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Guide: Shopping For Retro Nintendo Grails In Madrid

Super Famicom
Image: Damien McFerran / Nintendo Life

Madrid is one of my favourite cities, overflowing with architectural intrigue, delightful cultural experiences, and brimming with the kind of sunlight that makes you feel like basking outside in the park with a handheld and a cool drink.

While the city is known for many things, one of its remarkable (and largely unsung) features is its game shops. On a recent holiday, I had the pleasure of visiting three superlative examples of the retro game store.

As digital storefronts attempt to muck up the gears of what I and so many game enthusiasts adore most about the physical sensation of shopping for games, these Madrid-based independent stores work around the clock to bottle the magic. More than anything, they represent the joy of our gaming community at large, demonstrating the connective tissue that physical games and accessories can create.

Next time you find yourself in ‘la ciudad del abrazo’, stop in and show these shops some love.

Madrid Retro Game Shops

#1 Chollo Games

C/Arenal,8 1ª Planta Local 18, C. Comercial Arenal 8 28013

My first impression of Chollo Games was being unable to find it. It’s located on the second story of an unassuming commercial building just a few streets away from the bustling Puerta del Sol. Once I managed to work my way up the stairs and through a few winding hallways decked with glass and emerald wood, I was treated to one of the best game stores I’ve ever had the pleasure of visiting.

Chollo doesn’t look like much at first. Its packed shelves of games, consoles, and figurines might not wow you relative to any other retro shop in a major city upon an initial glance. However, digging into the store’s selection reveals its true beauty.

On top of a stellar selection of games from every retro console you can imagine (including a particularly impressive set of complete-in-box SNES and Super Famicom titles), Chollo is also home to a well-curated CD soundtrack section. Most of the albums for sale are from JRPGs, with a refreshing amount of Squaresoft titles. Better yet, Chollo’s CD prices beat eBay in nearly every comparison I did. It made picking up the Black Mages and Seiken Densetsu 3 tracks I’d been looking to add to my collection a no-brainer.

Chollo has consoles, posters, and cool figurines, too, but the other truly noteworthy element of the store’s sale catalogue is its wide variety of rare licensed accessories and merchandise from the Famicom era. I saw Famicom wristwatches and branded reading glasses for the first time ever in the wild while perusing Chollo’s hallowed shelves. It was an unexpected joy, especially considering I hadn’t even been able to find licensed merch of this quality in Japan.

The icing on the proverbial cake is that Chollo’s vibe is entirely unique, carrying the frosted glass and painted wood aesthetic of its building’s hallways into the store itself. It almost reminds me of an avant-garde museum in the way its design blends both the utilitarian display of its wares with artistic flare. It’s but another reason Chollo is Madrid’s all-around best store.

#2 La Tienda de Videojuegos

C/ Los Vascos, 4 Local 28040

La Tienda De Videojuegos (which translates, simply, to “The Videogame Shop”) is located a few miles north of the hustle and bustle of Madrid’s city centre, close to the elegant neighbourhood of Chamberí. The train trip is more than worth it; La Tienda boasts the most polished section of rare games and retro consoles in the city, with a particularly impressive Game & Watch section whose plated sides gleam beautifully out of luminous glass cases at all who have the pleasure of passing by.

Of course, such quality comes at a price. That’s why I recommend treating La Tienda like Chollo games’ aloof rich uncle. It’s more of a museum, reminiscent of some of Tokyo’s game stores that have become more like well-guarded troves of artifacts than merchandise one might actually feel comfortable purchasing.

Still, even if you aren’t looking for the cream of the crop when it comes to console purchases, La Tienda has plenty to offer. Its neon signs done up in fetching pixel art might be just the thing to tie your entire gaming setup together. It also has a number of newer Switch titles on offer for fair prices. In this way, La Tienda functions as both a viable option for modern gamers and a retro enthusiast window shopper’s dream.

After making the trip up to La Tienda to have a look around its rows of glorious treasures, you’d be foolish not to enjoy the rest of what Chamberí has to offer. The stately neighbourhood is home to multiple striking galleries and museums (my favourite being the transport museum, located in the disused Andén 0 Metro station).

La Tienda de Videojuegos
Image: Jonny Malks

However, the best activity in town is completely free; there’s nothing better than a stroll around the residential streets encircling La Tienda. Its plazas and gorgeous, tree-lined avenues sing with the soul of the city itself.

#3 Kaoto

C. del Barco, 18, Local Izquierda, Centro, 28004

Kaoto (which is sometimes called “Kaoto Store” on navigation maps) is nestled in the heart of Madrid’s mini-mecca for game stores, otaku hubs, and comic shops. In this case, the city’s take on a Japanese media alley clustered around Calle de la Luna provides a perfect backdrop for Kaoto’s grungy brilliance.

At first blush, the store is cluttered, its poorly-lit corners playing host to the types of shaders on display in N64’s Perfect Dark. However, venturing into those corners allows collectors the pleasure of witnessing a truly unique compilation of grails amidst the stacks of one of Madrid’s best-kept video game secrets.

While Kaoto’s stock might not be as glitzy as La Tienda’s or as accessible as Chollo’s, its rarity and quirkiness more than make up for these shortcomings. While I was there, I was treated to my first complete Atari Lynx collection I’ve ever seen in the wild, in addition to some truly wonderful and esoteric Zelda collectibles that need to be seen to be believed.

