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Feature: “A Huge Balancing Act” – Playtonic Spills The Beans On Yooka-Replaylee’s Massive Switch 2 Update

Yooka-Replaylee is a great reimagining of the enjoyable yet flawed 2017 original, yet for many the lack of a 60fps performance mode on Switch 2 was disappointing.

Well, the good news is that it’s finally here! After months of painstaking work to optimise the game, Playtonic has dropped a new 60fps mode for all owners on Switch 2, and it’s legit great. How do I know? Well, the studio kindly invited me over recently to test it out and speak with the game’s Software Lead, Simon Gerges.

I spent roughly an hour and a half with the new performance mode, hopping between several levels to see whether it could hold up under varying conditions – it absolutely does. Though there may be minuscule dips now and then, it certainly wasn’t noticeable to the naked eye in both docked and handheld. This is a game that — at least from my time with it so far — has been optimised to near perfection on Switch 2, delivering a smooth gameplay experience with minimal alterations to the visuals.

That’s not to say that the presentation has been completely untouched, mind. Shadows have slightly less clarity while assets in the far distance look slightly fuzzier. That said, I really had to study the visuals closely to notice any differences, flipping between fidelity and performance modes in the pause menu a few times to pick anything out.

Yooka-Replaylee 5
Image: Playtonic Games

Playtonic’s done a cracking job, then. To find out a bit more, I spoke with Simon, the mastermind behind the new performance mode. We touch on why 60fps wasn’t available at launch, what visual changes needed to be made, and the size of the update. Give it a read before you run off to download the update.

Nintendo Life: Could you give us an overview of the work/process of building this S2 performance mode, and why it wasn’t part of the original plan for the Switch 2 version?

Simon Gerges: Although it’s flattering to be compared with some of the major studios out there, I think people forget we’re a relatively small indie team. We’re proud of simultaneously delivering Yooka-Replaylee across all major platforms on day one, and that this included a great-looking version on Switch 2.

It’s easy to underestimate the challenge it is to get a game like this to run at higher frame rates. Yooka-Replaylee’s worlds are large and full of life, and the player has completely free rein to move wherever they want, and face the camera in any direction they want. This can mean we have thousands of objects that need to be drawn at any one time, as well as all the new graphical effects we have brought to the remake, this is all very costly both on the CPU and GPU.

The process to provide a performance mode is a long one, painstakingly profiling problem areas of each level, not only diagnosing noticeably costly areas for optimisation, but also requiring tackling countless smaller optimisations that all add up to something that helps. It’s a very time-consuming process. We have had to restructure much of the backgrounds, as well as making many optimisations that set us back a long way in terms of stability, which takes time to regain.

Yooka-Replaylee 2
Image: Playtonic Games

Following launch in October last year, when did work on the update begin?

Optimisation began before launch, we of course would have loved to have had it ready by then, but when a game is in its final stages, it’s not possible to make some of the changes that were necessary whilst maintaining the stability required to release the game. Therefore, much of it had to occur after the launch period.

Hindsight is great, but did you anticipate negative player reaction to the S2 version being 30fps prior to release?

We have chosen to use FSR for our performance mode, and are now using Unity’s impressive Spatial Temporal Postprocessing for our Fidelity mode.

Of course, we are all gamers too! For some of us it’s not an issue at all, but for others, they’d love to play the game at 60fps.

It often comes down to what you’re used to. We knew to expect some negative reaction, but similarly we knew that even more would have been upset to have to wait a further six months to play the game when they were more than happy to play the fidelity mode at launch.

Have you utilised any of Nintendo’s own brand of DLSS in order to achieve this 60fps goal?

We haven’t been able to yet, with new technologies, sometimes these things take time to become available in different engines and renderers. We have chosen to use FSR for our performance mode, and are now using Unity’s impressive Spatial Temporal Postprocessing for our Fidelity mode.

DLSS and Nintendo’s upscaler are becoming available now and we look forward to seeing what they can do for us in future.

