1940s cartoons have slowly grown in popularity, but especially their art style due to copyrights running out mostly from Disney. This had led to many horror projects or inspirations from these shows (Bendy, Cuphead). Mostly stemming from Steamboat Willy and his ilk, Mouse: P.I. for Hire doesn’t just take inspirations from the cartoon era it replicates but also other first-person games like Doom. Mouse is a first-person shooter that is very similar to the first two Doom games with some obvious elements of the newer reboots. First and foremost, P.I. for Hire is a fantastic game to look at. It’s not easy to make a black-and-white game due to the lack of colours that are used to give visual clues to gamers. Clearly the developers used white on black contrast to deliver basic video game language to players, and that’s quite tricky.
While I would love to say that Mouse is a fantastic Doom clone and is basically Doom: Steamboat Willy Edition, there are some glaring issues that kept this game from greatness. While the shooting mechanics feel really good and every gun has it’s own purpose and style there are some balancing issues with Mouse. You start out with the Mouser (haha), which is a semi-automatic pistol, and that’s totally fine. However, you get stuck with this single weapon for way too long. In fact, the weapons are spread so far apart it makes you want to stick with just a single gun. Like the newer Doom reboots, there are tons of pickups in every area. You rarely run out of ammo, so this doesn’t encourage mixing things up. That goes hand in hand with enemy design. Doom has a very distincft design that forces you to switch weapons for different enemies and their distance. Mouse desperately wants to be a close-quarters arena-style shooter, but these areas just aren’t big enough. There also isn’t enough multi-layering to give you breathing room or strategies. Most levels all play out exactly the same, which is multiple corridors bookended by an area with monster closets and almost no verticality. Some act as hubs, and as you come back around throughout the level, more monster closets will open, but this becomes very tedious.
There is a main hub that has your office where you pin clues you find in each level. You can also upgrade weapons with found blueprints and buy ammo and collectibles as well as play a baseball card-style poker game, which I didn’t find very interesting or fun to play. Maybe because I’m not a baseball fan. Money is accumulated incredibly slowly, so you have to be mindful about what you buy. If you don’t care about collectibles, you only use it to buy ammo so you’re stocked up before each mission. I wish there were more uses for money; again, this is part of the balancing issues in this game. When you upgrade weapons (up to three times), you get a cool visual added to the weapon but also a secondary fire option which harkens back to Resistance or Ratchet & Clank, but they aren’t as clever. The shotgun lets you charge up a double shot; the double-barrel shotgun lets you fire both barrels; the James Gun lets you shoot a burst of ammo; the mouser lets you do 3-round bursts. It’s not very diversified, and despite the amount of weapons you get, there are still more balancing problems with these. The pump-action shotgun and double barrel are mostly repetitive. The double-barrel is slow to reload and doesn’t let you carry much (12 rounds), and there are no long-distance weapons. Everything is short- to medium-range, but there are no long-range areas. There is only one explosive weapon (cannon) and one throwable (TNT), which make another pair of weapons repetitive. The brain gun is fun but doesn’t do much outside of exploding heads but requires constant contact. There’s a freeze gun, which I didn’t find useful, as it only freezes one enemy at a time and takes too long. I can go on.
I mostly stuck to the pump-action shotgun and the James gun, as those two complemented each other. Close-quarters damage and being able to shoot many enemies at once. I rarely touched the Mouser after unlocking those two. There’s a paint gun that does a bit more damage, but what I wanted were weapons that do splash damage or another type of fast-firing weapon. The enemies also always repeat. There are enemies with shields, melee enemies, big melee guys that take a lot of damage, and flying enemies, and that’s about it. This gets old really fast as there are nearly 15 levels in the game. Many levels look the same, with several set in swamps, warehouses, movie lots, etc. With everything being black and white, I wanted to see more diversity in scenery. You can unlock passive abilities like hovering, double jump, wall run and climb, but these are rarely used and felt like afterthoughts. There are no puzzles in the game either. The only puzzle is technically tail-picking, which is a nice change from The Elder Scrolls style of lock-picking. This consists of pins and a maze-style lock. You have to push the pins while moving through the maze. Some are timed and some have hazards, while others have limited moves. The problem is that once you do a few, they are all the same with zero challenge. This compels you to skip optional safes and doors in order to progress.
That’s what you will do through most of Mouse. Moving forward just to get to the next thing. The story is mildly interesting, but poorly told. It feels very disjointed, and half of the time I don’t know what was going on. There are multiple cases going on at once, and a lot of them cross over. There are typical noir-type stereotypes in the game, and they just were not clever or interesting. The voice acting is good, and I like some of the mouse-related puns, like ‘fondue’ being alcohol and ‘cheese powder’ being drugs. The boss fights are probably more interesting, but the final boss fight is an absolute pain due to the cramped arena with not enough room to move around. Despite all of this, the game is fast-paced, and I did enjoy just shooting everything in sight. That feeling from Doom does come across in the game, but the only truly interesting area was the “hallucination” level in which you jump around a fantasy area and go to hell and find the chainsaw. Most of Mouse’s problem is that it takes itself way too seriously.
The rubber hose animations and art style are fantastic to look at, and the game feels good to play. The weapons are great to shoot, but the levels feel way too similar to each other, and many of the game types of areas repeat. There’s no deviation in design, and the same few enemies repeat forever. There are no puzzles, and tail-picking becomes easy way too quickly. Passive abilities aren’t used much, and the weapons are poorly balanced with both alt-fire modes and overall use against enemies. Many weapons serve the same function, causing you to stick to the same few throughout. That doesn’t make the game unenjoyable, just repetitive, and many players may quit early on. The story isn’t very interesting and the characters are dull, but it’s still a great shooter at its heart, and I kept blasting my way through the game, having fun despite how serious the game took itself.
When I played Fatal Frame II for the first time on Xbox, I left both loving and hating the game. The entire series has always had faults and issues, but sometimes that’s the charm of the series. The clunky and slow controls, the cramped spaces, the linear levels, etc. Fatal Frame II Remake isn’t like Silent Hill 2. This isn’t a fully reimagined, built-from-the-ground-up experience. This is literally just the same experience remade with a third-person camera and some minor refinements. I feel like this could have been Team Ninja’s opportunity to make Fatal Frame shoot for the stars like Silent Hill has, but all we get is more of the same. That’s not completely a bad thing, but this game isn’t the remake I expected, especially since this is the second remake of this game (originally remade for Wii, called Project Zero 2, only released in Japan and Europe).
