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UK Charts: Pokémon Pokopia Continues To Slip, As A Newcomer Grabs The Gold

Pokémon Pokopia x Crimson Desert
Image: Nintendo Life

The latest UK charts are in, and for anybody waiting on that big Pokémon Pokopia physical rebound… keep waiting.

Despite putting up some impressive digital sales, Ditto’s latest continues to struggle on the physical front, thanks to stock issues, and takes a tumble down to sixth place this time. There was a similar downward trend for Resident Evil Requiem, which, despite three weeks in the top spot, now finds itself in fourth.

That leaves the podium open! Naturally, EA SPORTS FC 26 and Mario Kart World fill in silver and bronze, but it’s Pearl Abyss’ Crimson Desert that makes its chart debut in first place.

Here’s the full top 40, with platform breakdowns for games available on Switch, Switch 2, and other consoles:

Last Week This Week Game Platform Split
NEW

1

Crimson Desert

14

2 EA Sports FC 26 PS5 40%, Switch 22%, PS4 16%, Xbox Series 13%

2

3

Mario Kart World

1

4 Resident Evil Requiem PS5 49%, PC 35%, Switch 2 10%, Xbox Series 6%

3

5 WWE 2K26 PS5 77%, Xbox Series 14%, Switch 2 8%

4

6

Pokémon Pokopia

11

7 Monster Hunter Wilds

31

8 Call of Duty: Black Ops 7

5

9 Pokémon Legends: Z-A Switch 2 52%, Switch 48%

10 F1 25

13

11 Minecraft

9

12 Animal Crossing: New Horizons Switch 81%, Switch 2 19%

12

13 Donkey Kong Bananza

14 Split Fiction PS5 76%, Switch 2 20%, Xbox Series 5%

15 LEGO Star Wars: The Skywalker Saga PS5 41%, PS4 28%, Switch 19%, Xbox Series 11%

16

Sonic Racing: CrossWorlds

PS5 45%, Switch 33%, Xbox Series 14%, PS4 8%

15

17 Grand Theft Auto V

16

18 Mario Kart 8 Deluxe

19 The Sims 4: Enchanted By Nature

17

20 Super Mario Galaxy + Super Mario Galaxy 2

39

21 Resident Evil 4

7

22 Resident Evil 7: Biohazard Edition

20

23 Street Fighter 6

24

24 Super Mario Party Jamboree Switch 58%, Switch 2 42%

22

25 Nintendo Switch Sports

18

26

The Witcher III: Wild Hunt GOTY Edition

27 Battlefield 6

28

Kingdom Come Deliverance II

23

29 Super Mario Bros. Wonder

37

30 EA Sports FC 25 Xbox Series 75%, PS5 14%, PS4 7%, Switch 4%

31 EA Sports UFC 5

29

32 Tekken 8

6

33 Monster Hunter Stories 3: Twisted Reflection Switch 2 53%, PS5 42%, Xbox Series 5%

34

EA Sports NHL 26

35 It Takes Two Switch 93%, PS4 7%

8

36 Resident Evil 3

35

37 The Witcher III: Wild Hunt Complete Edition

19

38 Resident Evil 2

27

39 Armored Core VI: Fires of Rubicon

32

40

The Legend of Zelda: Tears of the Kingdom

Switch 2 57%, Switch 43%

[Compiled by GfK]

< Last week’s charts


That’s it for this week’s physical UK charts! Any surprises? Did you pick any of these games up? Let us know in the comments.

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First Impressions: The Diary Of A First-Time ‘Tomodachi Life’ Player – Am I Living The Dream?

Dear Diary,

I’m not sure if I’m Living the Dream just yet. You see, I don’t think Helga likes me. Not “me” me, but Mii.

When I dragged my Nintendo-ified facsimile next to this nice-seeming old lady in the new Tomodachi Life, they greeted each other pleasantly. Helga isn’t anyone I know in real life — I’ve already crossed the uncanny valley far enough by creating myself and my spouse in-game (along with the game accurately judging that I’m a ‘Reserved Perfectionist’… ouch.) — she’s just a loose bit of imagination, created with a few helpful suggestions from the Mii creator.

