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Messages - John Rairdin

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1
TalkBack / Splatoon Raiders Fixes My Biggest Problem With Splatoon
« on: July 30, 2026, 05:52:15 AM »

And made me like Splatoon again.

http://www.nintendoworldreport.com/video/76605/splatoon-raiders-fixes-my-biggest-problem-with-splatoon

For the past decade Splatoon has offered an incredible one-of-a-kind multiplayer experience. But it has floundered miserably with meaningful singleplayer despite offering it in every game. Splatoon Raiders finally fixes this problem, and it is incredible.


2
TalkBack / Verho - Curse of Faces (Switch) Review Mini
« on: July 29, 2026, 09:18:15 AM »

Featuring a field that may or may not belong to a king.

http://www.nintendoworldreport.com/reviewmini/76602/verho-curse-of-faces-switch-review-mini

Verho - Curse of Faces is a first-person, action RPG heavily inspired by FromSoftware’s King’s Field series. Its tone is dark, its graphics crunchy, and its puzzles oftentimes vague. But there is something uniquely charming about this setting if you have the patience for it.

Set in a world where a curse causes anyone who sees the face of another person to instantly die, civilizations have adopted masks as a key part of their society. At the start of the game you’ll choose a mask that best represents you which will also assign your starting stats. Weapons require certain strength and dexterity skills, and magic requires intelligence. I went for a fairly balanced approach but you’re able to lean into whichever playstyle you prefer.

Verho feels very accurate to its inspiration, and this is both a strength and a weakness. The positives are that the world is incredibly enthralling to explore. Discovering new areas, stumbling into the item I needed to solve a puzzle elsewhere in the world, conquering a hidden optional boss, it all felt great. On the other hand, hit detection in combat can be frustratingly unclear and without a map or any sort of quest log, I regularly forgot what it was I was looking for.

For instance, I found a character who had been wounded and had asked me to bring him something. When I came back to keep playing the following day I couldn’t remember what he had asked me for so I went back to talk to him again, and his follow up dialogue didn’t reiterate the request. Without any sort of log I was left just bringing him anything I found in the hopes that it might be what he had asked for. This is a game that you’ll arguably want to keep your own personal quest log for. Once I realized that I enjoyed connecting the dots. But it does make the game somewhat clunky if you don’t have a notebook handy.

Once you click with what Verho is going for it can be pretty incredible. But it is very unapologetic in its dogmatic adherence to mid-90’s first-person-rpg mechanics. Even with a fair amount of nostalgia for the style that Verho is aiming for, it can be hard not to feel like some light modernization would help smooth over the rough edges. But if you’re willing to keep a notebook handy, are willing to grind through some occasionally awkward combat, and maybe draw your own map, Verho offers an experience that is otherwise largely lost to time.


3
TalkBack / Moss: The Forgotten Relic (Switch 2) Review
« on: July 14, 2026, 07:00:00 AM »

From VR to handheld.

http://www.nintendoworldreport.com/review/76419/moss-the-forgotten-relic-switch-2-review

Moss and its sequel Moss: Book II released exclusively for VR platforms in 2018 and 2022, respectively. Moss: The Forgotten Relic combines both these titles in a single package, and re-works them for non-VR displays. While the transition isn’t without its drawbacks, most of what makes both titles as charming as they are survives the transition.

In Moss, you essentially control two characters. One is a little mouse named Quill. The other is a literal stand-in for the player themselves called The Reader. The game is played from The Reader’s perspective, looking down into diorama-like environments that Quill navigates. You control Quill with the left stick while The Reader’s cursor is controlled with the right stick. When playing handheld you can also interact as The Reader using the Switch 2’s touch screen. Quill will engage in platforming and combat, while The Reader can manipulate large objects in the environment and even drag enemies around. As the game goes on you’ll encounter situations where you’ll need to manage both at the same time. At its core, Moss feels a bit like a giant Zelda dungeon. It's all very linear, but it presents an interesting and ever evolving series of puzzles to be solved.

What becomes obvious very quickly is how inherently Moss was designed to be played in VR. The original game expected you to manage the camera perspective by literally leaning around to peer into the different nooks and crannies of every environment. In Moss: The Forgotten Relic the camera has been reworked as entirely scripted. As Quill moves through rooms the camera will dynamically adjust to frame the action. The problem is that a lot of these angles aren’t especially good. For example, some angles made it impossible to judge platform positions. Oftentimes the camera's fixed position caused me to not realize I was back in a room I had previously visited, because I could not see the section of the room I had been shown previously. The fact that the player has absolutely no input into the camera to pan or rotate it slightly can be very frustrating at times and clearly conflicts with how these levels were originally designed to work. Obviously, both sticks are already being used but at least on some platforms, gyro support could have been a great way around this issue.

When everything comes together just right, and you fight your way through camera difficulty, there is a beautiful world and great puzzle design being presented here. It should also be noted that the whole thing runs perfectly on Switch 2. Both docked and handheld mode offer 60 frames-per-second gameplay, and the image is very crisp in both configurations. Loading times between areas are also very fast. This is a game that, despite the aforementioned camera issues, feels very well suited for quick portable play.

Having Moss and Moss: Book II together in one package is, from a narrative perspective, a much improved way to experience these games. Moss: Book II is less of a sequel and more just the second half of Moss. The original game cuts off somewhat unceremoniously so being able to immediately swap over to Book II greatly improves that element of the presentation. The move to non-VR displays clearly hasn’t been the easiest for a game so inherently built for VR. And even with that in mind, there are some clear areas where this misses the mark. Still, if you can get past the awkward moments, the Switch 2 makes a great window through which you The Reader can go along with this little mouse on her tiny adventure.


4
TalkBack / We Turned Willem into a Star Fox Fan
« on: July 05, 2026, 08:48:49 AM »

And we think he may be chill with Adventures.

http://www.nintendoworldreport.com/video/76268/we-turned-willem-into-a-star-fox-fan

John Rairdin and Willem Hilhorst are joined by Henry from the YouTube channel @Corneria-p4 to discuss Star Fox 2026. While John and Henry are each avid fans, this is Willem's first Star Fox.