Among these were limited editions of every Nintendo console out there, including an odd, red GameCube (a colourway whose existence I would have doubted until that very moment). These types of revelations are what represent Kaoto at its core. It’s a store for collectors who are okay with doing a little bit of digging to make it to the promised land.

Unfortunately, the required archaeology doesn’t do anything to defray the cost of Kaoto’s wares. In the main direct comparison I was able to complete, the same Black Mages album I bought for €20 at Chollo games was €35 at Kaoto. I found this pattern to be somewhat representative of the store’s pricing in some cursory internet searches on other items, as well.

That said, the customer service at the store is top-notch, and it’s still well worth a visit. While you’re there, check out the rest of the otaku sites around Calle de la Luna. If you’re the kind of person who enjoys reading Nintendo Life (like me!), I think you’ll be very happy with the trip.

¡Bonus! OXO Museo de Videojuegos

C. del Postigo de San Martín, 8, Centro, 28013

While this isn’t a game store, I’d be remiss if I didn’t make a quick reference here to the OXO Video Game Museum.

It boasts a strong collection of retro consoles that you can play to your heart’s content, in addition to some interesting historical delves. I spent a whole afternoon in the museum’s neon-flooded halls during my vacation, and I honestly wish I had had the full day. The gift shop is a great place to stock up on Nintendo plushies, in particular.

¡Chao!


Game & Watch
Image: Damien McFerran / Nintendo Life

Bouncing between retro game stores has quickly become my favourite way to enjoy a new city. I hope this guide can encourage you to do the same. Thanks for riding along with me on our journey across Madrid. If you ever find yourself amidst its sun-drenched streets, I highly encourage you to honour the hubs of gaming mentioned here with your patronage.

And give me a ring when you’re inside! I’ve been itching to get my hands on Nintendo’s rare line of Tetris and Mario Bros promotional watches that came out in the early 90s. I’m hoping Chollo Games might be able to cut me a deal. Or maybe La Tienda de Videojuegos has them in one of its glass displays. It’s also possible they’re under piles of magazines and cards in Kaoto. Possibilities await!

Chollo Games
Image: Jonny Malks

Let us know below if you have any other gaming recommendations in Madrid!

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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Talking Point: What Are You Playing This Weekend? (2nd May)

inKONBINI
Image: Nagai Industries

Greetings, humans.

Well, it’s been a slightly quieter week, mostly likely due to the fact that it’s Golden Week over in Japan, so many folks will be taking a much-needed break. Still, there have been some interesting stories, so let’s go through a few of them here.

First up, it seems the streaming release date for The Super Mario Galaxy Movie might be sooner than we think. Meanwhile, a popular Pokémon-themed YouTube channel is no more after some copyright strikes from Nintendo. And if you’re itching to play Final Fantasy VII Rebirth on Switch 2, Square Enix has released a demo you can try right now.

Speaking of which, we also conducted an interview with Rebirth’s director, Naoki Hamaguchi. We touched on the work required to get the game running on Switch 2, along with how the upcoming third entry is progressing. In another interview, we grilled the Creative Director for Indiana Jones and the Great Circle on how MachineGames brought the game to Switch 2.

Jim Norman, Features Editor

Well, the day has finally arrived. After weeks of trying, I managed to secure my copy of Tomodachi Life: Living the Dream earlier this week and intend to start it properly on the train back to my parents’ this evening. This might be a pit from which I never leave (the Tomodachi obsession, not my parents’ house).

Wish me luck, folks.

Gonçalo Lopes, Contributor

I have been avoiding resuming the SHINOBI: Art of Vengeance DLC for a while now (difficulty is through the roof!) so I hope to get back to it this weekend. Goro Majima DLC is out on Sonic Racing: CrossWorlds and I want to at least give him a spin. I should have completed Pragmata by now but have been tackling the training mission for resources and upgrades. May have to dip into DLC for Diana’s dance animations. I also got the strange urge to replay After Burner Climax… (where did I store my PS3 anyway!?)

Game of the week is Final Fantasy VII Rebirth. I know, bit of a cheat, it is but the demo. I am quite enjoying the Switch 2 conversion and will hopefully wrap up both initial chapters before Monday comes up.

Gavin Lane, Editor

With Indy incoming and Pragmata in the chamber, I’m making my way through Pentiment as briskly as possible without missing anything. The writing is just fantastic – I want to talk to every single person in every chapter, but it’s taking a while to jog through Tassing with my apprentice and find them all.

Beyond that… no, there’s nothing beyond that. I’m all about Pentiment until it’s over. Have a good one, folks.

Mai Ladyman, Video Producer

I’ll be honest, I’ve mostly been trying out demos this week, but boy did they not disappoint! One in particular was the demo for Call of the Elder Gods, which is the sequel to Call of the Sea. I utterly adored the first game and although its sequel has been on my radar for quite some time, I never thought there would be a demo.

Straight off the bat, I know I’m really going to enjoy the full game when it comes out this month as the demo was filled with some fun puzzles and creepy vibes. I might have to replay the first game to keep me going!

Alana Hagues, Deputy Editor

I haven’t done one of these in a while! Sorry! Things have been busy in our household. But games have very much been a thing.

