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Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup In Bellabel Park Has Been Rated

Last September, Nintendo revealed Super Mario Bros. Wonder Nintendo Switch 2 Edition + Meetup In Bellabel Park would be arriving in Spring 2026.

We haven’t really heard anything about it since then, and now in a slight development, a rating has been spotted on the Entertainment Software Rating Board. Here it is:

Super Mario Bros. Wonder
Image: ESRB

This hopefully means an update about this title is nearby, and perhaps Nintendo will lock in a release date.

When Bellabel Park opens its doors, according to Nintendo, you’ll be able to experience a variety of attractions where you team up (or work against) friends and family to collect the most coins, run and hide in “Phanto tag”, and much more.

As for the Switch 2 Edition, this version of the game will “other content and enhancements”, with more details to be revealed in the future. You can find out a little more about what to expect in our previous story.

Would you be revisiting Super Mario Bros. Wonder in 2026? Let us know in the comments.

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Heartopia animals guide

Before you can adopt cats or dogs, Heartopia’s animals need rescuing. I hate to see their little hungry faces, so I tear through the town looking for their feeding troughs, but it can be a touch difficult to find them. If you’re like me and need to make friends with pixelated cuties, we’ve got the scoop on all their favorite foods, weather events, and where you can feed them. It’s time to show that, outside of dressing up and furnishing your house, you can be a responsible adult.

That being said, if you do want a little more cash to fill your boots with outfits and furniture pieces, we recommend some Heartopia codes, which are of vital importance to those of us unwilling or unable to shell out real money on currency. We also have a Heartopia review, in case you want to read what we liked most about the game!

Here’s everything in our Heartopia animals guide:

What are Heartopia animals?

Heartopia’s animals are wild creatures living off the land in various areas of the town. From pandas to capybaras, there’s a range of cute and adorable guys to make friends with – only, they’re struggling for food a bit, so it’s your job to find food troughs and put in their favorite tasty bites.

The eight wild animals currently in the game are:

  • Alpacas
  • Bunnies
  • Capybaras
  • Ferrets
  • Foxes
  • Pandas
  • Sea Otters
  • Silka Deer

While caring for the animals isn’t one of the official Heartopia hobbies, it can net you some cool rewards and is just a very adorable time, since you can start playing with them after you feed them for the first time.

Heartopia animal troughs locations

Finding troughs to start becoming friends with the little guys isn’t so easy, as the game only lets you track the trough after you have discovered it for the first time. Luckily, we’ve done the hard part for you, so allow us to show you a map and provide you with short descriptions in case you’re lost.

Heartopia animals - map of all locations for the eight wild animal types. Ring to mark where they are in red, plus red text to label. If you cannot see this picture, there are descriptions underneath.

Alpaca trough

Head to the southern part of the Flower Fields, near where the giant yellow duck is. The Alpaca trough is on top of the hill that leads down to the puzzle area and beach. It’s one of the biggest troughs, so it’s hard to miss.

Bunny trough

Head to plot number two and walk on the path towards town. The trough is just off to one side of that path, but it’s not too far off the beaten track.

Capybara trough

You should see the capybara trough when you complete your first quest to get Flawless Fluorite, as it’s just opposite the first Fluorite location. If you’re lost, look for the base of the hill in that area – it’s a pile of stones on the left-hand side as you face it.

Ferret trough

Head to the northernmost windmill and turn right twice at the top of the hill it sits on. The trough is a little tree stump just before the benches nearby.

Fox trough

Found near the middle of the Flower Fields, the Fox’s trough sits at the base of the hill that houses the southern-most windmill, opposite some cute heart-themed swings you can sit on.

Panda trough

Head to the place where you find Cassie in the Jump Puzzle area of the forest. Where you would take the stairs to see her, look to the right about 90 degrees, and you’ll see a small pile of bamboo where you can place food for the pandas.

Sea Otter trough

The sea otter trough is on top of a rock in the harbor area. It should be pretty visible, but if you’re stuck, head to the blue boat-style seating and check the rock nearby.

Silka Deer trough

You can find the trough for Silka Deer opposite the bank of a lake in the jungle area. Once you reach the lake bank, look back towards the path and see the trough on a slightly raised part of the environment, just past the path.

