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Donkey Kong Bananza’s Next DLC Event Begins Next Week

Donkey Kong Bananza DLC
Image: Nintendo Life

With the ‘Rattlin’ Snake Bananza’ event firmly in the rear-view, Nintendo has announced what’s next for Donkey Kong Bananza‘s DLC challenges.

Next up is the ‘Kong Bananza Returns’ event, which gets underway next week, on 9th June, and will be sticking around until 16th.

As the name suggests, there are some Donkey Kong Country Returns-themed prizes up for grabs this time around. Those who meet the special Emerald Rush quotas can net Tiki Kong and Tiki Goon statues, adding to the already impressive DK Island collection.

This one will take place on the Canyon Layer and, as ever, you’ll have to complete Void Kong’s challenges with a special set of limitations on your perks and abilities.

Here’s the exact time that the event will begin in your region:

  • North America: 1am PDT / 2am MDT / 3am CDT / 4am EDT
  • UK/Ire: 9am BST
  • Europe: 10am CEST / 11am EEST
  • Asia/Oceania: 5pm JST / 4pm AWST / 6pm AEST

Of course, you’ll need to have picked up the Donkey Kong Bananza: DK Island & Emerald Rush DLC to take part in the event. If you want a reminder of all the events and rewards that have come before this one, you’ll find the full list in our guide below.

Will you be taking part in this event? Swing down to the comments and let us know.

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App Store ecosystem surges to $1.4 trillion globally in 2025, from a certain point of view

AI apps led App Store growth in 2025, with the entire ecosystem garnering $1.4 trillion in payouts. Apple’s take of that is only 10%, assuming you agree with how they count.

Every year, typically right before WWDC, Apple releases a study showing how the App Store has fared over the prior year. In 2025, the App Store facilitated more than $1.4 trillion in developer billings. And, it said that the App Store ecosystem has tripled in size since 2019.

“Developers are the heartbeat of the App Store, and this year’s incredible milestone is a testament to their boundless creativity,” said Apple CEO Tim Cook.

“We are deeply committed to providing developers with the tools, technologies, and trusted platforms they need to build for the future,” Cook added. “Together, developers are creating apps that enrich the lives of users around the world.”

Commission eligible and ineligible revenue

Apple notes that for more than 90 percent of the billings and sales, Apple did not receive a commission. That means that most apps are making money outside of the App Store.

The study reports that 90% of App Store sales are commission-free. The study lists this number as $1,437 billion, or what most people, and Apple, generally call $1.4 trillion.

Infographic showing Apple App Store ecosystem billings and sales totaling $1,437 billion, with a donut chart and bullet lists explaining categories where Apple collects commissions and where it does not

Image credit: Apple & Analysis Group

Interestingly, Apple counts digital goods and services purchased outside the App Store as sales that are not eligible for commissions, but still in the $1.4 trillion total. These include subscriptions to Hulu, Audible, Spotify, and the New York Times.

It’s hard to understand where exactly Apple fits into this. If a person purchases a subscription to, say, YouTube Premium outside of the App Store, but watches it on their Apple TV, does that count in this number?

The methodology mentioned in the study isn’t helpful, either. It reads:

“Sales and distribution of digital goods and services can occur through the App Store in the form of paid app downloads and in-app purchases, through linking out to webstores where content is consumed in-app but payments are made outside of the App Store, or through the sale of digital content and subscriptions from multi-platform apps that allow for the use and consumption of the app, both in the App Store ecosystem and elsewhere.”

It’s unclear whether the data includes purchases made after a user manually enters a website address to buy digital goods, or only purchases made through links accessed via buttons in the app.

The study also doesn’t say where it gets its data, really. A small line reads “data sources include data from Apple, app analytics companies, market research firms, and individual companies.”

So the digital goods and services section is a bit hard to parse. And it accounts for about 10.3% of Apple’s total $1.4 trillion revenue figure, or $149 billion.

Other sources of revenue include physical goods and services, such as buying items on Amazon or ordering delivery through Instacart. Lastly, it mentions in-app advertising revenue, including ads displayed on TikTok, Instagram, and in games.