Everything visually was remade, including the cut scenes. This is mostly a scene-by-scene remake of the original for better or worse. You start out wandering into the Minakmi Village with your sister in tow and explore the first house. You pick up a flashlight, save for the first time, and get the Camera Obscura early on, and then it’s time to explore. There are a lot of items to collect that show up as blue glints on the ground; there are ghosts to capture called Specters that wander around, but you need to be quick or the shot is gone forever. Your parameter will flash the color filter you need to get certain shots. You can unlock doors and cabinets with some filters and solve puzzles with others. Film is used as ammo against the wraiths that attack you. The camera system is overly complicated and could have been redesigned from the ground up, and I don’t know why it wasn’t. The areas are exactly the same as the original but made with a lot of attention to detail. The lighting and atmosphere are fantastic here, and you always feel on the edge. There are details like Mio slowly opening a door or reaching out for an object in hopes nothing snatches your hand. Most of the time it doesn’t happen, but a rare occasion means you need to fight a wraith.
If you know how to play the original, then great. The game plays 100% like that down to a tee, with nothing changed. There are no added areas or anything we’ve grown to expect from remakes like Silent Hill and Resident Evil. Nothing was really improved, just updated for a modern audience. With that said, you do get shown where to go next on the map…sometimes. You can follow a crimson butterfly around to most of your objectives, but some will just be yellow blips on your map but not your minimap. It’s not consistent, and many times when you are exploring one of the three large houses, you won’t know where to go. This can lead to a lot of aimless wandering, refighting the same wraiths, but it does seem the difficulty is more balanced. I finished the game on normal and never ran out of film, which was a common problem in the original.
When it comes to combat, the camera hasn’t been updated or changed to be better. Just more modernized. The FOV is very narrow, and you need to keep the white circle over the wraith’s face and make the focus points turn red. The more focus points, the more damage is done, shown by a health bar on top of the screen. The health will turn from red to a washed-out red, showing the potential damage that shot will do. It’s best to shoot enemies right when they attack for more damage. This can lead to a Fatal Frame opportunity in which your film loads instantly and you can take a couple more shots. There is a white line on each health bar, and you need to get it below that line as fast as possible or the wraiths become agitated and regen health and become more aggressive. This is where the different films come into play. Type 7 is the weakest and is infinite. Type 14 does moderate damage. The Type 90 does moderate damage but loads quicker. Type 00 loads the slowest and does the most damage, and you only get a few of these throughout the game saved for bosses. Then, type 61 does heavy damage but also loads slowly. This is really confusing. Why not rename the films or put (heavy, light, etc.) next to the name? If all of that sounds complicated, the upgrade system is more bloated.
There are charms you can find throughout the game. Some of these have audio attached to them played through the spirit radio, and some are bought at the save lantern. Most of these are completely useless. This was an opportunity to revamp this system, but instead we get 50 charms with most not being effective enough. You can’t easily swap charms. You must go into the pause menu and change them. These add passive effects like more damage to certain filters, wraiths will be less aggro, stamina will recharge quicker, etc. However, most charms are just a single passive trait. Stones have two traits, but usually a positive and a negative. Most charms are things like “damage is increased when Mayu is in the shot with a wraith.” Mayu is only with you a few times in the game, and you want to keep Wraith away from her. Once you’re knocked down, you have to use your camera flash to get them off of you if you can’t shake them fast enough. A wraith can cause a game over if Mayu is attacked too many times. Switching between filters is only useful early on, but once you get the Radiant filter, you can upgrade the attack charm to level 6 and use that through the whole game. The Paraceptual Filter is good for longer range but rarely needed. You can add prayer beads to the filters and camera to upgrade them, but they are very rare, and you won’t get through many upgrades by the end of the game. It’s best to focus on a single filter (the Radiant filter) and the camera itself. You want a zoom function but want to increase film capacity and attack power on the filter. New Game+ will give you an opportunity to upgrade other filters. You can find items throughout the game to heal and recharge stamins which is needed for dodging and running in combat.
Again, I found this overly bloated and it could have easily been cut down. More prayer beads would have been nice. Once you start a New Game+, everything costs a ton of souls. Sometimes in the millions, and unless you’re playing on Nightmare difficulty, you won’t get enough souls in a single playthrough. It’s kind of a rigged game that forces you to play a certain way. Even costumes are locked behind large amounts of souls, and the original costumes are all gone, such as the Bandage, Bikini, and other more skimpy outfits. This leaves little incentive to find everything, as all the notes have to be found in a single playthrough, but the Twin Dolls (there are 47) carry across play throughs. It’s kind of a mess and makes multiple playthroughs very tedious. The linearity of the game and the fact that all of the scares are pretty much seen during chapter 1 mean playthroughs will be less fun. The game still retains the jank from the original. The slow and sluggish movement, the over complicated Camera system, and the few enemies that make an appearance are all defeated the same way. Just make the circle flash red and shoot. The bosses are more interesting, but many are fought multiple times. This is something that could have changed in the remake. You will finish the game in about 10 hours or so even if you try to find everything.
If you’ve played this game before, don’t expect much other than a more polished version of what you already know. New players will enjoy a retro survival horror in a shiny new skin, but those who come from Resident Evil and Silent Hill remakes might find this game too slow and its systems too bloated to enjoy for long. I personally like this game. The story is interesting enough, but most of it is told through diaries and journals, so if you aren’t looking for those, you will miss out on a lot. The cut scenes don’t really show much, and nothing is really explained through dialog. This is something that also could have been changed. Maybe some exposition-dumping dialog during certain scenes. I love the new visuals as well, but the claustrophobic areas will feel too cramped for some. Some may prefer the retro survival horror jank preserved, but I say what’s the point of a remake then? We can just play the original.
When you think of skateboarding, you usually think of grounded realism or arcade fun. Games like Skate or Tony Hawk’s Pro Skater come to mind. Maybe the more recent Session: Skate Sim. You wouldn’t think of fantastic music and trippy visuals, but here we are. Skate Story doesn’t just have a brand new trick system for skateboarding games that works, but it also works well within the confines of its own world. You are a glass demon who signs a contract with the devil to eat all of the moon in the underworld to bring eternal darkness, but in exchange you become full. The story kind of plays a backseat to the rest of the game, but it’s moody and dark and has enough value to pay attention to. There are some pretty dark themes tossed in like depression, hopelessness, and impending doom.