Heartopia animals feeding screen, showing the panda trough with the option to feed apples, raspberries and weeds. Character dressed in winter clothing stands in snow on the other side of the screen

Heartopia animals’ favorite foods and weather

Making sure you feed the animals their favorite foods at the right time can make a big impact on your friendship with each species. Below, we’ve collected all the data we could currently find on the wild animals’ favorite food and weather for feeding time.

Here’s every Heartopia animal’s favorite food and weather:

Animal Favorite weather Favorite food(s)
Alpaca Sunny Blueberry
Bunny Sunny Carrot, weed
Capybara Wet Tomato, raspberry
Ferret Wet Egg, Sea Bass
Fox Sunny Meat, European Perch
Panda Wet Apple, bamboo
Sea Otter Wet Common shrimp, Oriental shrimp
Silka Deer Sunny Branch

There you have it – hopefully you’re making some furry (and in some cases slimy) friends all over Heartopia!

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Opinion: Metroid Prime 4 Does This One Thing Better Than Any Other Nintendo Game

Metroid Prime 4 Switch 2 and Box
Image: Jim Norman / Nintendo Life

The long-awaited Metroid Prime 4: Beyond finally released in December, and well, not everyone is happy with it.

The game’s focus on NPCs and a literal desert of an open world did not resonate with gamers as well as Retro Studios had hoped. I hate to admit it, but I agree with the loud people on the internet. None of the people complaining about the dialogue better be Xenoblade fans, though. I’d rather listen to Myles MacKenzie’s unprompted advice than the childish blathering of the Nopon or inane technobabble that makes Star Trek’s sound like Shakespeare.

That’s not what I’m writing about today, however. I’m going to explain what Prime 4 does better than any other Nintendo-developed game. This isn’t about the game’s gorgeous visuals or silky smooth frame rate; it’s about its accessibility features.

If any of you can remember my piece about Tears of the Kingdom, I’m paralysed from about the chest down with no finger movement. It’s obviously not ideal for gaming, but I’ve played thousands and thousands of hours worth of games across multiple genres without any adaptive equipment. Except for one genre, first-person shooters.

The Prime games are different than standard action-focused FPSs and instead focus on exploring. They also feature a lock-on similar to the Zelda series. I would have never even attempted playing Prime 4 if not for that. The controls would still need to be remapped in my Switch 2’s system settings so I could tap the shooting and jump buttons while still holding the lock-on, though.

Switch 2 Pro Controller
Image: Zion Grassl / Nintendo Life

I began hatching my plan of attack while downloading my brother’s digital game card onto my system. What I came up with was moving the lock-on to ‘A’ so I could jump with ‘B’ and shoot the power beam and missiles with ‘X’ and ‘Y’, respectively.

I didn’t have to do that, though. Did I magically regain movement I have been without for over 15 years? No, something even more unlikely happened: a Nintendo-developed game had in-game remapping.

It might not sound like much, but the difference between changing remaps at the system level and doing it in-game is huge. This meant I didn’t have to delete one of my saved layouts (you only get five per controller) or deal with button prompts that contradicted my remaps. I can’t tell you how many times I failed taming horses in BOTW and TOTK because of the button prompt tricking me into pressing ‘L’ when I remapped that input to ‘ZL’.

Prime 4 also separates control schemes for the morph ball and Vi-O-La, so they could be remapped independently. That’s another thing that doesn’t sound like a big deal but actually is. Imagine how annoying it would be having to change the controls every time Samus morph-balled or jumped on her motorcycle. Even thinking about that is giving me a migraine.

So after remapping everything to my liking and some trial and error with the camera and reticle controls (I settled on dual stick plus gyro), I set off for adventure. I swallowed my pride and played on casual mode which did some heavy lifting while I built up my energy tank collection. My progress took off after the initial struggles and I cleared the game right under 16 hours. I probably would have beaten it an hour quicker if Myles had just told me where Tokabi was in the desert. The one time I wanted some direction on where to go and I got nothing. What a dork.