I figured Arcadia Island needed a few older residents, and Helga fit the bill – a 67-year-old who’s also reserved like me, but more of an Observer. She’s polite, a little serious, but plenty quirky, all traits I picked out as I created her character.

Yet her first interaction with my own quirky, slightly-spirited Mii left my doppelgänger a little upset! Nothing a head pat and some food couldn’t fix, but I almost felt offended. ‘How dare you leave my mini-me upset, Helga?’ I thought.

Oh no, am I already developing a God Complex?

I have control of a lot in Tomodachi Life: Living the Dream, much more than you ever had in the 2014 3DS hit. But I’ve never played it on that system, despite its popularity. On the Switch, I can pick up a Mii whenever I want and force them to stare at trees or patches of weeds, or get them to mingle with other island residents.

Sometimes, the Miis want me to get them to interact – one time, my partner Zach (the Mii) was sitting inside his house with a little ‘confused’ manpu icon above his head. That tells me he needs something from me. I click on him, and he says he wants to make friends with Alana (the Mii). Great! But we have to come up with a topic. At this point, I’m more tentative with my words, so I just go for something normal: “Movies”. We both like movies in real life a lot.

Just seconds later, these Nintendo avatars of our real-life selves are talking about Movies, but not in a normal sense. I’m watching myself ask my IRL spouse if he’s “good” at Movies, to which he replies that he is “better at Movies” than everyone else. I chuckle, and this is the bizarre tone that the game constantly takes.

I knew ahead of becoming “cap’n” of this island (yes, I gave myself that title) that Tomodachi Life thrives off of normal interactions laced with the absurd, and it constantly delivers. Mii’s will sometimes randomly fall over, and either I can help them, or I can bring a Mii over to pick them up. They can also be paralysed on-the-spot with a hiccuping fit.

Tomodachi Life: Living the Dream preview 4
Image: Nintendo Life / Nintendo

Lines like “Would you say that a Board Game makes you think of an iced latte?” and conversations about pet hedgehog bites are just the tip of the iceberg. This is the exact kind of nonsense I’d probably say after a drink or three. And the news announcements are always a highlight.

My goal as God is, apparently, to make all of these Miis happy and level them up. When they level up, I can give them a new expression, or a new phrase, or a gift that matches their perceived personality. I’ve already given Jimmy — a 10-year-old who proudly dons a cow outfit — an enthusiastic wave, and Zach has a baseball he occasionally gets out to throw around on the beach. Meanwhile, Alana seems to have an existential crisis as I bestowed the phrase “I’m such a fool” on her, which she might mutter when she’s asleep.

Sometimes it’s a case of figuring out what food a Mii likes; even as “God”, I winced when I headed into the Fresh Foods market and saw the price of an apple. I do not need economy jumpscares in Tomodachi Life as I have daily in real life. A leg of lamb is almost as much as a park bench, for some reason. Also, I do have questions about why children and the elderly are allowed to run a grocery store or a home renovation shop.

But then I proceed to ignore that and spend over $100 in the Where & Wear Clothing Store. Not even being “cap’n” can stop me from indulging – but at least this time the clothes are for the Miis! They might not always like the clothes I give them, but I’m trying.

The amount of customisation and flexibility is off the charts; eventually, I can terraform the island and expand the land space, and it’s so easy to do with the tile-based system. I can buy benches and trees from the Quik Build store and place them down, ready for “high-octane relaxing” or for Miis to just ignore them and sit on the beach and talk about food.

But I’ve learned something about myself after spending a few days with Tomodachi Life: I’m not sure how much I love playing God.

The humour and the Island Builder are doing a lot of the heavy lifting for me right now, and both of these things are fabulous. Sometimes, I can play games with the residents like Red Light, Green Light, or Zoom Quiz, and these give me more “stuff” to hand out to residents, if I’m successful. Other times, I’ll find one of the residents unsettled by their thoughts or napping on a bench, and I’ll dive into their minds to clear out the clutter inside or watch some kind of fever dream of four people worshipping a realistic-looking rabbit.