The game’s trick system uses all of the shoulder buttons for flips and the circle button for ollie. You can push with the X button to go faster, but there are no grab tricks. This is solely a street skating game. You can do flip tricks and grinds, and they feel as good as any other well-established skateboarding trick system. The animations are fantastic, fluid, and smooth and so well responsive. The game isn’t a rhythm game, but the level design is focused around the music. The game features surreal visuals similar to many indie games we are seeing on Steam. A lot of trippy colors, strange shapes, and an overall feeling of non-human presence. Nothing in the world is recognizable with everything mishappening. It’s like looking at hell through a kaleidoscope. The game does have linear levels and story progression. After each intro section, you are dumped into each level of Hell’s “city” to freely explore. Levels are set up with plenty of spots for tricks, but your goals are pretty standard. You usually need to perform a high score, maintain an ever-dropping score, or defeat a boss. Sometimes you need to perform a string of specified tricks as well. Over the first few levels you will learn new things such as manuals, nollies, advanced flip tricks (that require double tapping a shoulder button before an ollie), and grinding.
Exploring is probably the weakest part of the game. You can get more souls to buy more boards, stickers, trucks, and wheels at the gift shops, but that’s it. There are hidden stickers in the world, but you will most likely just go straight to the next story element. The levels are well built with many trick spots, but I wish there were more optional objectives that could lead to achievements or something. It’s not a deal breaker, though, as there are plenty of levels to see and experience. These are just the main stationary levels. In between objectives, you will have randomly generated linear “tracks” that you push through or trick through to the beat of electronic and trance music that verges on the border of vaporwave. The levels and pacing of them are designed around the music, including the lighting and effects. The songs are absolutely fitting and so much fun to listen to. With a great sound system, this game becomes an audiovisual treat unlike any other. It’s so good I put the soundtrack on my daily rotation for video game music. The track levels are a lot of fun and are fast-paced. They can get a bit frustrating later on when you feel like you’re restarting each track constantly because you just can’t nail a grind to get over a pit or something, but these tracks are seconds long, and when you go into the warp gate, you start another track seamlessly.
Boss fights are plentiful and sadly overused. These bosses have health bars, and you need to “stomp” tricks down to knock their health down. Larger combos and points do more damage. You can trick up a combo and “bank” the points by stomping. Not all bosses are the same, but they feature a couple of the same ideas. You either need to stomp in general or stomp in their spotlight, which is the only place they can take damage. Bosses are very visual, but overall they are the same throughout, with some bosses being back-to-back. There are also smaller “enemy” characters that can shoot at you as you skate around. It’s an interesting idea, but after the 10th boss, you get a bit tired of it. Some later levels have you rack up a combo score before a time limit, and some will decrease if you stop for too long. It’s not difficult, and while the bosses all have timers, I never died or had to start over from running out of time, but I came close. If you don’t adjust to that trick system quickly and learn to combo, you won’t do well. You can customize your skateboard with decks purchase as the shops as well as place stickers anywhere you want. It’s a neat feature.
Overall, Skate Story has an intriguing enough story for what it is and plenty of levels to play in. The game is nearly 8 hours long with ten chapters, so you will get your money’s worth. The insanely unique visuals, fantastic soundtrack, and great trick system make this one of the best indie games this year and put it at the top of the best skateboarding games ever made. It’s hard to put the game down, and if it weren’t for the repetitive bosses and having more to do in the open levels, this game would be pretty much perfect. It’s okay that there aren’t any grab tricks. It doesn’t need them. Just sit back, enjoy the music and story, and have fun skateboarding.
When one of the founding fathers of modern horror games has a new release, we stand up and politely pay attention. Along with other series such as Silent Hill, Fatal Frame, and Clock Tower, Resident Evil is in the upper echelon of survival horror gaming. While the series has had multiple reboots over its life cycle, the most modern version from Resident Evil VII remains intact here. Requiem feels like a blend of VII and Village but also adds elements of what made past games great. The level design and flow of Resident Evil 4 plus the slow plodding pace of the original series. The levels with Grace Ashcroft will frighten you and make you grip your controller in anticipation and fear, while Leon Kennedy’s more action-oriented level will make you do the same, but due to the intense action and strategically pulling out different weapons for each situation that comes up. One new aspect to Requiem is the haunting atmosphere and near post-apocalyptic feeling that Raccoon City has. Yes, you do revisit some areas from Resident Evil 2. I also noticed that Requiem has a different flavor of music during Leon’s exploration areas. I got Fallout 3 vibes. You feel alone and desperate, savoring any and all moments of light, safety, and quiet no matter how brief. Requiem makes you feel desperate and alone, and that’s very hard to pull off in most games.
Another aspect Requiem shies away from is less of the campiness from previous games, even VII and Village, which is a welcome change. While there is some cheesiness from the series that eeks in from some of Leon’s lines or the personalities of a few characters, the more serious nature of the series is a welcome change and works well here. While new character Grace isn’t my favorite in the series, she has enough humanity and personality (such as her stuttering a lot when she’s scared and nervous) to help bring the game closer to something more relatable. There are subtle touches in the game that a lot of people might miss, such as Grace holding her mouth when a boss character snakes by, her fumbling a lot when desperate, and little gestures that make a difference. Her sections are played in first person (and optionally third), so you are more up front with the horrors around. Requiem plays like two separate games, and it may be jarring to some. There will be a divide with fans of the slower-paced games loving Grace’s part and fans who love RE 4-6 preferring Leon’s more action-oriented parts. I feel they complement each other. When things start to feel a little too slow, you switch to Leon, and when things might feel a bit repetitive there, or you need a break, you end up back with Grace. Both Leon and Grace have three large parts of the game each that they star in. Most of Grace’s parts are in the first third of the game, giving you brief tastes of Leon’s sections through the first third.
Grace’s sections are all about atmosphere and scares. There are no real jump scares here. Capcom did an amazing job delivering a lot of tension through the lighting and mood around you. Harsh white walls may seem like a safe haven, but just beyond the next door is complete darkness and zombies wandering around. Grace isn’t powerful, and her resource management is much tighter than Leon’s. In the first area every bullet counts, and you usually have to run away from most situations. I don’t want to dig too deep into the story and spoil anything, but Grace is investigating the hotel that you are in during the first part of the game, and while the overall layout may seem small, it feels huge when you can only advance little bits at a time. A fight with two zombies will feel like a herculean effort compared to Leon’s sections, who can battle a dozen or two at all once. Grace has a single pistol during her entire time in the game, and you have to acquire other things through crafting. You create things with scrap and blood. Blood is gathered with a tool that you acquire a little ways into the first area. You can craft healing items, ammo, Molotovs, and Hemolytic syringes to keep zombies from coming back to life. Yes, they come back here. Unless the heads are destroyed, that is, and Grace isn’t powerful enough to really do this on her own. It’s story-related, but the syringes cause the zombies to essentially explode. It’s important to craft as many as you can and get downed zombies before they even come back because they can come back stronger as blister-head zombies. These are fast-moving and tough to take down. A single blister head obliterates your ammo and health reserve and is hard to run from.