5
TalkBack / Super Scram Kitty (Switch) Review Mini
« on: June 18, 2026, 05:01:17 AM »

I'm just going to assume we remain buddies.

http://www.nintendoworldreport.com/reviewmini/76099/super-scram-kitty-switch-review-mini

Super Scram Kitty may at first look familiar to fans of the Wii U indie classic Scram Kitty and His Buddy on Rails. But Super Scram Kitty is more than just a port of that 2014 shooter. Rather it is a fundamental reworking that results in something quite different. Your goal of rescuing cats from mice aboard a space station remains the same. But the core movement mechanics have been entirely reinvented.

Super Scram Kitty mixes elements of 2D platforming and shooting into something entirely unique. Your movement is limited to the edges of walls and rails, and you can shoot in the opposite direction of the wall you’re currently attached to. Holding down the fire button allows you to lock your firing direction while moving to a different section of wall. You can also launch yourself off from walls to attach to others. This is where the fundamental difference between Scram Kitty and His Buddy on Rails and Super Scram Kitty comes into play. In this new version, you are no longer physically tethered to walls, but rather you can leap freely from one to another. This gives the player much more freedom of mobility but also puts them in a dangerous spot if they don’t have a good place to land. You’ll always fall back in the direction that you launched from after the peak of your jump so if you aren’t careful, you can find yourself drifting off into space if you make an irresponsible leap. I do find that it raises the skill ceiling significantly while admittedly altering the feel of the experience.

Each level contains multiple cats to be found. Some are being held by enemy mice, others appear only if you reach the end of the level with full health, and others require you to collect everything in a given stage. Progression from level to level is predicated on having enough cats to unlock the next stage. If you’re always getting at least a few cats in every stage, it's pretty easy to always have multiple unlocked stages available. The downside here is that it is easy to get drawn away by more challenging levels that you’ve unlocked early, before inevitably needing to trudge back to the easier levels to clean up.

Like its predecessor, Super Scram Kitty isn’t a particularly complicated game. The basic premise is immediately understandable, and you could be forgiven for thinking it's too simple in the opening levels. But it quickly becomes obvious that you’ll need to master this unique movement system to progress into the later levels and that is where Super Scram Kitty shines. There really is nothing else that plays quite like it. The changes made for this edition of the game make it feel almost like an entirely new game, even if you, like me, have fond memories of playing it on Wii U.


6
TalkBack / Star Fox 2026 From Developer of Mario Kart Live
« on: June 09, 2026, 07:45:54 AM »

A surprise to be sure, but a welcome one.

http://www.nintendoworldreport.com/news/75969/star-fox-2026-from-developer-of-mario-kart-live

Velan Studios, the team behind games like Mario Kart Live, have been revealed as the developer on Star Fox 2026.

We’ve been passionately working on this for a while, and we’re so proud to finally share it with the world: Velan Studios is the developer of Star Fox™!

Collaborating with Nintendo and bringing Fox McCloud and crew to Nintendo Switch 2 is truly an honor. #StarFox #NintendoSwitch2

[image or embed]

— Velan Studios (@velanstudios.bsky.social) June 9, 2026 at 10:15 AM

According to Velan, the game will run in their proprietary Viper engine. With all cutscenes being rendered in real-time.

Star Fox™ on Nintendo Switch 2 is developed in VIPER, our in-house game engine at Velan. It allowed us to bring Fox and his crew back in higher fidelity than ever before, with gameplay running at 60fps and all cinematics rendered in real-time.

[image or embed]

— Velan Studios (@velanstudios.bsky.social) June 9, 2026 at 10:15 AM


7
TalkBack / Star Fox Gets Free Demo
« on: June 09, 2026, 07:35:00 AM »

Technically this is a very large portion of the game.

http://www.nintendoworldreport.com/news/75967/star-fox-gets-free-demo

During today's Nintendo Direct, a brief trailer for Star Fox (2026) was shown featuring some new footage of a few classic bosses. The big news however was that the game will receive a free demo later today. The demo will contain the training mode along with the first stage, Corneria Meteo. The full game releases later this month on the 25th.


8
TalkBack / Spyro Returns to Nintendo in 2027
« on: June 07, 2026, 10:03:00 AM »

You don't need to bring any plastic figures.

http://www.nintendoworldreport.com/news/75892/spyro-returns-to-nintendo-in-2027

After years of rumors Spyro the Dragon is finally making a return in a brand-new game. Spyro: A Realm Beyond takes flight on Switch 2 in spring of 2027. The game is being developed by Toys for Bob, the studio behind the Spyro Reignited Trilogy. The studio famously split from Activision becoming independent from Microsoft shortly after Microsoft reached a deal to acquire Activision.


9
TalkBack / Minecraft Dungeons 2 Announced for Switch 2
« on: June 07, 2026, 09:47:49 AM »

With a release date and everything.

http://www.nintendoworldreport.com/news/75889/minecraft-dungeons-2-announced-for-switch-2

The follow up to Minecraft Dungeons is coming to both Switch and Switch 2. Minecraft Dungeons 2 will release on both platforms on September 29, 2026.


10
TalkBack / Crazy Taxi World Tour Officially Switch 2 Bound
« on: June 07, 2026, 09:44:00 AM »

Complete with Offspring soundtrack.

http://www.nintendoworldreport.com/news/75888/crazy-taxi-world-tour-officially-switch-2-bound

After being previously teased by Sega, the new Crazy Taxi got a subtitle and official platform announcement at today's Xbox Showcase. Crazy Taxi World Tour will be coming to Switch 2 sometime in 2027.

The game's Steam page contains a required disclosure for the use of generative AI, which reads as follows:

At SEGA Corporation, we utilize generative AI as a support tool for developers, aiming to provide better content to our users and enable developers to focus more on creative tasks.

We have used such generative AI support tools during development of Crazy Taxi: World Tour. No AI was used in reference to the performers in the game.


11
TalkBack / Wo Long 2: Wings of Ember Announced for Switch 2
« on: June 07, 2026, 09:36:46 AM »

Straight from your local Xbox Nintendo Direct

http://www.nintendoworldreport.com/news/75887/wo-long-2-wings-of-ember-announced-for-switch-2

Announced during today's Xbox Showcase. Wo Long 2: Wings of Ember was announced for Switch 2 alongside other platforms. No firm release date has been announced at this point beyond a general 2027. The Wo Long series comes from Koei Tecmo and blends souls-like progression with gameplay more in line with the Dynasty Warriors. The original Wo Long: Fallen Dynasty released in 2023 for Xbox and Playstation systems. This will be the series' first appearance Nintendo hardware.