Tomodachi Life: Living the Dream preview 11
Image: Nintendo Life / Nintendo

But most of the time, it’s about plopping one Mii next to another. They’ll often start walking and talking, but they don’t always progress in meaningful ways. Mii problems seem to cycle through similar things – “I want to be friends with X” or “I’m hungry” seem to be the most common. But otherwise, it feels like owning Sea Monkeys or a Tamagotchi, two things I never really loved as a kid of the ’90s/early ’00s.

Before I sign off, I want to go back to Helga. Yes, I think she’s a bit wary of Mii me, but I look at the relationship chart in my menu and see that she and I “want to be friends”. Perhaps building some pathways and redesigning the inside of her house from R&C helped thaw her heart a bit, and she “saw” the real me on the other side of the Switch screen.

Tomodachi Life: Living the Dream preview 3
Image: Nintendo Life / Nintendo

She didn’t need to gossip about my Mii with Zach behind my back, and that feels like a line that shouldn’t be crossed, but I think things will work out eventually. Maybe her love of UFOs is the key, or perhaps she too has a crush on Ryan Gosling.

Wow, being God is tough, and not always exciting, isn’t it?

Until release,

A.H.


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First Impressions: The Diary Of A First-Time ‘Tomodachi Life’ Player – Am I Living The Dream?

Dear Diary,

I’m not sure if I’m Living the Dream just yet. You see, I don’t think Helga likes me. Not “me” me, but Mii.

When I dragged my Nintendo-ified facsimile next to this nice-seeming old lady in the new Tomodachi Life, they greeted each other pleasantly. Helga isn’t anyone I know in real life — I’ve already crossed the uncanny valley far enough by creating myself and my spouse in-game (along with the game accurately judging that I’m a ‘Reserved Perfectionist’… ouch.) — she’s just a loose bit of imagination, created with a few helpful suggestions from the Mii creator.

I figured Arcadia Island needed a few older residents, and Helga fit the bill – a 67-year-old who’s also reserved like me, but more of an Observer. She’s polite, a little serious, but plenty quirky, all traits I picked out as I created her character.

Yet her first interaction with my own quirky, slightly-spirited Mii left my doppelgänger a little upset! Nothing a head pat and some food couldn’t fix, but I almost felt offended. ‘How dare you leave my mini-me upset, Helga?’ I thought.

Oh no, am I already developing a God Complex?

I have control of a lot in Tomodachi Life: Living the Dream, much more than you ever had in the 2014 3DS hit. But I’ve never played it on that system, despite its popularity. On the Switch, I can pick up a Mii whenever I want and force them to stare at trees or patches of weeds, or get them to mingle with other island residents.

Sometimes, the Miis want me to get them to interact – one time, my partner Zach (the Mii) was sitting inside his house with a little ‘confused’ manpu icon above his head. That tells me he needs something from me. I click on him, and he says he wants to make friends with Alana (the Mii). Great! But we have to come up with a topic. At this point, I’m more tentative with my words, so I just go for something normal: “Movies”. We both like movies in real life a lot.

Just seconds later, these Nintendo avatars of our real-life selves are talking about Movies, but not in a normal sense. I’m watching myself ask my IRL spouse if he’s “good” at Movies, to which he replies that he is “better at Movies” than everyone else. I chuckle, and this is the bizarre tone that the game constantly takes.

I knew ahead of becoming “cap’n” of this island (yes, I gave myself that title) that Tomodachi Life thrives off of normal interactions laced with the absurd, and it constantly delivers. Mii’s will sometimes randomly fall over, and either I can help them, or I can bring a Mii over to pick them up. They can also be paralysed on-the-spot with a hiccuping fit.

Tomodachi Life: Living the Dream preview 4
Image: Nintendo Life / Nintendo

Lines like “Would you say that a Board Game makes you think of an iced latte?” and conversations about pet hedgehog bites are just the tip of the iceberg. This is the exact kind of nonsense I’d probably say after a drink or three. And the news announcements are always a highlight.