As you can see, Grace’s sections are meant for sneaking around, finding secrets (many notes with safe codes, for example), and a single area to level up. Yes, things can be missible in this game. Only the first section allows Grace to upgrade her abilities, such as weapon strength, increase storage (more pouches can be found later), blood storage, etc. It’s important you find the ancient coins throughout the first area and buy everything. I found it a bit odd that you can’t upgrade in later levels, but that’s the way it is. Doing so will make later parts of the game much easier. As for bosses, it’s best that Grace does not engage with them. Leon can later come through and take them out, but as Grace, you would waste your Requiem bullets and little ammo early on. Requiem is a powerful pistol that Leon carries (and gives to Grace in the beginning) that should only be used as a last-minute bail-out method. Later on, I saved it during boss fights. Ammo is insanely limited for this and hard to craft, as Grace (the recipe is well hidden).
The horror elements in Grace’s sections are fantastic. The introduction to each boss that stalks certain areas is so well done, and they are insanely grotesque. Zombies aren’t just plodding buffoons that make for easy targets this time around. They sway and fall around, which makes them hard to hit. Getting headshots isn’t easy, and their movements are unpredictable and require you to take your time and aim carefully. Certain scenes, such as when Grace is fighting off a zombie for the first time and it bites her weapon and breaks its teeth. The beginning of the game is mostly all about the horror while slowly opening up the first level to you and forcing you to explore. With each objective completed, you will be desperate to rush back to your safe room and save. Puzzles are not very complicated in this game. Most of them just want items that you have to fetch in different parts of the levels.
Leon’s sections are very similar to Resident Evil 4. Even though he’s older, he’s still tough but very much experienced. Your loadout is larger than any other RE game he stars in, and you can easily carry up to five weapons with room to spare. Leon’s first major area you explore eventually opens up to upgrades via a tracker that gives credits for kills as well as finding bonus tracking with different rarity. You can upgrade your weapons similar to Resident Evil 4. You can buy various attachments, sell weapons and items, and buy new ones. You can upgrade your armor as well. It will take quite a while to get enough credits to upgrade your favorite weapons, but by the end of the game it’s doable. Leon feels a bit heavy to control here, and his sprint is pretty fast. Melee combat is a bigger focus. Leon has a hatchet he can use to parry melee attacks. Sometimes when a zombie is staggered, you can chop off their head, do kicks (similar to RE4), and even throw melee weapons that enemies drop. It’s imperative that you switch weapons for each situation at hand. If you’re dealing with a couple of tougher enemies, grab your shotgun. If there are a lot of smaller zombies from afar, use your sniper rifle. If you have a bunch up close, whip out the SMG and spray them down. Your pistol eventually just becomes a backup weapon. Just like in RE4 you’re constantly balancing weapons and ammo to stay alive. You can craft items just like Grace, but the focus is more ammo and grenades and healing items than anything else. Weapon attachments aren’t really a thing in this game, so you end up finding a few hidden charms that can be attached to weapons. Leon’s areas are less scary and more intense during combat, but like I explained earlier, the exploration is haunting and eerie. You might enter a dark building not knowing what’s inside while searching an optional area for supplies only to get ambushed. One of the more fun moments is Leon being able to wield a chainsaw and cut everything down, but there are only a few scenes in the game that allow this.
Overall, Requiem is a fantastic Resident Evil game mixing multiple elements of what makes the series great. The evolution of the best zombies in any game that started with Resident Evil 2 Remake, the slower pace of the original games, the fast-paced action and great level design of the more modern games, and the visuals are mind-blowing. At least on PS5 Pro, Capcom’s use of PSSR 2 and ray tracing is incredible. Grace’s areas have halls with lots of white walls and light that look sterile and hopeless, with areas that are barely lit making you run for any light you can. This is one of the best-looking games of this generation, and it runs incredibly well. Requiem might feel bipolar with these two different takes on action, but it’s a refreshing take. The game isn’t too long either, only lasting about 20 hours if you get all optional items. You can easily blow through the game in about 15 hours.
Super Mario Odyssey was one of the best games released this last generation. It was imaginative, never got old, and was just the right length, but I also didn’t want it to end. There was something insanely addictive about Odyssey that the mainline Mario games always got right. I hadn’t felt that way since Galaxy. Bananza is made by the Odyssey team, but can they catch lightning in a bottle twice? As with all other Mario games, the story is minimal and lacks uniqueness. It’s barely there to keep the player threading through a series of levels. Essentially you play as the titular ape who wants nothing but banana gems. He works for a mining company (or so it’s implied) on Ingot Isle and ends up coming across a mysterious talking rock and Void from Void Co., an evil ape hellbent on stealing the Banana Core to make his wish come true. It’s fine. For the most part, I have no interest in Mario stories, but they are at least entertaining.
That’s not why you’re here, though. Bananza has a similar gameplay loop to Odyssey in the sense that you can just follow the main story thread and do only the main objectives, or you can venture off and discover a new challenge somewhere or how to get a hidden Banana Gem. In this game, there are 777 Banana Gems in total, while Odyssey features 880 Power Moons. Although there are fewer Banana Gems, the overall size of Bananza is significantly larger than that of Odyssey. The main gameplay element in Bananza is the terrain deformation and total destruction of entire levels. The experience is incredibly satisfying all the way to the end of the game. The game has many layers, but you start at the planet’s outer core and work your way to the center. Naturally, layers will get tougher as you dig deeper, and each level has a layer hardness rating. This means that the primary terrain you are walking on will require more hits to break through. You also have a slap power that produces waves that penetrate the ground, showing you what’s hidden underneath. This ability is essential to finding hidden items spread out everywhere.
This ability is what made this game confusing at first to me. I’m used to most Nintendo games having everything you need to find visible. You just have to figure out how to get there. This adds an entirely new element to the way you think about navigating levels. You can dig through nearly every object in the game. Of course, there are layers and material you cannot dig through to stop you from cheating. However, some Banana Gems have more than one way to get there. You can either dig straight through or find a clue on the surface to get there. These may be obvious dig spots on walls, gold veins leading to hidden items, or places where you need to use one of your five abilities to get to it. There’s a lot to this game, and it can be very overwhelming at first. The completionist within you will be utterly enthralled by the sheer size of some levels and the sheer difficulty of locating their hidden treasures. That’s also the fun of it. You feel like an excavator, an explorer, and someone on a hunt for treasure.