12
TalkBack / Classic Toy Story Games Coming to Switch and Switch 2
« on: June 02, 2026, 08:17:24 AM »

To infinity and beyond!

http://www.nintendoworldreport.com/news/75798/classic-toy-story-games-coming-to-switch-and-switch-2

Atari has announced that Digital Eclipse will be releasing a collection of classic Toy Story video games alongside a remaster of the Toy Story 3 video game. They are scheduled for release on October 15, and will release in physical and digital forms on both Switch and Switch 2.

Toy Story: Retro Roundup! includes:

  • Toy Story (1995: Super Nintendo, Genesis, Game Boy)
  • A Bug's Life (1998: Game Boy Color, PlayStation)
  • Toy Story 2: Buzz Lightyear to the Rescue (1999: PlayStation)
  • Toy Story 2 (1999: Game Boy Color)
  • Buzz Lightyear of Star Command (2000: PlayStation, Game Boy Color)
  • Toy Story Racer (2001: PlayStation, Game Boy Color)

Toy Story 3 Complete Edition, will be a modern remaster of 2010’s Toy Story 3.


13
TalkBack / Tales of Arise (Switch 2) Review
« on: May 20, 2026, 08:34:35 AM »

An RPG you can actually finish.

http://www.nintendoworldreport.com/review/75634/tales-of-arise-switch-2-review

Confession time: I bought Tales of Arise shortly after it was released on Xbox. In all that time I only ever made it as far as the opening tutorial before getting distracted with review assignments or other releases. This Switch 2 release has finally been my excuse to actually put time into it, and has made me immediately regret waiting so long to play a game I’ve owned for years.

Tales of Arise is set on the planet of Dahna which has been conquered and enslaved by its neighboring planet, Rena. The story follows a mysterious young man initially known only as Iron Mask who finds himself working as a slave after losing all memory of his past life. Adding to this mystery is his inability to feel pain. When he is drawn into an encounter with a group of rebels and a Renan woman named Shionne, our hero is set on a quest to unseat the Renan lords who have taken control of the planet. In contrast to Iron Mask (he has a name but it feels like spoilers to say it) Shionne causes immediate harm to anyone who touches her. Their conveniently paired superpowers are played out in their personalities as well. Iron Mask is open and eager to help those in need. Shionne is closed off and lashes out at anyone who tries to get close. Their interpersonal writing is pretty hit or miss, they’ll seem pretty friendly with each other one moment and then be brutal enemies in the next scene. The overall story is quite good with some incredible character moments, especially for the additional party members who show up along the way. But individual character interactions for the leads are all over the place.

Gameplay in Tales of Arise is very linear. This is not some large open-world setting, or even a particularly wide hallway. Sidequests aren’t especially plentiful and generally do feel truly optional. I never found myself needing to grind and outside of the major boss fights, rarely found myself in real danger while playing on the standard difficulty. Tales of Arise seems much more interested in taking you on a narrative driven adventure than presenting you with a world to explore. This isn’t a bad thing, and it makes it pretty easy to do everything there is to do in each area if you’re a completionist. Customization is limited to a pretty expansive upgrade tree and a weapon and/or armor set for each region. This isn’t an especially deep RPG but I’m perfectly fine with that. As a result the story moves along at a very satisfying rate and you never spend too long in any one place.

The world itself is separated into small map segments, similar to something like the Ys series. Loading times between them are generally very short, but I did find that it made navigation somewhat difficult, especially in towns. Because the maps are always displayed individually rather than stitched together, I had a hard time getting a sense of where anything was in relation to anything else. It's not too bad when you’re out in the field, as you generally have only one or two directions you can possibly go, but a few of the more labyrinthian environments can get frustrating.

Like prior Tales games, combat is in real time, though you do transport upon encounters to a bespoke environment rather than fighting directly on the field. Combat starts very simple, with a focus on building combos between air and ground attacks. As you recruit additional party members, making use of each one’s abilities makes combat much more engaging. For example, one character can interrupt enemies attempting to cast magic. Another can break enemy shields. Watching for openings for other characters while directly managing your own can be a handful, but just gets more and more compelling the more abilities you unlock.

The Switch 2 delivers Tales of Arise competently if not flawlessly. Image quality looks good both docked and handheld. It helps that by design Tales of Arise has a stylized over sharpened presentation on all platforms. Some sort of edge based sharpening and contrast filter is applied to the game that gives the subtle impression of outlines. The end result is something that at times can look almost like an illustration or painting. Frame rate can however be an issue. It rarely gets below thirty but it fluctuates all over the place from being locked at thirty to being seemingly unlocked for random moments. A proper cap would do wonders for perceived fluidity. That being said, the overall presentation of Tales of Arise is excellent and a huge leap over previous entries. One of the advantages of having small segmented maps is that a lot of detail can be worked into each one, and the developers have clearly taken advantage of that. This is a very good looking game rich in stylistic flourishes.

Tales of Arise is a straight forward RPG that places narrative above mechanical depth or a grand world. There are times where that can be a little boring, as you’re railroaded from one story point to the next. At the same time that story is good enough that I was genuinely eager to see what would happen next. Combat is exciting and only improves as your options expand. The Switch 2 version has some issues in the frame rate department (though in fairness it wasn’t perfectly smooth on other platforms either). But the actual image quality and presentation remain as excellent as they were when this launched on other platforms. While it won’t be your next 100-hour epic, Tales of Arise provides an excellent, condensed, RPG experience both docked and on the go.


14
TalkBack / Star Fox (Switch 2) Technical Preview
« on: May 08, 2026, 05:06:31 AM »

15
TalkBack / So You Made Star Fox Popular.
« on: April 10, 2026, 05:01:21 AM »

Now what?

http://www.nintendoworldreport.com/video/75135/so-you-made-star-fox-popular

After a decade of obscurity, an appearance in the Super Mario Galaxy Movie has brought Star Fox back to the forefront. So how will Nintendo capitalize on this momentum? Join us to explore the three avenues Nintendo has to turn Fox's moment in the spotlight, into a revival for the series.