A thought occurred to me while watching the credits: Do I think Prime 4’s inclusion of in-game remapping will lead to it being in other Nintendo-developed games? It wasn’t in Prime Remastered, so they must be rethinking the matter. Right?

The answer is obviously no. This was just Retro Studios acting on its own. No other game developed by any other Nintendo-owned studio will have it during the Switch 2’s lifetime. You might think that’s a pretty bold statement but high-ranking Nintendo officials have made it clear they aren’t going to do it. Read this back and forth from Jason Schreier’s interview with the master of the Zelda franchise, Eiji Aonuma, from 2019:

Aonuma: When we have a button arrangement, we very much put thought into how we do it, because there’s a specific way we want players to feel. In some ways, if we freely let players do customizations on key assignments and such, I feel like we’re letting go of our responsibility as a developer by just kind of handing everything over to the users. We have something in mind for everybody when we play the game, so that’s what we hope players experience and enjoy as well. But we understand also that players have a desire for free customization.

Schreier: Also, physically disabled players might not be able to play the way developers intended.

Aonuma: Definitely, that’s a very good point, and that’s something we’ll keep in mind going forward, thinking about that.

So Aonuma-san thought about it and then decided to not include a remapping option in the two Zeldas released after this interview, Tears of the Kingdom and Echoes of Wisdom. He didn’t even allow it in Age of Calamity or Age of Imprisonment! The lack of it in Age of Imprisonment is incredibly damning, as you can remap the controls in Fire Emblem Warriors: Three Hopes, which was built in the exact same engine (Koei Tecmo’s Katana Engine) three years prior.

Aonuma-san has since been promoted from Deputy Manager to Senior Officer at Nintendo EPD (home of Nintendo’s software development groups), which means his belief that developers shouldn’t allow players to remap their controls in-game is likely echoed throughout every team there. Metroid Prime 4’s development was only “overseen” by Production Group 6, which perhaps explains why Retro was able to get away with it.

Why Nintendo’s leadership is so weird about accessibility features when their peers do include them is beyond me. Sony and Microsoft wouldn’t make games more accessible unless the effort to do so was profitable. You’d think the company leading the charge on higher game prices would know that.

This isn’t about money for Nintendo, though; it apparently is one of its core design philosophies. Retro Studios’ efforts in Metroid Prime 4: Beyond prove it’s a dumb ideal. The team’s inclusion of incredibly basic accessibility features in Prime 4 did not negatively affect the gameplay at all. It was no different than any other Prime game in that regard. The actual mistakes Retro made were the momentum-killing open world, straight-as-an-arrow level design, and bad writing. None of those were related to making the game more accessible, plus, according to a recent Famitsu interview, the open-world idea might have been forced on Retro.

Metroid Prime 4: Beyond Accessibility
Image: Hilliard Hendrix

It makes me almost sad that the most accessible Nintendo game I’ve played ended up being disappointing. A real monkeypaw situation for your boy. On top of that, Retro’s next original game may not release this decade based on how long it took to ship Prime 4. We aren’t going to see another Nintendo game with worthwhile accessibility features until then.

That’s not going to keep me from buying nearly everything Nintendo puts out, because it’s had its hooks in me since I was a little kid, but its choice to be this way gets more frustrating by the day.


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Poll: Box Art Brawl: Duel – Mario Power Tennis (GameCube)

Mario Power Tennis - BAB
Image: Nintendo Life

January persists, but so do we! Welcome to another edition of Box Art Brawl.

Last week, we matched up three different covers for Resident Evil 4: Wii Edition, and the results weren’t even close. The moody European variant walked away with a dominant 69% of the vote, leaving North America in second with 28%, and the Japanese design picking up the crumbs with the remaining 4%.

With all of the Mario Tennis Fever news this week, we’re lobbing things back to the hazy days of 2004, as we take a look at two different covers for Mario Power Tennis on the GameCube. This third series entry (fourth if you count the Virtual Boy’s Mario’s Tennis) took the same basic format as its N64 predecessor and beefed up the content with new characters, court effects and game modes. Sure, it might not have the RPG focus of the GBC entry, but it does have Diddy Kong… so that’s something.

There are just two covers to choose between this week, with Europe and North America opting for the same design. Rackets at the ready? Let’s serve.