Your main objective will always be highlighted with a yellow exclamation. You need to talk to characters who will constantly extend the breadcrumb trail to get you to the level’s main boss. There are many different ways this can happen. You will encounter a mix of platforming and combat trials, which require you to use your abilities while navigating the current state of the world’s terrain. For instance, you can dissolve the poisonous slime in the Festive layer by grabbing and melting salt chunks. One example is Switcharoo Goo, which consists of two different colors. Hitting one color will fill the other in the opposite X and Y axis. Later levels will throw multiple things at you, such as the Switcharoo Goo, but you need to have an enemy eat it while you run around one color to climb to the next. You must constantly stay alert and respond swiftly. The game’s level design and pace are impeccable. I always eagerly anticipated the next move or the challenges the game would present.
That’s where combat and platforming challenges come in. There are multiple types, and all award Banana Gems. The Combat challenges are single banana platforms that are covered by purple Void Co tape that you need to have Pauline sing to get rid of. When you drop down, you must defeat a specific number of enemies within a time limit, and these enemies are typically of the same type found in the current level, which also includes terrain that you need to utilize. Another terrain example is in the Radiance Layer: there is light that turns certain terrain soft, and in shadow it will turn hard. Enemies can be covered in this terrain, and you must find a way to break through a wall to get the light to shine on them or cover them in shadow. Platforming challenges offer three banana gems, with one hidden somewhere on the level, but they are not timed. Each layer has a2D level in the style of Donkey Kong Country as well, usually named something clever after the SNES series.
Other challenges include Swifty challenges, which are white triangles that require you to destroy all the white wall pieces in that small area in less than 20 seconds. Usually you need to use an ability or manipulate the terrain around you in some way. There are quizzes from the Quiztone (characters in this game are called Tones); some will place a spot on your map for a hidden banana gem, and some challenges are just seeing one through a wall that you can’t get to, and you need to figure out a way around. You’re always thinking and solving puzzles when exploring. They are also incredibly clever, allowing you to solve them instantly and experience a satisfying “Aha!” moment each time. There are a few other challenges I haven’t covered, but suffice it to say despite all of the variety there are a lot of the same type, and they do eventually wear thin after 30 hours of doing them. I will delve deeper into this issue at a later time.
Bosses themselves, while designed cleverly, are effortless and barely offer any challenge. The RPG aspects of Bananza, along with the option to purchase health-restoring items from the shop, contribute significantly to this. You can breeze through bosses pretty quickly. The only real challenge was the final couple of boss fights that seemed to last forever. The situation is pretty typical with most Mario games. Boss fights in Mario games are usually not that hard despite being clever and fun. I just wish there was more of a challenge here. At least the game doesn’t go the route of a boss rush at the end or anything like that. I only fought two bosses again later in the game, so it wasn’t that bad.
As I stated earlier, there are RPG elements in this game. Those gold nuggets you acquire in the game are actual currency to buy things in the shops, construct shortcuts and gateways (rest spots), and unlock challenges. Some main objectives require gold as well. Another currency is banana chips, which are used to exchange banana gems. The third currency is fossils. Each layer has its own type of fossils. Common, uncommon, and rare fossils. These are used at the clothes shop to dress up DK and Pauline. Clothes add defense against the main element in the layer that can harm you, such as burning, poison, shock, etc. You can also change DK’s fur (no added bonus) for some fun. You can then upgrade those clothes up to level 3 with more fossils. Banana Gems are used to gain skill points (five get you a skill), which unlock things like more hearts, making it easier to break through tougher layers, and adding bonuses to your ability powers as well. DK can do a couple of interesting things with terrain, such as using it to “terrain surf” and knock into enemies to travel long distances. Softer terrain deteriorates at a fast rate, so it’s not advised to surf over terrain that can hurt you, as it will disappear quickly from under your feet. There’s an ability for DK to surf over water, allowing you to skate over hazardous surfaces like the aforementioned hot grease in the Festive layer, but this is an unlock in the skill tree.
Pauline herself is an assist character similar to Mario’s hat in Odyssey. She doesn’t get in the way and never leaves your shoulder. You use her voice to change into forms and get rid of purple tape on certain objects. That’s it. She’s a wonderful character to see that’s not shoved off to the side in a Mario Kart or Mario Party game. She has character and spunk, and her relationship with DK over time is charming, albeit nothing more than what you would see in a Pixar movie. It’s not very deep or memorable, but it’s enjoyable to see. I wish her singing was put to more use. While I appreciate the melody she employs when you unlock the purple tape and the catchy songs she sings in each ability form, they quickly lose their appeal. Hearing the same song on repeat every time you transform gets old. The songs also flip when you switch abilities quickly (you don’t need to go back to normal form and re-form into another ability), so it’s like skipping tracks on a CD back and forth constantly. The music isn’t particularly pleasant to listen to.
That’s my biggest issue with this entire game. The gameplay becomes monotonous after a while. I loved seeing all the new layers. The first time you drop into the Lagoon layer and see the sky swirling out of the hole like water into this bright, colorful world, it’s fascinating. That never got old, but as you get deeper, those bright and colorful layers are less frequent and give way to drab dark worlds with many browns, blacks, and little light. I feel the game overstayed its welcome, with too many later levels feeling too similar, and many challenges towards the end of the game felt like they were put in to extend the game time. It’s not a good thing that the final level stretches endlessly. There are 17 freaking levels in this game. It could have easily been cut in half with just the best ones, and it would have been fine. I enjoyed having a few “break” levels, such as the Racing layer, which did not include many challenges or require collecting Banana Gems. Occasionally I just wanted a cool new thing to do that didn’t require dozens of hours of exploring.
The visuals and audio are top-notch here. While the game doesn’t quite look like a full-blown Switch 2 game (it was started on Switch 1 anyway), the impressive deformation and destruction and textures that you can almost swear you know what it tastes or feels like are something Nintendo does well. The ice cubes look and sound like real ice. The burger mountain looked so good I wanted to go and get a burger. I wanted to know what the Switcharoo Goo tasted and felt like to squish. The physics and textures are so well done here. However, the game has some terrible performance issues with frames dropping into single digits when hundreds of objects are flying around or when the camera zooms away to show the entire level for a few seconds. It’s noticeable all the time, not just once in a while. I feel like Nintendo not utilizing the power of the Switch 2 is a real problem. No VRR, no DLSS, and the game doesn’t look too hot in handheld mode either. It doesn’t ruin the game, but it could have been better.