16
TalkBack / South of Midnight (Switch 2) Review
« on: March 31, 2026, 07:00:00 AM »

A great game with one significant caveat.

http://www.nintendoworldreport.com/review/74993/south-of-midnight-switch-2-review

When South of Midnight released as an Xbox and PC exclusive last year, I played through the first few chapters and enjoyed what I played, but I got pulled away for a review and just never got around to going back. So I was excited to jump back in with the Switch 2 port. While the port itself has some issues that need to be addressed, I’m very glad to have finally rolled credits on this excellent adventure game.

You play as Hazel Flood, a recently graduated track star who finds herself a little directionless. When a hurricane hits her town, her home is washed away with her mother trapped inside. As she struggles to chase it down and save her mom, Hazel awakens a magical power within her. Her powers allow her to see physical manifestations of pain, suffering, anger, and regret. But they also allow her to unravel it, helping people through their oftentimes dark and disturbing pasts. At its core, South of Midnight is a game about reckoning with our own darkness, and coming to terms with both the good and bad in the world around us. The story is accentuated by a gradual but highly effective shift in the world Hazel explores. What starts as a stylized but still believable take on the deep south of the United States of America, gradually transforms into a land inspired by American folklore. The world around you becomes stranger until, by the end, it is entirely otherworldly and unrecognizable. I cannot emphasize enough how impactful and engaging the story is. Hazel does chatter a bit much during moment to moment gameplay, narrating everything around her, but she’s an endearing character, and the stories she gets tangled up in are heartfelt with some genuinely great performances.

The story is split into chapters that cover largely linear environments, though there are ample opportunities to break off and hunt down additional experience points and health upgrades. Levels have a strong focus on 3D platforming and exploration. Hazel’s jump feels a little loose at first, though added abilities gained later make the platforming significantly less punishing with the addition of a double jump, a dash, and a glide. Combat is relegated to enclosed kill rooms, in which Hazel will be set upon by a few waves of enemies before being able to move on. The combat mechanics themselves are reasonably satisfying if extremely basic. What got to me by the end was that combat never feels integrated into the level design. Instead, these kill rooms just grind the adventure to a halt. I’d have much rather encountered enemies wandering the level in a more natural way. As is, they’re a constant pause to progression, and by the end I found myself dreading them anytime I could see them coming up in the distance.

When playing docked, combat is at worst an annoyance, but in handheld mode, it can become a legitimate problem. The handheld experience for South of Midnight on Switch 2 needs some work. Image quality is hugely degraded over the docked experience. That would be fine, if it meant the game ran well, but it doesn’t. Combat nearly always induces frame rate drops and some of the more complex environments struggle to hit 30fps in moment to moment gameplay. The stylized decimated animation hides these issues somewhat during cutscenes, but it's hard not to feel them during actual gameplay. The game is Steam Deck verified so I would have expected better from the Switch 2 given that this is a bespoke version of the game on overall better hardware. The good news is that the docked experience is significantly better. It's not perfect, and I noticed a bout of slow down here and there, but it's not anything I would complain about. Image quality is also much better and compares favorably to other consoles.

But to save the best for last, I wanted to take a moment to call out the soundtrack specifically. The game borders on feeling like a legitimate musical. Fully lyrical songs accompany most major story beats. Oftentimes as you move through an area, unraveling its story, the music will mirror your own experience. Instruments build on top of each other, backing vocals gradually become present, and finally a lead singer joins in as everything clicks. It is fantastic. One boss fight in particular actually manages to synchronize the movements of the boss in one phase to the music, turning it into an actual game mechanic. The music itself is a blend of the fully orchestrated pieces you would expect along with jazz, soul, and folk. It says a lot about the soundtrack that when you pull it up on a streaming service, you’ll find it is split into three different albums to cover the different aspects of the score.

South of Midnight is a fantastic game in isolation that merely struggles with some poorly implemented combat. On Switch 2, that misstep is exacerbated by the addition of performance problems in handheld mode. If you’re playing docked I can largely recommend this version without apprehension, but it is hard to suggest to handheld focused players. What persists regardless is an incredible story that just gets better and weirder the longer you play. The whole thing is accompanied by one of my favorite video game soundtracks in years. If it weren’t for performance issues there would be very little to stop me from telling you to play this game. As is, the recommendation comes with the heavy caveat of where you’ll be playing. That being said, I do recommend you play South of Midnight, on whatever platform makes sense for you.


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TalkBack / Shadow Tactics: Blades of the Shogun (Switch 2) Review
« on: March 16, 2026, 06:00:00 AM »

The best argument for mouse mode.

http://www.nintendoworldreport.com/review/74794/shadow-tactics-blades-of-the-shogun-switch-2-review

It's been a while since I’ve had as much trouble landing on a score for a game as I have with Shadow Tactics. Ultimately, a substantial factor in your enjoyment of this game will come down to how you’re playing it. Are you using a controller, or the Switch 2’s mouse mode?

Shadow Tactics is a real-time strategic stealth game. From an overhead view, you control a variety of unique units through large levels. Each unit has unique abilities that make them more suited for one situation or another. For example, your starting character can throw a shuriken to take out enemies silently from a distance. However, he’ll need to get to that fallen enemy and retrieve it before he can use it again. Another can lay traps on the ground for unsuspecting enemies to wander into, or draw them over with her flute. No one unit is overpowered, so you’ll need to take advantage of each to cover for the weaknesses of the others.

This is a game that expects you to fail, a lot. There is very little margin for error, even compared to other stealth games. Every move through a crowded area, or enemy killed without detection feels like immediate cause for a quicksave. In fact an on screen prompt appears anytime it's been more than a minute since you saved. When playing in mouse mode the SR and SL buttons on the non-mouse Joy-Con are mapped to quicksave and quickload respectively. It is a very clear indicator that Shadow Tactics wants you to try things, fail, and immediately have another go.  It is a gameplay loop that can very quickly become frustrating, especially if you feel you’re struggling more with controller mapping than level design.