My goal as God is, apparently, to make all of these Miis happy and level them up. When they level up, I can give them a new expression, or a new phrase, or a gift that matches their perceived personality. I’ve already given Jimmy — a 10-year-old who proudly dons a cow outfit — an enthusiastic wave, and Zach has a baseball he occasionally gets out to throw around on the beach. Meanwhile, Alana seems to have an existential crisis as I bestowed the phrase “I’m such a fool” on her, which she might mutter when she’s asleep.

Sometimes it’s a case of figuring out what food a Mii likes; even as “God”, I winced when I headed into the Fresh Foods market and saw the price of an apple. I do not need economy jumpscares in Tomodachi Life as I have daily in real life. A leg of lamb is almost as much as a park bench, for some reason. Also, I do have questions about why children and the elderly are allowed to run a grocery store or a home renovation shop.

But then I proceed to ignore that and spend over $100 in the Where & Wear Clothing Store. Not even being “cap’n” can stop me from indulging – but at least this time the clothes are for the Miis! They might not always like the clothes I give them, but I’m trying.

The amount of customisation and flexibility is off the charts; eventually, I can terraform the island and expand the land space, and it’s so easy to do with the tile-based system. I can buy benches and trees from the Quik Build store and place them down, ready for “high-octane relaxing” or for Miis to just ignore them and sit on the beach and talk about food.

But I’ve learned something about myself after spending a few days with Tomodachi Life: I’m not sure how much I love playing God.

The humour and the Island Builder are doing a lot of the heavy lifting for me right now, and both of these things are fabulous. Sometimes, I can play games with the residents like Red Light, Green Light, or Zoom Quiz, and these give me more “stuff” to hand out to residents, if I’m successful. Other times, I’ll find one of the residents unsettled by their thoughts or napping on a bench, and I’ll dive into their minds to clear out the clutter inside or watch some kind of fever dream of four people worshipping a realistic-looking rabbit.

Tomodachi Life: Living the Dream preview 11
Image: Nintendo Life / Nintendo

But most of the time, it’s about plopping one Mii next to another. They’ll often start walking and talking, but they don’t always progress in meaningful ways. Mii problems seem to cycle through similar things – “I want to be friends with X” or “I’m hungry” seem to be the most common. But otherwise, it feels like owning Sea Monkeys or a Tamagotchi, two things I never really loved as a kid of the ’90s/early ’00s.

Before I sign off, I want to go back to Helga. Yes, I think she’s a bit wary of Mii me, but I look at the relationship chart in my menu and see that she and I “want to be friends”. Perhaps building some pathways and redesigning the inside of her house from R&C helped thaw her heart a bit, and she “saw” the real me on the other side of the Switch screen.

Tomodachi Life: Living the Dream preview 3
Image: Nintendo Life / Nintendo

She didn’t need to gossip about my Mii with Zach behind my back, and that feels like a line that shouldn’t be crossed, but I think things will work out eventually. Maybe her love of UFOs is the key, or perhaps she too has a crush on Ryan Gosling.

Wow, being God is tough, and not always exciting, isn’t it?

Until release,

A.H.


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Nintendo’s Apparently Cutting US Switch 2 Output After Lower Than Expected Holiday Sales

Pokémon Pokopia Switch 2
Image: Jim Norman / Nintendo Life

It’s no secret that the Switch 2 struggled over its first holiday period. The console’s sales numbers were reportedly down 35% in the US compared to what its predecessor managed back in 2017, and 2025 marked the region’s worst November since 1995 in terms of hardware sales. All this is to say, it’s hardly surprising to hear that Nintendo has apparently lowered its US production for the quarter.

According to a new report by Bloomberg (paywalled), a source “familiar with the matter” told the publication that Nintendo has cut its planned Switch 2 output by 33% this quarter, dropping the planned six million units down to four million. This cut is planned to continue into April, it is claimed.