Overall, Donkey Kong Bananza is one of the best games this year. The biggest issue with this game, in my opinion, stems from its overstaying welcome, the similarity of many later levels, and the overwhelming number of challenges that eventually become monotonous. The final level could have been shortened, and while 17 levels is a significant undertaking with something new to offer in each one, the novelty does not resonate as strongly as it did in the earlier levels. Nintendo created an experience that is not easily replicated, featuring incredibly fun destruction (such as destroying a building-sized racing cup full of gold, which is one of the most memorable moments in this game), great level design, and making Donkey Kong a fun character for a new generation to play as. From the fun DK Country references (find Cranky Kong in every level for a Banana Gem!) to the fantastic and occasionally otherworldly and surreal feeling and scope of the music, there’s something here for everyone.
It’s baffling to see a game like Mario Kart lead a system launch, and while I’m not the biggest Mario Kart fan, I do enjoy them. They are fantastic to look at, with great controls, characters, and charm that very few other kart racing games have been able to copy. With the game being a launch title, it needs to wow everyone and sell consoles. While Mario Kart 8 was ridden on for two console generations (yikes), the present release is the first new Mario Kart in over a decade. I do understand that this is a game that will get better over time, and while what’s here feels small in comparison to Mario Kart 8 Deluxe, in due time, this will be the definitive Mario Kart game, but the design changes that Nintendo made will require me to tell you to hold on to your copy of MK8D. Don’t toss that out just yet.
Let’s address the pressing issue at hand. There is an open-world aspect to the game, but it’s not what you would think. The idea of Mario Kart World is to meld races together into one seamless track rather than having individual tracks, and this doesn’t feel like it was executed well enough. I like this idea because it helps the series evolve significantly and feels enjoyable; however, it results in some tracks feeling slightly less unique since they must conform to the world. There is more than just the track. Everything that you see outside of the track you can drive on, but at what cost?
Of course, there’s no story here, but you get plenty of new characters, returning and brand new to the series, as well as some unlockables. Your usual contenders are here: The usual contenders include Mario, Luigi, Peach, Daisy, Rosalina, Wario, Waluigi, Bowser, Toad, Toadette, Donkey Kong, and baby versions of these characters. New characters include more obscure enemies and side characters like Pauline, which makes sense, but now we have Cow, Cheep Cheep, Lakitu, Nabbit, Monty Mole, and many more. These are odd choices, and I’d rather have more guest characters, but it’s neat that they are including other characters and not just playable characters from previous games. You can also pick many new vehicles with four different stats to look for. Handling, Acceleration, Weight, and Speed. Everyone will have their favorite, and the vehicle stats determine how you drive it. Handling allows for better drifting and how well you stay on the track around corners, acceleration will get you out of crash recoveries faster, and top speed will make it more difficult to get caught up to when you’re in first place and benefit from longer stretches. Vehicles transform like before into watercraft and aircraft, but I’m sad to see there is still zero customization. Let us make our own vehicle and decorate it. We’ve missed a significant opportunity, but we can incorporate it in the future.
Racing itself feels as excellent as always. The sense of speed is outstanding; vehicles drift and hit objects with a satisfying feeling. Speed boosts, ramps, jumps, and everything else that you run over and smash into are here. Many power-ups return, such as the colored shells, bananas, and mega mushrooms, you name it. Nearly every item from past games makes it here, making this sequel the biggest arsenal of power-ups in any Mario Kart. New items are fun, such as the hammer, which will knock opponents out and make them road obstacles; the ice flower, which slows you down; the coin shells, which will leave a trail of coins; and dash food, which is the new major item and is related to the Free Roam mode. These items will give you a huge speed boost and change your outfit on the fly as long as more are unlocked. Power-ups give a huge strategic advantage on the road, with players having their favorites. You can still throw items in front of you or behind you to gain various advantages. Combat on the road has never been better.
There are now new platforming elements tossed in, such as rail grinding and wall riding. This allows new vertical movement on the track. You can press the left stick left or right while jumping off a rail to wall ride, so it’s simple and easy. This is also used in Free Roam to get to hidden areas. This is a more advanced movement, but it’s really satisfying when you do it. Vehicle control in general feels better than ever, and everything just feels weightier, but not in a bad way. The updated physics really help, and you can feel it everywhere, from how you hit objects to the way water makes your car bounce. A huge update is the doubling of opponents on the track from 12 to 24. This modification does feel more chaotic but makes more sense with the tracks feeling wider and larger as a whole.
This leads me to the Free Roam mode and the Knockout Tour mode. The Free Roam mode, which unlocks new outfits by finding specific Dash Food spots with each character, is the biggest addition. You can select any character from the map, and you will instantly warp to that character. The major focus here is the P Switch missions, which kind of train you on how to play the game and learn more advanced movements and tricks. These fun switches are hidden in every course, but only stickers are given as rewards. There are also Peach coins to collect and question mark panels to find, which also give stickers. This isn’t enough for a Free Roam mode. The world, despite looking lovely, feels empty and boring. There’s nothing to do outside of the collectibles. Once you find all of those, that’s it. There’s zero reason to go back in.
This step leads to the Knockout Tour mode, which is a series of continuous races that link one track into another. This mode is similar to the Elimination mode from Burnout, assuming you are familiar with that game. It’s a long endurance race that usually lasts around 5-6 minutes, and it’s a lot of fun. It allows a longer game of tug-of-war with opponents and really puts your skills to the test for a longer session. The multiplayer mode, which is the core of the game, is a lot of fun. While finishing every cup in single-player is enjoyable and helps you learn the courses, multiplayer is where most people will come back to. This applies to both online and offline modes. This expansion also introduces the new Game Chat feature with video and audio, and it can be a blast to use. The course design is still top-notch, despite needing to bleed into other courses. This allows for terrain regions from desert, beach, snow, ice, and various other types of terrain. The map makes sense and looks like a “world,” but it’s still tiny and limits the number of tracks available. I’m not sure if the sacrifice of more tracks was worth it to have this open-world design.
Sadly, many diehard fans will attest to this open-world design. It will mean adding more sections to the world to add tracks, and maybe one day we will get all of our favorite tracks back, but in an open-world form. The maps contain many small details that often go unnoticed, such as the ability to drive through a gas station and pit stop on the Mario Bros. Circuit. The maps feature food carts, vendors, downtown shopping areas, and other vehicles driving on the roads outside of the courses. It is almost there, and in some spots, it can feel alive, but something is just missing here to make it feel like a robust, open world. Additionally, I believe that the inclusion of just one new mode is a significant oversight, as the absence of tracks and the subpar free roam mode could have been compensated for with more options.