Europe / North America

Mario Power Tennis - EU / NA
Image: Nintendo / LaunchBox

This cover format is pretty standard for the Mario Tennis series at this point. Our prized plumber stands front and centre, gearing up to send a shot back over the net, while a whole host of other playable characters panic around him. We do like the verticality of this one, with Yoshi, Boo and Diddy Kong all taking to the skies, and there’s a nice splash of Sunshine-esque summer vibes in the background to cap things off.

Japan

Mario Power Tennis - JP
Image: Nintendo / LaunchBox

The Japanese design strips things back to basics. Forget the other characters, this cover is all about Mario, locked in and ready to serve. The comparatively smaller logo (‘Mario Tennis GC‘) at the bottom keeps the attention solely on the titular tennis star, and we can’t not mention that added “Smash it up” slogan on the left. Catchy, huh?

Thanks for voting! We’ll see you next time for another Box Art Brawl.

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Tales Of Berseria Remastered – Switch Performance And Resolution Detailed

Tales of Berseria
Image: Bandai Namco

The 2016 action role-playing title Tales of Berseria is getting a remastered released on the Switch next month, and we’ve got some additional details to share about this version’s performance and resolution.

As we highlighted in the original announcement last November, the game will target 30fps. Some extra information from Bandai Namco further notes how the frame rate may change during certain moments of the game:

“This may change temporarily depending on the playing situation and environment.”

In comparison, the other versions of Tales of Berseria Remastered on PlayStation 5 and Xbox Series X|S will be running at 60fps.

As for the remaster’s resolution on Switch, TV mode will run at 1920 x 1080, and in handheld fans can expect 1280 x 720. Other versions of the game will support up to 4K.

Bandai Namco also notes how it’s been testing the compatibility of the game with the Switch Lite and Switch 2, so if there are any significant developments regarding the game on Switch 2, we’ll let you know.

This follows the release of Tales of Xillia Remastered on the Switch in October last year, which also ran at 30fps and was 1080p docked, and 720p in handheld mode.

Will you be picking up this game on the Switch next month? Let us know in the comments.

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ICYMI: Animal Crossing: New Horizons Switch Gets A Free Switch 2 Update Next Week

Animal Crossing: New Horizons
Image: Nintendo

Animal Crossing: New Horizons is getting a free 3.0 update alongside the paid Switch 2 Edition of the game next week. In case you missed it, there’ll also be some additional free enhancements for Switch players who revisit the game on the Switch 2 but don’t purchase the upgrade.

This is now highlighted on Nintendo’s “free updates” page for existing Switch games. It notes how the original Switch version of New Horizons will get a visual update – optimising visuals on the “Switch 2 display” and improving the image quality:

Animal Crossing: New Horizons – Free Update (15th January, 2026)

Free updates for select Nintendo Switch games

Animal Crossing: New Horizons – Updates included:

– Visuals: Optimized for the Nintendo Switch 2 display and improved image quality.

Animal Crossing: New Horizons
Image: Nintendo Life / Nintendo

Again, this will arrive alongside the free 3.0 update for Animal Crossing: New Horizons on Switch and Switch 2, which includes new features such as the Resort Hotel, Expanded Home Storage, the return of Resetti, collaborations and more.

As for the paid Switch 2 Edition (priced at £54.99 / $64.99) and upgrade (available for £4.19 / $4.99), users can expect improved graphics and resolution (4K), mouse controls, a megaphone for voice communication, and the ability to play with more friends. You can find out more about all of this in our guide:

This Animal Crossing: New Horizons free Switch 2 update scheduled for 15th January 2026 joins the existing free updates for the following Switch titles:

Here’s a bit more about these free updates for “select Nintendo Switch games” and how exactly they work:

“Free updates to enhance the gameplay experience on the Nintendo Switch™ 2 system will be released for select Nintendo Switch™ games.

“By connecting your Nintendo Switch 2 to the internet and performing a system update, you can download free updates for selected games that may improve graphics or add support for features such as GameShare*. The contents of these free updates will differ depending on the game.”