Yooka-Replaylee 3
Image: Playtonic Games

Is there a challenge or obstacle you’ve overcome while building this that you’re particularly proud of?

It would have been easy for us when setting out on this goal to chop and change the levels drastically, removing many incidental props and reducing the quantity of enemies, but we adamant we didn’t want the game to be any different at all.

We’re very happy that we’re offering the exact same game and level setup that any other version or quality mode the game has, on any platform.

I noticed some minor visual adjustments in the new performance mode – for example, shadows have slightly less clarity. How did you decide which aspects of the visuals to adjust to achieve 60fps?

This is a huge balancing act, and one that has been a big challenge across all the versions of the game across all platforms. This is where the tech team and art team come together, and we discuss the cost of each of our options and weigh up and decide what we think gives the best bang for buck.

There are so many variables at play; resolution, render scale, post effects, shadow quality, grass, water, lighting, and fog settings, to name a few, that all need to be considered and evaluated. And these can’t be fully finalised until we know we have optimised as much of the game as possible.

We’re pleased in that many of our optimisations have allowed us to provide a great-looking performance mode at 60fps, and it has also meant we’ve been able to improve our fidelity mode further, too.

Yooka-Replaylee 4
Image: Playtonic Games

Performance seems very similar across both docked and handheld. Were there any additional challenges to get it running at 60fps in handheld mode?

Actually, I’d say it’s the opposite. The Variable Refresh Rate of the Switch 2 is fantastic, and it means if you drop from 60 to, for example, 57 momentarily, you almost never notice.

It’s when it’s docked that we are more particular about any drops in frame rate, as these are much more noticeable. Not many games like this are perfect, but we’re really pleased that the experience is very similar in both docked and handheld.

What is the size of the download for this update?

We have had to touch so much of the game to bring you this, that this is a well-worth-it nearly 5GB patch!

Beyond the frame rate, will there be any other changes/tweaks in this update?

Yes many, there has been numerous bug fixes and stability improvements made since launch, and they will be included in this update, too.

Will there be changes to any of the other platform versions?

Yes, this patch is coming to all platforms, and we’re looking forward to seeing if we can make use of some of the optimisations we have made to increase the fidelity on those platforms, too!

Is this the final chapter for Yooka-Replaylee? If so, what’s next from Playtonic?

Not necessarily, we’re still listening to fans and watching how the game does from here on out and there’s a lot of ideas within the studio for the game.

Beyond this there are other things happening and there is a chance you can see much more from us very soon, watch this space, and thank you for the support.

Yooka-Replaylee 1
Image: Ollie Reynolds / Nintendo Life

Thank you to Simon for taking the time to speak with us about Yooka-Replaylee’s new performance mode, and to Mark Boam for hosting our early playtest. The update is available now for all Switch 2 owners, so what are you waiting for? Get it downloaded.

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Boom! Yooka-Replaylee’s 60fps Switch 2 Performance Mode Is Finally Here

After its release in October 2025, Yooka-Replaylee is finally playable at 60fps on Switch 2 thanks to a new update from Playtonic Games.

Many were understandably disappointed when the Switch 2 version launched with its performance capped at 30fps (heck, it was one of just two ‘cons’ in our 8/10 review), so this will no doubt prove to be a welcome new update for fans of the 3D platformer.

The good news is that Playtonic Games has retained the previous fidelity mode if you do happen to value higher resolution visuals; you can simply toggle between the two options via the pause menu.

As for how much space you’ll need for the update, Playtonic says that it comes in at nearly 5GB. Quite a hefty one, then, and probably something that fans of physical editions might not be too chuffed about. Still, this is something that’s clearly been a labour of love for the team, and not merely a switch that can be flicked on to increase the frame rate.

So if you’re keen to see how the game plays at a higher frame rate, then go ahead and get it downloaded now. Better late than never, huh? You can also bag a 20% discount to celebrate the new update, bringing the price down to £19.99 / $23.99.

