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“It’s Truly Baffling” – Shigeru Miyamoto Comments On The Mario Galaxy Movie’s Critical Reception

Mario Galaxy Movie
Image: Nintendo / Illumination

The Super Mario Galaxy Movie released to fairly middling reviews, with many critics in agreement that it felt overblown with references that ultimately struggled to make up for the lacklustre story.

In a new interview with NDW (thanks, Nintendo Patents Watch), Mario creator Shigeru Miyamoto expressed his surprise at the critical response, describing it as “odd”. Although he understood the sentiments toward the original movie, he thought that the sequel would be better received.

Here’s what he had to say (translated by Nintendo Patents Watch):

“Regarding the critics’ reviews of the first film, I remember thinking, ‘they have a point.’ But I figured this time would be different… only to find that the they were even harsher than last time, which I found rather odd (laughs).

“We stepped in from another medium and did our best to help energize the film industry. And yet the very people who are supposed to champion the film industry are the ones being so negative; it’s truly baffling.”

It sounds surprisingly defensive for Miyamoto, right? The implication being that critics are somehow meant to champion the movie rather than analyse it with a critical eye. Regardless, the movie has gone on to find great success, helping the franchise recently pass the $2 billion mark at the global box office.

Nintendo will soon be looking to ramp up the marketing for its Legend of Zelda movie too, which is currently scheduled to release on 7th May 2027.

What do you make of Miyamoto’s comments here? Let us know your thoughts with a comment.

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Ecco The Dolphin: Complete Announced, Includes Remasters & A Brand New Game

Ecco the Dolphin
Image: A&R Atelier

Ecco The Dolphin‘s return is official, as Ecco the Dolphin: Complete has officially been announced by A&R Atelier, and it contains a bundle of games — every version of the first two Ecco titles plus a brand new game (Thanks, Wario64!).

Platforms and a release date haven’t been announced, but this news was teased almost a year ago by series creator Ed Annunziata, and later came up earlier this year when Annunziata spoke to Famitsu.

The collection will contain every single version of Ecco the Dolphin and The Tides of Time, from 8-bit to 16-bit (no mention of the 3DS version…), plus a “contemporary game built for the modern era.” Annunziata is returning, along with members of the original development and programming teams. Because “No one else can make this game.”

The new game claims to weave together the franchise’s history together into a single experience, but the collection will also contain built-in speedrunning support, online leaderboards, and achievements. There will also be custom courses where players can create their own underwater locales.

Obviously there are a few games missing — Ecco Jr., Defender of the Future — but it sounds like a pretty good package. We don’t know whether this is coming to Switch 1 and/or 2 yet, but we’d have to imagine it will.

Still, if you’re craving more Ecco, you can head to the official website, complete with some very relaxing dolphin noises. There also seems to be a timer in the bottom left of the webpage, so perhaps keep an eye on the page…

Are you an Ecco the Dolphin fan? Do you hope this comes to Switch 2 (or Switch 1)? Dive into the comments and let us know.

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Bubsy 4D Gets A Free Demo, Available Now On Switch 1 & 2

Bubsy 4D is out in exactly one month, so what better way to build up excitement than by downloading the free demo, which Atari and Fabraz have just dropped on the eShop today.

Available to try on both Switch 1 and Switch 2, the demo will allow you to explore the first three levels of the game. And you’ll be able to try out some of Bubsy’s moves, such as gliding, rolling, and (of course) jumping. It’s a platformer, what do you expect?

This seems to be the same demo that was available on Steam, so if you’ve already played it there, don’t expect anything new. But it’ll be good to see just how Bubsy 4D runs on the Switch consoles.

Bubsy might not have the best reputation in the industry, but this new game comes from Fabraz, the developer of Demon Turf and Demon Tides — the latter of which isn’t on Switch just yet, but is meant to come to consoles – -and those games are pretty fantastic.

So this is a good chance to see just how the momentum-based platforming transfers to the world of Bubsy. From our interview with Fabian Rasforter and Ben Miller of Fabraz, it sounds fantastic, and now we can see for ourselves.

Are you excited for Bubsy 4D? Will you be downloading the demo? Let us know in the comments below.

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How iPhone 18 Pro’s rumored variable aperture will supercharge your photography

The iPhone 18 Pro’s camera specs are solidifying, thanks to a repeated claim that portrait shots will be improved thanks to the inclusion of variable apertures.