My first experience with Shadow Tactics was with the Switch 2 Pro Controller. I felt the game was clunky, awkward, and just not fun to play. As I pushed through, I decided to try out the mouse mode, and it transformed the game. In an instant, the game changed from endless button combos and radial menus to a straightforward interface. If I wanted to use an ability I could simply click it, or push its associated hotkey on the opposite Joy-Con. It felt like playing with a mouse and keyboard. It was immediately clear that this is how Shadow Tactics was built to be played. Suddenly I had no trouble quickly swapping between characters to pull off complex combo actions. I had an easier time navigating the map, and as a result, a better awareness of enemy patrol patterns. Don’t get me wrong, Shadow Tactics is still a difficult game, but in mouse mode it becomes a satisfying difficulty rather than a frustrating one.

One thing that mouse mode doesn’t clear up is some uneven difficulty scaling. Difficulty spikes abound in odd places. For example, I’d argue that the opening level is more difficult than the next couple that follow it. It can also be somewhat vague what exactly an enemy can see or not at any given time. You can drop a marker on the ground to highlight any time an enemy can see that spot, but that will include a segment of their viewcone that won’t see you if you’re crouched. But you can’t always see the viewcone of every enemy at all times making the marker more or less useless. Visibility based on height is also vague and seemingly inconsistent. In one stage I could hop between carts and be completely invisible, whereas in other stages I could be easily spotted on the roof of a building.

There is plenty of fun to be had with Shadow Tactics but be prepared for a lot of trial and error. Playing with the standard controller setup I found to be frustrating, and nearly caused me to put the game down. On the other hand, Shadow Tactics may just be the best argument we’ve seen yet for mouse mode on Switch 2. It is transformative to the point that I almost feel like the game ought to specifically recommend it to the player on startup. Underneath all of that is an interesting, though at times inconsistent, stealth game full of unique characters and scenarios. Just be sure to have a clear surface available mouse mode and plenty of patience as you whittle away at the challenge.


19
TalkBack / Tokyo Scramble (Switch 2) Review
« on: February 11, 2026, 05:00:00 AM »

Yeah sure okay.

http://www.nintendoworldreport.com/review/74294/tokyo-scramble-switch-2-review

The one thing no one can accuse Tokyo Scramble of being, is unoriginal in its premise. You play as a young girl who, after a subway crash, finds herself trapped deep underground. As she comes to and begins looking for a way out, she quickly discovers that this subterranean environment is inhabited by dinosaurs.

Progression is level based with most levels consisting of one or two large rooms. Your goal is to sneak your way past wandering enemies and out the other side. Every stage or two will introduce a new monster, ranging from fairly straightforward dinosaurs, to giant bugs and bats. Each creature theoretically has a unique mechanic; however, in practice, a lot of them just amount to being an enemy that will see you and run after you. That’s the biggest struggle Tokyo Scramble faces. While the premise is wild, the actual execution just isn’t very interesting. There is a lot of enemy variety visually, but your method for dealing with them rarely evolves in any real way. The stealth mechanics blend both visual and auditory detection and each works reasonably well. Though it can be difficult to determine exactly what the detection range of enemies is, which makes the stealth feel a little loose.

Your only companion as you journey through the underground is your smart watch, which can be used to interact with various environmental objects. Signs can be lit up, escalators activated, and fire alarms pulled. These interactions generally serve as distractions or traps for enemies. That said, I found that I had to use them exactly as the game intended with very little margin for creativity. For example, the escalator can be activated to trap a certain kind of dinosaur on an endless treadmill. I first tried to do this by getting the dinosaur to chase me up an escalator then activating once it stepped on, only for it to ignore the movement on the steps entirely. Rather it has to notice the escalator while off of it and trigger a pre-scripted animation to step onto it and be trapped. There is a trend throughout the experience of not just understanding what an interaction does, but needing to figure out how the game wants you to use that function specifically. Your watch also has a flash function with a limited number of charges which can be used to briefly stun pursuing enemies. I found myself falling back on this mechanic rather than fiddling with the other interactive parts of the environment, which was unfortunate as the game clearly wanted me to engage with that puzzle element. It just wasn’t fun.

Visually, Tokyo Scramble can be a little bland. The monsters themselves all look very good, and animate well. It is clear that they are where the majority of the effort has been placed. Environments by comparison are very flat with largely pre-baked lighting that doesn’t feel like it's pushing the hardware in the slightest. On the bright side, that means performance is smooth and the image is reasonably sharp.

Tokyo Scramble has a wild, if somewhat nonsensical pitch, that unfortunately doesn’t translate to a very good game. It neither uses its premise to create a unique stealth experience, nor does it lean into its own ridiculousness enough to be compellingly campy. There is a nice attempt at enemy variety, and an honest effort at puzzle-based stealth, but it just never comes together. There are moments where you can see what Tokyo Scramble was aiming for, but what you’re left with is a remarkably mediocre stealth experience.


21
TalkBack / John Plays New Star Fox-like from Original Star Fox Designer
« on: February 24, 2026, 04:01:23 AM »

How long can he spend on a very short demo?

http://www.nintendoworldreport.com/video/74516/john-plays-new-star-fox-like-from-original-star-fox-designer

The local Star Fox nerd sits down with Wild Blue Skies, the new Star Fox inspired title from Giles Goddard and Chuhai Labs.


22
TalkBack / Fur Squadron Phoenix (Switch) Review
« on: February 18, 2026, 04:00:48 AM »

One heck of a glow-up.

http://www.nintendoworldreport.com/review/74425/fur-squadron-phoenix-switch-review

Back in 2023, when I reviewed the original Fur Squadron on Nintendo Switch, I concluded with “Fur Squadron is a reasonably well executed love letter to Star Fox and rail shooters in general, and it is clear that the potential is there for this developer to pull off something of a much larger scale.” Just under three years later and I could not be happier to say that Fur Squadron Phoenix absolutely delivers on that potential. Developer Raptor Claw manages to address nearly every critique I levied at that original release and the result is a thoroughly entertaining and heartfelt Star Fox-like experience.

You play as a new protagonist, Robin, a member of Phoenix Squadron. After your entire squadron is shot down in the opening mission, you are re-assigned to Fur Squadron to train up and get some sweet revenge. The campaign consists of eight stages. Each one is fairly long and odds are you’ll need a couple of tries to get through some of them. Levels are split between training missions which take place in a virtual environment, and story missions which take place in the real world. Training missions award you with experience that can be used to upgrade your ship. You get experience whether you complete the training missions successfully or not, creating a nice sense of progression even when replaying the same level to clear it. Story missions on the other hand award you nothing if you get shot down. I enjoyed this from a narrative perspective and how it dramatically reinforced the tension of story missions. With no checkpoints, failing a story mission feels like a much more significant loss than losing a simulated training mission.