And if you’re still on the fence, Playtonic also confirmed that the free demo on Switch 2 will also sport the new 60fps performance mode, so you can try before you buy.

And if you’re after some hands-on impressions, we took it for a spin last week – check out our interview and impressions feature for more details.

What do you make of Yooka-Replaylee’s new performance mode? Will you be taking it for a spin? Let us know with a comment in the usual place.

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Rumour: Red Dead Redemption May Be Getting A Rubbish ‘Code-In-A-Box’ Release

Red Dead
Image: Rockstar Games

Red Dead Redemption got a sweet Nintendo Switch 2 Edition back in December 2025, but according to a new rumour from Dealabs Magazine, it might soon be getting a ‘physical’ release.

Don’t get too excited though, because it sounds like the Switch 2 version will be a ‘code-in-a-box’ monstrosity, meaning no cartridge will be included, only a poxy sheet of paper with a download code printed. Boo.

It’s apparently not too far off either, with writer billbil-kun stating that the release date for the retail edition is 7th May 2026. A physical PS5 release will also supposedly launch on the same day, with both priced at €34.99.

Naturally, just like the digital versions, the retail release will package the main game alongside the Undead Nightmare DLC, which remains to this day one of our favourite expansions. Chuck zombies into a game and we’re happy, y’know?

Whether you go for the code-in-a-box release or just a bog-standard eShop download, we reckon Red Dead Redemption is will worth a shot on Switch 2. We awarded it a score of 9/10 and said “With slick controls, DLSS, HDR, volumetric effects, options to personalise mouse mode, 60fps that felt flawless, and a resolution bump that’s got it looking super sharp, this is a gem that still feels modern, immediate, and relentlessly replayable on Switch 2″.

What do you make of this, dear reader? Are you tempted, or is a code-in-a-box release just one step too far for you? Let us know.

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Pokémon Legends: Z-A Ranked Battle Season 10 Start Date And Rewards Revealed

Pokémon Legends: Z-A
Image: Nintendo

If you can believe it, we’re almost in the tenth season of Ranked Battles in Pokémon Legends: Z-A. What is time?

The Pokémon Company has today revealed that Season 10 will get underway next week on 23rd April at 6am UTC, and will be hanging around until 14th May.

As was the case with the last season, there’s no big Mega Stone reward up for grabs this time, though you will once again unlock all previous Mega Stone rewards as you progress up the ranks. That means Greninjite, Delphoxite, Chesnaughtite, Baxcalibrite, Sceptilite, Swampertite, and Blazikenite are returning as promotion gifts from Ranks Y through to S.

Here’s the exact time that Z-A’s Ranked Battle Season 10 will get underway in your region:

  • North America: 11pm (Wed) PDT / 12am MDT / 1am CDT / 2am EDT
  • UK/Ire: 7am BST
  • Europe: 8am CEST / 9am EEST
  • Asia/Oceania: 3pm JST / 2pm AWST / 4pm AEST

Again, you’ll only be able to participate in this season with Pokémon numbered 001–227 and 231 in the Lumiose Pokédex, and 001–127, 131, and 132 in the Hyperspace Pokédex, all of which will automatically be set to Level 50 for battling.

Of course, this all means that there is one week left of Ranked Battle Season Nine. For the complete rundown of everything up for grabs in the current season, check out our full guide below.

Will you be taking part in Z-A’s Ranked Battle Season 10? Let us know in the comments.

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Guide: Tomodachi Life: Living The Dream: Beginner’s Guide – Tips & Tricks

Tomodachi Life: Living The Dream
Image: Nintendo Life

There are no games quite like Tomodachi Life, and the Switch follow up, Tomodachi Life: Living the Dream is just as madcap, random, and hilarious as its 3DS predecessor.

The series has a reputation for being extremely open-ended, so that can feel overwhelming. And with a huge install base across Switch 1 and Switch 2, more and more people are likely diving into the series for the first time.