On April 16, a report claimed the iPhone 18 Pro and iPhone 18 Pro Max will gain an often-rumored variable aperture camera system, and that the model was entering production. A week later, a leaker has doubled down on the story.

In a Wednesday post to Weibo, leaker Digital Chat Station ran down a list of photographic changes Apple is working on for the iPhone, for inclusion in the future. That list includes:

  • Variable apertures
  • A 1/1.12-inch super-large main camera sensor
  • An optical image stabilization for the ultra-wide lenses
  • A 200MP telephoto camera

While the account did bring up the high-resolution sensor on Tuesday, the latest Weibo post concludes by saying the iPhone 18 Pro line will probably be the first to use variable apertures. The evaluations for the component have supposedly gone smoothly, and the other technologies will arrive in later generations.

They add that a key to this is the use of a “slightly curved aperture.” However, the account again doesn’t go into details about what this will do for users.

As for the rest of the specifications for the iPhone 18 Pro and Pro Max, you can expect them to be close to what is already provided in the iPhone 17 Pro versions. That would include three 48MP sensors, an 8x telephoto capability, and macro support.

Variable and curved apertures

The idea of a variable aperture is to get away from the problem smartphone cameras have in typically using a fixed aperture. This refers to the hole that lets light into the sensor.

In a normal camera, the aperture is adjustable, changing how much light hits the sensor and affecting the final shot in various ways. This can affect the number of in-focus items in an image, the amount of bokeh blurriness, and how long the shot needs for a proper exposure.

However, due to the severe space constraints in a smartphone, there’s little room for the motors or servos needed to adjust the aperture. The variable aperture rumor would reintroduce this capability.

For Apple and end users, this would mean being able to properly bring back focus control to smartphone photography. Instead of relying on computational photography to fake bokeh, the camera can do the real thing without the extra processing.

A curved aperture is an interesting concept, as it is used in a variety of different ways. For an iPhone, this could result in a more circular bokeh “ball” effect that’s also softer and more aesthetically pleasing.

There’s also the possibility of sharper images and the need for fewer optical corrections of an image, all by increasing the control of light before it hits the camera’s sensor.

For consumers, this can mean a creamier bokeh for portrait shots and a better base for Apple’s image processing to work with.

Speaking of curved elements, there’s also an Apple patent from 2016 for a spherical photosensor and lens array. The idea would be to use a concave sensor surface and specially crafted lenses to increase the amount of light hitting each pixel of the sensor.

The result would be sharper and low-distortion images, despite the curved sensor.

Alas, despite the patent being ten years old, Apple has yet to incorporate it in an iPhone or iPad.

A long-time rumor

Weibo leakers are notorious for repeating claims sourced from elsewhere and generally not being that accurate. This is also the case for Digital Chat Station, with sporadic accuracy and a penchant for repeating rumors.

In this instance, the account appears to be piggybacking on the April 16 report, adding very little new information. The only real addition is the mention of a curved aperture.

Previous comments go back to 2024, with claims the variable aperture would arrive in the iPhone 17, followed by assertions that it will appear in the iPhone 18 Pro range instead.

This is also far from the first time Digital Chat Station has mentioned this particular rumor. There were mentions in October 2025 supposedly sourced from the supply chain about variable apertures, which were resurfaced by the account in February 2026.

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Preview: ‘Yoshi And The Mysterious Book’ Is More Than Just A Pretty Face

I thought I knew what to expect from Yoshi and the Mysterious Book when Nintendo invited me to a recent hands-on preview ahead of the game’s launch next month. I had played a good chunk of Crafted World and Woolly World (still waiting on that Switch port, Nintendo) in years gone by, and the trailers for the latest adventure had clued me in on all the familiar beats: charming but simple platforming with an adorable art style. Happily, I was wrong.

Yoshi and the Mysterious Book is much of what made the series so cute and accessible in recent entries, but there is a surprising amount of depth under the hood. I went in expecting to fly through levels in a matter of seconds with a genuine, albeit short-lasting, smile on my face. I never thought that those levels would hook me in with their secrets, then bring me back once I had discovered more about the world. After a few entries firmly at one end of the scale, it feels like Yoshi is finally hitting the sweet spot between a game aimed at both kids and long-time fans.