This decision is apparently “driven by slower demand from consumers” over the holiday period, Bloomberg’s sources state, and not the wider economic factors affecting worldwide hardware production, like rising component prices.

Strong sales outside the US, particularly in Japan, mean that the region’s quarterly reduction shouldn’t have a knock-on effect on Switch 2 sales projections for the fiscal year at large, which Nintendo still puts at 19 million units. Given that it was over 17 million in the last financial report, we’d be surprised if it doesn’t make it over the line, too.

“This hardware shortfall in its first year, during its big holiday season, is awful news,” Asymmetric Advisors strategist Amir Anvarzadeh told Bloomberg, “Clearly the software line-up has been poor, at least until most recently, with Pokémon showing some hope.”

And there we land on the Phanpy in the room. Pokémon Pokopia has been a smash-hit exclusive for Switch 2 out of the gate, shifting 2.2 million units in its first four days alone, which will undoubtedly drive up console sales as a result. And yet, Bloomberg’s sources claim it’s still too soon to correct course on the quarter’s output cuts. “Instead, it’s waiting to see if the hit game and other new titles have enough staying power to merit an output increase,” the sources say.

We’ll have to wait until May to see the official numbers from Nintendo, where Switch 2 and Pokopia’s sales at the end of the fiscal year can really be put under the microscope. Pokopia really feels like the console’s first killer app, and while the rest of the 2026 release schedule is currently a little more low-key, a Winds and Waves arrival in 2027 will undoubtedly boost interest again.

What do you make of this report? Let us know in the comments.

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Nintendo’s Apparently Cutting US Switch 2 Output After Lower Than Expected Holiday Sales

Pokémon Pokopia Switch 2
Image: Jim Norman / Nintendo Life

It’s no secret that the Switch 2 struggled over its first holiday period. The console’s sales numbers were reportedly down 35% in the US compared to what its predecessor managed back in 2017, and 2025 marked the region’s worst November since 1995 in terms of hardware sales. All this is to say, it’s hardly surprising to hear that Nintendo has apparently lowered its US production for the quarter.

According to a new report by Bloomberg (paywalled), a source “familiar with the matter” told the publication that Nintendo has cut its planned Switch 2 output by 33% this quarter, dropping the planned six million units down to four million. This cut is planned to continue into April, it is claimed.

This decision is apparently “driven by slower demand from consumers” over the holiday period, Bloomberg’s sources state, and not the wider economic factors affecting worldwide hardware production, like rising component prices.

Strong sales outside the US, particularly in Japan, mean that the region’s quarterly reduction shouldn’t have a knock-on effect on Switch 2 sales projections for the fiscal year at large, which Nintendo still puts at 19 million units. Given that it was over 17 million in the last financial report, we’d be surprised if it doesn’t make it over the line, too.

“This hardware shortfall in its first year, during its big holiday season, is awful news,” Asymmetric Advisors strategist Amir Anvarzadeh told Bloomberg, “Clearly the software line-up has been poor, at least until most recently, with Pokémon showing some hope.”

And there we land on the Phanpy in the room. Pokémon Pokopia has been a smash-hit exclusive for Switch 2 out of the gate, shifting 2.2 million units in its first four days alone, which will undoubtedly drive up console sales as a result. And yet, Bloomberg’s sources claim it’s still too soon to correct course on the quarter’s output cuts. “Instead, it’s waiting to see if the hit game and other new titles have enough staying power to merit an output increase,” the sources say.

We’ll have to wait until May to see the official numbers from Nintendo, where Switch 2 and Pokopia’s sales at the end of the fiscal year can really be put under the microscope. Pokopia really feels like the console’s first killer app, and while the rest of the 2026 release schedule is currently a little more low-key, a Winds and Waves arrival in 2027 will undoubtedly boost interest again.

What do you make of this report? Let us know in the comments.

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Japanese Teens Apparently Love Nintendo Switch More Than Pokémon & Disney

Nintendo Switch on Pokemon Cards
Image: Zion Grassl / Nintendo Life

The Brand Japan 2026 evaluation survey results have revealed that Nintendo is still an extremely-popular name with Japanese teenagers, with the both the company brand and the Switch console only being beaten by YouTube.