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Opinion: The Nintendo Console Nobody Wanted To Review Returns Soon, And I’m Here For It, Again

Virtual Boy
Image: Damien McFerran / Nintendo Life

As someone who witnessed its initial release, I’m delightfully baffled that Nintendo is resurrecting the Virtual Boy. We aren’t just getting a passing mention or a trophy in a Smash Bros. game; we’re getting a full-blown revival, including a dedicated NSO app, a $100 authentic replica peripheral, and a $25 cardboard cutout for the Labo diehards.

All this for the console that married Game Boy visuals with Vectrex-style wireframes, stuffed them into a View-Master shell, and doused the whole package in a colour palette straight out of a 19th-century darkroom.

Yeah, that Virtual Boy.

For 30 years, Nintendo’s first rule of Virtual Boy was “You do not talk about Virtual Boy,” yet here we are in 2026, and Nintendo is embracing the most eccentric chapter in their storied history. I’m dumbfounded, but honestly, I’m here for it.

1995: Rose-Coloured Glasses

For most, the Virtual Boy is more meme than memory – particularly for European gamers who missed it entirely. When it launched, I was a video game columnist for the Journal-American, right in the heart of Nintendo of America’s backyard: the Seattle Eastside. My journalistic credentials earned me an early look at the Virtual Boy, plus day one copies of the console and all four launch titles.

Virtual Boy
Image: Nathan Lockard

My August 18, 1995 article covered the launch, and I was surprisingly optimistic, as evidenced by my headline “Nintendo’s 3-D gaming system first step in the right direction”. I saw potential in Mario’s Tennis and the wireframe wonder, Red Alarm, and I even theorised that if games kept coming out, the Virtual Boy would become as much of a household name as the Game Boy.

I was half right. It became a household name alright, just not for the reasons Nintendo’s marketing team had hoped.

A Silly Seven Months

By any measure, the Virtual Boy had a rough life. With only 22 games worldwide and fewer than 800,000 units sold, its owners belonged to one of the most exclusive clubs in gaming history.

The VB’s sales were so poor that in 1996, a little more than a year post-launch, my younger brother won an award at Sears for selling a single system. By that point, moving one unit was the retail equivalent of selling dirt to a desert dweller.

Frustration was palpable even within Nintendo’s inner circles. I remember visiting the offices of Golin/Harris, Nintendo’s marketing consultants, and hearing them complain that major magazines like Electronic Gaming Monthly (EGM) couldn’t be bothered to review Virtual Boy games.

EGM ignored it, but Nintendo’s Tripod made an appearance in my other writing gig at the time, the 3-2-1 Contact magazine. My colleague, Rusel, wrote reviews for the entire Virtual Boy launch lineup, while I had the more enviable task of reviewing Chrono Trigger on the SNES. I must’ve drawn the long straw that month.

The Trade I Won, and then Lost

The Virtual Boy came and went quickly, but I wound up with a complete set of Nintendo-published VB games. Apparently, Golin/Harris and the Big N were eager to partner with any journalist willing to peer into the red abyss.

Roughly a decade later, I traded my dusty VB collection for a sweet haul of SNES RPGs, including both Breath of Fires, Lufia 1 and 2, and every Square Enix RPG I didn’t already own.

I felt great about the trade at the time, but looking at prices now, yeah, I probably lost out in the long run. I undoubtedly won in the gameplay department, but with complete-in-box Virtual Boys selling for almost $1000, I clearly missed an investment opportunity.

Virtual Boy
Some old E3 press kits (which I sadly no longer have) with pages on unreleased VB games Bound High and Dragon Hopper Image: Nathan Lockard

2026: Nintendo Owns the Meme

My personal journey with the VB concluded decades ago, but Nintendo seemed to exile their red spectacles for even longer. So, why the sudden comeback? And why now? I have two theories – one practical, and one cheeky.

First, it’s hard not to see this as a nod to last year’s release of Red Viper, the impressive fan-made Virtual Boy emulator for Nintendo 3DS. After the homebrew community showcased an appetite for VB emulation, Nintendo may have taken the old proverb to heart: the best time to plant a tree (or re-release a tripod-mounted console) was 20 years ago; the second-best time is today (or February 17th 2026).

