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Review: OPUS: Prism Peak (Switch 2) – A Beautiful Snapshot Of Studio Ghibli-Esque Magic

OPUS: Prism Peak Review - Screenshot 1 of 6
Captured on Nintendo Switch 2 (Docked)

In OPUS: Prism Peak, Eugene blames himself for everything.

When he remembers his past, he focuses on his regrets, the big moments. The fights between his parents. His failed photography career. His collapsed marriage. His unsuccessful cafe. In his eyes, all of these letdowns are because of him, and as a result, he’s left aimlessly drifting through life at 40 years old.

But there is one light: his grandfather, and his love of the camera. Eugene’s grandpa gave him a reprieve and an outlet through the lens. But eventually, Eugene gives it up. He’s a failure.

But the camera is everything in Prism Peak. It’s the signature gameplay mechanic, the narrative device telling Eugene’s story, and the lens through which I (and Eugene) come to understand the Dusklands, a mystical world where animals speak and a young girl named Ren wants to return home, which is at the top of a mountain.

OPUS: Prism Peak Review - Screenshot 2 of 6
Captured on Nintendo Switch 2 (Handheld/Undocked)

Eugene ends up here after getting in a car crash on the way to his grandfather’s funeral. It’s a Studio Ghibli-esque world with characters who wouldn’t be out of place in Spirited Away, and landscapes that evoke Hayao Miyazaki’s love of the Japanese countryside. There’s a boar who is a train conductor, and a pangolin who is shy but reliable. All you have to do is explore and take photos.

And so I do, armed with Eugene’s beloved camera and a notebook where I spend time deciphering the language of this world and understanding its animal residents. Sometimes I’ll paste photos in there that correspond with a character, other times I’ll be writing out the story of the Dusklands as I stick murals within my pages.

Taking photos is very easy, but eventually you unlock the option to change lenses, shutter speed, and even devices that tell you how dim or bright your photo is. The lenses feel like a bit of an afterthought — most are aesthetic choices, save for one which you’ll never take off once you unlock it — but everything else turns the photography aspect into a bit of a puzzle. Are you too close to the object? Do you need to focus more? Is the lens dirty? Why can’t you see the runes on this rock?

OPUS: Prism Peak Review - Screenshot 3 of 6
Captured on Nintendo Switch 2 (Handheld/Undocked)

The camera forces you to look and observe because you have to do things with those photos. Besides your journal, you also have to interact with Firebowls which pose riddles for you to solve with the corresponding photograph. You can drop seeds in to unlock extra pages for your book or camera lenses, and you can collect ash by making the wrong choices, which you then use to fill out your book.

Eventually, wooden totems representing the animals you meet gather around the fire, and they have their own riddles and requests that you can meet to fill out their entries in your book. With these, it can be pretty easy to miss the subjects you need to photograph, but completing these is also crucial to reaching the true ending.

At one point, I accidentally progressed the story even though I hadn’t stopped exploring an area, and in Prism Peak, you can’t go back to previous sections ever, meaning I’d locked myself out of the true ending pretty early on. Sometimes, the object you need to take a photo of isn’t interactable, so the game really tests your observation skills – as it should! But I wish there were an easier way to discern what I needed to interact with.

OPUS: Prism Peak Review - Screenshot 4 of 6
Captured on Nintendo Switch 2 (Docked)

Especially because every photo you take, everything you look at, acts as a reminder of Eugene’s life. Not all of them are pleasant. Death. Fights. Missed connections. Every snapshot is a moment of frozen time that represents or reminds Eugene of something he’s tried to forget. A lot of this is optional, unless you’re going for the true ending, but filling out this scrapbook only enriches the narrative and Eugene as a character.

The more important photos come up in his dreams where he enters the Dusklands; these black and white vignettes emphasise the important moments of his life, tying together the threads you’ve been pulling in each location. OPUS: Prism Peak isn’t shy about its subjects and is liberal with its emotions: I smiled, laughed, and cried throughout. But it also doesn’t smack you around the face with them.

