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Review: Monster Crown: Sin Eater (Switch) – A Satisfyingly Deep And Open-Ended Pokémon-Like

Monster Crown: Sin Eater Review - Screenshot 1 of 7
Captured on Nintendo Switch (Docked)

In 2021, a monster-catching RPG called Monster Crown hit the eShop, a one-man project aiming to emulate the glory days of Pokémon. Though it had its shortcomings, it mostly captured the essence of its inspiration and evidently it garnered enough of a following to justify the launch of a sequel after a successful Kickstarter campaign.

Though the reins have now been passed to a new development team within Studio Aurum (Jason Walsh, the original creator, is still heavily involved), Monster Crown: Sin Eater is a worthy continuation and I’d suggest you pay attention to this one if you’re looking for a new monster catcher.

Eschewing the player-created character of its predecessor, the narrative here places you in the role of Asur, a humble farmer boy and aspiring Monster Tamer whose older brother, Dyeus, is renowned across Crown Nation for his skill as a master Tamer. Dyeus also has a bit of a rebellious streak, and his shenanigans put him at odds with the nefarious ruler Lord Taishakuten, who sends one of his fixers to kidnap Dyeus and make an example of him. Asur then sets out in pursuit of his lost brother, kicking off a journey of self-discovery and empowerment that will ultimately change the fate of the whole Crown Nation.

It’s an interesting plot setup that goes a bit beyond the ‘I want to be the very best’ plot that a certain other monster-catching series loves to adhere to, and I was shocked at how surprisingly dark it can get in certain places. The Holy Order certainly doesn’t mess around with its cruel governmental tactics, and the world of Crown Nation feels hostile and uncaring in ways that reminded me of my experience with some Shin Megami Tensei games.

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Captured on Nintendo Switch (Handheld/Undocked)

Couple this with the role-playing and branching narrative that works with the dialogue trees of NPCs, and you have a rich narrative with mature themes that can develop in some genuinely unexpected directions.

Gameplay follows the expected format of the monster-catching RPG, but with some nice quality-of-life features to smooth the experience. For one thing, there are no random encounters – monsters roam the map and will uniquely react to your presence depending on the disposition of the creature. So, predators will generally chase or stalk you, while the friendlier herbivores will either be unmoved by your presence or flee if you get too close.

Not only does this mean that combat encounters are something you have more control over engaging with, but it also interacts well with the bait system, in which you can put out bait to either distract creatures to sneak around them or to coax out a rather shy specimen you’re trying to nab.

Monster Crown: Sin Eater Review - Screenshot 3 of 7
Captured on Nintendo Switch (Handheld/Undocked)

When you enter an encounter, things play out with a familiar rock-paper-scissors, turn-based combat system. Each monster has resistances and weaknesses to each of the five move types, and every creature has a set list of moves that it can make, each of which pulls from a pool of move points that limit how often they can be used. If one of your creatures goes down, or you have another in reserve that’s a better match for your current foe, you can swap in one of your other monsters to gain the upper hand.

So far, so similar, but things get a little more interesting with the inclusion of the Synergy bar. Every time your monster acts, it’ll fill up a varying number of percentage points in a global Synergy bar that all monsters can tap into. Once you’ve got a fair amount built up, you can then burn some of the bar to ‘Crown’ one of your moves, bolstering its effectiveness and sometimes adding some cool new passives that make it more potent.

I really enjoyed the risk/reward aspect; it’s a lot easier to burn Synergy than it is to build it up, and there’s a brilliant tension to determining when to crown a move and when to hold some in reserve to deal with whatever gets thrown at you later in a drawn-out fight.

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Captured on Nintendo Switch (Handheld/Undocked)

And of course, if you’re battling a wild monster, you can then decide to catch it by tossing a contract at it. If you do so right from the jump, most monsters won’t even bother to read it because you haven’t gained their respect yet. So, you’ll have to beat them within an inch of their life and perhaps inflict a status ailment or two, raising the odds of them accepting the terms and joining your team.

Like in all great monster catchers, there’s a delightful tension to that moment when you toss out a contract at a desirable creature and hold your breath as you wait for it to ponder its decision, not knowing if it’ll acquiesce and end the fight there or respond with a vicious attack.

Drawing a bit from some notable non-Nintendo monster catchers, there’s also a robust monster breeding and fusion system that proves to be impressively addictive. Not only can you get some brand-new creatures as the offspring of two distinct species, but you can really get into the weeds of editing the genes of your monsters to get just the right combination of stats, traits, and moves on the ultimate monster for a given role in your party.