My second theory may be cheeky, but is perhaps more likely. This revival could simply be corporate self-deprecation. Nintendo is finally cool enough to celebrate a misstep failure while simultaneously revelling in the Switch’s success. It reminds me of Halle Berry personally accepting her Razzie for Catwoman, holding an Oscar in one hand and the Razzie in the other, proudly declaring that if you can’t be a good loser, you don’t deserve to be a good winner.

What’s Next?

Whatever the reason, the 30-year era of Nintendo pretending the Virtual Boy didn’t exist is officially over. Nintendo is actively marketing a library of games that the 1995 media complex avoided reviewing, and I’m not sure what to believe anymore.

If the Virtual Boy can rise from the grave in 2026, then seemingly nothing is off the table. Who knows? Perhaps an official Mother 3 translation or a Zelda CDi All-Stars collection is right around the corner. At this point, nothing would surprise me.


Did you play the Virtual Boy back in the day, or will you experience that authentic 32-bit red eye strain for the very first time? Let us know in the comments below.

Virtual Boy
Image: Damien McFerran / Nintendo Life
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Review: Fire Emblem: Path Of Radiance (GameCube) – Aged & Easier Than You’re Used To, But Still A Winner

Fire Emblem: Path of Radiance Review - Screenshot 1 of 5

Did you know that the Japanese version of Fire Emblem: Path of Radiance has a ‘Maniac’ difficulty mode? You did? And did you know that this mode sort of fixes my biggest problem with the game? You did? Can I do the review anyway? Thanks.

Jumping back into Path of Radiance, the first home console FE, for the first time since all the way back at Christmas 2005 (I got Goblet of Fire underwear, thanks for asking), my one complaint from 20 years ago remains an issue: it’s all a little bit too easy, most especially if you’re a big fan who’s been hoovering up the newer stuff and becoming a strategy master in the meantime. Veterans may find even the toughest of the three available difficulty options — appropriately titled ‘Difficult’ — too sedate for their tastes.

But let’s park that one specific point for a moment, because as important as it may be, it doesn’t manage to derail what’s still a fantastic slice of vintage Fire Emblem goodness. Path of Radiance tells one of the series’ strongest stories, you see. In fact, it’s a story so strong (no spoilers ahead, I promise) that, regardless of how the combat may have aged over two decades, no matter how much sharper, more detailed and intricate the newer games are, this one still delivers a lot to love.

Fire Emblem: Path of Radiance Review - Screenshot 2 of 5

Path of Radiance is one of two FE games (the ‘Tellius Duology’ if you’re down with the lingo) set on the continent of Tellius, with the other being its immediate follow-up on Wii, Radiant Dawn. So, upon locking into this one, you’re all set for a doubleheader of epic proportions to disappear into. Which, let’s face it, is exactly what everyone could be doing with right about now. *points at now*

Taking control of Ike, a member of the Greil Mercenaries, your job in Tellius as you join the action is to defend the borders of Crimea, a region of humans, against attacks and incursions from neighbouring Gallia, which is full of monsters. Because of course it is. Before long, things go quite spectacularly south, with the Crimean capital falling to invaders, and Ike and company spiralling into an arduous journey of revenge and justice-seeking. That’s where we come in.

I won’t detail anything further in terms of the story but it’s fairly clear that, as the first Fire Emblem to feature voice acting (and 3D character models, maps, and battle locations) they went all-in, and as a result we get a banging narrative to jump into alongside battles that, whilst absolutely a little slow and cumbersome looking back from further down the series line, still provide the goods that series stalwarts thirst for.

Fire Emblem: Path of Radiance Review - Screenshot 3 of 5

This is, after all, an entry that consistently ranks highly in best-of lists, and once you dig in, regardless of all the time that’s passed, you’ll find it sinks its hooks in fast. It’s one of those timeless, classic numbers you hear old people (me) banging on about. Furthermore, and it’s an important detail in the grand scheme of things, once you’ve played through this wondrous thing, you’re all set up, fully locked and loaded, to dive into Radiant Dawn, which is another cracker, though one which is unfortunately exclusive to Wii at the time of writing.