Those emotions crept up on me the more and more I played. The more animal friends I spoke to. The more pictures I took. The more I understood Eugene and Ren. The charm and beauty of Prism Peak led me on a journey of my own self-reflection, and eventually, I was walking through scenes with a lump in my throat, a tear in my eye. I could see what was coming next, and I knew I — and Eugene — had to confront each scene.

OPUS: Prism Peak Review - Screenshot 5 of 6
Captured on Nintendo Switch 2 (Docked)

For the first time ever, I felt like I was playing and experiencing a lost Ghibli movie. For once, it goes beyond the aesthetics and the quirky characters; thematically, emotionally, and spiritually, this could easily be the next move in Miyazaki’s library. Lots of games claim to be inspired by Ghibli, but developer Sigono actually nails the feeling.

It also nails the look, without feeling derivative. Screenshots tell part of the story, but Prism Peak is absolutely gorgeous in motion, too. Soft colour palettes help the lush country and woods meld with the ruins of the cities and buildings you’ll explore throughout. When things get more sinister, the slow fade of soft pinks, greens, and browns into blacks and reds instils a sense of dread in me. I wanted to see all this world had to offer, and the visuals only enticed me more.

Which makes the Switch 2 version more than a little disappointing. For the most part, the game looks great both docked and handheld, but the frame rate is incredibly inconsistent. In busier scenes full of swaying grass and trees, the frame rate dipped below 20fps. While in some interior sections, it managed above 50fps. But it fluctuates constantly, which can be a little distracting in some of the chase sequences peppered throughout the game.

OPUS: Prism Peak Review - Screenshot 6 of 6
Captured on Nintendo Switch 2 (Handheld/Undocked)

Character shadows look jagged close-up, and a few textures are a little blurry, too, putting a bit of a tarnish on the game as it is now on the console. Luckily, the developer is working on a patch for this, and has acknowledged a handful of other issues (which I didn’t encounter), so things should be better in the near future.

Which is good, because OPUS: Prism Peak deserves to be seen and experienced in the best possible light. Even though there’s sadness throughout, I wouldn’t call it a sad game: it’s one of the most spiritual and beautiful games I’ve played. Maybe just wait until that patch.

Conclusion

Sigono has proven once again that it understands powerful emotional storytelling with OPUS: Prism Peak, a game about self-reflection, acknowledging what’s come before, and moving on. It’s the most Studio Ghibli-like game I’ve ever played, in a way that goes beyond aesthetics.

If you’re not careful, it’s easy to miss some crucial unlockables and some of the game’s best moments; a second run-through might be quicker, but it still requires you to play at a particular pace. And the Switch 2 isn’t the best way to play at the time of writing, but once it’s fully developed, there are few better story and character-driven experiences on the console than this.

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Resident Evil Requiem Keeps On Selling And No One Can Stop It

Requiem
Image: Capcom

Resident Evil Requiem, the latest mainline entry in Capcom’s iconic survival horror franchise, is an absolute juggernaut.

Released on 27th February 2026, the game has now gone on to sell more than 7 million copies. It’s comfortably the fastest-selling entry in the series, and at this rate, it’s entirely possible that it could go on to become the highest-selling too. Chuck in a few tempting discounts here and there over the next few years, and we reckon it’s entirely plausible.

This news comes directly from director Koshi Nakanishi, who posted an Instagram story depicting two celebratory cakes showcasing the 7 million copy milestone (thanks, Push Square). One is styled after Leon, and the other Grace.

Requiem - 7 Million
Image: Koshi Nakanishi

Obviously, we don’t have a view of what the platform split is at this stage, so it’s difficult to say exactly how much the Switch 2 contributed to the overall total. We reckon PS5 probably sold the lion’s share, with PC coming in a close second.

Still, what a monumental performance either way! Capcom’s new IP, Pragmata, also got off to a decent start, selling more than 1 million copies within just two days. The Switch 2 version of the game launched today in Japan, so it’ll likely get a nice boost over the next weekend, too.