In the past week alone, I’ve beaten Yakuza: Like A Dragon (which is excellent, pls come to Switch 2) along with a co-op run of Pragmata with my partner; he did most of the work, I was just the platforming… I wouldn’t say queen, but I did the challenges and trickier sections.

Now I’ve moved onto Blasphemous II, which I’ve been promising to beat for a long time. So far, it’s really good! I miss the tone of the first game but the movement and combat is much smoother. Then I’ll be hopping into MIO: Memories in Orbit, then perhaps Constance. Just knocking out those Metroidvanias before our new addition arrives at the end of the month.

Have a good one!

Kate Gray, Contributor

I abandoned Pokopia SO HARD as soon as Tomodachi Life came out, but I feel like I’m reaching a point in Tomodachi Life where I’ve seen most of it. I got credits, which I didn’t expect to be a thing in a game like that! I’m really hoping they do an update or some DLC to add more content. I’m trying to keep my expectations low, as it’s certainly not as popular as Animal Crossing, but the fact that they’ve lined up a lot of seasonal content is promising — it means they’re maybe expecting to support it for a while?

Other than that, I’m making my way through DK Bananza, and trying my hardest to git gud at Slay the Spire 2. No new games this weekend!

Ollie Reynolds, Reviews Editor

I’m playing a lot of Alien: Isolation again recently in light of the recent teaser trailer for the sequel. Unfortunately, however, I’m sorry to say that I’m playing on PS5, not Switch. The input lag on the latter is just too noticeable for me, despite the impressive visuals and performance.

Ooh, and I also really want to try inKONBINI: One Store, Many Stories. We do have a review in the works as we speak, but it just looks so delightful, I think I’m going to just have faith and dive right in.


Those are our plans for the coming weekend. Now it’s your turn to tell us yours, so make sure to get busy with our poll, and let us know all about your weekend gaming plans in the comments!

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The Live-Action Zelda Movie Is Coming To IMAX

The Legend of Zelda Movie
Image: Nintendo

The live-action Legend of Zelda movie is due out in cinemas on 7th May 2027, and it’s now been officially revealed as part of IMAX’s blockbuster slate next year.

This update was shared in IMAX’s Q1 2026 Corporation Earnings Conference Call. As you can see in the official slide, the Sony Pictures release will be joined in IMAX theatres by various other “major franchises” including Paramount’s Sonic the Hedgehog 4, due out in March.

IMAX notes in fine print that this release slate on display reflects the current studio scheduling as of 30th April 2026.

The Legend of Zelda Movie
Image: IMAX

So, if you want a truly immersive experience on a very big screen, an IMAX screening may be the way to go.

This follows the news earlier this year that under agreement with Sony Pictures Entertainment the live-action Zelda movie will be streamed exclusively on Netflix following its “theatrical home entertainment release periods”.

Last month, the Zelda movie’s Director of Photography, Gyula Pados, supposedly revealed a key image of Link.

Will you be watching this movie in cinemas or wait until it’s available elsewhere? Let us know in the comments.

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Melty Blood: Twi-Lumina Announced For Switch 1 & 2, Out “Early 2027”

At EVO Japan this weekend, developer French Bread and publisher Aniplex lifted the lid on Melty Blood: Twi-Lumina with a special teaser trailer.

It’s currently locked in for an “early 2027″ release and will be available for the Switch and Switch 2.

Here’s some official PR, which notes how the existing 2D fighting game Melty Blood: Type Lumina (based on Type-Moon’s visual romance novel novel Tsukihime) is “back and better than ever”. No other details have been provided at this stage.

“MELTY BLOOD: TYPE LUMINA is back and better than ever! Refined battle mechanics! New characters join the fray! A tale of conflict stirs once again within a dream.”

Melty Blood: Type Lumina was originally released on the Switch eShop in 2021. It also received multiple DLC characters and free updates & got a compatibility fix for the Switch 2 last year. Here’s some gameplay footage of this version:

When we find out more about Melty Blood: Twi-Lumina, we’ll provide an update.

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Pac-Man Is Getting A New Animated Short Series, Here’s The Official Teaser Trailer

If May wasn’t already busy enough, Bandai Namco is currently celebrating “PAC-MAY” – a month-long birthday celebration of the iconic video game character Pac-Man.

The fun has kicked off this week with the first teaser trailer video of the “Pac-Man: Snack Breaks” animated short series, created in partnership with the animation studio Cartuna. The first episode will debut on YouTube on 22nd May 2026, and there’ll be a “new episode every month”.

Here’s some additional information about Snack Breaks from the PR:

“PAC-MAY kicks off today with the first teaser trailer of the “PAC-MAN: Snack Breaks” animated shorts. Bandai Namco Entertainment, in partnership with animation studio Cartuna, produced the animated series, which follows PAC-MAN as he leaves PAC-Village for the fast-paced, neon sprawl of NEW PAC-CITY, where everyday life bursts into high-speed, snack-fueled adventures. With Team Ghost always on his tail, PAC-MAN’s boundless optimism is the ultimate power-up. By combining action, high-energy comedy and inventive worldbuilding, the new series honors the franchise’s iconic history while launching PAC-MAN into a bold new chapter of adventures in NEW PAC-CITY and beyond.”

