Ah, The Walking Dead… a franchise that, rather fittingly, just won’t die. As such, Odaclick Game Studio and Trailmark Games have announced a new 2D beat-em-up called The Walking Dead: Streets of Survival.
Coming to Switch and Switch 2, Streets of Survival is a similar endeavour to Odaclick’s previous effort The Karate Kid: Street Rumble, which actually wasn’t too bad. We awarded it a score of 7/10 back in 2024 and praised its visuals and combat.
This new jaunt looks to offer a similar experience, albeit with lots of zombies and Walking Dead characters like Rick Grimes, Daryl Dixon, and Michonne, with iconic villain Negan cropping up as a key enemy. Familiar environments will also appear, such as the Sanctuary, Hilltop, Alexandria, and more, so those looking to explore the world from creator Robert Kirkman will be well catered for.
Let’s check out the key features:
– Hard-Hitting Beat-’em-up Combat: Use brutal melee abilities, crowd-clearing ranged attacks, or a mix of the two in fast-paced skirmishes. Enjoy responsive, crisp, and satisfying fighting gameplay while surviving the apocalypse.
– Overwhelming Walker Swarms & Ruthless Enemies: Battle through creeping armies of the undead and dangerous gangs of Saviors that force you to fight for every inch of ground and adapt as new threats emerge.
– Face Iconic Bosses: Take on powerful, fan-favorite walkers like Winslow, the Well Walker, and more. The Saviors provide their own challenges as you throw down with Negan and Simon in intense, multi-phase boss battles that test your skill, strategy, and killer instincts.
– Replayable Arcade Challenge: Master each character’s moveset and tackle multiple difficulty levels in an experience built for repeat runs and escalating challenges. Or jump in with an optional Easy Mode for casual play.
Any thoughts on this one? Will you be picking it up? Let us know with a comment.
We’ve seen game releases doing everything they can to get out the way of GTA 6‘s November launch window, but what do you do when a major gaming event is announced with a mere 24-hour notice? There’s no way to avoid that unfortunate timing.
That’s the misfortune that befell Gentle Troll and the launch of its visual novel prequel, Tavern Talk Stories: Dreamwalker. The game launched earlier this week on 9th June — a day that, thanks to the Direct, left most of us distracted by the likes of Ocarina of Time and Kingdom Hearts IV — so we thought it was only fair to let it have a roll at the limelight again.
Much like 2024’s Tavern Talk, this D&D-inspired visual novel is all about mixing up drinks for your fantastical bar’s patrons, learning their likes and dislikes, and potentially altering their quests along the way. While set in the same world as its predecessor, Dreamwalker takes place 34 years in the past, opening room for a whole new cast of characters in need of a tipple.
Here’s a rundown of the game’s key features and a handful of screens:
– The Drowsy Dragon is home to a colourful cast of characters inspired by TTRPGs. Get to know their unique personalities, and help decide where their story goes. – A new story within Asteria, set 36 years before the events of Tavern Talk – Serve a menu of magical, fate-altering drinks to your patrons, but choose carefully, as there’s more than one solution! – Gather rumours from the tavern-goers and use them to create quests for your adventurous guests. – Have fun with a refinement of the drink mixing and quest-making mechanics to have a dash of a challenge. – Discover 3 unique endings as you attempt to stop dreams from twisting into nightmares! – Immersive reading experience of at least 10 hours on your first play-through.
The game is now available on the Switch eShop for £13.99 / $15.99 (with a 10% discount added for the launch period), or as a Bundle with Tavern Talk for £29.50 / $33.99.
Will this one be rolling its way onto your wishlist? Let us know in the comments.
Pokémon merch has extended to basically every facet of our lives by this point, but one section that’s remained relatively untouched is our beloved pets. How are we supposed to let everyone know that we’re the biggest Poké fan in the world when out on a doggy walk, eh? Fortunately, The Pokémon Company has found a solution.
The new ‘Pokémon Playful Partners’ collection is all about decking out your pet in merch. It runs the full gamut from bowls, harnesses and beds, to cat toys and treat pots, all adorned with adorable little ‘mon images from artist James Turner.
The entire range is now available on The Pokémon Center website, ranging in price from £7.99 / $9.99 silicone can covers, all the way up to the £179.99 / $229.99 Snorlax bed (which, despite the price, really is very sweet).
We’re split between Team Dog and Team Cat here at Nintendo Life, so in the interest of balance, here’s a range of the cutest little models we’ve ever seen from both sides, sporting some of the collection:
Surely there’s not a big market for scalping pet accessories… right?
Will you be catching any of the above for your furry friends? Let us know in the comments.