What do you make of Requiem’s ongoing success? Let us know with a comment in the usual place.

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Dynasty Warriors: Origins Snaps Up Photo Mode In New Update, Here Are The Patch Notes

Dynasty Warriors: Origins
Image: Koei Tecmo

Those who enjoy a bit of in-game pic snapping, rejoice! Koei Tecmo has released the second Dynasty Warriors: Origins Switch 2 update of the year, and an all-new Photo Mode is one of the additions.

The ver. 1.0.6 update was released yesterday for Switch 2. While the chance to snap up pictures of your warriors in battle is undoubtedly the headline addition for players like this writer (what can I say? I love the screenshot button!), the patch also introduces a new protagonist armour set and a new spear weapon.

The full patch notes were shared on the Dynasty Warriors website, and we have gathered them together for you to check out below:

Dynasty Warriors: Origins Ver. 1.0.6 (23rd April 2026)

  • Added photo mode.
    To access photo mode, open the menu on the world map or during battle and press the − button.
  • Added the Lion Dragon Armor for the protagonist.
    You can try on this armor by selecting Change Outfit at your current base.
  • Added the Gold Serpent Spear.
    A letter will arrive at your current base after you have obtained a weapon in the lance category.

It adds to a game that we were already really rather impressed with at launch. Despite the 30fps lock and a shoddy English dub, we described Warriors as “a super-solid port of a fantastic reboot for the franchise” in our 9/10 review.

Will you be checking out this update? Let us know in the comments.

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Okay, So The Mario Galaxy Soundtracks Are Officially On Spotify Right Now

Mario Galaxy
Image: Nintendo

Since Nintendo is so keen to push its dedicated Music app, we honestly weren’t expecting to see any official soundtracks added to Spotify anytime soon.

Stranger things have happened though, and to celebrate Super Mario’s 40th anniversary, the OSTs for both Super Mario Galaxy and Super Mario Galaxy 2 are now available on Spotify for a limited time.

Here’s the lovely Nintendo Life alumni Felix summing up our thoughts perfectly:

And here’s the official Spotify description:

“Celebrating the Super Mario Bros. 40th anniversary, for a limited time, enjoy a special selection of music tracks from Super Mario Galaxy and Super Mario Galaxy 2.”

In the meantime, you can head on over to this Spotify playlist where you’ll find a total of 130 tracks spanning both games. It’s not clear exactly how long these will be available, so if you haven’t got Nintendo Music and are keen to listen to some classic Galaxy music, maybe check it out sooner rather than later.

Finally, a special playlist for The Super Mario Galaxy Movie is also available, and if we’re being honest, the music was quite possibly the best thing about the sequel – magnificent stuff.

What the heck, right? Will you be checking out the Mario Galaxy music on Spotify? Let us know with a comment.

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We’re Sure Nintendo Will Have No Issues At All With This New PC Creature Battler

How does that old phrase go, “you cut one head off Hydreigon, two will take its place”? It’s something like that. Either way, on a totally unrelated note, you remember that shameless Pokémon rip-off ‘Pickmos’ that was removed from Steam a few weeks back? Well, there’s another primed and ready to fill its place.

Olympus Rangers is an upcoming PC creature battler from developer Mechano and publisher Jandusoft. Its debut trailer launched yesterday (thanks for the heads up, IGN) and it looks… familiar.

Maybe it’s the opening shot of the Scarlet & Violet-esque setting, the round battle arena or the numerous creatures that have a faint whiff of ‘legally distinct’ about them, but Olympus Rangers feels very Pokémon.

According to its Steam page, this one will see you heading to the Olympus battle arena with your ‘Olys’ creatures in tow, ready to take on opponents in a series of turn-based battles. There are 60 different Olys to choose between (it doesn’t look like there’s any exploring or catching to be found here), with designs ranging from ‘sparky Rapidash’ to ’round Greninja’.

All of the creatures, their moves and your avatar are fully customisable — the trailer actively encourages modding, and even has a database where you’ll be able to upload designs — and battles can be played out in either 2D or 3D, which, we must admit, is an idea we wish Pokémon would take on board.