But perhaps I’m getting a little ahead of myself here. As its name suggests, Yoshi and the Mysterious Book sees Nintendo’s delightful dinosaur team up with a (you guessed it) Mysterious Book, named Mr. Encyclopedia — or Mr. E, for short. Determined to discover the secrets of his pages, Yoshi agrees to dive into the book’s contents and examine the creature inhabitants within.

Each level thus plays out like its own mini (Yoshi) safari. He’ll stumble across a new creature, observe it in its natural habitat, and then do everything he can to uncover all of the being’s quirks: What does it taste like? What happens if you jump on its head? Can it survive a drop from a great height? You know, all your classic Attenborough tests.

The creatures all bring a unique skill to the table, be that blowing bubbles, growing plants, or engaging in a spot of petty theft, and you’ll have to make use of all of them to uncover everything there is to know about the species. At the end of the level, usually once Yoshi has completed its big, main task, everything you have learned is recorded in Mr. E, and you’ll see a clue for some of the scenarios you overlooked before you name the species yourself. If you think the Glubbit, which featured in a recent trailer, looks like more of a ‘Keith’, this is your chance to rectify that.

It’s a very sweet premise, one that’s part puzzle platformer, part wildlife documentary, but, much like in the wild, the creatures you uncover aren’t tethered to their own areas, so you can expect to see them pop up time and time again, opening new avenues of exploration.

My playtime started in the game’s first chapter, Wildwoods. I uncovered a few different species while getting used to the gameplay, but then noticed the pages of the book had started to change. A flying bee-like creature that I discovered mid-way through had migrated back over to the flower creatures I found at the beginning. I headed back into the level and was faced with a batch of new discoveries as the two species interacted.

Yoshi and the Mysterious Book
Image: Nintendo

Things got even more complex as my hands-on jumped forward to Chapter Four’s Settled Valley, where the discoveries in the interim led to levels packed with different routes to explore if you knew how to use the creatures’ unique abilities to your advantage.

I fed a Glubbit a nearby chilli to turn its bubbles into spiky rising orbs, which let me access a fruit to boost a Croakaoke’s trampolining ability, which I picked up with a Tail Flick and took over to a previously unaccessible area where I found a… I could keep going like this for a while, but let’s save some surprises, eh?

The level of interaction caught me off guard. Just when I thought I had found everything there was to know about a creature, I’d stumble into a different scenario and see another of its skills on display. Whereas Crafted World might have seen me return to the odd level to mop up a missed collectible, I get the impression that The Mysterious Book is going to encourage level replays far more frequently.

It’s a good job that it’s all so charming to look at, then. Aside from being catnip for the fan artists out there, the pencil-coloured aesthetic is a real looker on Switch 2 — and a nice nod to Yoshi’s Island’s hand-drawn visuals of old. I particularly enjoyed coming to the edge of a level, and seeing the colour fade from the visuals as if it were a real page that has only been inked so far. It’s all par for the course after the unrivalled joy of Crafted and Woolly World’s visuals, but it’s relieving to see the trend continue, nonetheless.

It’ll be interesting to see how far The Mysterious Book can push the sense of inter-level interaction before things become too messy. As it stands, this feels like a flutter jump in the right direction for Yoshi, as far as appealing to a more experienced audience is concerned, with one of the Switch 2’s most eye-catching visual styles to match.

Hey, it looks like the old dino might have life in him yet.


Yoshi and the Mysterious Book arrives on Switch 2 on 21st May.

What’s your hype level looking like for Yoshi’s latest adventure? Let us know in the comments.

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Talking Point: Star Fox Zero Is 10 Years Old – Have You Actually Played It?

Star Fox Zero
Image: Gavin Lane / Nintendo Life

Today marks the 10th anniversary of Star Fox Zero‘s North American launch, the last release in the series at the time of writing. In fact, it shares that honour with Star Fox Guard, but as an eShop game whose only physical version came bundled with Zero, the tower defence spin-off tends to get overshadowed.

After a full decade, we’re all familiar with the wider narrative around Zero and its host platform. Nintendo and PlatinumGames’ Wii U effort brought Star Fox into HD for the first time, but the control scheme equivalent of tapping your head while rubbing your belly made poor first impressions, especially if you went in hankering for instantly satisfying, cinematic rail-shooting, as well you might.

Add to that the Wii U’s well-documented woes, and it’s unsurprising that sales were disappointing, and Nintendo hasn’t touched the series in 10 years, Starlink‘s excellent crossover content and Fox’s appearance in Smash notwithstanding. Looking at our Best Star Fox Games list, Zero is nestled down at #8 above Guard and Command (although there’s really no ‘bad’ games in that selection).