AI market saturation

This year, Apple is placing special emphasis on artificial intelligence (AI), claiming that apps featuring consumer-facing AI have seen four times the growth of their non-AI counterparts. This specifically refers to the top 100 apps, of which 40 currently have some form of consumer-facing AI.

Of course, it’s hard to tell if AI was the primary growth driver or if the most popular apps were going to integrate AI regardless.

For example, 99% of Fortune 500 companies were using AI in some capacity in 2025. Customer service saw a 2199% growth increase between January 2025 and January 2026.

Global growth, by region

The App Store saw growth worldwide in 2025. And in some regions, that growth has exploded in the last several years.

According to the study, billings and sales facilitated by the App Store have more than doubled in China in the last six years. In that same time period, it’s more than tripled in the U.S. and Europe.

Stacked bar chart comparing 2019 and 2025 App Store ecosystem sales by app category, showing substantial overall growth across digital goods, physical goods, services, advertising, and other segments.

Image credit: Apple & Analysis Group

Globally, physical goods and services accounted for the majority of all sales made in the App Store.

However, sales differed a little across regions. For example, travel was the second-largest category of spending in physical goods and services in the U.S., Europe, Japan, Australia, New Zealand, and Brazil.

However, in Korea, food delivery was the second most popular. In the Chinese market, grocery and food delivery rounded out the top three slots.

Apple’s investment in developers

In 2025, Apple hosted thousands of developers at its developer centers. There are more than 20 Apple Developer Academies around the world, including Brazil, Indonesia, Italy, Saudi Arabia, South Korea, and the U.S.

Apple plans to open a Developer Center in Berlin sometime in 2026.

WWDC 2026 kicks off on June 8, allowing Apple to connect with developers and offer the first look at what tools and technologies will be available for the upcoming Apple operating system lineup.

Developers and students will have access to more than 100 new video sessions about tools, technologies, and design. They will also be invited to participate in Group Labs and join conversations in the Apple Developer Forums.

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Hades 2’s Next Update Launches On Switch 1 & 2 Soon, Here Are The Full Patch Notes

Hades 2 Switch 2 Physical
Image: Jim Norman / Nintendo Life

Supergiant Games is back with another Hades II hotfix in its second post-launch patch.

‘Hotfix 3’ is already live on PC, though an accompanying Bluesky post from the dev confirmed that it’ll also be “coming to the console versions as well”, so keep an eye out for the Switch 1 & 2 drop.

As its name suggests, the patch is mainly focused on cleaning up some bugs, with a boatload of small fixes being introduced across the game. The full patch notes were shared on Steam, and we have gathered them together for you to check out below (note: patch notes may contain small spoilers).

Hades II – Hotfix 3 (Switch release TBA)