There’s still no official release date on Olympus Rangers just yet, though we’d be surprised if Nintendo and The Pokémon Company aren’t at least taking a cursory glance over some of those creature designs and battle mechanics. Maybe the modding and battle focus will be enough for this one to actually make it to launch, eh? We’ll just have to wait and see.

What do you make of this latest Pokémon-like? Do you reckon it’ll make it to launch, unnoticed? Let us know in the comments.

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Lykke Studios: In pursuit of puffy perfection

DEVELOPER STORIES

Screenshot of the Puffies mobile game showing a sticker pack selection screen. Approximately 24 colorful sticker packs are arranged in a grid on a wooden table background. Each pack displays a unique illustrated theme (such as "Duck Duck Quack," "Cosmic World," "Alice," "Monday Challenge," "Mer-Piggy," and others) along with a size label and difficulty rating. A task banner at the top reads "Collect 35 stickers from Packs with Easy difficulty" with a progress indicator showing 0/35.

THE POWER OF PUFFIES.

The delightful game puffies. combines the satisfying snap of a jigsaw puzzle with the nostalgic delight of a sticker book.

This 2025 Apple Design Award finalist for Inclusivity is brimming with virtual puffy stickers, the sort that ’80s kids would slap on their binders or trade at recess. Players tear open themed packs of vibrant, kitschy decals — maybe punk-rock capybaras, maybe sporty sushi rolls — and place them on a blank sheet so everything fits without overlapping.

The stickers are rendered with such accuracy that players can almost feel the slight give of their glossy surfaces under their fingertips — and the gentle haptic “blop” that accompanies each placement is supremely satisfying. Those sensations are no accident: puffies. developer Lykke Studios spent months fine-tuning these small moments.


puffies.

  • Available on: iPhone, iPad, Mac, Apple TV
  • Team size: 8
  • Based in: Thailand and Cyprus

Download puffies. from Apple Arcade >


“We always start with a material that we like,” says Lykke Studios founder Jakob Lykkegaard. For the company‘s 2023 Apple Design Award winner, stitch., that material was thread woven into whimsical embroidery puzzles. For their 2022 Apple Design Award finalist, tint., it was watercolor paint on thick, textured paper.

When the team began brainstorming the project that would become puffies., they set their sights on a jigsaw-style experience that would feel natural on touchscreens. Their eureka moment was landing on puffy stickers as the puzzle pieces; they’re tactile, nostalgic, and far more interesting to look at than a lone jigsaw piece.

And then it all blew up. “Because of the game physics, our first prototypes pretty much exploded,” laughs Lykkegaard.

Sticker shock

Screenshot of a Puffies sticker album puzzle screen featuring a "Mer-Piggy" ocean-themed collection. A teal sticker board is nearly complete, filled with whimsical pig-mermaid hybrid characters in various underwater scenes. A large gray blob shape in the center indicates empty slots yet to be filled. Four loose stickers — all featuring mermaid-pig characters — sit at the bottom of the screen, waiting to be placed.

Every one of the game’s 4,000 stickers is a 3D-modeled object that’s beholden to the game’s physics engine — and early tests proved they did not play well together. Once the team figured out how to stop pieces from ricocheting around the virtual tabletop, they turned to the problem of what should happen when a player tries to place one sticker on top of another. Is that something that comes up a lot during play? Not really. Did they spend months perfecting it anyway? Absolutely.

Lykkegaard recalls discussing the optimal outcome of this sticker-on-sticker scenario with the team. “Does it stick where it’s at? Does it slide down? And if it slides down, in what direction, and at what speed?” he says. They ultimately decided to simply have the sticker zip back to the edge of the puzzle where it came from, but “it’s not inaccurate to say we spent three months on this,” says Lykkegaard. “We scrapped the entire code base and started over again until it felt right.”