As reported on (and translated) by Automaton Media, Nikkei BP Consulting’s survey asked a sample size of 37,000 Japanese teenagers what their favourite brands are back in December. The list featured over 1,000 different names from electronics companies to retailers.

YouTube easily took the top-spot, but the Nintendo Switch sits comfortably in second place, ahead of the wider branding of Nintendo itself in third. Perhaps not a surprise when Nintendo’s games dominate the top 100 most-popular titles with Japanese teens (though Minecraft and Fortnite reign supreme).

Interestingly, both Nintendo and the Switch is also ahead of Pokémon and Disney for the under-20s crowd — two absolutely gigantic brands that you’d assume would be among the top five, but Pikachu and co. were the seventh most-popular, with Disney three places below it in tenth. Well, Kirby is cuter than any Disney character, right?

Looking across all age groups surveyed, and YouTube slips to number 2 behind brewing and distilling company Suntory, while retail chains Daiso and Muji also remain in the top five. Meanwhile, Nintendo is much more-popular within the wider spread, sitting in 12th, with Disney close behind in 14th. The Switch slides all the way down to 59, with Pokémon tumbling to 201st.

Here’s the full top ten from the Under 20s survey, with their placement across all generations listed next to the brand:

  1. YouTube (2)
  2. Nintendo Switch (59)
  3. Nintendo (12)
  4. Daiso (3)
  5. Muji (5)
  6. LINE (31)
  7. Pokémon (201)
  8. Saizeriya (13)
  9. Amazon (18)
  10. Disney (14)

Of course, when looking at the wider survey, this doesn’t include every single citizen in Japan, and many brands that are considered even bigger such as Disney and Pokémon have a huge international audience. Still, these results paint a pretty interesting picture.

The Switch and Switch 2 continue to dominate sales charts in Japan, with the newest console racking up almost 100k sales last week alone and the Switch 1 still shifting around 20k units.


Are you surprised by the Switch’s popularity among teens/?Were you expecting Disney and Pokémon to be higher? Let us know in the comments.

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WWDC26: June 8-12, 2026

The WWDC26 logo in a gray-to-white gradient against a black background. The first two letters (WW) are in dark gray, the middle two letters (DC) are in a lighter gray, and the final two numbers (26) are glowing white.

Join the worldwide developer community online for a week of technology, creativity, and community.

Be there for the reveal of the latest Apple tools, frameworks, and features. Learn to elevate your apps and games through video sessions hosted by Apple engineers and designers. Engage with Apple experts in labs and connect with the worldwide developer community. All online and free.

Learn more about WWDC26 >

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Mechs And Turn-Based RPG Combat Collide In ‘Starbites’ On Switch 1 & 2 This May

Developer IKINAGAMES is dipping its toe into the RPG genre later this spring with Starbites, a sci-fi inspired adventure with turn-based mech combat, which comes to Switch 1 and Switch 2 on 21st May 2026.

There aren’t enough RPGs with mechs in our eyes, and Starbites is filling in that gap, with salvager and protagonist Lukida manning her slingshot-focused Motorbot as she attempts to save the desert planet of Bitter.

Donning a bright and colourful anime-style aesthetic and a cast of expressive characters, Starbites feels light and bright. Even if the overworlds are barren and dusty and covered in sand, and the world is at stake the game is packed with humour and personality, and stuffed full of secrets.

But the combat is core here, which is heavily inspired by the best of the JRPG genre with its own unique twists. Every character comes with their own Motorbot, which fits a certain skill set within battle, and you can customise and upgrade these mechs, too. The key is exposing enemy weaknesses in order to break your enemy’s guard and deal a lot of damage, hopefully knocking them out.

The game is being published in the West by NIS America and we’re getting a physical release on Switch 1. Switch 2 was due to get a Game-Key Card release too, but as spotted by Nintendo Everything, according to the web store, that’s now been cancelled — no reason has been given, and Game-Key Cards have been a controversial topic since the Switch 2’s announcement.