ยท Dream Dives: Hermes now will deliver any not-yet-delivered Shrine of Hermes items before the final Encounter
ยท Dream Dives: Fixed cases where you could get more than one of the same Boon of Hades after equipping Jeweled Pom (Hades & Persephone)
ยท Dream Dives: Fixed cases where you could miss rewards from effects such as Quick Buck (Hermes)
ยท Dream Dives: Fixed unexpected distortion on several Ares voice lines
ยท Added death animation for the Hellifish (Oceanus)
ยท Added an inventory hint for Mystery Seeds about where they can be found
ยท Improved visual feedback on the Path of Stars screen when choosing upgrades
ยท Updated descriptive text for Prominence Flare (Apollo) with a minor clarification
ยท Fixed various voice lines and narrative events not playing when expected
ยท Fixed a case where Hecate could unexpectedly appear in the Crossroads after Chronos captures her ยท Fixed a case where Medea could unexpectedly appear in the Crossroads and offer her Curses
ยท Fixed cases where Dora could offer the incorrect decorative items for where you are in the Crossroads
ยท Fixed the decorative item Urn, Grecian not always unlocking when expected
ยท Fixed Nitro Boost (Hermes) not affecting Sprint speed as expected while using the Black Coat
ยท Fixed an interaction between Sorceress (Arcana) and Sudden Flurry (Daedalus – Blades)
ยท Fixed an interaction between Glorious Disaster (Zeus x Apollo) and Explosive Intent (Icarus)
ยท Fixed an interaction between Heinous Affront (Zeus x Ares) and Light Smite (Apollo)
ยท Fixed an interaction between Flood Gain (Poseidon) and Mirrored Thrasher (Daedalus – Staff)
ยท Fixed an interaction between Cardio Gain (Hestia) and the Umbral Flames Special
ยท Fixed an interaction between Sanguinary Savor (Ares) and Lance of Ares
ยท Fixed an interaction between Mental Block (Athena) and Boons that let you aim your Casts, such as Glowing Coal (Hestia)
ยท Fixed Mean Streak (Hermes) not working as expected if you re-loaded your save while under its effect
ยท Fixed certain Omega moves sometimes still being available while under the effect of Dark Side (Selene)
ยท Fixed Soulfilled Ankh (Daedalus – Aspect of Anubis) not increasing Omega Attack area as expected
ยท Fixed a visual issue with an interaction between Exceptional Talent (Apollo) and Mirrored Ankh (Daedalus – Aspect of Anubis)
ยท Fixed an issue where Shells from the Aspect of Medea Omega Attack would not bounce forward as with other Aspects
ยท Fixed cases where Gift Gift Gift (Echo) would never be offered even if you had a compatible Keepsake
ยท Fixed cases where Wolf Howl (Selene) could put you out of bounds in the final Encounter on the surface
ยท Fixed Retaliation upgrade for Night Bloom (Selene) not working as expected
ยท Fixed Infection upgrade for Twilight Curse (Selene) not inflicting Wounds when expected
ยท Fixed Twilight Curse (Selene) projectile fizzling on contact with Nemesis; it now passes through her
ยท Fixed a case where Guardians could move faster than expected after recovering from Freeze or Gust
ยท Fixed a case where the barrier from Snow Queen (Demeter) could vanish unexpectedly at a certain point in the fight against Unrivaled Typhon
ยท Fixed a case where Chronos could start to attack more frequently than expected in the fight against Unrivaled Typhon
ยท Fixed a case where an uninterruptible Chronos attack could be completely negated using the Black Coat
ยท Fixed a case where Unrivaled Cerberus could track you too quickly during his fire-breath attack
ยท Fixed foes sometimes attacking sooner than expected in a certain Location in Oceanus
ยท Fixed certain foes being able to wander out of bounds in a certain Location in Tartarus
ยท Fixed Land-Dracons not attacking your foes while afflicted with Charm
ยท Fixed Dire Bawlders lacking the customary outline for their Armor
ยท Fixed Melinoรซ’s Olympic Slam causing shielded Dire Auto-Seekers to become immune to being stunned
ยท Fixed cases where the damage circle from an Anchor (Oceanus) could shift unexpectedly
ยท Fixed Gale unexpectedly blocking instances of damage from Poison effects
ยท Fixed cases where Gale would not fully block damage from certain Harpy Talon strikes
ยท Fixed the final shop on the surface route sometimes offering more than one Kiss of Styx
ยท Fixed certain foes’ visual FX not disappearing properly when afflicted by Freeze
ยท Fixed Shiny Stars appearing on two separate pages in the Inventory screen
ยท Fixed friendly characters not displaying visual feedback when struck after giving them a gift
ยท Fixed several issues where switching between certain weapons in the Training Grounds could cause certain effects to persist unexpectedly
ยท Fixed Aquarium, Enchanted not counting denizens caught using Greatest Gift of Gaia (Cauldron)
ยท Fixed shop items showing incorrect healing previews if Centaur (Arcana) took effect in that Location
ยท Fixed the Zoom In setting not functioning after entering a Chaos Trial
ยท Fixed damage numbers from Scorch remaining visible if the Damage Numbers setting was toggled off
ยท Fixed several cases where you could move unexpectedly while using the Auto-Sprint setting
ยท Fixed cases where certain visual effects remained visible during Melinoรซ’s Return to Shadow sequence
ยท Fixed a visual issue where a Time Sign barrier appeared too far above Bronzebeaks
ยท Fixed a visual issue where Melinoรซ would not start floating after equipping Aspect of Supay
ยท Fixed a visual issue where Melinoรซ could get stuck in her gathering animation while afflicted with poison from Medea
ยท Fixed visual effects for the projectile impact of Twilight Curse (Selene)
ยท Fixed a text error in the description of Leering Glance (Daedalus – Skull)
ยท Fixed minor visual issues in various Locations
ยท Fixed minor collision issues in several Locations
ยท Fixed several additional rare crashes
ยท Other minor fixes


It all adds to what was already a stellar game at launch. “Supergiant Games is five-for-five with Hades II,” we said in our review, “a huge, triumphant sequel that manages to diverge mechanically and offer more challenges and variety than its predecessor.”