That pursuit of perfection is threaded throughout the game’s design. The cutouts around each sticker were drawn by hand because automated tracing looked too sterile. Tilting a device causes a subtle parallax effect on a sticker’s vinyl surface, as though it were catching the light in the room. And the team iterated endlessly on snap distances — how close a piece needs to be to its proper spot before it will gently click into place when released — down to the last pixel.

“Players can feel it subconsciously,” says Tanin-Andre Hohmann, producer at Lykke Studios. “They may not know it, but they say, ‘Oh, I like this more.’ And then if you ask why, they’re like, ‘I don’t know, really. It just fits better.’”

Cactuses and plungers

A group photo of nine people posing cheerfully on the bow of a ship. They are dressed in casual warm-weather clothing — shorts, T-shirts, and a floral wrap. Several people are waving, making peace signs, or giving thumbs-up. Behind them, dramatic green limestone cliffs rise above vivid turquoise water under a bright blue sky.

That best-it-can-possibly-be philosophy also extends to the game’s art. From cute cactus creatures to anthropomorphic toilet plungers, puffies. stickers are brought to life by talented illustrators around the world. “It’s literally the artist’s art,” says Hohmann. “We wanted it as unfiltered as possible.”

The game also benefits from its home country. While the Denmark-born Lykkegaard and many of his teammates hail from Europe, Lykke Studios is based in Phuket, Thailand — far from stuffy boardrooms and packed conference halls, close to a slower pace of life and easygoing creativity. “I tend to like coming into the bubble of the Bay Area or Europe, exploring things, and leaving that bubble again,“ says Lykkegaard. “And then having an unlimited amount of time to think and come up with new ideas.”

That unhurried mindset can be felt in the puzzles themselves. Each sticker-sheet level is painstakingly designed by hand — no algorithms, no automation. Timers and “game over“ screens aren’t a thing in puffies.; difficulty comes entirely from how many stickers are in the pack the player chooses. And to ensure larger puzzles don’t overwhelm players on smaller devices, the camera gently zooms in to frame the area where the current handful of stickers belongs.

Maximizing accessibility

A wide-angle view of a fully completed Puffies sticker album page, photographed at a slight angle on a wooden surface. The sheet is densely packed with Alice in Wonderland-themed cartoon stickers on a gray background, featuring characters such as a Mad Hatter, the Queen of Hearts, Tweedledee and Tweedledum, a Cheshire Cat-like creature, flamingos, Alice herself, and various Wonderland props including a "Drink Me" bottle and pocket watches.

Accessibility follows the same no-compromises logic. Players can enable more generous snap distances, toggle sticker-placement outlines, and use a finger-offset option that accommodates reduced motor function — or just very large hands. The guiding principle is simple: If a player comes up with a valid barrier the team hadn’t considered, and it’s feasible to fix, the team adds a solution.

The cost of all this craft? Time. Thankfully, the team’s previous successes have given them the freedom to polish their games without rigid milestones. But even so, is it worth it? To obsess over squish and snap, to tune the “rip” of opening a sticker pack, to jettison heaps of code because a few interactions don’t feel perfect?

“There are many things in the game that nobody will ever see, that we put energy into just because we know it’s there,” says Lykkegaard. “And that makes us proud.”


Keep reading

Developer stories explore best practices and philosophies from some of the most inventive developers in the Apple community. In each story, we go behind the screens with developers, designers, and engineers to find out how they brought their remarkable creations to life.

Browse all developer stories >

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Review: Belkin Charging Case Pro For Switch 2 – A Great Upgrade Over The Original

Belkin Charging Case Pro 1
Image: Ollie Reynolds / Nintendo Life

Shortly after the Switch 2 launched, we reviewed a handful of cases for the new console, one of which was the Belkin Charging Case. At the time, we admired the idea, but unfortunately the execution was a bit lacklustre, earning it a score of 6/10.

So now, as we approach the one-year anniversary of the console, Belkin has launched the Charging Case Pro, a more premium option at $99.99 / £69.99 that takes the basic functionality of its predecessor and improves upon it in every way. In short, if you can stomach the price, this might be one of the finest cases you can get for your Switch 2.