So we have a selection of helpful beginner tips that we think will help you make the most out of early life — and often for your whole playthrough — of Tomodachi Life: Living the Dream.

A Beginner’s Guide to Tomodachi Life: Living the Dream

Everything below should help you find your footing for the first five-ish hours of the game, but lots of these tips are also invaluable for the entire time you spend in Living the Dream. So make sure you bookmark this page.

And we’ll obviously add to this guide if any other tips come our way.

Get through the tutorial

Tomodachi Life: Living The Dream
Image: Nintendo Life

This seems very obvious, but focus on following the tutorial to start off with.

This will not only teach you how to do every basic thing with your Miis or on your island, but it’ll also allow you to expand your island once.

The tutorial basically ends when you have six Miis on your island, so just go step-by-step.

Gradually make more Miis

Tomodachi Life: Living The Dream
Image: Nintendo Life

Don’t rush into making tons of Miis for your island, because the game can get pretty overwhelming pretty fast if you do.

Get the initial ones out of the way via the tutorial, of course, but then just make them as and when you feel like it. Maybe one a day? Two? Of course, if you played the 3DS game, you’ll be more familiar with the mechanics and micromanaging, but newcomers should take it slower.

Remember, you can have up to 70 Miis on your island.

Play in short sessions

Tomodachi Life: Living The Dream
Image: Nintendo Life

Tomodachi Life: Living the Dream isn’t a game you can binge, and it’s one you certainly shouldn’t try to, either. The nature of the experience is that you’re really letting the Miis go about their lives, and just intervening when they want help or when you feel like it.

There’s no real end goal besides levelling up your island and making your Miis happy, so maybe just check in once or twice a day for 20 or 30 minutes.

Check on all your Miis at once

Tomodachi Life: Living The Dream
Image: Nintendo Life

No need to scroll around the island to see how your Miis are feeling; press the Y button to bring up a menu with up to six Miis. You can scroll through this or expand it to show 12 Miis at once.

In this menu, you’ll be able to see the mood of each Mii whenever you want!

Use fast travel

Tomodachi Life: Living The Dream
Image: Nintendo Life

Yes, fast travel is in Tomodachi Life, and you use it to warp directly to any Mii that you want.

Using the method to check your Miis’ mood, all you need to do is click on the Mii you want to visit and you’ll be taken straight to them, whether they’re at home or exploring the island.

Focus on Problems

Tomodachi Life: Living The Dream
Image: Nintendo Life

One mood you always want to look out for is a Problem; this is when a little speech bubble with a squiggly line appears above your Miis’ head.

There are three kinds of Problem you can get, correlating to the colour of the speech bubble, and doing these will raise a Mii’s happiness:

Yellow
Usually food, gift, or clothing related
Orange
Wants to hang out with someone
Pink
Romance related

Try to make your Miis happy

Tomodachi Life: Living The Dream
Image: Nintendo Life

Troubles aren’t the only way to make a Mii happy, though. Giving them clothes, Treasures, and food every day has a chance to raise their happiness — if they like what you give them.

These likes and dislikes are totally random, so you’ll need to use good ol’ trial-and-error to figure out what a Mii likes and dislikes. Luckily, if you find their favourite (or least-favourite) food, it’ll be highlighted on your Mii’s info.

If you happen to come across something a Mii loathes, then their happiness can actually decrease. Don’t worry! You can raise it again.

Check Daily / Weekly Specials

Tomodachi Life: Living The Dream
Image: Nintendo Life

You’ll get a few different stores for your Tomodachi Life island, and some of them get a new set of items to sell every single day.

Fresh Kingdom Food Mart and Where & Wear clothing get a new influx of Daily Specials every day, so every time you log in, check their inventories.

As for T&C Reno — the store where you purchase house interiors — they’ll get one Weekly Special a week, so check it every Monday.