What do you make of this hotfix? Venture into the underworld of the comments and let us know.

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PHP 8.5.7 Released

The PHP development team announces the immediate availability of PHP
8.5.7. This is a bugfix release. All PHP 8.5 users are encouraged to upgrade to this version. For source downloads of PHP 8.5.7, please visit our download page.
Windows binaries can be found on the same page.
The list of changes is recorded in the ChangeLog. Release Announcement: https://php.net/releases/8_5_7.php
Downloads: https://www.php.net/downloads?source=Y
Changelog: https://php.net/ChangeLog-8.php#8.5.7
Release Manifest:
https://gist.github.com/edorian/bb96ff0008a1f9e7d6d3d6494381669d Many thanks to all the contributors and supporters! Regards,
Volker Dusch, Daniel Scherzer, and Pierrick Charron php-8.5.7.tar.bz2
SHA256 hash: 4ef9355f784d4b320151eb3f31c5941c0da297025eedb97f2838b2ce73dd59bf
PGP signature:
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PGP signature:
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SHA256 hash: 01ba2ed1c2658dacf91bebc8be6a4885f69b811c7993831fc48e26107ab29985
PGP signature:
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Thread (1 message)

  • Volker Dusch
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Elden Ring: Tarnished Edition Will Finally Rise On Switch 2 This August

Elden Ring: Tarnished Edition
Image: Bandai Namco

After over a year of waiting (and one delay), Bandai Namco has finally given us a release date for Elden Ring: Tarnished Edition on Switch 2: 28th August 2026.

“Your journey to the Erdtree begins here. Rise, Tarnished,” the accompanying caption reads on the announcement’s social posts, and rise we shall.

For those who have missed it (or if it’s been so long that you’ve simply forgotten), the new Tarnished Edition of FromSoft’s award winner packs in the base game and its Shadow of the Erdtree DLC, with the Switch 2 version getting a brand-new character class and special Torrent outfits to boot.

Initial impressions out of Gamescom last year suggested that Elden Ring was looking pretty rough on Switch 2, however, the peeks that we’ve seen at events since then seem to suggest that things are moving in the right direction.

The project was delayed out of its original 2025 window at the end of last year, with Bandai Namco and FromSoftware needing more time for “performance adjustments”.

But all of that will be over in just a few short months. Will the delay have paid off on the performance front? Only time will tell…

Will you be playing Elden Ring on Switch 2? Dodge roll into the comments and let us know.

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Talking Point: One Year On, How Pristine Is Your Switch 2?

Switch 2 Doctor Mario
Image: Nintendo Life

If you picked up a Switch 2 on launch day, then you’ve been caring for your console for almost a whole year now. Compared to those launch-day Switch 1s that some of us still have kicking around, I know that a measly 364 days is small potatoes, but it’s still a mighty long time to keep your tech in tip-top condition.

And that’s the exact topic I want to get to today. Much like its predecessor, Switch 2’s portability means that it’s constantly in and out of bags, docks and cases, and that can take a toll on a few pieces of plastic and metal.

While I’m sure that our beloved readers are all civilised gamers who take care of their gear, accidents can happen. It’s even impacted us here at Nintendo Life Towers *gulp*.

Much to my shame, I shunned my Switch 2 screen protector on day one after making it a whopping eight years without one on my old system. Things were running smoothly until, while playing Kirby and the Forgotten Land in handheld mode, all that gorgeous vibrancy exposed a nasty, deep scratch in the top third of the screen.