Focusing on the case’s charging functionality first, the power bank has been given a bespoke design to work seamlessly with both the case and your Switch 2. With the original, you’d be forgiven for thinking that Belkin had taken a bog-standard power bank and just chucked it into the case, but this upgraded model is infinitely more practical.

For starters, the power bank fits snugly into the case’s interior via magnets, sitting flush with the fabric on either side so that your Switch 2 lies directly on top with almost no wriggle room. Plugging the console in is a doddle: simply lift the outer hinge upwards, bringing the USB-C port up with it, angling it so that you can slot the Switch 2 into place with ease.

What’s nice is that the actual USB-C port is movable on its own, too. Sitting perpendicular to the case’s base, you can raise it to a 45-degree angle, which means that when it’s time to remove the Switch 2, you can easily lift it up slightly and pull it out without potentially causing any damage to the port. Clever stuff.

The outer hinge of the power bank is also stable enough to act as a stand, letting you play in tabletop mode whilst it’s still sucking up that sweet portable power. If you want a bit more space, you can also remove the power bank from the case entirely and still charge your console whilst it’s in use.

Knowing how much charge you have is key, though, and Belkin has delivered here. too. The case itself has a little opening on the front through which you can see the power bank’s display unit. At the press of a button — or when you plug in the Switch 2 — you can instantly see how much charge is remaining, designated by a percentage. Naturally, you’re not going to get any indication of how much charge your console has, only the case itself.

To the left of the power indicator is the USB-C slot to charge the power bank. Annoyingly, Belkin has opted not to include any charging cable, though any cable with a USB-C port will work perfectly fine. For the price, mind you, we would have expected it to include its own cable, and this feels a bit stingy.

Belkin states that the case can charge the Switch 2 “up to 1.5 times”, and that sounds about right based on my tests. That might not sound like much at a glance, but unless you’re someone who plays your Switch 2 continuously until the battery drains completely, you’ll find that the power bank will restore your console’s battery multiple times until you need to eventually plug it in.

To give you an idea of roughly how long you can expect the case to charge up your Switch 2, I plugged mine in at 80% and it took half an hour to get back up to 100%. Certainly not the speediest, then, but it’s about what I’d expect.

The Charging Case Pro also comes with a total of 12 slots to store your Switch 1 and 2 cartridges – pretty standard stuff. You’ve also got a mesh storage area, which is easily large enough to hold a fairly lengthy cable (once you’ve got your hands on one), while Belkin has also included a teeny-tiny pouch in which to store an AirTag, Moto Tag, or similar location device.

As for the build quality, the outer fabric is rock solid, meaning you should be protected against most day-to-day activities and accidental drops. The interior feels soft, yet similarly rugged, and the carrying handle doesn’t feel like it’s going to start fraying anytime soon. It feels like the same material as your average car seatbelt, if that helps. The only downside I’ve noticed so far is that the power bank display unit may attract scratches since it’s completely exposed.

Given the sheer size of the case and what it’s packing, it’s significantly heavier than most options on the market, coming in at roughly 815g on its own and roughly 1.3kg with the Switch 2 plugged in. This is definitely something to consider if you’re someone who travels frequently, and you’ll need to decide whether the charging capabilities trump the lightweight convenience of other cases.

Conclusion

With the Charging Case Pro, Belkin has learned from its mistakes, providing an excellent way to take your Switch 2 on the go whilst keeping it charged. The redesigned power bank fits perfectly into the case, keeping your console snug whilst also providing an elegant way to play in tabletop mode.

The lack of a charging cable feels like a pretty stingy decision on Belkin’s part, and you might not be taken with just how heavy the case is when your console is stashed away, but otherwise, this is comfortably one of the best options on the market right now.

The sample used in this review was provided by Belkin.

Please note that some external links on this page are affiliate links, which means if you click them and make a purchase we may receive a small percentage of the sale. Please read our FTC Disclosure for more information.