Visually, the game is fantastic. The game clearly utilizes the majority of the new hardware on the Switch 2. Great lighting, full 1080p on handheld, highly detailed models, better textures and physics, and even HDR support. This title is definitely the Switch 2’s killer app…for now. As the game stands now, it’s also not worth $80. There isn’t $80 worth of game here, but hopefully that changes with more updates added in. Sadly, this is a game that only time will tell if it’s worth the money you paid, and it’s Nintendo’s only major console game at the moment. Free Roam is a nice touch but lacks content, and Knockout Tour is the standout mode here. There are many characters to unlock and many outfits, so there’s something here for everyone. You might want to hold onto your copy of Mario Kart 8 Deluxe for now.
Switch 2 Pro Controller Switch 2 Joy-Cons Docked/Undocked
We finally made it. It took over 8 years, and what feels like a whole life ago, to get to the sequel. Nintendo’s success has been largely attributed to the success of the Switch. 2017 was a tough year. In the first year, the console was met with little fanfare and releases, but it gradually gained popularity and surpassed the PlayStation 2 and Nintendo DS to become the single best-selling console of all time. Around 2020 people wanted a Switch Pro, but instead we got other typical iterations of the Switch, such as the Lite and OLED. We met both of these models with plenty of enthusiasm, but we saw no raw spec upgrade for the system. Ever. What people wanted was divided. Some individuals desired Nintendo to innovate, much like they did with the Wii nearly two decades ago, while others simply desired an improved version of the Switch. We got the latter.
Some Tech for Your Brain
The Switch 2 wasn’t announced with open arms. Not entirely. A lot of outcry has been about pricing, game ownership, and specs. What we got spec-wise was more than expected from Nintendo. While the Switch 2 does not quite surpass the competition, it is positioned closely alongside them. The Switch 2 boasts a custom Nvidia chipset with Ampere technology. This feature puts the Switch 2 in the same ballpark as the RTX 2050 Mobile series GPUs, but it’s not a 1:1 scale. The weaker CPU, which is identical to the one in the Switch 1, is what primarily holds it back. Despite a more powerful next-gen GPU the CPU being weak means that games will need to be well optimized to push everything to the GPU as much as possible. Nintendo’s power was obviously scaled back for mobility, but the system uses more modern technology while docked, such as HDR, ALLM, VRR, and higher refresh rates, as well as PCM Linear 5.1 surround sound. We now have increased onboard storage of 256 GB, which means purchasing a micro SD card is not immediately necessary. However, Nintendo locked many users out, as you can’t go grab that 128GB SD card that’s been sitting in a drawer. You need express-rated SD cards, which are quite pricey right now. While the SD card technology isn’t a proprietary storage solution like Sony used to use, it does limit a lot of people and requires you to shell out more money for an already expensive console.
Unboxing a Slate
The unboxing experience isn’t anything special, and I’ve mentioned this with other modern devices. The focus is less consumer waste, less cardboard, no polystyrene, and fewer things to throw away. You receive all the same items that were included with the original Switch: Two Joy-Cons, a dock, an HDMI cable, a power cable, and Joy-Con straps. While these are essentially the same, they are also updated and new. For example, the power brick is now a detachable USB-C cable, so you can replace the cable if it fails. The Switch 2, however, needs a more powerful power supply. The Switch 1’s 15 measly watts won’t suffice anymore. The Switch 2 uses 60W, so you will need to upgrade your power banks and charger adapters. Handheld gaming PCs (usually 65W) will suffice. The dock is new and updated. The updated dock now includes a built-in fan, which makes it bulkier; however, it also features a back cover that can be completely removed, exposing the same ports: HDMI, USB-C, and LAN. We also get two USB-A ports on the side. It feels appealing and solid, but it is not backwards compatible with the original Switch.
Hardware Overview: Joy-Cons of Madness or Greatness?
To get the biggest question out of the way, it’s uncertain if the new Joy-Cons will drift, but they lack Hall Effect sensors. They are apparently built from the ground up to avoid this, but only time will tell. With that said, they are slightly larger than the original ones and are much more comfortable to hold. The buttons are less mushy and have a more tactile click. Sadly, there’s still no real D-pad, but the clickiness of the buttons makes it feel a bit better. Here’s the other big question. What’s the deal with those magnets? It’s a real gamble, and somehow Nintendo pulled it off. They are incredibly strong. There is a new “trigger” switch on the back of the JCs that you pull, like ZL or ZR, and this activates a plunger that pushes the JC away from the console. The electrical connection is now a new connector slot that also adds stability. It’s a very satisfying feeling, and the new JC animations that play are nice. It’s such a strong magnet that you get a physical and audible snap when connecting them. There is an ever-so-slight wobble when twisting the system slightly, but it’s not noticeable when actually playing. We will see over time how these hold up mechanically. The JC’s new controller dock is nearly the same, but it’s taller than wide. I still had hand cramps when using this thing, and sadly, I never really used it for the original Switch. This accessory was reserved for people who used the JCs as a controller and, for the most part, was stored in a drawer for the last 8 years. The same fate will occur with this device.
Hardware Overview: Upgrade or New Machine?
The tablet itself looks nearly identical to the OLED tablet but is larger, with a 7.9″ LCD. It has HDR and 120 Hz, like the Steam Deck, but it’s not OLED. The Steam Deck OLED has a 90 Hz OLED display with HDR, and while its screen is a very nice LCD, it’s still not as crisp and vivid as an OLED display. It feels heavier and very solid. All of the ports and buttons are in the same place as the OLED model, but there are a few tweaks. Intake vents have been added to the bottom of the system, located on either side of the USB port. This allows for more efficient cooling. The system is hushed when the fans are kicked on. The kickstand is now a round plastic piece rather than a solid flap. It extends out more, just like the OLED, so the change is a great improvement. The micro SD card slot is located behind this component, and the system now supports express micro SD cards, which are slightly more expensive than standard cards; however, I believe their prices will decrease significantly by next year. The game card slot has a pull-out flap that now has a metal box that sits over the game card. I’m not sure what this metal reinforcement was for, as I have yet to get ahold of a Switch 2 cart. One of my favorite new features is the USB-C port on top of the unit, which will help relieve strain on the bottom port when playing while charging or lying down. This seems like a feature taken from the handheld PC scene. Overall, the tablet adheres to the adage “if it’s not broken, don’t fix it,” and I appreciate their decision.