Still, at least the full physical is coming on Switch 1, though we don’t know about upgrade paths just yet. The special edition includes a Collector’s Box, an art book, a digital soundtrack, an acrylic stand, six metal pins, and three rubber keychains.


Are you looking forward to Starbites? Grabbing the physical release on Switch 1? Let us know in the comments.

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“New Players Won’t Feel Alone” – Square Enix Partners With Google For AI-Powered Dragon Quest Companion

DQX
Image: Armor Project / Bird Studio / Square Enix

Over the weekend, Square Enix announced a collaboration with Google which will see a generative AI-powered “companion” added to Dragon Quest X.

As highlighted in an article by news outlet Sankei Shimbun (thanks, NintendoEverything), Google’s Gemini will be integrated into the Japan-only MMORPG and power a conversational companion known as “Chatty Slimey”. A beta test is planned for this new feature, which devs say is focused on newcomers to the 13-year-old online game who may get lost and benefit from a guiding hand.

“New players won’t feel alone wondering where to start; they’ll have a personal companion,” said current DQX director Takashi Anzai. The AI will reportedly analyse what’s happening onscreen and “may initiate conversations when a powerful enemy is defeated or a rare item is obtained,” according to Sankei (via Google Translate).

Chance would be a fine thing for players in the West, of course; while it has launched in some form on the Wii, Wii U, 3DS, and Switch in Japan, Square Enix hasn’t localised DQX for other regions and the tenth game in the RPG series remains a Japan-only release.

Google Cloud’s Jack Buser was keen to emphasise the impact he believes AI will have on gaming in general back at GDC. “I’ll predict that within three to five years we’re going to see every major genre completely transformed because of AI, and we’re going to see entirely new genres that we can’t even predict as we sit here today.”

The Final Fantasy company has jumped on the AI bandwagon in recent times and hopes to have automated 70% of its Quality Assurance using generative AI by 2027.

Switch 2
There’s still no sign of a release for DQX outside Japan — Image: Damien McFerran / Nintendo Life

Last year, controversy surrounding OpenAI’s Sora 2 tool suggested that publishers were still wary of generative AI when it comes to copyright infringement, and the Darth Vader/Fortnite implementation highlighted potential issues that can arise when players are left to chat with AI-powered characters.

Elsewhere in the Japanese gamedev sphere, Capcom recently answered an investor question stating emphatically that the company “does not implement assets generated by generative AI into game content” (thanks, @Genki_JPN). However, as you’d expect at this stage, the Resident Evil firm is exploring ways it can be applied in other aspects of game production.

Here’s the full text, via Google Translate:

Please explain your approach to using generative AI in game development.
Our company does not implement assets generated by generative AI into game content.

However, we plan to actively utilize it as a technology that contributes to increased efficiency and productivity in the game development process. Therefore, we are currently exploring its application in various departments, including graphics, sound, and programming.

So, another day, another couple of examples of gaming firms dipping their toes into the genAI pool to varying degrees.

Does this sound like an application of generative AI you’d be interested in? A disaster waiting to happen? Let us know your thoughts below.

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Feature: Where The Heck Do You Start If You’ve Never Played Resident Evil?

RE - Where to Start 1
Image: Capcom

22nd March 2026 marked the 30th anniversary of the Japanese launch of Resident Evil — or Biohazard — on PlayStation. To celebrate, we’ll be publishing various articles this week focused on Capcom’s quintessential survival horror series.


30 years is a pretty long time for any game series. But while many — including the likes of Mario, Zelda, and Final Fantasy — make the onboarding process easy with largely self-contained entries, Resident Evil is a different beast altogether.

Putting aside some of the more obscure spin-off entries, Resident Evil has managed to maintain a pretty extensive overarching narrative throughout its history; one in which story threads told in 2026’s Requiem can be traced all the way back to the 1996 original.