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Pokémon Pokopia ‘Sableye’s Gem Hunt’ Event Has Finally Been Officially Announced

Pokémon Pokopia - Sableye's Gem Hunt
Image: Nintendo

We’ve known about an upcoming Sableye event in Pokémon Pokopia for a good while now (thanks to the joys of time jumping), but The Pokémon Company has today made it official.

The ‘Sableye’s Gem Hunt’ event kicks off next week on 29th April at 5am and will run until 14th May at 4:59am (local time). As the name suggests, this one is all about Sableye, with that creepy adorable little Dark/Ghost Type appearing outside completed Pokémon Centers with a hankering for gems.

Much like the previous Hoppip event, Sableye will ask for your help to collect a special item — Red Crystal Fragments — which you’ll be able to find on a Dream Island with a little help from Drifloon. Cashing them in back at the Pokémon Center will reward you with exclusive items, building kits and more.

Of course, it’s also your first chance to meet and befriend Sableye in Pokopia, and that’s a reward of its own!

As we mentioned up top, in-game time-travelling has meant that we’ve known about the upcoming event for a while. Heck, if you want to jump the gun and get started on it now, you can! Anyway, it’s always nice to get the official word from TPC, and at least those who aren’t calendar hopping don’t have long to wait now.

Will you be checking out the Sableye event next week, or have you cleared it already? Let us know in the comments.

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Poll: Do You Think Assassin’s Creed Black Flag Resynced Will Sail Onto Switch 2?

Assassins Creed Black Flag Resynced
Image: Ubisoft

Since the launch of the Switch 2 last June, Ubisoft has supported Nintendo’s new hybrid platform with Star Wars Outlaws and Assassin’s Creed Shadows.

While many fans of Edward Kenway were hoping to see him sail onto the Switch 2 this July, there was no sign of a Nintendo release during yesterday’s showcase for Assassin’s Creed Black Flag Resynced. Despite this, many fans remain optimistic, noting how the remake is already targeting certain other platforms.

A post from the official game account on Steam has highlighted how Black Flag Resynced (powered by the latest version of the Anvil engine) will be ready for Valve’s portable Steam Deck when the game launches on 9th July 2026 (thanks for the heads up, Nintendo Life user ‘Rice’). It’s also been pointed out how Black Flag Resynced is obviously en route to Xbox’s less powerful ‘Series S’ model.

All of this has seemingly given fans hope that Ubisoft still has something planned for Nintendo’s new hardware. Of course, optimisation for select platforms and things like Steam Deck verification doesn’t automatically translate to a Nintendo version.

So, what are your thoughts? Is it just a matter of time before Ubisoft lifts the lid on Assassin’s Creed Black Flag Resynced for Switch 2, or do you think the ship has already sailed? Vote in our poll and leave a comment below.

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TMNT: Splintered Fate Dev Says “There’s More To Come” As Roguelike Action Game Hits Major Sales Milestone

TMNT

The roguelike brawler Teenage Mutant Ninja Turtles: Splintered Fate, which we described as a fun and approachable ‘Hades-like’ when it arrived on the Switch in 2024, has this week hit a new sales milestone.

In an announcement on social media, the developer Super Evil Megacorp has revealed the game has now surpassed a combined total of one million sales worldwide. This includes not only the Switch version, but also sales of the enhanced Switch 2 version.

At the end of the message, the developer also notes how “there’s more to come”:

Super Evil Megacorp: “THANK YOU for running, brawlin’, and getting back up for one more run with us. Drop a slice of pizza if you’re part of the million. Cowabunga, there’s more to come!”

TMNT

This title has already received countless updates since it arrived on the Switch, including new character updates, new content and also some paid DLC. It also got a Gold Edition in March of this year.

If you haven’t already tried it out on the Switch or the Switch 2, it’s currently 90% off its regular price on the eShop in the US and UK. There’s also a Switch 2 upgrade for existing owners. And if you want to know more about this game, check out our review:

Have you tried out this game on the Switch or Switch 2 yet? Are there any updates you would like to see? Let us know in the comments.