So, you’ve got a great story here (one that will likely lead you into playing the next part), it still looks and plays really nicely, and the combat? Even when a Fire Emblem game has got a little long in the tooth, that core turn-based strategy goodness sings.

The face-offs here stick to the series formula of a rock-paper-scissors weapons triangle at the heart of the action. So, axes over lances, swords over axes, lances over swords – you know the score. Path of Radiance then adds slick 3D battle sequences to the action. Okay, so they were slicker back in 2005, but luckily you can turn off these extended animations for clashes, making for quicker fights all around. Indeed, once you’ve switched these off, it’s hard to tell the game is really that old at all, given how great the text menu avatars and scenery all look. Even the rumble support is on point.

Fire Emblem: Path of Radiance Review - Screenshot 4 of 5

Path of Radiance also brings Luguz enemies to the table – transforming, lycanthropic foes who will shape-shift throughout battles into other forms such as birds or even dragons. It makes for encounters which feel elevated from the run-of-the-mill stuff of the time. They still feel strategically whip-smart, and are then further enhanced by a cool Bonus XP system that rewards efficiency (in turn pushing you to up your game and engage with all of your options) and, of course, permadeath. Oh, sweet permadeath, how you infuse everything with a touch more excitement and meaning. And tears.

And, really, excitement and meaning (and tears) are what you’re getting. Over the course of 40ish hours, this one still has the power to razzle-dazzle with its magical melding of strategy and a story that adds drama where it needs it, whilst also introducing a plethora of entertaining friends and foes.

It might not be the latest or greatest Fire Emblem, then, but Path of Radiance is certainly well up there, and now that we’ve got it so easily to hand via NSO on Switch 2, it’s really hard to criticise its gentle ageing all that harshly. Get over the fact it’s not quite as feature-complete as your Engages or your Three Houses, and you’ll soon find yourself all wrapped up in an adventure that’s sucked me in all over again.

Fire Emblem: Path of Radiance Review - Screenshot 5 of 5

Now. Where can I find a copy of Radiant Dawn that isn’t more expensive than a holiday?

Conclusion

Fire Emblem: Path of Radiance still has the power to pleasantly surprise, bringing strategically satisfying battles in the signature series style, alongside a story that packs in plenty of fun characters and big moments across its running time. Yes, it’s aged a bit, the 3D battle cutaways (which you can switch off) are a bit naff two decades on, and it’s not as swish as the newer entries, but that’s all to be expected.

Look past a little dust and time-weathered rough edges, and there’s a wonderful time to be had here that leads you right into an equally excellent sequel.

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Rumours Of “Surprise” Witcher 3 Expansion Intensify

Witcher 3
Image: CD Projekt Red

There are currently multiple Witcher projects in development and it seems one of them might be new content for Geralt’s third outing.

Over the past week, a rumour about The Witcher 3: Wild Hunt getting a “surprise” DLC expansion popped up online after Polish Noble Securities analyst Mateusz Chrzanowski mentioned how he was expecting a “paid add-on” for the game to be released as early as March 2026.

This was reportedly backed up by a Polish leaker known as ‘Borys Nieśpielak’, who claimed Fool’s Theory (the Polish development team behind the upcoming remake of the first Witcher game) was involved in this new content (via VGC).

Now, in another development, IGN Poland has added fuel to the fire, claiming it first heard about a new expansion for Witcher 3 years ago, but didn’t publish anything as it was unable to corroborate this information. Here’s what the Polish website was apparently told at the time, according to PC Gamer. Keep in mind there has been no official confirmation about a new expansion or what content it might include.

“IGN Poland said its source at the time claimed the new expansion would take players to the far-off desert of Zerrikania, which is mentioned in passing at a few points in The Witcher games. Zerrikania is also different enough from The Witcher kingdoms we already know that it could be a place where, for instance, Ciri could successfully undergo the Trial of the Grasses”

One other factor supposedly fueling this rumour is the news CD Projekt needs to generate around $277 million by the end of 2026 to achieve an “incentive program target”. It’s a goal one investor believes would be “extremely” tough without any new content this year (with the Witcher 4 not expected to release anytime soon), so a DLC for the existing title could definitely help the company reach its target.