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Captured on Nintendo Switch (Handheld/Undocked)

Much like in something like Dragon Quest Monsters or Shin Megami Tensei, it’s the sort of system that really starts to open up once you build up a good collection of fodder, and it can be a great ‘puzzle’ to plan out several generations of creatures as you slowly close in on the specific one you’re looking for. If you’re the kind of player who likes to tinker with party compositions and loadouts, you’ll really appreciate that there’s a lot to dive into here, yet it never feels overwhelming or needlessly abstract.

I was also impressed by the openness of the overall gameplay flow, taking the training wheels off after a relatively linear beginning and opening things up somewhat like the more recent Zelda games. Though you can’t beeline straight to the final boss, almost the whole map is opened to you after this point and you’re encouraged to make your own way through it as you identify which bosses you’d like to take down next and what regions you’d like to prioritise exploring. Along the way, there are all sorts of points of interest, new monsters, and rival tamers to challenge Asur’s resolve as he continues his quest and grows his power.

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Captured on Nintendo Switch (Handheld/Undocked)

That said, a notable downside of this open-ended structure is that it can sometimes feel a bit directionless. The more recent Pokémon games have taken some flak for being overly handholdy, but it feels like Sin Eater overcorrects a bit too far in not giving you enough guidance for what to do next. There were some points where I found myself floundering a bit, wondering where to go next. This is a more personal nitpick, and some players may prefer experiences more akin to the sometimes opaque RPGs of days past.

Visually, this adventure executes a brilliantly old-school 8-bit art style that faithfully calls back to the Game Boy Color Pokémon games, or even something more recent like the fan-made Pokémon Lazarus. The simple sprites are accented by some cleverly placed white lines that nicely contrast with the other colours, while things step up notably for the battle screens. Here, the pixel style gets noticeably more detailed with more advanced spritework, with move animations offering some show-stopping effects that really sell the monsters’ fantastic, weighty attacks.

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Captured on Nintendo Switch (Docked)

This is all matched by an eccentric chiptune soundtrack that pulls from a variety of inspirations, perfectly enhancing the atmosphere with a variety of different moods and tempos. The energetic and whimsical main battle theme sounds like something Jake Kaufman would come up with for yet another Shovel Knight expansion, while some of the village and town themes sound like they’re from a lost PS1-era JRPG. Suffice to say, it’s a nicely well-rounded soundtrack, and it pairs well with the onscreen theatrics.

Conclusion

Much like the breeding and fusion system at the heart of its teambuilding, Monster Crown: Sin Eater is a satisfyingly iterative improvement over its predecessor, refining the systems and strengths it introduced while tossing the things that held it back from being great. Deep party customisation, a surprisingly in-depth story, beautiful GBC-esque visuals, and a killer soundtrack all combine to make this one worth a punt, even if some growing pains with the open-ended design can sometimes drag it down a bit.

I’d give this one a recommendation if you’re looking for something to ease your pain after the Pokémon Champions launch. Sin Eater was made with lots of love and hopefully will form the basis of more adventures in this fascinating world.

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Random: Out Of 1-Ups? This Manufacturer Has Some Stylish Super Mario Coffins

We’ve seen some pretty wild Super Mario-inspired products in our time, but this has to be one of the highlights.

As showcased by Voxel on YouTube, a Brazilian funeral urn and coffin manufacturer by the name of ‘Bignotto’ has advertised a new line of coffins styled after several Mario characters.

So we’ve got Mario himself, Luigi, Peach, Toad, and Yoshi. The designs are fairly minimal, featuring block colours and gold accents, while the icons depicting each character can seemingly be quickly swapped depending on the colour of the coffin. So for example, the same shade of green is used for both Luigi and Yoshi. Simple.

Granted, themed coffins is hardly a new thing – the concept has been around for yonks at this point, and we’ve seen dozens based on pop culture properties. Still, it’s nevertheless quite an eyebrow-raising experience whenever we come across a new one, y’know?

And gosh, what would Nintendo say..?

The company is notorious for being strict on how its property is used, but would it really go after a coffin manufacturer? Who knows, we’ve seen stranger things.

Probably not something you want to think about, but is this something you’d consider

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A Demo For Final Fantasy VII Rebirth Is Now Available On Switch 2

Sephiroth
Image: Square Enix

In case you haven’t seen, we recently went hands-on with Final Fantasy VII Rebirth on Switch 2 ahead of its full release on 3rd June 2026.

We came away feeling pretty positive about the whole thing, noting that while there were certainly some visual drawbacks, it nevertheless proves to be a worthy follow-up to Remake and a solid port.

However… If you don’t want to take our word for it, then good news..! A free demo is now available on the Switch 2 eShop, so you can give it a try yourself. Clocking in at 45.1GB, it’s quite a chonky download, but this is less than half of what the full game will require at launch, setting you back 102.5GB.

The demo itself contains the first two chapters from Rebirth, so it’s a fairly sizeable portion of the full game. With this in mind, progression can be carried over come 3rd June, so you won’t need to play the whole thing again.