Pac-Man’s birthday celebrations will also apparently extend to live events, tournaments, fan events and crossovers (including Fruit Ninja x Pac-Man). Bandai Namco is also giving Pac-Man World 2 Re-Pac players a new free costume. It will be added to Nova’s Costume Shop. If anything else is announced, we’ll provide an update.

What are your first impressions of Pac-Man: Snack Breaks? Let us know in the comments.

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EA Sports Madden NFL 27 Is On Its Way To Switch 2

Madden NFL
Image: EA

A game page for a Switch 2 version of EA Sports Madden NFL 27 has appeared on the eShop and Nintendo website.

The official description reveals it’s “coming this August”, with the eShop listing seemingly narrowing down the estimated release date to 14th August 2026. The same listing estimates the file size on the hybrid platform to be around 50GB.

Madden NFL
Image: EA

This follows the release of Madden NFL 26 on the Switch 2 last August. We described this entry as a very solid port, even with the frame rate drops.

“Server issues at launch aside, and with the loss of cross-play noted, Madden 26 is a very solid port of one of the best outings for this franchise in recent memory. Yes, you’ll need to get used to a drop in the frame rate to 40fps on Switch 2, but it’s a reasonable downgrade in order to get this type of game running as well as it does on a portable machine. It really is a very close match in all other ways to other consoles.”

Will you be checking out the next entry on Switch 2? Did you play Madden NFL 26? Let us know in the comments.

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SEGA Genesis / Mega Drive LEGO Console Set Launches June 2026

SEGA GENESIS LEGO
Image: LEGO / SEGA

Following a new Animal Crossing set announcement, LEGO and SEGA have officially revealed a “Sega Genesis Console” set.

Set 40926 is officially described as a “highly detailed model” bringing together the best of creativity and a love for retro gaming. If the Mega Drive is more your thing, you can also customise this non-functioning brick build to look like this model – complete with detachable controllers and decorative stickers.

This set will launch on 1st June 2026, is priced at £34.99 / €39.99 / $39.99, and includes 479 pieces. We’ve even got some official measurements and photos:

“The set measures over 1.5 in. (4 cm) high, 6 in (16 cm) wide and 4.5 in (12 cm) deep, while the controllers measure over 1 in. (2 cm) high, 3 in (8 cm) wide and 9.5 in. (24 cm) deep.”

SEGA GENESIS LEGO
Image: LEGO / SEGA

If you want to actually relive the Genesis and Mega Drive, the Switch Online + Expansion Pack ‘Nintendo Classic’ service includes this retro Sega library. You can also buy Switch Online Genesis / Mega Drive controllers on the Nintendo Store.

What do you think of this Genesis / Mega Drive Lego set? Will you be adding this to your collection? Tell us in the comments.

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AirPods Max 2 one-month review: Spot the difference?

A month after Apple’s AirPods Max 2 went on sale, there’s a lot to like, but little of it is new, and there’s not much reason to upgrade from the original model.

That’s the uncomfortable truth that I came to after spending a few weeks with Apple’s premium headphones. But it also shouldn’t be a surprise for anyone who took even a cursory glance at the specs sheet.

Any second-generation product takes what the first-gen model did well and then builds upon it. But with AirPods Max 2, Apple took the easy way out. And it’s a real shame that it did.

AirPods Max 2 do improve upon the original model, bringing some AirPods Pro features along for the ride. Still, too many first-gen problems persist, setting users up for the same frustrations.

And that’s the problem here. Those buyers will spend $549 for a pair of AirPods Max 2 headphones. What they’ll get is great audio, but with issues that shouldn’t be there.

If you’re shopping for great audio with some striking design issues, I have good news for you. There are likely some great OG AirPods Max deals available. You should probably buy those instead.

AirPods Max 2 review: Familiar look, familiar mistakes

When I say that AirPods Max 2 look familiar, I’m not kidding. I’m not even exaggerating, because they’re identical.

That even extends to the colors on offer. There are still five for you to choose from. And they’re still Blue, Purple, Midnight, Starlight, and Orange.

Two pairs of matte black over ear headphones lying side by side on a colorful retro style desk mat with sunset and city skyline graphics and a keyboard in the background

AirPods Max 2 review: Space Gray and Midnight side-by-side

I’ve been using the Midnight headphones, and they have a slightly different hue from my original Space Gray model. Those also have a Lightning connector, but apart from that, they’re almost impossible to tell apart.

AirPods Max 2, of course, have a USB-C port for charging this time around. You can also use a USB-C to USB-C cable if you want to enjoy lossless audio.

Like the original and mid-cycle USB-C refresh, AirPods Max 2 use metal as their material of choice. That means they’re still heavy, weighing in at 386.2 grams or 13.6 ounces.

As someone who isn’t a fan of plastic headphones, I’m happy with the metal construction Apple uses. I also don’t mind the weight because it adds an air of quality to the headset.

What I don’t like is Apple’s continued use of a mesh headband. It’s notorious for stretching and sagging, and there’s little to suggest that AirPods Max 2 buyers won’t have the same issue.

The good news is that there are aftermarket accessories that help here. They attach to the headband and use another material to distribute the weight. You’ll likely spot one on my AirPods Max in some of the photos here.