Rail shooters that are built on replaying levels to earn upgrades don’t always work for me, as difficulty often feels artificially inflated for the sake of padding out the experience. I didn’t mind as much in Fur Squadron Phoenix. The difficulty curve felt challenging but never outright unfair. It would be difficult but I suspect it is completely possible to finish the game with the starting ship if you really wanted to. It also helps that level structure and enemy layout is somewhat randomized in each run. The big set piece moments are always the same but you’ll come up against different enemy patterns that prevent you from completely memorizing any stage. The one downside here is that you start to pick up on the different enemy attack patterns that come up within each level's more randomized segments. I’d have liked to see this randomization be a little more aggressive. At the same time, there is some satisfaction to be found in coming up with the perfect combo of charge shots and special weapons to use to effectively combo your way through patterns when you learn to recognize them.

Level design itself ranges from passable to excellent. At worst, some of the early levels feel very open, with the only real challenge revolving around managing the waves of enemies. But after the first few stages, there gets to be a bigger focus on piloting around obstacles in more authored set piece moments. A couple of the later stages revisit earlier ones briefly before sending the level off in a wildly different direction. Some of the best moments involve weaving through twisting tunnels as the camera snakes around behind you. It is incredibly satisfying to come out of these moments having cleared every enemy and dodged every obstacle. It's in these moments that you can see how well Fur Squadron Phoenix understands what makes the genre great and my only complaint is that I wish it would let loose like this a little more often.

While there is no distinct Switch 2 version of Fur Squadron Phoenix, the developer has taken smart advantage of the hardware by including a performance mode toggle. This unlocks the frame rate, allowing the Switch 2 to hit a consistent 60 fps where the original Switch defaults to 30 fps. It is a nice option and from my experience playing a pre-release build on my Steam Deck, the Switch version is well optimized and the Switch 2 offers an even smoother experience. The rendering resolution is definitely constrained by the Switch limitations but it still looks pretty sharp on Switch 2. I did find the controls a little stiff when trying to make subtle movements. This was an issue I raised with the original game, and while it feels a bit better here, I did still wind up adjusting the sensitivity to alleviate the issue.

There have been plenty of reviews I’ve written over the years where I’ve said something to the effect of wanting to see a developer take a second run at something. Seeing the evolution from Fur Squadron’s simple half-hour long debut to Fur Squadron Phoenix's visually diverse and expansive campaign is incredible. The controls are still just a little stiff and there is perhaps a bit more repetition than is ideal, but it is hard not to be taken in by the charm. This is a great rail shooter that hints at even more potential for a third entry. If you’re looking for something to fill the perpetual Star Fox shaped hole in your heart, Fur Squadron Phoenix makes for a wonderful alternative. I can’t wait to see what this developer does next.


23
TalkBack / Ys X: Proud Nordics (Switch 2) Review
« on: February 16, 2026, 04:00:00 AM »

Worth the upgrade?

http://www.nintendoworldreport.com/review/74330/ys-x-proud-nordics-switch-2-review

I reviewed Ys X: Nordics on Nintendo Switch back in 2024. I gave it an 8.5 at the time and I stand by that score. It was a great game that combined the fun lighthearted adventure of Ys VIII with the improvements to traversal and exploration found in Ys IX along with plenty of its own ideas. Now, Ys X makes its way to Switch 2 as Ys X: Proud Nordics. This release combines a touched up version of the original game with some brand new content that is available here for the first time. I won’t fully re-review the entire game and if you want my thoughts on the core experience please check out my original review. Rather I’ll be looking at this release from the perspective of my own primary question when I first saw it revealed. Is it worth picking up if I already have the Switch version?

One key detail to get out of the way right at the start, is that Proud Nordics does not have cross-progression with the original release. So even if you’re part way through the Switch version, you’ll have to start over on Switch 2. It's a little disappointing but I assume this is due to the way the new content is implemented. The new side story is built directly into the main game and is played alongside the primary story. It feels very natural within the context of the rest of the game, but it means you can’t go directly to the new stuff even if you’ve already played the game before. I won’t go into the actual plot of the new content but it is fairly substantial with new areas and characters.

Outside of that new content the big thing you’ll notice immediately if you’re coming from the Switch version is the substantial performance boost on Switch 2. The Switch was a lead platform for the original release so it was always technically solid, but the Switch 2 offers substantial improvements. You get modes for both 60 frames-per-second and 120 frames-per-second as compared to the original’s 30 frames-per-second. On the original Switch Ys X’s dynamic resolution generally landed around 720p. Out of curiosity I decided to capture my comparison footage of the original Switch version on a Switch 2 just to see how different it would actually be from the Switch 2 version. Backwards compatibility is able to brute force that 720p up to a full 1080p which was a pleasant surprise. It's actually the same underlying resolution as the full Switch 2 version. The difference here is that the Switch 2 version benefits from proper anti-aliasing improving the image quality significantly. If you’re coming from having only played this version on an actual original Switch then the difference will be even more stark than these comparisons.

The updates aren’t purely in image quality and frame rate, however. One of the first things I noticed was improvements to draw distances. The original Switch version suffers from some aggressive LODs and secondary detail and character culling. Elements of the environment constantly appear directly next to you as buildings pop between levels of detail. On Switch 2 the LOD issues are more or less entirely resolved. Pop in is pushed out significantly. Detail like foliage is denser and draws out farther from the camera; in some instances, it appears in areas it was completely absent from on Switch, such as on islands when sailing.

Various elements of lighting have been improved as well. Shadows are of a significantly higher resolution, though the cascade is still very obvious. Ambient occlusion has been added to fill in pockets of shade in the environments making them look significantly less flat. It also helps to give characters proper grounding shadows in dimly lit interior areas. The stylized rim lighting used on characters now also applies to environments, which I felt was more cohesive overall. The Ys series has long been a lower budget title that hasn’t pushed the boundaries of graphics by any means, but I think Ys X in particular really manages those limitations well, and this version presents those budget conscious decisions in a positive light.