However, recent rumours and Fox’s appearance in a certain Mario Galaxy Movie mean that Starwing Lylat Wars Star Fox is on the tip of many a tongue, and we recently asked you what you would be looking for from a brand-new entry.

Star Fox Zero
Image: Gavin Lane / Nintendo Life

However, one possibility we didn’t discuss was the potential return for this underrated entry.

Since 2017, we’ve seen Nintendo plunder the wreckage of the good ship Wii U and bring back jewels for Switch that millions of Nintendo fans never got to play. Released late in the console’s lifecycle, Star Fox Zero is one of the few remaining holdouts. Does it deserve the same treatment? Would you be disappointed if the rumoured new game turned out to be a retooled, ‘Deluxe’ version of Zero?

It’s worth remembering that as well as being underappreciated (hey, we enjoyed it!), it must also be underplayed compared to the series’ best. Sales figures are patchy, but estimates put copies sold between 440,000 and 450,000. Not awful for a system that only sold 13.56 million units, perhaps, but disappointing by first-party Nintendo standards.

Bearing that in mind, there must be millions of Star Fox fans who never actually played the last one. Are you among them? Would you quite like the chance to play a version of Zero on your current console? Is there a chance for a Mario Kart 8-style rebirth for this entry, or has that Blue Marine sailed? Let us know in the polls below.

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You’re Invited: Celebrate the Fedora Linux 44 Release Party!

Fedora Linux 44 is almost officially here! While our release engineering team and packagers focus on the final touches for F44, it is nearly time for the usual tradition of a Global Virtual Release Party! It is almost time to celebrate! For this release, we will celebrate Fedora Linux 44 slightly ahead of its actual final release.

Regardless of the final calendar date of any Fedora Linux release, every release represents months of hard work, testing, and collaboration from our global community. Whether you are a long-time package maintainer, a dedicated documentation writer, a creative graphic artist, or a brand-new user firing up a Fedora Atomic Desktop for the very first time, this release belongs to you.

To mark the occasion, we are hosting the Fedora Linux 44 Virtual Release Party this Friday, April 24, 2026.

Join us for a half-day of live sessions, recorded deep-dives, and community socialization. We have packed the schedule with updates from the Fedora Project Leader, behind-the-scenes looks at new features like Nix integration and DNF5, and a sneak peek at our upcoming Flock conference!

🎟 How to Attend

The event is 100% free and open to everyone, but registration is required to access the virtual venue. We are also happy to continue using our chat communication provider, Element Creations, as the virtual venue for the Global Virtual Release Parties. Thanks Element & Matrix.org for providing us the great tools to bring our global community together!

👉 Register for the Fedora Linux 44 Release Party live event on Matrix! 👈

🗓 Event Schedule

All times are listed in US Eastern (UTC-4) and UTC.

Time (EDT) Time (UTC) Session Speaker(s) Description
09:00 AM 13:00 Opening Remarks Jef Spaleta, Justin Wheeler Join the Fedora Project Leader and Community Architect as we kick off the celebration, look back on the last release cycle, and share news from around the project.
09:15 AM 13:15 FPL Update Jef Spaleta Jef Spaleta shares his reflections on Fedora Linux 44, what this release means for the project, and his vision for what lies ahead.
09:30 AM 13:30 Packit as Fedora dist-git CI František Lachman, Laura Barcziova, Maja Massarini, Matej Focko, Nikola Forro The Packit team walks through how Packit is taking over Fedora dist-git CI, what this change means for contributors, and what’s next.
09:45 AM 13:45 Adding Nix to Fedora: we did a thing Jens Petersen A behind-the-scenes look at bringing the Nix package tool to Fedora 44 — what it took, what it unlocks, and what it means for reproducible environments.
10:00 AM 14:00 PackageKit with DNF5 and KDE Integration Neal Gompa Dive into the integration of PackageKit with DNF5 and KDE in F44, what changed under the hood, and what it means for the desktop experience.
10:15 AM 14:15 Server WG Peter Boy An overview of the Server Working Group’s initiative to create a dedicated home server spin, driven by community home lab feedback.
10:30 AM 14:30 Break None Take a screen break, grab some coffee, or merge that Pull Request. We will be back with more programming soon!
11:00 AM 15:00 Fedora Docs Petr Bokoc, Peter Boy An update on the state of Fedora Docs and the ongoing Docs Initiative — where things stand today, and how you can get involved.
11:15 AM 15:15 What’s new and what’s next for the Fedora Atomic Desktops Timothée Ravier Discover what is new across the Fedora Atomic Desktops family (Silverblue, Kinoite, Sway, Budgie, COSMIC) and the roadmap toward Bootable Containers.
11:30 AM 15:30 Flock Preview Justin Wheeler With Flock just weeks away, get an early look at what to expect — sessions, highlights, and reasons to get excited about this June’s event.
11:45 AM 15:45 TBA TBA Stay tuned!