Controls-wise, nothing has changed here. You’ll find holes for the microphone and for air movement on the left ear cup. On the right, there’s a USB-C port on the bottom.

Up top, Apple’s familiar Digital Crown is used for volume and playback controls. The remaining button is used to cycle between the active noise cancellation (ANC) and Transparency modes.

Finally, there’s the case. It’s the same as the original AirPods Max case and one of the main things I expected Apple to fix with this second generation.

Alas, it chose not to. And this case still does almost nothing to protect the headphones during transit. The top and bottom of the metal ear cups are left bare.

Unfortunately, the case is also the only way to put the AirPods Max 2 to sleep. Leave them out, and they’ll never slip into the deep sleep mode that preserves battery life.

That means you’ll need to fiddle with the case and its magnetic flap a lot. The lack of a way to sleep the headphones outside of the case is another issue I expected to be fixed this time around.

Again, alas.

AirPods Max 2 review: The H2 makes its presence felt

One of the few places where Apple has tweaked things is the use of a new H2 chip. The same chip first debuted in Apple’s AirPods Pro 2 from 2022, so it’s not new technology.

Black over-ear headphones in a protective case resting on a laptop keyboard, with a bright pink and blue abstract wallpaper on the screen and a black speaker in the background

AirPods Max 2 review: The familiar Smart Case makes a return

It’s new to Apple’s headphones, though, and brings with it some new features. Apple says the new chip is capable of improved audio processing. But as Andrew O’Hara said in his initial review, you’ll be hard-pressed to tell the difference.

Apple also says that AirPods Max 2 offer 1.5x more active noise cancellation than the previous generation. I can’t refute the claim, but AirPods Max were already class leaders here, and I’ve found AirPods Max 2 to be just as good.

Thankfully, you will notice a difference if you use any of these new features:

  • Adaptive EQ adjusts the sound based on the fit and seal between the ear cups and your head.
  • Live Translation that translates languages as someone speaks
  • Adaptive Audio that adjusts the ANC and Transparency modes based on the volume of your environment.
  • Conversational Awareness that lowers the volume when someone speaks to you and raises it when they’re done.
  • Personalized Volume automatically adjusts the volume after learning your preferences.
  • Head gestures so you can control Siri by shaking and nodding your head.
  • A Camera Remote feature means you can press the Digital Crown to take a photo using your iPhone.

Remember that these features are also available on AirPods Pro 2 and AirPods Pro 3. Some are even present on the entry-level AirPods 4 as well.

The H2 also handles all of the features AirPods owners have become accustomed to. Instant device pairing and switching are still present, and as welcome as ever.

Rounding out the features, Apple’s H2 helps AirPods Max 2 run for up to 20 hours between charges, even with ANC and Spatial Audio enabled. I’ve found that to be a reasonable expectation, and they charge quickly using a USB-C cable.

AirPods Max 2 review: Apple’s audio chops shine again

Apple knows how to make great audio. It’s proven it with all of its most recent AirPods wireless earbuds, and it proved it with the original AirPods Max.

With AirPods Max 2, it’s once again proven that few can compete with its wireless audio capabilities.

AirPods Max 2 sound excellent. They benefit from new high dynamic range amplifiers this time around, marking the one hardware change besides the H2 chip.

Black over ear headphones in a protective case resting against a closed Apple laptop on a wooden desk, with monitor, speakers, and colorful mouse pad in the background

AirPods Max 2 review: Apple’s best-ever headphones, just like its last

The result is the familiar, rich AirPods Max sound. Except, dare I say, turned up to 11 this time around.

Music sounds warm and full of body thanks to a strong bass performance when the audio calls for it. The highs may be a little on the brighter side than some might like, but that’s nitpicking.

With the excellent ANC enabled, AirPods Max 2 make it easy to fall into an album. It envelopes you. In a desert of lackluster wireless headphones, AirPods Max 2 are an oasis of crisp, clear sound.

But then, so are AirPods Max. Even over five years after their 2020 release, I’ve yet to find wireless headphones that have bettered them.

And yes, that applies to AirPods Max 2 as well. They’re every inch as good as AirPods Max, but better? I’ve yet to experience it, unfortunately.

Rounding things out on a more positive note, AirPods Max 2’s ANC and Transparency modes don’t disappoint. Again, Apple’s headphones surely sit at the top of the pile in both regards, although Sony continues to give it a run for its money.

AirPods Max 2 review: A missed opportunity

As I sit here, writing this review while listening to AirPods Max 2, I find myself disappointed. Not because they don’t live up to the original, but because Apple had such a solid foundation to build upon.

And yet, it chose not to.

As great as AirPods Max 2 sound, and as much as I enjoy listening to them, they’re almost impossible to recommend.

For existing AirPods Max owners, there’s little here to warrant spending so much money to upgrade. Not unless one of the new H2-powered features calls to you, and not when all of the same mistakes have been made.

They’re an easier sell to anyone considering AirPods Max 2 as their first Apple headphones. But you absolutely need to be aware of the problems before you put down your $549.

As I write this in 2026, AirPods Max 2 are likely the best-sounding wireless headphones I’ve ever worn. But whether they’re the best, overall, is a harder question to answer.