As it always has been, Ys X remains an excellent game. This new version is undeniably the definitive way to play. While it ran well on the original Switch and actually benefits quite nicely from backwards compatibility on Switch 2, the technical improvements that come with a proper Switch 2 version are hard to ignore. The combat in particular really benefits from those higher frame rate options. The new content means there are fresh experiences here for returning players. It also includes all the costume DLC released for the original game. However, the lack of cross-progression does mean that you’ll have no choice but to start over. On the other hand, if you’ve yet to play Ys X, I can wholeheartedly recommend this version. While returning players do have to wrestle with whether the upgrade is worth it, new players should absolutely dive in without hesitation.


24
TalkBack / Big Hops (Switch & Switch 2) Review
« on: January 12, 2026, 05:00:00 AM »

Nearly there.

http://www.nintendoworldreport.com/review/73917/big-hops-switch-n-switch-2-review

UPDATE 1/15/2026: A patch was released later in the day after we issued our previous update. Patch 1.0.2 significantly improves frame rates in select large hub areas on the original Switch. Some stability issues remain as of this patch.

UPDATE 1/14/2026: A score has been assigned based on version 1.0.1. Substantial stability issues persist on both Switch and Switch 2 that may impact your ability to complete the game and significant performance issues are present on Switch 1. While the underlying game is excellent, unfortunately too many technical issues exist with the Switch release to recommend playing it on that platform. While the performance issues are largely addressed by playing on Switch 2, stability issues remain, particularly at the very end of the game.

Original review text:

Now and then I review a game where assigning a review score proves incredibly difficult. Big Hops is visually charming, endlessly creative, and boasts a surprising amount of mechanical complexity. Unfortunately, it also has some pretty difficult to ignore stability issues on Switch that are only somewhat mitigated on Switch 2. I have been informed by the developer that they are actively working on what will hopefully be a launch day patch, but I can only really review the version of the game I’ve been given. For that reason, I’m leaving my review unscored for a day which will ideally give me time to test the patch and provide a more accurate score.

In Big Hops, you play as a frog named Hop. After being separated from your sister you wander into a strange shrine where you are whisked away to an alternate dimension called The Void. Here you meet Diss, a strange being with unclear motives. Ultimately Diss sets Hop on a path through multiple distant lands as Hop struggles between finding a way home and uncovering what Diss wants from him. While I never felt the overall story truly paid off in an interesting way, individual characters in each region were compelling. Every line of dialogue is fully voice acted and the cast includes some surprisingly great talent such as Steve Blum (Spike Spiegel), Kirk Thornton (Shadow the Hedgehog), and Giselle Fernandez (Princess Daisy). The voice direction for some of the smaller secondary characters is a bit hit and miss but each area always has a few legitimately compelling characters.

Hop’s core move-set feels heavily influenced by Super Mario Odyssey, but with a lot of originality stacked on top. As a frog, Hop can use his tongue to grapple and freely swing, zip to certain points, pick up objects, and otherwise interact with the environment. He’s able to climb on vertical or even fully inverted surfaces at the cost of stamina which can be extended by eating bugs. Each area also hosts a variety of throwable vegetables that can do things like generate bounce pads, sticky points on walls, or even zero gravity bubbles. Big Hops places a heavy focus on complex platforming and momentum, but allows the player room to experiment. Hop has a backpack so you can carry vegetables from one area to another, and often find multiple solutions to most challenges. This is especially true of hidden challenge levels which require a much deeper grasp of various mechanics. In the entire game I only found one spot where a challenge forced me to solve a problem in a specific way despite a vegetable I had brought with me theoretically allowing for an alternate solution. I regularly had moments of completing an area and thinking “I don’t know if that's what they expected me to do but it worked.”

Beyond a reasonably sized opening tutorial area, Big Hops consists of three massive environments that are each built around a self-contained series of quests. Your mysterious companion, Diss, will send you after Dark Drips, which he will exchange for upgrades. At the start you’ll only be able to equip two upgrades at a time, but by the end (assuming you’ve been seeking out challenge stages) you’ll be swimming in a wide variety of upgrades and plenty of slots. It is worth noting that the game doesn’t really force you to engage with its collectibles and makes these upgrades entirely optional. It also doesn’t flood you with Dark Drips, so I never really felt overpowered or like it was a chore to go get one when I saw an opportunity.

Big Hops is an extremely attractive looking game regardless of platform. There isn’t a dedicated Switch 2 version currently, but the Switch version played via backwards compatibility is an extremely smooth experience the vast majority of the time. I did notice a few times in larger areas where I could get some frame stutters, but I only found this impactful to gameplay in one late game section. Needless to say, these occasional hitches are significantly more noticeable on Switch and can be felt in several of the larger areas.

The one significant issue Big Hops faces on Switch and Switch 2 comes in the form of stability. When playing for an extended period of time I’d generally get a loading screen crash after a few hours. A solid autosave system meant this rarely hurt my actual progression but it was a mild annoyance. However, at the very end of the game during some fast-paced platforming challenges I began experiencing crashes with such regularity that I struggled to reach the credits. I wound up bouncing my save between both my Switch and Switch 2 as I found they would crash at different points, and I could leapfrog (no pun intended) around them by making use of both systems. I have reached out to the developer and been informed that they are aware of the issue and that a patch is incoming, hopefully at or around launch.

In the current pre-launch state in which I’m reviewing it, Big Hops bounces triumphantly up to the finish line before tripping on a pebble. With stability addressed I will have no doubt recommending this as an early contender for indie of 2026 on Switch and Switch 2. Until then, consider other platforms or double check that the launch day patch has hit. I’ll be checking back in on Big Hops with the hopes of giving it the positive score it deserves, very soon.


25
TalkBack / Metroid Prime 4: Beyond (Switch & Switch 2) Review
« on: December 16, 2025, 05:00:00 AM »

Now where were we?

http://www.nintendoworldreport.com/review/73696/metroid-prime-4-beyond-switch-n-switch-2-review

What do you do when it has been nearly two decades since the last numbered game in your series? Do you up the ante and position it as something that has been building for all that time? When the main character first walks on screen do you hold for applause? Do you completely reinvent it for a modern audience? Or do you simply brush off the dust, stretch a little, and calmly ask “now then, where were we?”