Chrzanowski also recently told Eurogamer that CD Projekt Red was still short of its goal, with just “five quarters remaining”, which “implies the need for something significantly larger than just another update or a version for a niche platform”.

We’ll try not to get too ahead of ourselves here, but If this expansion is the real deal, it would no doubt be the prime opportunity for CD Projekt Red to consider a Switch 2 Edition of The Witcher 3. And it’s already proven what it’s capable of on Nintendo’s new hybrid system with its excellent Cyberpunk 2077 port.

Would you like to see more content for The Witcher 3: Wild Hunt, or were you happy with how it ended in Blood and Wine? Let us know in the comments.

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Talking Point: What Are You Playing This Weekend? (10th January)

Star Wars Outlaws
Image: Ubisoft

Gosh, 2026 has been quite the year so far, isn’t it? Luckily, we’ve got games to keep us busy, and we’re going to go through which of the buggers we plan on playing this weekend.

In case you’ve missed the main headlines this week, let’s take a peek at what’s been going on in the world of Nintendo. First up, Fire Emblem: Path of Radiance was released on the GameCube NSO app for the Switch 2, so that’s lovely. Fans of green and purple will also be pleased to know that new Joy-Con colours are being released in just a few short days.

We got a new overview trailer for Mario Tennis Fever, which is looking really solid so far, while more ‘evidence’ emerged to suggest that Call of Duty might finally make its way to Nintendo platforms this year.

And now, let’s see what Team NL is up to this weekend, hm?

Gavin Lane, Editor

It’s a more-of-the-same week for me, with Cast n Chill, Skate Story, and Expelled still occupying the left side of my Switch 2 home screen. The GameCube NSO app is there now, too, thanks to Path of Radiance dropping, and I also dipped back into Shinobi the other morning with my coffee.

Beyond that, I’ll be valiantly resisting the eShop sale. Gotta love that post-holidays quarterly tax bill. Have a good one, folks.

Ollie Reynolds, Staff Writer

I love Star Wars, but it’s a franchise I really have to be in the mood for. As such, I often take lengthy breaks before diving back in. The good thing about this is that there’s often a boatload of new content to enjoy when I do eventually sidle back into the fandom. With that in mind, I’m playing Lego Star Wars: The Skywalker Saga and Star Wars Jedi: Survivor, both on the PS5.

The Switch 2 is getting a bit of love, though. I’m currently making my way through Star Wars Outlaws, and it really is quite remarkable. Ubisoft nailed it with this one; it’s just so darn fun with a wonderful sense of place.

Jim Norman, Staff Writer

I don’t remember the last time that my weekend gaming plans were dominated by free demos, but here we are! I haven’t had a chance to touch either Final Fantasy VII Remake or Dragon Quest VII Reimagined’s tasters yet, and I’m super excited to dive in. I’m not so excited by the prospect of falling madly in love with both of them and ending up with two meaty RPGs on my plate to start the year, but that’s the risky game I play.

Oh yes, I was also lucky enough to finally get Star Wars Outlaws on Switch 2 over the holidays, so I have been busy tinkering around with all of the side quests I intentionally left untouched once I heard it was coming to the hybrid. May the Force be with you, dear readers!

Gonçalo Lopes, Contributor

Being a Portuguese myself it never gets old listening to Portuguese NPCs speaking fluent Portuguese in Assassin’s Creed Shadows. Really, they’re a bit everywhere in the game, I hope it all works out for them in the end (historical spoilers: It does not). I am not sure in exactly what percentage of the main story I have already completed, but there will surely be many hours spend this weekend in virtual 16th century Japan.

Metroid Prime 4: Beyond left me wanting more trooper based action so after a four year hiatus I have reinstalled Halo: The Master Chief Collection on STEAM and resumed my single player campaign marathon where I had left it (two thirds into Halo 2). Having just completed (and loved) Halo 3 ODST, I am moving on to Halo 4.

Game of the week is actually a demo: Dragon Quest VII Reimagined is just a very cosy JRPG that ticks all my boxes. I hope to compete said demo before the real villain shows up: Monday!


Well, that’s what we have planned for this weekend, but what about you? Let us know your picks in the following poll.