Over ear wireless headphones, a smartwatch with metal band, and a white earbud case resting on a colorful retro style mouse pad with a sunset and city skyline design

AirPods Max 2 review: Handy “L” and “R” markings help orientation

At $549, they’re a costly purchase. They don’t have a real case to keep them safe, and there’s no way to turn them off. They’re also heavier than most people will be used to, and the headband mesh will likely sag much sooner than it should.

If you’re still happy to throw down $549 for AirPods Max 2 with that in mind, more power to you. You’re going to get a pair of headphones that sound great with excellent ANC for your money.

Or you could save a hundred dollars or more and get the original. They’ll sound great.

AirPods Max 2 review: Pros

  • No wireless headphones sound better
  • Industry-leading ANC and Transprency mode
  • H2 chip adds some nice-to-have features
  • Instant pairing and device switching

AirPods Max 2 review: Cons

  • They still won’t sleep outside of the case
  • Smart case offers little protection
  • Same colors as last-gen model
  • Costly at $549

AirPods Max 2 rating: 4 out of 5

Scoring something like AirPods Max 2 out of five is difficult. Scoring anything out of five isn’t easy, but when you’re reviewing the successor to a previous release, things get more complicated. In the case of AirPods Max 2, Apple has a good pair of headphones on its hands. They sound great, and are about as premium-feeling as these things get.

On the other hand, AirPods Max 2 don’t improve upon AirPods Max in ways that I think they should have. The improvements that have been made are unlikely to change the game for most headphone buyers, too.

In choosing a score, I’ve gone with a 4 because, in isolation, AirPods Max 2 are a quality product. If AirPods Max didn’t exist, they’d easily get a 4 for their sound and build quality.

If you already own AirPods Max, consider the review score a 3 or 3.5, instead. AirPods Max 2’s score would be reduced by the lack of meaningful improvements to the original’s shortcomings.

For AirPods Max owners, there is little, if any, reason to upgrade to AirPods Max 2.

Where to buy AirPods Max 2

AirPods Max 2 are on sale now at Apple and other retailers, with Amazon and Walmart discounting the headphones slightly.

You can also pick up first-gen AirPods Max with USB-C for $449 at B&H Photo and Walmart while supplies last.

Our AirPods Max Price Guide offers easy price comparison across popular Apple resellers as well.

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Move Over, Indy – This New Game Boy Color Indie Wants Some ‘Fortune & Glory’

The release of Indiana Jones and the Great Circle on Switch 2 has us here at Nintendo Life Towers cracking out our 4K discs for a cheeky rewatch. A little righteous swashbuckling and fantastical archaeology in these troubled times is just what the doctor ordered.

However, there’s another treasure-hunting game that caught our eye recently, one that’s seeking some of Indy’s fortune and glory: namely, Fortune & Glory, a brand-new GBC platformer that’s currently live on Kickstarter after smashing its goal on the first day.

Coming from indie dev Matthew Loffhagen, it’s actually another Disney character of Scottish heritage that this homebrew title is channelling: Scrooge McDuck – or more specifically, Scrooge’s NES platformers and the wider 8-bit Capcom oeuvre under the Disney banner (as spotlighted recently in Digital Eclipse’s excellent — and long overdue on Switch — Disney Afternoon Collection).

Fortune & Glory
Image: Matthew Loffhagen

Honestly, the Indy reference and the namecheck for quality Saturday morning tie-ins like Chip ‘n Dale and DuckTales was enough to pique our interest, but there seems to be plenty of heart and soul that’s gone into this GBStudio project.

You control one of the titular rodents as you explore Gatopolis — the City of Cats — in search of (in the best tradition) some sacred MacGuffin or other. Ancient cities? Check. Booby traps? Obvs. Minecarts? Natch. Snakes? Probably. Rats? Er, they’re mice, no? Mind-scarring melting faces or heart removal scenes? Probably not.

The game picked up second place in the Game Boy Competition 2025 jam, and you can check out the Kickstarter trailer at the top of the page for a better idea of how this little platformer moves and sounds. Here’s a little flavour from Loffhagen’s Kickstarter page:

“I’ve long wanted to make my own tribute to these games, and finally last year I fulfilled this dream by entering Fortune & Glory in the GB Compo ’25 game jam. To my surprise, the game won 2nd place in the jam’s games category, as well as scoring highest among the judges for art.

“Emboldened, I took my initial game and expanded it significantly, quadrupling its size and adding an additional playable character as well as detailed cutscenes tying the whole adventure together with a story inspired by Disney classics – with a healthy amount of Indiana Jones and The Mummy (1998) in there for good measure! After all, these films were inspired by Disney comics to start with, so it all felt very thematic!”

Fortune & Glory
Image: Matthew Loffhagen

There’s still more than 20 days to go on the Kickstarter at the time of writing, so if a physical copy of this sounds appealing (plus a variety of add-ons if they float your boat), head over there and take a gander.

Still not sure? There’s a demo on itch.io that you can download or even just play in your browser.

Let us know below if this is pressing your nostalgia button.

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Feature: “It’s Rare For Me To Make Downtime” – Naoki Hamaguchi Talks Final Fantasy VII’s “Packed And Eventful” Development

FFVII Rebirth 1
Image: Square Enix

Mere months after the launch of Final Fantasy VII Remake Intergrade on Switch 2, Square Enix is following up with a port of its sequel, Rebirth, in June.