It lines up with the top of the dock, so I’m using that as an excuse to sleep at night. It’s small enough that I can often get away with forgetting about it, but every time something is particularly bright, I spy that small pink/green pixel smudge and a little piece of me dies inside. Rest assured, I’ve been rocking a screen protector ever since, and its singular poorly-applied corner bugs me every time I pick up the system…

Switch 2 scratched screen
Computer, enhance! Right there, above the game icon. That tiny scuff haunts me… โ€” Image: Jim Norman / Nintendo Life

A quick whip around the office revealed that most of my co-workers are far less careless than me, and their kit is still in tip-top condition โ€” even if one staffer’s Switch 2 has already taken an accidental plunge into the bath.

It’s certainly a big improvement on the Switch 1, where one year in we had parts popping off, wobbly rails, and Joy-Con drift already setting in. None of us has seen anything like as dramatic this time around… so far.

But how are your systems holding up? Is a year of use starting to show on them, or do they still look as squeaky clean as the day you unboxed them? Let us know in the following poll!

Has your Switch 2 sustained any injuries yet? Let us know about ’em in the comments.

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Review: Donkey Kong 64 – Kicks Some Serious Tail, But Goes Too Far

This review was originally published in April 2015 alongside the Wii U eShop’s Virtual Console release. We’re updating and republishing it to mark the arrival of the game in the Nintendo Switch Online + Expansion Pack N64 library.


At the mere mention of Nintendo’s 64-bit console, many of us find it difficult not to get swept up by a wave of nostalgia. We drift through countless memories of flickering TV screens and eye-popping graphics, washing up on the shores of 3D gaming’s first bold steps onto a Nintendo platform. While it was Super Mario who first triple-jumped his way to the forefront of this revolution, it wasn’t long until the competition got…hairy.

Donkey Kong 64 Review - Screenshot 1 of 5

Donkey Kong 64 originally swung onto store shelves back in 1999, at a time when British developer Rare had already impressed with such acclaimed N64 titles as Goldeneye 007 and Banjo-Kazooie. Anyone who’s played the latter will instantly pick up on the similarities that DK’s outing shares with the bear and the bird, but Rare’s key innovation this time around was the inclusion of a whopping five playable characters. Don’t get too excited just yet, though – you’ll need to rescue them first.

King K.Rool has set up shop right on the outskirts of DK Island, ready to blow the whole place to smithereens just as soon as his crew of slacker Kremlings manage to power up their deadly weapon. In true super-villain style, he’s managed to capture a few key members of the Kong family, but allows DK to run free and gather up enough golden bananas to confront the foul King head-on.

The game gets off to a slow start with a mandatory training section. In true 3D platformer fashion, you’ll be swimming, jumping, climbing, and brawling all throughout your adventure, so it’s worth taking the time to get comfortable. Fans of the Donkey Kong Country series will quickly realise that although the familiar faces are all here, things have changed…

Cranky Kong has decided to plumb the depths of scientific knowledge and create bubbling potions that grant new powers, while Funky Kong has gone completely gun-crazy, now intent on making sure the Kongs are fully locked and loaded with the latest gear.

Donkey Kong 64 Review - Screenshot 2 of 5

Oh, and Wrinkly Kong? Yeah, she died, but that doesn’t stop her offering hints before each level. Throw in some musical instruments (because why not?), and you’ve got a hugely versatile set of abilities with which to explore, and sprawling levels that make full use of them all.

The graphics are fantastic for their time, with neat lighting effects, detailed textures, and lively animations that bring the characters to life. Seeing a soft-hearted Chunky Kong beg you not to choose him on the character select screen is a particular highlight, showcasing a sense of personality that’s become so associated with Rare’s adventures. Similarly, Grant Kirkhope’s soundtrack is as polished as ever; always fitting the moment and changing dynamically as you move from dark caves to hot desert sands.

Once you’ve finished with the initial tutorial, stepped out into the hub world and found your first golden banana, the game begins to build steam very quickly. It can get a bit overwhelming, with so many things to see and do that it feels downright excessive.

DK64 is a ‘collectathon’ through and through, with a plethora of items to find around every single corner. There are hundreds of bananas per level, as well as banana medals, coins and fairies, battle crowns, boss keys – and this isn’t even counting ammo for your weapons, crystal coconuts for your special abilities, or film for your camera.