Buy at least one of every food item (if you can afford it)

Tomodachi Life: Living The Dream
Image: Nintendo Life

The best thing about the Daily Specials is that, once you’ve bought one, you can rebuy it whenever you want. Great for clothing options, but we’d recommend focusing on food first.

Buy at least one of every new item you see at Fresh Kingdom every day, because it’ll then be available for purchase whenever you return. Finding your Miis’ favourite foods is the quickest way to make them happy, so having access to as much food as you can at all times is ideal.

Visit the Wishing Fountain once a day

Tomodachi Life: Living The Dream
Image: Nintendo Life

You’ll use the WIshing Fountain to spend wishes and unlock new interiors, decor, quirks, Treasures, and more. But once a day, you’ll also be left a big pile of money by your Miis, who have been donating coins in your namesake. That’s nice!

So, whenever you start a new day, visit the fountain and pick up that cash.

Leave the camera on Miis

Tomodachi Life: Living The Dream
Image: Nintendo Life

If you’re every struggling for things to do, then simply select a Mii and let the camera follow them. It’s the quickest way to make yourself laugh, because your Mii might just do some ridiculous thing, or they might get into an interaction with another Mii.

Regardless, it passes time and it might give you an opportunity to raise their happiness.

You can say no

Tomodachi Life: Living The Dream
Image: Nintendo Life

One way that Living the Dream is a lot more free than the 3DS game is it allows you to have much more control over what happens. That goes from refusing to let Miis be friends to getting into relationships to even playing minigames.

Sometimes, a Mii might ask you to place something down on the island, or may have some decor ideas. Saying yes will raise their happiness, but if you don’t like their idea, you can refuse to do it. It won’t make them unhappy, so don’t fret!

The same for relationships — if a Mii is trying to pursue another Mii but you have other plans, you can discourage them from going for that relationship.

Don’t like something? You can change it anytime!

If your Mii doesn’t look quite right, or you want to change their gender, pronouns, dating preferences, or personality, then you can do this whenever you want.

Simply select the Mii you want to change, either in the menu or by interacting with them, and select Edit Mii. This will bring up all the design and creation options again, meaning you can tweak your Mii to your liking at every single opportunity.


Those are just a few tips to get you started in Tomodachi Life: Living the Dream. We’ll add to this is more comes up, but for now, enjoy the game, and let us know what you’ve found most useful!

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PSA: Xenoblade Chronicles X Now Available Physically For Switch 2

Xenoblade Physical
Image: Nintendo Life

Nintendo shadow-dropped Xenobade Chronicles X: Definitive Edition – Nintendo Switch 2 Edition (that name will always be just a little bit silly) back in February 2026, but if you’ve been holding off for a physical edition, then your day has come.

With the game and upgrade pack available on the cartridge (no Game-Key Card shenanigans here), this may well be the ideal way to own the game if you’re a fan of physical games. It’s available for roughly £50 in the UK and $65 in the US. Check the links below for some go-to outlets.

Of course, this might not be the most ideal way to own the game if you’ve seen some of the controversy surrounding the Switch 2 Edition. Nintendo has faced severe backlash from fans thanks to what looks like some dodgy AI upscaling to go along with the 60fps gameplay. The chaps over at Digital Foundry explain it wonderfully in a recent video.

Indeed, with the Switch 2 now capable of running original Switch games at 1080p in handheld mode thanks to a recent update, some have claimed that this might be preferable to the new upscaled visuals. Others have even gone so far as to request a refund from Nintendo – yiikes!

If none of this bothers you, or you don’t notice the visual issues with the Switch 2 Edition, this this might well be the best way to own Xenoblade Chronicles X at the time of writing.

Have you had a nice physical edition of Xenoblade Chronicles X for Switch 2 delivered today? Or will you be getting it at a later date? Let us know.

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GDB source-tracking breakpoints

One of the main abilities of a debugger is setting breakpoints.
GDB: The GNU Project Debugger now introduces an experimental feature
called source-tracking breakpoints that tracks the source line a breakpoint
was set to.