Finally, the new streamlined progression options seen in Remake also make a return in Rebirth, so you can give these a try in the demo too. This includes toggling the ability to maintain full health at all times along with dealing the absolute maximum damage possible during each combat encounter.

So yes, do give it a shot and see what you think.

Will you be downloading the Final Fantasy VII Rebirth demo on Switch 2? Share your thoughts with a comment down below.

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Round Up: The First Impressions Of The Mortal Kombat II Movie Are In

Putting aside those rumours about a Metroid Movie for a moment, one video game movie that’s already locked in is Mortal Kombat II, and it’s due out next month.

Ahead of its release, an early screening for this second film has now aired. If you are wondering how the sequel (led by “The Boys” star Karl Urban as Johnny Cage) holds up, we’ve put together a round up of the first critic impressions.

Generally, it sounds like you can expect a fun time and it seems to be a step up on the first movie. Here’s a handful of impressions so far:

Chris Killian, Comicbook.com: “Mortal Kombat 2 is a stark improvement over the first one in just about every way possible – better fights, cooler costumes, and nastier fatalities. It’s all still quite campy, but hot damn it’s a gory good time. MK2 is fun as hell and the most faithful Mortal Kombat movie yet.”

Bill Bria: Mortal Kombat II is the movie to best capture the full spirit of the games so far. The fights are gnarly & emotionally charged. Karl Urban’s Johnny Cage is a savvy ode to ‘90s action stars. Adeline Rudolph’s Kitana is the coolest heroine in the franchise. It’s a bloody good time!

Brandon Davis: “Mortal Kombat 2 is the movie we should’ve gotten the first time! It feels more confident and comfortable embracing its video game roots to huge benefit. It’s a fun, fast-paced, ridiculous bloodbath with great action. Kitana is the heart of it. Kano is hilarious.”

Omelete: “Mortal Kombat 2 compensates for its very simple script, sometimes overly so, with what the fans want: recreations of scenarios, costumes, and tons of blood! Better than the previous one, FINALLY we have a tournament AND YES, with moves, famous scenarios, and LOADS of references indeed! Fun guaranteed.”

Kevin Fenix, Big Gold Belt Media: “FLAWLESS VICTORY! Mortal Kombat Movie is next level with deadlier fights, sharper dialogue, and truly Kombat-worthy fatalities! The iconic stages, Outworld, Edenia, and costumes are brought to life in incredible fashion, reminding me why Mk ate so many of my quarters”

The Mortal Kombat II movie will begin its rollout in cinemas next month on 8th May 2026. Apart from Johnny Cage, it includes multiple other characters and a very special kameo, which you can find out about in our previous story.

Will you be going to see the new Mortal Kombat II movie in cinemas? Have you watched the first one yet? Let us know in the comments.

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Nintendo Music Takes To The Court With A Mario Tennis Album Update

Mario Tennis Aces
Image: Nintendo

After taking a break last week, Nintendo is back with its weekly updates for the Nintendo Music mobile application.

Today, it’s taking to the court with the addition of the Mario Tennis Aces soundtrack. Before Mario Tennis Fever arrived on the Switch 2, Camelot released this game on the Switch in 2018.

The soundtrack includes 26 tracks and has a run time of 1 hour and 24 minutes. It’s composed by Motoi Sakuraba, who is not only known for his work on the Mario Tennis series, but also Golden Sun, Star Ocean, Dark Souls and the Mario Golf series.

Here’s the full soundtrack included in this latest update:

Mario Tennis Aces – Switch (2018)

  1. Title Screen
  2. Marina Stadium
  3. World Map
  4. Bask Ruins
  5. Temple of Bask
  6. Aster’s Theme
  7. Piranha Plant Forest
  8. Game Point
  9. Results (Victory)
  10. Challenges
  11. Boss Battles
  12. Results (Defeat)
  13. Savaga Sea
  14. Break Point
  15. Mirage Mansion
  16. Set Point
  17. Snowfall Mountain
  18. Tiebreaker
  19. Inferno Island
  20. Match Point
  21. Lucien’s Theme
  22. Final Battle
  23. Staff Credits
  24. Staff Credits (Jingle)
  25. Tournament
  26. Awards Ceremony

To listen to this album on the Nintendo Music service, you’ll need to have an active Switch Online subscription. It follows an update that added select tracks from the Tomodachi Life: Living the Dream soundtrack.

Last week, Nintendo also surprised fans with the release of the Super Mario Galaxy albums on Spotify.

What do you think of the latest soundtrack to join the Nintendo Music service? Let us know in the comments.

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Tetris 99’s New Crossover Event Celebrates Tomodachi Life: Living The Dream, Unlock A Special Theme

To celebrate the recent release of Tomodachi Life: Living the Dream on the Switch, Nintendo will be hosting a special crossover event in its Switch Online battle royale title Tetris 99.