It’s intense, and amplified by the fact that certain items are colour-coded so that only a specific member of the Kong family can pick them up. Having five playable characters sounds like a huge amount of fun on paper โ€” especially since they all come with unique abilities โ€” but it’s actually pretty frustrating in practice.

For example, you switch to Donkey Kong to pick up some yellow bananas and spot an ability pad that only Lanky can activate. So you go back to the ‘tag’ barrel, return with Lanky, only to find that the switch opens a door filled with coins that only Tiny can collect. This would be massively alleviated if you could change between Kongs on command, but it’s a chore having to go back and forth from specific points just to make sure you get everything.

Donkey Kong 64 Review - Screenshot 3 of 5

The levels themselves range from the usual lush jungles to ghostly sunken galleons and intricate factories, with bosses to cap them off. There are 25 golden bananas to find all over each stage โ€” five per character โ€” and they can be picked up in any order at any time you like, offering a great sense of freedom.

There’s actually less of an emphasis here on platforming than you might expect, which is almost a relief given the number of times you’ll have to navigate the same areas, but the fun, creative worlds do help to alleviate the fatigue somewhat.

It’s a delicate complaint to make, since so many fans are quite happy to dive right into an expansive collectathon, but the key difference between this and other platformers is that a lot of your time with DK64 feels utterly repetitive. It’s not a difficult game by any means (save, perhaps, for the end boss), so it’s really only patience that rewards the player. You end up traversing a series of obstacles only to discover that you’ll need to do it again as a different Kong to activate a switch that unveils more switches. We much preferred shorter bursts of play to keep motivated, because there really is a great deal of satisfaction to be found in eventually clearing an area.

Donkey Kong 64 Review - Screenshot 4 of 5

We’ll stress the point that this is a very beefy game, with upwards of 30 hours of gameplay just to reach the end credits. Going after that elusive 101% completion ranking will take even longer, and the inclusion of a fully compatible multiplayer mode makes for even better value. It’s standard enough, but serves up a decent dose of competitive splitscreen action.

Conclusion

If you’ve got a hankering for some walnuts, peanuts, and pineapple smells, as well as a jungle full of collectibles to seek out and claim for your own, then Donkey Kong 64 is a very safe bet indeed. Whether you’re a newcomer or a nostalgic fan stopping by once more, there’s a huge amount to see and do on DK Island, and plenty of fun discoveries (playable arcade cabinets!!) to make along the way.

In the harsh light of modern opinion, however, some of the rose-tinted sheen has definitely worn off, and a sense of repetition sets in before too long. The excitement of multiple playable characters is dampened by colour-coded pickups, forcing you to retread old ground five times to collect everything. This will still appeal to some, but definitely frustrate others. DK64 is an imperfect adventure-platformer with a bunch of personality, so if you’re up for a challenge and have plenty of time to kill, then go ape!

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Aleksandra Fedorova on Community, Flock, and the Human Side of Fedora

Flock to Fedora is more than a conference โ€” it’s where the Fedora community comes alive. As part of the #In the CommitHistory campaign, we sat down with confirmed Flock 2026 speakers to hear their stories: what brought them to Fedora, what Flock means to them personally, and what they’re hoping for in Prague this June. This is one of those conversations.

Aleksandra Fedorova’s journey into Fedora started with a sticker. At LinuxTag in Berlin, her first properly organised Linux community event she approached the Fedora booth simply wanting a sticker. What happened next changed everything. The people behind the booth invited her to join them on their side of the table. That single gesture dismantled the wall between user and contributor, and she never looked back.

For Aleksandra, Flock isn’t the place for deep technical work. Instead, it’s where the Fedora Council reads the room, sensing priorities, spotting coordination gaps, and picking up on tensions before they become real problems. She’s also refreshingly honest about Flock’s limitations: the costs of attending mean it’s not always a fully representative cross-section of the community, and understanding the broader Fedora ecosystem requires deliberate effort beyond the event itself.

But what Flock offers that nothing else can? The human element. No mailing list or Matrix channel lets you simply walk up to someone and start a conversation without a formal introduction. At Flock, the hallway is as valuable as the schedule. For Flock 2026, Aleksandra hopes the event helps ease current tensions; the reminder that everyone is working toward the same goal, even when they disagree on how to get there, is something only being in the same room together can provide.