Nintendo dropped a lovely surprise during its most recent Direct showcase when it confirmed that not only will the mainline Xenoblade Chronicles series receive Switch 2 Editions across the board, but the first is out now.
We’ve already provided our hands-on verdict for the new release, but if you’d like to see exactly how the Switch 2 version holds up next to Switch (and Wii and 3DS), then YouTube channel ElAnalistaDeBits has got you covered with a rather comprehensive graphical comparison.
Not only does it demonstrate the resolution bump for the Switch 2, but it’s a stark reminder of just how much Monolith Soft revamped the original Wii game for the Switch.
Have you booted up Xenoblade Chronicles on the Switch 2 yet? What do you make of the improvements? Let us know with a comment.
Until earlier this year, I’d not really considered what I’d want to see in a Zelda: Ocarina of Time remake. After all, the 2011 3DS version did a pretty good job at updating the 1998 original, and so I’d operated under the assumption that it wouldn’t be a thing again for a long, long time.
Alas, it’s real. Ocarina of Time will be “reborn” on Switch 2 later this year, with our first brief glimpse at Link suggesting the most realistic depiction of Hyrule and its residents that we’ve seen so far.
It’s still too early to determine just how faithful the remake will be to the original. Will this be a 1:1 recreation like Star Fox, or should we be prepared for something more radical like Final Fantasy VII Remake or Resident Evil 2? Either way, beyond the obvious audio-visual improvements, there are a small handful of things from Ocarina of Time that I feel need updating for the remake, and one very specific thing that should be kept exactly as it is.
So let’s go through them together…
1. Much longer day/night cycle
Image: Nintendo Life / Nintendo
No matter how many times I replay Ocarina of Time, I always grimace slightly at how short the day/night cycle is.
When you first venture out into Hyrule Field, you can just make it from Kokiri Forest to Castle Town before the sun sets and the drawbridge rises – only just. It’s kind of crazy, and you can literally watch the sun and moon move across the sky in a handful of minutes.
It does keep you on your toes, because the Stalchildren show up fairly frequently at night, but I wouldn’t be opposed to a few enemies roaming about during the daytime, too. I just want a bit more time to soak in that stunning overworld music, y’know?
2. Fewer Navi interruptions (or make them optional)
Image: Nintendo Life
Hey! Listen!
Yeah, you knew this one was coming. Navi is a good character, but my goodness, does she make her presence known far too frequently.
Granted, it could be worse: the game could literally force you to listen to what she has to say (à la Myles MacKenzie); it mercifully requires you to hit a button to respond to her constant nudges.
This is still too much for me, though. Fewer interruptions would be welcome, or better yet, offer the ability to disable them completely. If this is a 1:1 remake, then there will be a lot of players familiar enough with the game that Navi won’t be needed at all.
3. No loading screens between areas
Image: Nintendo
Another obvious choice, but worth mentioning. Ocarina of Time, for as epic and sweeping as it often feels, is nevertheless limited by the original hardware, separating every major area with loading screens. There’s nothing wrong with this, as such, and the transitions are short enough that they don’t necessarily hamper the experience, but it would be great to ditch them entirely.
Imagine crossing the bridge from Kokiri Forest to Hyrule Field without any loads, or running straight into the Deku Tree and seamlessly transitioning into the first dungeon. It would make the whole world feel so much more cohesive and alive, and I think Nintendo finally has the technology to make it happen.
4. Put more interesting stuff in Hyrule Field
Image: Nintendo Life / Nintendo
My initial thought about Hyrule Field is that Nintendo should make it larger, but that doesn’t exactly feel like the right approach unless we’re looking at a complete reimagining of the original. Instead, if we’re going for a more faithful recreation, the overworld should contain a lot more interesting sights and sounds.
Again, we’re going back to the limitations of the N64 hardware and what Nintendo could feasibly fit onto the cartridge at the time, so it’s understandable why Hyrule Field feels so empty in this day and age. But for the remake, there just needs to be more stuff. Not needless bloat with no substance, but something to make the journey from one major area to another a bit more engaging.
Essentially, Hyrule Field should take a leaf out of BOTW‘s book.
5. Reload saves from anywhere in the world
Image: Nintendo Life / Nintendo
An Ocarina of Time remake in 2026 needs to be able to reload saves at the exact location you recorded your data. No more starting at Link’s house in Kokiri Forest or the Temple of Time, please. It made progression a much lengthier endeavour than it needed to be, and having to make identical treks back to your most recent location was a drag.
Again, options would be good here. If you enjoy starting fresh from Kokiri Forest with each reload, then the game should have some sort of toggle to let that happen. But in an age where you can quite literally save anywhere in the original with Switch Online, the remake needs to offer flexibility.