It’s an impressive accomplishment given that the development team is also knee-deep in producing the third and final entry in the trilogy. The currently-untitled game has yet to receive a firm release date, but according to director Naoki Hamaguchi, work is progressing very well.

This is just one of several topics we touched on in our recent interview with Hamaguchi-san, who kindly took time from his schedule to answer questions ahead of Rebirth’s launch. We discuss why Rebirth is launching so soon after Remake, how he relaxes during his downtime (or, to be more precise, doesn’t), and which first-party Nintendo game he’s particularly excited for in the months ahead.


Nintendo Life (Ollie Reynolds) – How has development gone for Final Fantasy VII Rebirth on Switch 2? Were you working on this alongside Remake?

Naoki Hamaguchi: Truthfully, from the moment we launched the Switch 2 version of Remake, the only thing I was thinking about was how to turn these other launches into a reality. This is because it wouldn’t be fair to the players if the platforms were split partway through, given how this project was designed to be a trilogy. So, rather than saying we developed Rebirth in parallel, it’s more accurate to say that we were operating with the assumption that we’ll continue this path forward from the moment Remake proved to be viable on the Switch 2.

Of course, this doesn’t mean we were developing two entire titles simultaneously. However, the optimisation insights we gained from Remake and our growing understanding of the Switch 2 hardware were fed back into Rebirth from a fairly early stage. As a result, Remake and Rebirth ended up releasing on the Switch 2 within a relatively short time span. This wasn’t because we prioritised speed, but rather, it was a decision driven by our top priority of avoiding a fragmented experience.

FFVII Rebirth 2
Image: Square Enix

How did you find the transition from the more linear gameplay in Remake to the more open-ended structure in Rebirth?

The transition from Remake to Rebirth was essentially the accumulation of adjustments focused on answering one question: “How can we make this work?” Because Rebirth features large-scale fields with heavy processing loads on rendering and streaming, it couldn’t be ported to the Switch 2 as is. That led us to take a step back and reassess things, from our approach to rendering techniques, to lighting, and background streaming.

We were especially keen on ensuring that switching between handheld and docked modes never made players feel like they were playing a different game.

We were especially keen on ensuring that switching between handheld and docked modes never made players feel like they were playing a different game. We prioritised stability and consistency of experience, exploring sensible solutions while keeping how games were played on the Switch 2 in mind. Through that process, we gained a very clear sense that an open-world experience of this scale can truly work across different environments. That realisation isn’t limited to Rebirth; it serves as a major source of validation for us as we take this series to its finish line as a trilogy.

With Remake, you’ve mentioned that lighting was crucial to ensuring the game looks so good on Switch 2. Was this the same for Rebirth, or did the open-world structure require a different approach?

Lighting is an important element in Rebirth, as it was in Remake. However, because Rebirth adopts an open-world structure with a much larger field scale, it’s a title where the amount of information being rendered at any given moment is higher. As a result, rather than making significant changes to lighting in isolation, our approach focused more on how to balance the overall rendering load.

The use of DLSS was indispensable in that regard and was readopted in Rebirth as it was in Remake. Neither of their modes relies on fixed resolutions and is instead designed based on dynamic resolution. In handheld mode, the internal resolution ranges between a maximum of 1344×756 and a minimum of 672×380. In docked mode, it ranges between a maximum of 1920×1080 and a minimum of 960×540, the same as Remake.

As for the compatibility between DLSS and hair rendering—which was a topic of discussion with Remake — for Rebirth, we took a slightly different approach. We didn’t fundamentally change the rendering technique itself, and applied subtle blur adjustments based on hair direction and density, aiming for the most natural balance possible under restricted conditions. While it’s not identical to the technique used in the PS5 version, we believe you’ll be able to feel the difference within the context of the Switch 2 environment.

FFVII Rebirth 3
Image: Square Enix

Speaking of open-world, did the larger scale of Rebirth cause any development headaches on Switch 2? What would you say was the biggest challenge?

The shift to an open world means the scale of the world in Rebirth is significantly different. This difference became the greatest challenge for the Switch 2’s port.

For Remake, we were able to maintain 30fps through adjustments to post-effects and fog, but because Rebirth dramatically increases the number of rendered meshes, we couldn’t implement the same thinking. For this reason, the background models themselves were optimised specifically for the Switch 2 in the port. We didn’t simply reduce the polygon counts; we made adjustments to the overall game structure by redesigning from the LOD (level of detail) stage, and reevaluating materials with heavy rendering loads from the ground up, etc.

We also adjusted the scale at which background LODs switch for the overall scene, ensuring the processing load wouldn’t spike suddenly even as draw distances increased. On top of that, we addressed these issues by identifying the conditions where processing loads tended to concentrate, determining cutoff points for minimising rendering of non-visible areas and reorganising the rendering order for the overall environment, etc.

By defining what absolutely needed to be preserved, then conducting tests based on real gameplay scenarios to identify and reproduce conditions where processing loads concentrated, we were able to address those issues one by one. It was through this cumulative process that we were able to achieve this stable frame rate.

Without going into spoilers, do you have a favourite scene or gameplay segment from Rebirth that you’d like to highlight for players?