Flock to Fedora 2026 takes place June 14โ€“16 in Prague. Registration is at capacity but you can join the waitlist. Can’t make it in person? Follow along live on the Fedora YouTube channel.We hope to see you there!

Note: AI (Google Gemini) was used in drafting this article. The content was reviewed and verified before publishing.

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Nintendo Confirms Switch 2 Revision For Europe

Nintendo Switch 2
Image: Zion Grassl / Nintendo Life

In March, Japanese outlet Nikkei released a report about Nintendo working on a new Switch 2 revision to comply with European Union rules, which allow users to replace batteries in consumer electronics themselves.

There has been an update this week, with Nintendo’s official European website confirming “future compliant versions” of the Switch 2 for this region will come with “unique model numbers” and the additional code ‘OSM’ visible on the packaging, designating them as separate products.

As noted in the official compliance message below, this will come into effect from 18th February 2027. Here it is in full:

Regulation (EU) 2023/1542 concerning batteries and waste batteries (Batteries Regulation)

Like the WEEE Directive, the Batteries Regulation aims to reduce the environmental impact of the manufacture, distribution, use, disposal and recycling of batteries and rechargeable batteries. In doing so, it forbids the supply of batteries and rechargeable batteries with certain hazardous metal content and sets out requirements for batteries’ labelling, safe removal from appliances, collection and recycling. Nintendo products are fully compliant with these requirements, and Nintendo cooperates fully with authorised regional institutions to facilitate the proper collection and environmentally sound recovery or disposal of its batteries.

In addition, the Regulation requires that from February 18th, 2027, batteries integrated into certain appliances and sold in the EU must be easily replaceable by end-users at any time during the lifetime of the product. Nintendo is implementing measures to comply with these requirements by preparing versions of products to meet the Regulation. For current products with model numbers starting with โ€œBEEโ€, future compliant versions will have unique model numbers and the additional code โ€œOSMโ€ visible on the packaging, designating them as separate products for regulatory purposes.

As you might recall, ‘OSM’ was the mystery product code that sparked rumours of a new Switch 2 model earlier this year. Of course, as we now know, it is to comply with these rules in Europe.

It’s worth noting that, beyond facilitating end-user battery access without the need to disassemble the console, there may not be any easily noticeable cosmetic difference in the revised model. Nintendo quietly released a revision of the original Switch 1 model in 2019, offering improved battery life and also closing a security hole in the original hardware’s Nvidia chipset and it looked the same. So it’s not the first time it’s done revisions like this.

The Japanese firm also recently announced Switch 2 price revisions. These will come into effect this September in the West.

If we hear any significant developments, we’ll let you know.

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Crystal Dynamics Comments On Its Use Of AI In Tomb Raider: Legacy Of Atlantis

Tomb Raider: Legacy of Atlantis
Image: Crystal Dynamics

Following the news Tomb Raider: Legacy of Atlantis would be coming to the Switch 2, fans of Lara Croft have spotted an “AI-generated content disclosure” on the game’s Steam page.

Crystal Dynamics has now released an official response about its use of AI in this reimagining of the original 1996 release.

A representative of the developer shared the following comment with Eurogamer, explaining the goal to “empower” teams with these tools. According to the same reply, “all finished content” in the company’s products is apparently “human-crafted”.

“At Crystal Dynamics, we leverage AI tools to help our teams iterate on ideas faster and more efficiently, while ensuring that all finished content in the final product is human-crafted. Our goal is to empower the creativity and flexibility of our developers to deliver the highest-quality experiences for players everywhere.”

The disclosure on the Steam game page mentions how AI-assisted tools were used during development to “support some early exploration and temporary development content”. And “any AI-assisted assets were either replaced or refined by humans” to “maintain the creative and artistic vision” of the developers.

Tomb Raider: Legacy of Atlantis will launch for the Switch 2 next year on 12th February 2027. You can find out more about the gameplay (and see it in motion) in our previous story here on Nintendo Life.

Will you be getting this game on the Switch 2? What are your thoughts about developers using AI tools to assist development? Let us know in the comments.