Introduction

Imagine you are debugging: you set breakpoints on a bunch of
source lines, inspect some values, and get ideas about how to change your
code. You edit the source and recompile, but keep your GDB session running
and type run to reload the newly compiled executable. Because you changed
the source, the breakpoint line numbers shifted. Right now, you have to
disable the existing breakpoints and set new ones.

GDB source-tracking breakpoints change this situation. When you set a
breakpoint using file:line notation, when this feature is enabled, GDB
captures a small window of the surrounding source code. When you recompile
and reload the executable, GDB adjusts any breakpoints whose lines shifted
due to source changes. This is especially helpful in ad-hoc debug sessions
where you want to keep debugging without manually resetting breakpoints
after each edit-compile cycle.

Setting a source-tracking breakpoint

To enable the source-tracking feature, run:

(gdb) set breakpoint source-tracking enabled on

Set a breakpoint using file:line notation:

(gdb) break myfile.c:42
Breakpoint 1 at 0x401234: file myfile.c, line 42.

GDB now tracks the source around this line. The info breakpoints command
shows whether a breakpoint is tracked:

(gdb) info breakpoints
Num Type Disp Enb Address What
1 breakpoint keep y 0x0000000000401234 in calculate at myfile.c:42
source-tracking enabled (tracking 3 lines around line 42)

Now edit the source — say a few lines are added above the breakpoint,
shifting it from line 42 to line 45. After recompiling and reloading the
executable with run, GDB resets the breakpoint to the new line and displays:

Breakpoint 1 adjusted from line 42 to line 45.

Run info breakpoints again to confirm the new location:

(gdb) info breakpoints
Num Type Disp Enb Address What
1 breakpoint keep y 0x0000000000401256 in calculate at myfile.c:45
source-tracking enabled (tracking 3 lines around line 45)

As you can see, GDB updated the breakpoint line to match the new location.

Limitations

The matching algorithm requires an exact string match of the captured source
lines. Whitespace-only changes or trivial reformatting of the tracked lines
will confuse the matcher and may cause the breakpoint not to be found.

GDB only searches within a 12-line window around the original location. If
the code shifted by more than that — for example, because a large block was
inserted above — the breakpoint will not be found. GDB will keep the
original location and print a warning:

warning: Breakpoint 1 source code not found after reload, keeping original
location.

Source context cannot be captured when a breakpoint is created pending
(e.g., with set breakpoint pending on), because no symbol table is available
yet. When the breakpoint later resolves to a location, it will not be
source-tracked.

Source tracking is not supported for ranged breakpoints (set with
break-range).

Breakpoints on inline functions that expand to multiple locations are not
source-tracked, as each location may have moved differently.

How to try this experimental feature

This feature is not yet available in a stable GDB release. There are two
ways to try it.

Install from COPR (for Fedora users)

A pre-built package is available through a COPR repository. Enable it and
install:

sudo dnf copr enable ahajkova/GDB-source-tracking-breakpoints
sudo dnf upgrade gdb

To disable the repository again after testing:

sudo dnf copr disable ahajkova/GDB-source-tracking-breakpoints

The COPR project page is at:
https://copr.fedorainfracloud.org/coprs/ahajkova/GDB-source-tracking-breakpo
ints/

Build from source

  1. Clone the GDB repository:
    git clone git://sourceware.org/git/binutils-gdb.git
    cd binutils-gdb
  2. Download and apply the patch from the upstream mailing list:
    https://sourceware.org/pipermail/gdb-patches/2026-April/226349.html
  3. Build GDB:
    mkdir build && cd build
    ../configure --prefix=/usr/local
    make -j$(nproc) all-gdb
  4. Run the newly built GDB:
    ./gdb/gdb