See you there!

Don’t miss out on the chance to connect with the people who build Fedora. Grab your ticket, share the link with your friends, and get ready to celebrate Fedora Linux 44.

Claim your free ticket now!


The author of this article utilized generative AI (Google Gemini 3.1 Pro) to assist in part of the drafting and editing process.

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Latest ‘Star Wars’ movie cut unnecessary costs by using Apple Vision Pro

Director Jon Favreau says a specialized app let him better frame IMAX shots using a virtual theater environment in Apple Vision Pro. He cites it as one method to cut back on reshoots and reduce costs.

Filmmaking has only become more and more expensive even as commercialized tools make the medium more accessible. It’s easier than ever to grab a smartphone and shoot some footage, but reaching Hollywood calibre isn’t so simple.

In an interview conducted by The Town podcast during Cinemacon, Jon Favreau discussed ways that technology was helping reduce costs in filmmaking. One of the tools he mentioned was Apple Vision Pro.

“So I’m making an IMAX movie and I’m looking at a TV screen,” shared Favreau. “No matter how big your TV screen is, it’s not an IMAX screen.”

The solution was building software that would let Favreau frame a shot while viewing it in a virtual IMAX theater.

“I could watch that take and see what people will see. That’s a piece of technology that existed without us,” he continued, discussing how the film industry benefits from consumer tech.

Apple Vision Pro might be an expensive headset with its own tradeoffs, but it offers a unique feature set. The resolution of the displays combined with the fully immersive experience allows for better shot planning and realization.

Tools like Apple Vision Pro cut back on overall costs because they prevent reshoots. Favreau says that one of the more expensive aspects of filmmaking is the shots that sit on the cutting room floor.

The director has been known to utilize emerging technologies when making films. The Lion King was filmed on a virtual set where Favreau could direct shots from VR, for example.

The Mandalorian is a show and soon-to-be Star Wars movie that is filmed almost entirely via virtual sets. The actors perform in spaces surrounded by green screens, which provides its own challenges.

The ability for Favreau to view a shot of the live actors in a pre-vis environment through Apple Vision Pro simulating an IMAX theater is quite the accomplishment. The use might be unique to Favreau, but with how TV and film creation are evolving, it could become a go-to method.

Apple Vision Pro has, so far, been a product without a killer feature. It seems that it might actually be great for many specific use cases instead of one flashy feature.

At the least, Apple has sold one to Jon Favreau.

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Talking Point: So, What Are Your First Impressions Of Splatoon Raiders?

Splatoon Raiders has made a big splash today thanks to a big release date trailer. It’s our first proper look at the upcoming Splatoon game, which swaps the focus from online multiplayer to single-player, and it’s swimming onto Switch 2 on 23rd July 2026.

And, amazingly, this is the first time we’ve seen more of the game since Nintendo announced it on 10th June 2025 — yep, it really has been 315 days since the initial announcement. Soon you’ll tell us the Switch 2 is turning a year old. Pffft

Anyway, while the new trailer has given us a dose of action, a look at Deep Cut, and a glance at some crafting mechanics, there’s still a lot to ponder on what Splatoon Raiders might be. Or even whether you’re interested in a more single-player experience for the Inklings and Octolings (don’t worry, multiplayer and co-op is still part of the game).

So, we’ve gathered our splat-tastic team together here at Nintendo Life to share their thoughts on the trailer, and whether they’re itching to dive into an ink-splattered desert island, or if the tank is running empty…

Gavin Lane, Editor

Splatoon Raiders
Image: Nintendo

I don’t mind a Turf War, but I’ve always really enjoyed the linear, rollercoaster feeling of the single-player in the main games. Being funnelled from one set of enemies to the next in those tight levels, taking advantage of the terrain in neat ways, enjoying the weaponry and the moveset, and not really having to think too much about it. It’s good, simple fun!