In the period immediately following the events of Metroid Prime: Federation Force, the mysterious hunter known as Sylux has taken over leadership of the Space Pirates and a contingent of metroids (technically mochtroids). Federation bases are coming under attack as he searches for an artifact from an unknown ancient civilization. It is here that we join Samus, who confronts Sylux before being warped away by the artifact to a distant world. Buildings, gear, and personnel from the Federation base are pulled in with her.

Like previous Metroid Prime games, Metroid Prime 4 strives to strike a balance between classic Metroid gameplay, and progression that at times feels more akin to pre-Breath of the Wild 3D Zelda. Taking notes from some of the more often cited criticisms of Metroid Prime 3, it presents an entirely unified map and removes the option for fast travel, requiring you to backtrack through the map as you gain access to new areas via different abilities. The structure of the map, spidering out from a central hub area calls to mind the structure of Metroid Fusion. Like Fusion and previous entries in the Prime subseries, you will rarely be left wondering where to go. Your map nearly always has a marker on it and the challenge instead is found in thoroughly exploring along the way for upgrades and lore, solving puzzles, and engaging in combat. In contrast to many of those contemporary reviews of Metroid Prime 3, I would prefer that Metroid Prime 4 provide you with some fast travel options. I don’t have any issue with revisiting any of the environments. That’s just Metroid. Even the large central desert environment offers some unique gameplay and optional side areas. But, because you’ll often need to return to your base camp to install new abilities the trek back and forth can get annoying.

One key element of the Prime series, and one that has been continuously aped by other games ever since, is the scan visor. Every enemy has a detailed scan available full of lore. Much of the best storytelling is handled through details gleaned by scanning random bits of the environment. From the writings of this world’s long dead civilization, to incidental scene details, Metroid Prime 4 proves that Retro remains the king of this style of storytelling. That being said, it isn’t quite perfect. Back in Metroid Prime 3, color coding was added to scannable objects to make it clear what was a random scene detail, which was something that would be tracked in your logbook (necessary for 100% completion), and what was an object that could be interacted with. Metroid Prime 4 highlights interactable objects in yellow but everything else is the same color of green. This can make filling up your logbook a bit of a hassle as you check random scene geometry or even different sections of bosses for unique scans. Bosses are handled particularly oddly as you are able to get their main scan again after defeating them if you missed it during the fight, but you’re not able to get their secondary scans (usually for their limbs, weapons, or spawns). It is an inconsistency in how the game views missable, one-time scans.  

Metroid Prime 4 is the best looking first-party title to be released thus far on the Switch 2. Given that it is more-or-less a Switch title running at a higher resolution and framerate, this is both a compliment to Retro and an indictment on the rest of Nintendo’s first-party output. While I have no doubt the Switch 2 could produce an even better-looking Metroid Prime game, within the context of this being a Switch game much more so than a Switch 2 game, the output here is remarkable. Performance is essentially flawless, even when set to run at 120 frames-per-second. My one critique here (and this likely comes back to its original platform) is that many secondary elements such as particle effects, are animated at 30 frames-per-second. The gap between 60 and 30 is significantly less noticeable than the gap from 120 to 30, where these animations can be quite jarring. I also noticed some issues in certain cutscenes where the camera or certain character animations were tied to a lower frame rate. It is a nitpick but when dealing with performance this good, nitpicks are really all there is.

Much has been made of the addition of a small cast of Galactic Federation soldiers who Samus encounters on her quest. While the characters themselves feel very much in line with Tanabe’s efforts to expand on the Galactic Federation in Metroid Prime 3 and Metroid Prime: Federation Force, there was concern that they would take away from a feeling of isolation or that their writing would come up short. Ultimately, I found that I had the opposite reaction. Because you’ll be alone for 99% of the game, the rare instance in which you encounter another human character feels like an exciting event. As it turns out, isolation is a lot more noticeable when you have a basis for comparison. Your limited excursions with each character generally bring with them one-off mechanics that help to add variety to gameplay in each area of the map. I wound up getting pretty attached to each of them and would spend extra time in base camp making sure I hadn’t missed any optional dialogue.

But the visuals, the fantastic soundtrack, the surprisingly endearing cast, and the richly built world, all serve to bring you back into the unique feeling of Metroid Prime. These games are known for presenting dense worlds full of narrative detail, landscapes that inspire a sense of awe, and soundscapes that are at once thrilling and haunting. There is nothing quite like a Metroid Prime game. Sometimes they’re puzzle games, but the next moment you’ll turn the corner and find yourself in a horror game. One moment you’re alone digging through ancient ruins, and the next you’re embroiled in first person combat. Each game may add its own mechanics and narrative spins, but they all carry that core Metroid Prime identity. Some are quiet journeys through abandoned and remote locations; others carry the grand scale of galactic war against the Space Pirates. Metroid Prime 4 manages to land somewhere in the middle. It never hits the narrative scale of Metroid Prime 3, but does place a greater focus on narrative than Metroid Prime or Metroid Prime 2.

In the eighteen years since Metroid Prime 3, a lot has changed in the world of game design and the world of Metroid. Over in the parallel world of Yoshio Sakamoto’s 2D Metroid series, Metroid Dread has made waves as a glorious return for classic Metroid. The Legend of Zelda, which was in many ways a sibling series to Metroid in terms of design, has become an open-world sandbox and reignited the series. But amidst that backdrop of reinvention and revitalization, Kensuke Tanabe and his team at Retro just seem interested in making Metroid Prime 4. A game that picks up its game design right where it left it in Metroid Prime 3, and its story right from where it left off in Metroid Prime: Federation Force. For that reason, Metroid Prime 4 feels like a world we never left, like I had simply missed another Metroid Prime game that came out a couple years after Metroid Prime 3. It can be difficult to describe how comforting it was to simply go back and have another adventure without the need to reinvent. It's not that Metroid Prime 4 is exactly like any of the other Metroid Primes. Honestly, taken individually none of them are all that similar. Rather, Metroid Prime 4 just feels like another one. It doesn’t expect you to point and clap when Samus walks on screen. Metroid Prime 4 presents a world in which Samus never left.


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