For newcomers, it might be difficult to figure out where the hell to start. Sure, mainline entries are mostly numbered for convenience, but spin-offs muddy the water somewhat. So here, we’ll go through a handful of entries that we think would serve as a solid starting point into the world of Resident Evil.

So, let’s start with the most obvious…

RE - Where to Start 2
Image: Capcom

Resident Evil, specifically the 2002 remake, is the ultimate expression of creator Shinji Mikami’s vision. It’s where the story begins, with a series of brutal murders in the Arklay Mountains on the outskirts of Raccoon City.

More than two decades on, newcomers might find the fixed camera angles a little difficult to get along with at first, but with optional modernised controls added in for the Switch re-release, it’s perhaps the most sensible place to start.

That said, we wouldn’t oppose going back even further and trying the 1996 original for the PS1. This is literally where it all started, but we’d argue that the changes made for the GameCube remake significantly improve upon the experience. The GC version still feels old-school by modern standards, but it strikes a better balance for series virgins.

RE - Where to Start 3
Image: Capcom

While the first game is the most obvious place to start, Resident Evil 0 launched the same year as the remake and, as the title suggests, is actually a prequel to the original story. Set immediately prior to the Spencer Mansion incident, we get a deeper glimpse into the inner workings of Umbrella.

So if you’re dead set on starting at the beginning, this is it. This is as early in the timeline as you can possibly go at the time of writing.

That said, there are some weird story discrepancies between this and the remake, and you’ll be spoiled on some of the characters’ allegiances if you start with RE0.

So this wouldn’t necessarily be our first choice, but if you’re keen to experience the series in chronological order, then this is the place to start.

RE - Where to Start 4
Image: Capcom

After multiple development restarts, Resident Evil 4 eventually represented the first soft reset for the series, shirking the urban environment of Raccoon City for the Spanish countryside. Its over-the-shoulder gameplay proved revolutionary, influencing the third-person action genre for the next decade. If you want to see how the series’ current gameplay was shaped, then look no further.

While there are certainly a few plot threads that connect RE4 to the earlier games, it’s largely a self-contained piece of work that you can enjoy with no prior knowledge. Just keep in mind that if you do start here, then subsequent entries like RE5 and RE6 may pale in comparison. It’s that good.

Of course, we’d also recommend checking out the 2023 remake if you want a more up-to-date take on RE4, though it’s not available on any Nintendo system at the time of writing.

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Image: Capcom

Some hardcore fans are sharpening their pitchforks right now, but hear us out. As an on-rails shooter, The Umbrella Chronicles on Wii might not be the best representation of the series, but if you’re looking for a quick and easy way to catch up with the main story beats, this is a solid option.

It encompasses the stories for Resident Evil remake, RE0, and RE3 all in one package, with a bonus original story thrown in for good measure. You’re missing a lot of context, but it’s a good way to experience three mainline stories in quick succession.

You can probably find it quite cheap for the Wii on the second-hand market. Alternatively, if you’re subscribed to the relevant PSN tier, then you can play it on PS5. Its sequel, The Darkside Chronicles, also provides a good overview of RE2 and Code Veronica.

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Image: Capcom

Like RE4 before it, RE7: Biohazard is another soft reset, and it represents an even greater departure from the overarching narrative. Despite the commercial success of RE6, its action-heavy nature and muted reception forced Capcom to rethink its approach to the series, and so Biohazard was born.

You need absolutely no prior knowledge of the series to enjoy RE7, and it’s also the first mainline game to take place entirely in the first-person perspective. The series still utilises this (albeit with the option to switch to third-person), and so this is a great place to start if you want a modern experience that nevertheless pays homage to the franchise’s origins.

It’s on Switch 1 in Cloud Version form, but don’t do that to yourself. Fortunately, it’s now available on Switch 2, and we praised its exceptional performance and extensive add-on content and in our 9/10 review. So yes, this is a really good place to start.


So, do you agree with our picks, or do you think there’s a more appropriate place to start with Resident Evil? Let us know your thoughts in the poll below (just type the name of the RE game you’re looking for into the search bar), and drop down into the comments to discuss further.