Conclusion

GDB source-tracking breakpoints are an experimental feature currently under
upstream review and not yet available in a stable GDB release. This link
https://sourceware.org/gdb/current/onlinedocs/gdb.html/Set-Breaks.html
covers all available breakpoint commands. If you try this feature out and
hit any kind of unexpected behavior, feedback is very welcome — you can
follow and respond to the upstream patch discussion on the GDB mailing list
at https://sourceware.org/pipermail/gdb-patches/2026-April/226349.html

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Yooka-Laylee Dev Playtonic Seems To Be Teasing Something

Yooka-Laylee
Image: Playtonic Games

Playtonic Games, the developer behind Yooka-Laylee and its Switch 2 reimagining Yooka-Replaylee, appears to be teasing something over on Bluesky.

Starting from last Saturday, the company has begun posting cryptic messages on social media relating to the number ’60’. Then, earlier today, it posted an amusing riddle that references performance that “didn’t take flight”, but will soon “soar, silky-smooth like never before”.

Gosh, what could it all mean..? Truthfully, it doesn’t take a genius to ascertain that Playtonic is probably referring to a potential performance upgrade for Yooka-Replaylee on the Switch 2. First launched in October 2025, the game was capped at 30fps, leading to some backlash from fans.

We’ll keep an eye on things, then, and let you know what’s cracking as soon as Playtonic spills the beans. In the meantime, it’s also announced a livestream of Yooka-Replaylee on YouTube and TikTok tomorrow, 16th April at 2pm BST.

What do you think Playtonic might be teasing? Let us know your thoughts with a comment.

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Amazon’s top $199 AirPods Pro 3 deal is back this April

Amazon’s latest earbuds sale delivers a $50 price cut on AirPods Pro 3, with the entire AirPods line eligible for discounts.

Apple AirPods Pro 3 are on sale for $199.99 at Amazon today thanks to a $50 discount (and ringing in within $0.99 of the lowest price seen this month).

Buy AirPods Pro 3 for $199.99

If you’re looking for the lowest price across the AirPods line, Amazon has AirPods 4 without ANC on sale for $119, a $10 discount off MSRP.

Today’s top AirPods offers

In our AirPods Pro 3 review, we found the earbuds fit better than previous models. Apple includes five silicone tips with the AirPods Pro 3, up from four that came with AirPods Pro 2.

Even more Apple deals

Lowest Apple prices

Save on 100s of Apple devices

There are plenty of spring sales going on across Apple’s product lines. Here’s a sampling of our top picks, with hundreds of bargains available in the AppleInsider Apple Price Guide.

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‘Hytale’ Dev Seeks Legal Action Against Knock-Off Switch eShop Game

Hytale 1
Image: Hypixel Studios

Hytale dev Hypixel Studios has confirmed it is seeking legal action against a new Switch eShop game that’s blatantly misleading potential customers into thinking they’re purchasing the real deal (thanks, Automaton).

Hytale: Sandbox RPG is available now at a discounted price of £4.99 on the Switch eShop, but this isn’t the same game that’s currently in early access on PC. Instead, this is a blatant rip-off from developer RoVi Ninen; one that copies both the title and the key art from Hypixel Studios’ original.

Now, after receiving multiple queries about the topic on social media, co-director Simon Collins-Laflamme has stated “it’s being handled by our legal team”, presumably implying that they’re looking to have the knock-off title removed from the eShop entirely.

For a glimpse at just how shameless RoVi Ninen is, here’s a look at the original key art for Hytale (left) and the key art for the knock-off title on Switch (right):

RoVi Ninen appears to be a repeat offender too. A game by the name of Coin Pit launched on the Switch eShop recently, seemingly copying the acclaimed PC title CloverPit. Developer Panik Arcade took to Reddit to warn users against downloading Coin Pit, labelling it “fake” and “a scam”.

Honestly, RoVi Ninen should probably be completely banned from making Switch games at this point; or at least until it can demonstrate that it can make original titles that don’t mislead customers or infringe on existing copyrights.

What do you make of this debacle? Leave a comment in the usual place and let us know.