is one of a growing number of smaller companies now trying not only to preserve that history but to celebrate it with physical releases as artfully constructed as the games they contain.

Nintendo Switch 2 Could Launch With Almost No Reviews

Known for its Lock On and Design Works series of lavish printed volumes of art and writing about games, the UK-based publisher this week announced a new Editions label that will be packaging and distributing bespoke physical versions of acclaimed indie titles. The debut releases are interactive film puzzler Immortality, the folk horror point-and-click adventure The Excavation of Hob’s Barrow, and the absurdist comedy Thank Goodness You’re Here! though in addition to these, Lost In Cult promises it already has lots of games in the pipeline, with new collections to be announced on an almost monthly basis.

“People might think that we’ve selected our best games to start with,” marketing director Ryan Brown told Kotaku. “We actually haven’t. We’ve pretty much just released them in the order that we’ve signed them, because one thing we wanted to do right is not just in optically, in front of people, but also behind the scenes with our developer partners, like we want to make sure that they’re treated right, that they don’t get contracted and have to wait many years for the games to be released.”

Image: Lost In Cult / Kotaku

Each collection runs roughly $80 and includes colorful boxed sleeves, posters, art cards, slip cases, and booklets featuring critical essays and developer interviews. Also a copy of the game with curator group Does It Play’s seal of approval certifying that everything is playable to completion right out of the box. Brown said they’re even working with some developers to time upcoming releases to when big new patches are ready so the physical version feels definitive. The platforms currently supported are PlayStation 5 and Switch, with Switch 2 following later in the year. Xbox remains MIA, though it’s not off the table for future releases.

In just 24 hours since the announcement, the company has already sold through almost half of its limited-run collections of around 1,500 units each. But anyone who wants just a physical copy of one of the games being sold will still be able to secure retail versions for just $40 each. Those won’t come with original art or the rest of the materials that make Lost In Cult’s collections stand out, but they will be restocked on an ongoing basis.

“I don’t think you can say that you’re all about preservation if you make a game and then it’s limited to 2,000 copies and it’s gone forever and costs 300 pounds on eBay,” Brown said. “For us, in promising preservation and availability, we don’t want to lock these games away. There’s going to be so many people that just want the game in a box and that’s fine. They can go do that.”

The Criterion Collection, A24, and special-edition book publisher The Folio Society are cited as inspirations for Lost in Cult’s Editions publishing label, both in how games are presented and how they’re selected in the first place. “It’s really hard to pin down what that curation process looks like without sounding too overly artsy fartsy, but it is a little bit artsy fartsy, and that, you know, we kind of just know what a Lost in Cult-type game is when we see it. And that’s really hard to define, but it is a game that is usually very artful, whether that’s through its design, through its visuals, through its story. Again, that is in some way pushing the medium of video games as a serious form of art forward.”

The physical medium of gaming also faces certain limitations that movies and books do not. For one, platform holders like PlayStation and Nintendo have strict rules about the certification process for physical games, down to where company logos and legal language appear on the boxes. You also can’t include developer commentary or other extras directly on a disc the way you might with an Ultra HD 4K Blu-ray re-release. When it comes to the rest of the packaging and physical inserts, however, publishers can let their imaginations run wild.

Image: Lost In Cult / Kotaku

A devotion to physical media in the increasingly digi-fied gaming space adds Lost in Cult to a growing landscape of boutique curators who scavenge for smaller indie titles that wouldn’t otherwise have the scale or notoriety to play in a market still mostly structured around big retail stores. Fellow travelers include Limited Run, iam8bit, and Super Rare, where Brown worked previously. These companies serve collectors and fans who still cherish not just how a game plays but what it looks like when it’s displayed on a shelf, and knowing the magical experience that resides inside isn’t reliant on servers a thousand miles a way to bring it to life.

“The way that we see games is just very different from how most do, like I personally care, slash we care, [that] if I pull a game off of my shelf in 40 years time I [can] go, ‘I remember that game, I want to play that.” You can pull it off your shelf, you can play it, and it’ll work. Most companies, unfortunately, aren’t really thinking about that.”

While big publishers frequently invest in Deluxe Editions and Collector’s Editions, they more often prioritize digital rewards and branded merch over the games themselves and highlighting their artistry. The result is big boxes on store shelves with toys, hats, and statues instead of developer booklets, original art, or physical soundtracks. Like the three days of “early access” these editions often come with, the biggest bonuses are mostly virtual.

“I personally would really, really, really love it if I managed to work with Bethesda and do a proper physical edition version of Doom: the Dark Ages,” Brown said. “That would be sick. But at the moment it is increasingly on boutique companies to solve this physical problem. And it seems a bit far-fetched for me to sit here and say I wish it wasn’t, because I have one, but I do wish it wasn’t. I do wish that this was taken seriously, and the sort of presentational aspects and ownership aspects were taken seriously across the board. I would love it if some other companies copied us.”

.



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May 22, 2025 0 comments
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Wall Street Ponke breaks 300k in hours and sets sights on 100x memecoin status
Crypto Trends

Wall Street Ponke breaks 300k in hours and sets sights on 100x memecoin status

by admin May 21, 2025



Disclosure: This article does not represent investment advice. The content and materials featured on this page are for educational purposes only.

Wall Street Ponke raises $300k fast, aiming to restore integrity to memecoins with AI tools that protect and empower traders.

Wall Street Ponke is not just another memecoin riding the trend, it’s a statement. Launched with a bold mission to restore value and integrity to the memecoin space, this project has already raised over 300,000 dollars in its opening presale hours. That kind of explosive momentum shows there is serious demand for memecoins with substance. Investors are no longer just chasing hype, they’re looking for purpose , and Wall Street Ponke delivers exactly that.

The project was born from a rejection of what the memecoin space has become. Too many coins launch with flashy branding and empty promises, leaving behind a trail of disappointed investors. Wall Street Ponke stands against that. Its core vision revolves around empowering traders with tools that genuinely matter. At the heart of its platform is an artificial intelligence engine that scans new tokens and detects red flags in real time. This feature gives users the kind of insight that can help them avoid scams, fake liquidity, and other traps that plague the crypto market.

Wall Street Ponke launches e-learning hub to educate and empower all levels of traders

In addition to fraud detection, the project is rolling out an e-learning center focused on trader education. Whether someone is a beginner trying to understand basic crypto terms or an experienced holder looking to deepen their  market strategy, Wall Street Ponke provides interactive and useful content tailored to real-world crypto situations. 

Wall Street Ponke is creating an ecosystem where traders can actually grow and trade smarter, not just hope for luck.

But what’s really catching the community’s attention is how quickly this vision is turning into reality. The fact that the presale crossed 300k in just hours is not just a number, it’s a sign. A sign that the market is tired of the same recycled narratives and is finally supporting projects that bring utility, ethics, and long-term thinking into the world of memecoins. Wall Street Ponke is here to change the game, and early backers know they might be sitting on the next 100x opportunity.

 For more information, visit the official website, X and Telegram.

Disclosure: This content is provided by a third party. crypto.news does not endorse any product mentioned on this page. Users must do their own research before taking any actions related to the company.



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May 21, 2025 0 comments
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