The main beachy environment shown in this latest trailer looks a bit drab, like a DK Bananza level they only got halfway through designing, though I’m sure dungeons and other areas will offer plenty of visual and environmental variety. I’m more concerned about being stuck in some vast open space that’ll make movement less interesting – I love being able to ink a wall and dive in. I’m not massively into horde modes, either.

However! Nintendo knows a thing or two about compelling single-player games, and they’re extremely keen to highlight the single-player-ness of this. Having skipped Splatoon 3, this has my attention 100%.

Jim Norman, Features Editor

Splatoon Raiders
Image: Nintendo

I was extremely excited for Splatoon Raiders when we still had no idea what it was, but from the first glimpse of gameplay, it looks an awful lot like Salmon Run.

Now, sure, I love a bit of Salmon Run as much as the next man, but surely some craftable weapons and Big Man in a tank isn’t enough to spin the game mode off into a stand-alone title of its own, right?

I’m hopeful that there’s still something under the surface that we haven’t seen yet. I want some of the platforming challenges from Splatoon 3’s single-player campaign to return, I want some story, I want… something other than Salmon Run.

Ollie Reynolds, Reviews Editor

Splatoon Raiders
Image: Nintendo

I dunno guys, I’m not feeling this one at all.

Splatoon is known for its zany presentation, bold colours, and wild level design, and I’m just not getting any of that with Raiders so far. Like, why does it look so bland?! I was hoping that a single-player Splatoon game would really lean into some wacky mechanics that only Nintendo could pull off, but instead we’re just… fighting Salmonids? Really?

I know a lot of people have been itching for a single-player Splatoon experience, but I’m of the mind that the series shines brightest when it focuses on the online multiplayer mayhem. Y’know, the whole reason the IP was created in the first place. Maybe it will surprise me, but I’m not on board with this one yet.

Alana Hagues, Deputy Editor

Splatoon Raiders
Image: Nintendo

I’m not much of a Splatoon fan myself, since I don’t really play a lot of games online. So Splatoon Raiders is actually appealing to me much more than any of the other games have.

Yes, I do agree that some of the environments look a bit bland, so I hope there are multiple areas that will allow Splatoon’s greatest asset, its aesthetics, to shine. And I don’t really know what the game is still — is it a roguelike à la Side Order? Will we be able to change or upgrade the island? Are those customisable and creatable weapons permanent? I’d like to know just how far crafting and customising goes, because that could be really fun.

But, ultimately, I like that Nintendo is keeping it a bit of a mystery, and I’m sure we’ll see something more before the July release date. But it’s good to see the excitement from the Splatoon fanbase, and at that digital price point? I don’t think many will be complaining.


Those are our impressions (and hopes) so far, but let us know what you think of the trailer, and what you expect from the game, in our poll below — and the comments, of course.

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Splatoon Raiders’ Switch 2 Price And Box Art Have Been Revealed

Splatoon Raiders
Image: Nintendo

After months of radio silence on the Splatoon Raiders front, Nintendo has opened the floodgates today. We now know the release date (23rd July), we’ve seen the tie-in amiibo, and look, here’s the price and box art too!

We’ll start with that all-important price tag. Splatoon Raiders will set you back £41.99 / $49.99 digitally or $59.99 physically (we’re still waiting for word on the physical UK price, though it’ll likely be around £49.99).

The physical is marked a little higher, marking the second game to adopt the physical/digital split in North America after Nintendo introduced its new pricing structure for Yoshi and the Mysterious Book. This pricing difference has been in effect in Europe for some time.

Honestly, that’s not too bad for a Switch 2 exclusive! We still don’t know all that much about the game itself, of course, but that’s still cheaper than we were expecting.

As for the cover art, we’ve got a fresh image of the Deep Cut trio and your playable Mechanic character all in cool action poses. There’s a lot of ink on the ground (natch), and a horde of ominous red-eyed Salmonids loom in the background. Here, check it out for yourself:

Splatoon Raiders
Image: Nintendo

Quite the design, no? The accompanying amiibo see Shiver, Frye and Big Man in their new Raiders outfits, and their bases can even be slotted together to make up a sweet stand.

In other news, NOA’s website lists the estimated game file size at 20GB.

Will you be picking up a physical or digital copy of Splatoon Raiders? Let us know in the comments.