I think the minigames pair exceptionally well with the Switch 2. Because they can be played in short sessions, they give rise to experiences that draw players in before they even realise it.

Take Queen’s Blood, for example. What starts as “just one match” flows into another. You think you’ll make a quick tweak to your deck, but you end up continuing to play. Picking up the game in handheld mode starts an organic chain of play sessions.

FFVII Rebirth 4
Image: Square Enix

How do you find the balance between extending the story of FFVII into three games whilst staying faithful to the original vision?

The greatest challenge was thoughtfully evaluating, title by title, how far to push “nostalgia” and “innovation” respectively, so they could work in balance.

For players familiar with the original game, I think what matters goes beyond the story arc itself—it’s the relationships between the characters, and the emotions they felt upon discovering this world. Those are elements we can’t afford to treat lightly. At the same time, for players discovering FFVII today, we needed to update the presentation and design to align with modern sensibilities; otherwise, the experience itself simply wouldn’t resonate. For this reason, we adopted modern approaches to visual expression while preserving the emotional core and character relationships that were beloved by many in the original game.

We want to capitalise on this cadence and moment to tie the experiences together without any gaps, from Remake to Rebirth to finally the third installment that lies beyond them.

Rather than framing this as a simple binary of whether to “preserve or change” something, we’ve continuously reevaluated how to interpret these notions of “nostalgia” and “innovation,” and how to express them. As we’ve expanded the story as a trilogy, that thinking has remained consistent. That’s our approach to making the Final Fantasy VII Remake series as a whole.

Rebirth is launching on Switch 2 just five months after Remake. What was the approach behind this, and does it feel like the right move?

The short span between releases was a deliberate choice. We view Remake and Rebirth not as completely separate titles, but as an experience unfolding within a single journey that follows one another. From the earliest stages of the remake project, each instalment was designed not to repeat the same experience, but to progressively expand the scale of gameplay. Remake focused on an experience that engages deeply with story and characters, while Rebirth continued that path and leaned even further into the sensation of journeying through the world.

With large-scale titles like this one, it’s common for a long gap to exist between the first and second instalments. However, because they were ports, we decided we could deliver them without leaving much of a gap. We want to capitalise on this cadence and moment to tie the experiences together without any gaps, from Remake to Rebirth to finally the third instalment that lies beyond them.

When we spoke in 2025, you mentioned that development on the third game was progressing well – you had finalised the story and begun working on the core gameplay. Without going into too much detail, can you provide an update on the game’s progress?

We’re very excited about how the game is currently progressing. I have already completed over 40 full playthroughs! I can’t wait for as many people as possible to experience the game for themselves, and myself and the team are working hard to ensure we can create an unforgettable gameplay experience.

FFVII Rebirth 5
Image: Square Enix

You must be so busy overseeing such an ambitious project. What do you do to relax during your downtime?

To be honest, it’s rare for me to make downtime with the intentional goal of “relaxing.” I play games and watch films, but sometimes I’m not even sure whether I’m purely enjoying them or engaging with them as part of my own creative process.

As a way of clearing my head, I’ve made it a habit to get off the train a few stops early and walk for about 30 minutes on the way home. While walking, my thoughts tend to connect in unexpected ways, and I’m able to make sense of things as a result. It’s also good for my physical health.

Are there any Switch 2 games you’ve been playing recently, or perhaps any that you’re looking forward to playing in the future?

Truthfully, the refinement work for the third instalment has been ramping up, and I haven’t been able to spend time with the Switch 2 after Donkey Kong Bananza. That said, there are a few titles that have piqued my interest that I’ve kept myself in the loop for.

For me, Final Fantasy VII is a truly special title that I’ve deeply admired, even as a creator. Because of that, I’ve always carried the belief that this remake series must live up to the expectations of fans who have continued to show their love for FFVII

Among them, Splatoon Raiders has particularly caught my attention. I’m interested in how it leverages an existing IP while expanding the game design itself, and I’m looking forward to seeing how it’ll balance its action gameplay and field design from the perspective of a game designer.

As you look ahead to the conclusion of the Remake Trilogy, how does it feel to bring such a significant chapter of your life to a close?

When I look back, the finish line of this project felt unimaginably far away when it first began. But now it feels like time has flown by surprisingly quickly, partly because our days in development were so packed and eventful.

For me, Final Fantasy VII is a truly special title that I’ve deeply admired, even as a creator. Because of that, I’ve always carried the belief that this remake series must live up to the expectations of fans who have continued to show their love for FFVII, and honour the efforts of my fellow creators who have run alongside me up until this point.

I, myself, have been involved with this project for over ten years, but with this final instalment, I feel a deep certainty that we’ll be able to deliver an experience that’ll make people think, “I’m glad I stayed with the series until the end.” That’s something I feel in my heart. For the many fans who have supported us over this long journey, I sincerely hope that the time you’ve spent following this story to its conclusion will stay with you, as something to cherish. My wish, from the bottom of my heart, is that we deliver a finale that’s worthy of that.

FFVII Rebirth 6
Image: Square Enix

This interview has been lightly edited for clarity. A huge thanks to Naoki Hamaguchi for taking the time to answer our questions. Final Fantasy VII Rebirth launches on Switch 2 on 3rd June 2026.