Software Overview: The Account Transplant
Nintendo’s online features have never been particularly efficient, and utilizing their account features presents a significant challenge. Don’t even begin to discuss the complexities of the Switch 1’s parental controls and digital game ownership. With that said, transferring accounts is similar to the process used for smartphones. You have to connect both units to a charger (super annoying), and you just begin the transfer on both devices. This initial transfer has to be done when the system is initialized. If you cancel it, you have to reset the system back to factory defaults; there’s no option in the settings to do this. You can also do a server transfer if your Switch is dead or you no longer have it. Another option is to remotely wipe your Switch 1 once it’s connected back to the internet. This process transfers all account information, offline saves, and ownership of digital games and DLC. It does not transfer actual game data. You will need to redownload everything. The third option is specifically designed for new Switch 2 owners without a Nintendo account, requiring them to start from the beginning. If you have NSO (Nintendo Switch Online), you can choose not to do a system transfer since all your saves are stored in the cloud; however, you will still need to set the Switch 2 as your primary device. This was a very painless process, and I had zero issues.
Software Overview: The Use Experience
It’s to no one’s surprise that the UI is mostly the same. It’s the same boring row of icons with a black or white theme. Yeah…no themes still. The UI is more “Nintendofied” this time around with adorable sound effects for every system icon, and there’s an RGB-outlined swirl when you hover over something. It’s also snappier and more fluid, but it’s still the most basic UI of any modern Nintendo console. Thankfully the eShop has been completely fixed. It’s a new interface with videos that instantly load when hovering over icons, and it feels fluid. I also noticed the algorithm for recommended games has been immensely improved. No longer will you get shown mostly hentai or alarm clocks. While it’s refreshing to see this improvement, the overall eShop hasn’t changed much, and it didn’t need to. It worked; it was just dog slow and locked up the Switch sometimes. There are new icons at the bottom of the screen now with Virtual Cards and GameShare; these are the only two major software updates the Switch 2 got. There’s also a new button on the Joy-Con, a C button, for Chat. The button pulls up GameChat. Nintendo has finally gotten on board with live video and messaging.
Software Overview: DRM is the Future
Nintendo has introduced two new features to enhance DRM; however, this solution resolves one issue. The virtual cards are both cool and annoying. This results in the introduction of new Game Key Cards, which can be obtained physically but do not contain any game data. The experience feels like Code-in-a-Box with more steps. It’s cool that you get a tangible item like a physical box, but it means nothing once the service shuts down. The Virtual Card system has fixed the parental control problems that plagued the original Switch. You now can just lend the digital game to a family member that’s in your family group. This is good for 2 weeks, and then you can renew it. This means your Switch doesn’t have to be the primary Switch that your child will use if you end up buying games on your account so they can use them. However, if you want to then play the game, you must revoke the card to load it onto your account again.
Nintendo has also implemented some way to brick your console and disable it remotely if you are caught hacking the services or modifying the Nintendo services in any way. This has been a misleading piece of info stating you don’t own your Switch 2 and it will be bricked if you modify the firmware. This procedure has been possible since consoles could connect to the internet. The Xbox 360, for example, would disable your Xbox account and ban it from the servers if you installed a mod chip and went online or hacked into games too often. Such behavior has been a standard practice since the mid-80s.
Software Overview: The Games: Updated and New
Let’s talk about why you even got this thing. The games. The launch lineup is fragile. Although the launch lineup is among the weakest of any console launch, the games themselves exhibit considerable strength. If you want to fully utilize the Switch 2’s hardware, Mario Kart World, Cyberpunk 2077, and Fast Fusion are the games to consider. Some Switch 1 games received full Switch 2 upgrades, including The Legend of Zelda: Breath of the Wild and Tears of the Kingdom, while a few others received free updates, including Super Mario 3D World, Pokemon Scarlet and Violet, and Super Mario Odyssey. The Switch 1 games aren’t always going to transition to the new system very well. If the Switch games didn’t support scaling in any way, the game could look more blurry and ugly even in handheld mode. Some games are going to need updates and will make a lot of Switch 1 games either unplayable or less enjoyable than the original console. Games that had unlocked frame rates or locked frames, like 30 or 60, will enjoy more stable gameplay. Some Switch 1 games are already getting these benefits without any update, including faster load times.
For 120 FPS there is only one game that supports this, and that’s Welcome Tour via a mini-game. The only confirmed game to have this feature is Metroid Prime 4 as of this writing. This is something that even the PS5 and Xbox Series X don’t have much of. Only 2 Switch games support HDR, VRR, and ALLM. These also have to be programmed into the game, and not many currently support this with the small launch lineup that we got. I found that games do look and play great like you would expect, and HDR works fine even on the handheld screen. While it’s not quite as vivid as an OLED it’s quite a crisp screen and looks good.
Early Adopters Need Patience
Just like with the Switch 1, early adopters need to be patient. While we have an entire backlog of Switch games to still play, there are some that don’t work, need patching, or simply will never work or get patched. Don’t throw away your Switch 1 just yet. There is an anemic Switch 2 game offering right now, and unless you really want any of those games, holding off for a year wouldn’t hurt. However, there’s also nothing wrong with getting one just to play Switch 1 games, as a lot do run better. There are other issues, like a lot of third-party controllers no longer work and need patches. All of my 8bitdo controllers don’t work or have issues, but they have already released firmware updates for many controllers. HDR isn’t perfect and needs some patching as well. The display itself only has 450 nits, which isn’t adequate for proper HDR. The HDR performance is better on the TV, but the current offerings for the Switch 2 do not look promising.
See You In 2033
In the end, the Switch 2 currently offers a lot of value for mostly newcomers—those who skipped the original Switch. There’s also no loss in upgrading sooner rather than later because all of your games will work as long as they don’t require features from the Switch 1 that didn’t carry over. Yes, the launch lineup is weak and small, but the hardware is a massive upgrade over the original, and we should see some great things from Nintendo over the next couple of years. The sequel will be a slow burn just like Switch 1, with only a couple of first-party games announced for release this year. This is sadly due to Nintendo having to play catch-up with their tech that’s been around for five years already. The Joy-Cons are more enjoyable to use, the mouse mode works surprisingly well, and the handheld display is great. We sadly don’t get much of a UI overhaul, but at least the eShop works as intended. It’s the Switch 1, but better, which is what everyone wanted.
Super, thank you