6. Give Princess Ruto more agency
Image: Nintendo
When you come across Princess Ruto in the depths of Jabu-Jabu’s belly, she comes across as a feisty, headstrong character who isn’t willing to be bossed around…until she curls up on the floor and lets you carry her around.
Sorry, what..? Obviously, her stubborn refusal to move was narrative dressing for Jabu-Jabu’s puzzle mechanics, but this never felt quite right to me, so I’d love to see Ruto show more agency, even if it’s just walking on her own two feet.
Tears of the Kingdom demonstrated that NPCs can be really helpful without getting in the way. Perhaps Ruto could possess some ability to let Link navigate Jabu-Jabu’s belly a bit better, triggered by a button press when you’re standing next to her.
Honestly, having to haul Ruto around in the original got on my nerves more than the Water Temple, so I’d like to see this changed.
And now, here’s one thing that should remain completely unchanged…
THAT title screen
Of course. Of course it’s the title screen.
Look, there’s so much in Ocarina of Time that shouldn’t be messed with, like the escape from Lon Lon Ranch atop Epona, the incredible Dark Link boss, or even just the entire opening segment leading up to the first dungeon. But really, the title screen was one of the most important aspects of the entire experience.
Ditching the bombastic theme from A Link to the Past for a more contemplative melody that perfectly encapsulates the game’s sense of wonder and majesty, Ocarina of Time’s title screen remains the absolute peak in all of gaming. NL’s editor, Gavin, summarises it wonderfully:
“So understated, so beautiful. No blaring Zelda march and trumpets – a plaintive theme and a lonely adventurer at sunrise. No notes. Don’t mess with perfection.”
What do you think most needs to change for the Ocarina of Time Remake? (2,261 votes)
Longer day/night cycles14%
Fewer Navi interruptions12%
Seamless transition between areas15%
More things to see and do in Hyrule Field36%
Reload saves from anywhere15%
Give Princess Ruto more agency4%
Something else (comment!)4%
So there you have it! Do you agree with these suggestions? What do you think perhaps needs to be changed for the Ocarina of Time remake? Let us know with a comment.
If you’ve played the Star Fox demo on Switch 2, then you’ll know that it’s an absolute visual feast, updating the N64 original to a degree we simply never thought possible (ball’s in your court now, Ocarina).
One person who’s been open about how much the update has impacted him is none other than Takaya Imamura, the art director for Star Fox 64 and the developer largely responsible for the series’ overall presentation.
Speaking on X, Imamura-san explained how the N64’s limited hardware made it difficult to convey the differences between pre-rendered graphics and real-time CG at the time. As such, he says that the improved visuals for the Switch 2 version “brings tears to my eyes”.
Here’s what he had to say (machine translated):
“Back in the Nintendo 64 days, it was a struggle to get people to understand the difference between pre-rendered graphics and real-time CG. Many people thought the beautiful cutscenes on the PlayStation were simply a reflection of the console’s capabilities.
“That’s why, with Star Fox 64, we aimed to create demo scenes and presentations that were just as impressive as pre-rendered graphics, while still pursuing the unique appeal of real-time graphics. In that sense, the improvements in graphics this time around really bring tears to my eyes.”
Previously, Imamura-san stated that although he likes the design of Fox McCloud in the new game, he personally prefers the movie version. No, there’s no Star Fox Movie – as a reminder, the character actually crops up in The Super Mario Galaxy Movie; a surprise Nintendo itself revealed prior to its release with an official poster.
Even if you’ve yet to play the demo, hopefully the trailers and footage so far has demonstrated just how much of an upgrade this is. In terms of gameplay, it’s largely the same experience that we all went through back in 1997, though some additional content has been added to beef up the overall package.
What are your thoughts on Star Fox so far? Have you tried the demo yet? Let us know with a comment.
Nintendo’s Japanese branch has announced it’s placed new purchase requirements on the Switch 2, after discovering “multiple orders” suspected of scalping consoles.
The notice specifically highlights the Switch 2 “multi-language” model sold on the Nintendo Store in Japan. To purchase one of these units, customers will now be required to have “50 hours or more” of play time on the original Switch (as of the end of May 2026) before they can purchase this new unit.
As further noted, this does not include the hours spent on demo software or free software, and Nintendo is also limiting Switch 2 orders to one purchase per Nintendo account. Here’s the full translated notice about this via social media:
Nintendo: Regarding sales of the Nintendo Switch 2 (Multilingual) on the Nintendo Store, we have temporarily suspended sales after identifying multiple orders suspected of hoarding or similar activities.
To ensure we can deliver the product to as many customers as possible, we will now limit sales to customers who meet the following conditions. We appreciate your understanding.
Please note that there are no changes to the purchase conditions for the Nintendo Switch 2 (Japanese/Japan-only).
<Requirements for Purchasing the Nintendo Switch 2 (Multilingual Version)>
・As of 11:59 PM on Sunday, May 31, 2026, you must have played the Nintendo Switch for 50 hours or more. *Excludes demo versions and free software. *The purchase limit is one unit per Nintendo Account.
In case you missed it, Nintendo’s new price for the Switch 2 will come into effect this September in Western markets. In Japan, the new prices have already been applied as of May 2026. The company is also increasing the price of the original Switch hardware in Japan as well as its Switch Online subscription in this location.
The reasoning for these price increases are due to “changes in market conditions” and “global business outlook”. This isn’t isolated to Nintendo, either. Every major player in the console space has announced price increases in recent months in response to global supply shortages and other market factors. It’s even ignited rumours about next-generation hardware delays.
You can find out more about the new prices for the Switch 2 and original Switch in our previous story here on Nintendo Life:
If you have encountered any bugs, Update 8 Hotfix 1 will hopefully resolve these problems. It comes loaded with bug fixes specifically addressing some problems with the Switch 2 version, and improving the overall stability of the title on the hybrid platform.
MachineGames has also included updates for “all platforms” – addressing stutters and more. Here’s the full rundown via the company’s official social media account:
Indiana Jones and the Great Circle – Update 8 Hotfix 1 (12th June 2026)
We’ve pushed a small hotfix today for Indiana Jones and the Great Circle. Check below for the official notes:
Bug Fixes
This small update fixes some player-reported issues encountered since the most recent release.
[Nintendo Switch 2] Fixed two common crashes, improving game stability.
[All platforms] Fixed the ragdoll system to prevent enemies from rotating when being picked up or popping when standing up after being knocked to the ground.
[All platforms] Fixed a small stutter when a game level first loads.
In our review here on Nintendo Life, we thought the Switch 2 port of Indiana Jones and the Great Circle was a great experience:
“A globe-trotting adventure with compelling exploration, crunchy melee, and tomb-raiding puzzles. With a great story and sky-high production value, Indiana Jones and the Great Circle is an authentic new franchise entry with a capable lead in Troy Baker. And despite taking the odd hit, the Switch 2 port holds its own admirably.”
Have you tried out Indiana Jones’ new game on the Switch 2 yet? How are you finding it so far and are there any other updates you would like to see for this title? Let us know in the comments.
This soundtrack contains a total of 99 tracks and has a run time of 1 hour and 37 minutes. To listen to this album, you’ll need to have an active Switch Online subscription and access to Nintendo Music via the official app or web browser.
Nintendo: “Featuring tracks sucha s Title Theme, tracks for Cycling and Skydiving and more.”
If you didn’t catch the Nintendo Switch Sports Resort announcement during the Nintendo Direct this week, it will come loaded with 12 sports including Boxing, Table Tennis, Archery, Tennis, Volleyball, Bowling, Basketball, Golf, Thumb Wrestling, Skateboarding, Power Cruising and Prop Plane.
This new title is arriving for the Switch 2 later this year on 22nd October 2026, with pre-orders now available on the eShop. This latest update for Nintendo Music follows an update earlier this week, which added some free roam songs from Mario Kart World.
What do you think about this latest album update for Nintendo Music? Let us know in the comments.
Resident Evil Code: Veronica is getting a remake for the Switch 2 next year, and it’s already led to questions about the possibility of the GameCube version Resident Evil Code: Veronica X being revived for the ‘Nintendo Classics’ Switch Online + Expansion Pack service.
Unfortunately, right now, there are “no plans for that”. This was mentioned by the Capcom producer Yoshiaki Hirabayashi during a private Q&A session last week (via Kotaku):
“Will the GameCube version of Veronica be coming to Switch Online’s Expansion Pack anytime soon? There are “no plans for that,” Hirabayashi said”
Nintendo’s GameCube library for the Switch 2 currently features a total of nine games, and includes titles such as Chibi-Robo!, Mario Smash Football, F-Zero GX and Soul Calibur II. Nintendo has also revealed a few other titles for the service, which haven’t been made available yet.
If it’s anything like the Nintendo 64 library, certain “mature” titles in the GameCube collection would likely require a separate application. Code: Veronica originally debuted on the Dreamcast in 2000 and was followed by Veronica X in 2001, which was then ported to the GameCube in 2003.
Capcom will release the upcoming remake of Resident Evil Veronica for the Switch 2 and multiple other platforms in 2027.