The 53 cup will kick off on 1st May 2026 and runs until 4th May 2026. To participate, you’ll need to have an active Switch Online membership. If you earn a total of 100 points during this event, you’ll unlock the theme on display in the video above.

This theme features art, music and Tetrimino designs inspired by the latest Tomodachi Life game.

Last week, Tomodachi Life: Living the Dream received its first update on the Switch. It addressed several issues. Nintendo has also released Switch Online icons and added select tracks from the new Tomodachi Life to its mobile music app.

Nintendo has also released a new update for Nintendo Music today, adding the Mario Tennis Aces soundtrack.

Will you be participating in this Tetris 99 event? What do you think of this new theme? Let us know in the comments.

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Sonic Racing: CrossWorlds Adds Another Free Character To The Roster This Week

Sonic Racing: CrossWorlds
Image: SEGA

Sonic Racing: CrossWorlds has been adding new characters to the roster on a regular basis, and this week sees the arrival of Captain Majima.

This free DLC character, as seen in Like A Dragon: Pirate Yakuza In Hawaii, will be made available on 29th April 2026. Starting 30th April 2026, there’ll also be a festival, where players can earn points for decals, gadgets, and more.

Here’s what’s included in this next game update:

  • Goro Majima (Captain Majima) as a playable character
  • Goro Majima (Captain Majima)’s vehicle, the Goromaru
  • Special emotes and sounds

This character follows the recent release of the Angry Bird representative ‘Red’ as free DLC earlier this month. These racers will also be joined by the Puyo Puyo character Arle in May 2026.

Sonic Racing: CrossWorlds also got a physical Switch 2 release in March, following its digital release on the Switch 2 in December last year.

Will you be checking out this character in Sonic Racing? Are there any other characters you would like to see added to this roster? Let us know in the comments.

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Rugrats: Retro Rewind Collection Will Bring PS1, N64, & GB Favourites To Switch This May

Rugrats: Retro Rewind Collection
Image: Nintendo Life / Limited Run Games

The Rugrats’ video game renaissance continues, as Limited Run Games has just announced a brand new collection of games, titled Rugrats: Retro Rewind Collection.

It launches digitally on the Switch eShop on 15th May, with physical versions up for pre-order from 1st May until 31st May on Limited Run Games’ website for both the Standard and Deluxe Editions. The latter will come with a XS-style jewelcase, a soundtrack, a Reptar puzzle piece keychain, and a sticker sheet

Following on from 2024’s brand new Rugrats game, Adventures in Gameland, the Retro Rewind Collection acts as a true shot of nostalgia for the ’90s kids out there, bringing back six classic Rugrats games from the PlayStation, N64, Game Boy, and GBA eras. If you were a kid and had one of these consoles, you probably have played at least one of these.

As you’d expect, the collection comes with a handful of quality-of-life improvements: screen filters, the ability to save anywhere, rewind, and an in-game music player.

But, let’s be real here, it’s the game’s you’re after, and here are the six games — some of which come in different formats — included:

– Rugrats: Search for Reptar – Originally launched in 1998 for the PlayStation console, this is the Rugrats’ first adventure, taking them through a jigsaw puzzle mystery.
The Rugrats Movie – Based on the movie of the same name, this catalog of capers was originally available on Game Boy and Game Boy Color and finds the Rugrats on a mission to seek out the missing Dil Pickles.
– Rugrats: Time Travelers – A punchy platformer launched in 1999 for the Game Boy Color, where adventures begin in a toy store with a mysterious yet irresistible time machine.
– Rugrats: Studio Tour – A 1990 action-adventure title that initially landed on PlayStation and saw the crew exploring a variety of film sets in a movie studio packed with danger and intrigue.
– Rugrats in Paris: The Movie – This title, another fun movie spin-off, was first available on the Game Boy Color, PlayStation, and N64, and brings the team to an exciting theme park in Paris where adventures beckon.
– Rugrats: Castle Capers – Released only for the Game Boy Advance in 2001, the Rugrats have to retrieve their stolen toys from Angelica, who is holding them hostage in a fortress-like playground set.

For those of you even more devoted to retro game collecting, Limited Run Games has also announced a Game Boy Color cartridge release for the four Game Boy / Color games in the collection.

Well, this has this writer feeling very nostalgic indeed. And we only have to wait a few weeks until the digital release is here, so we’ll be back with Tommy, Chuckie, Phil, Lil, Angelica, and friends very soon.

Let us know if you spent hours playing any of these Rugrats games growing up, and if you’re going to grab the game on 15th May, in the comments.

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Review: Mouse: P.I. For Hire (Switch 2) – A Bold, Risk-Taking FPS, And A Fine Achievement

Mouse: P.I. for Hire Review - Screenshot 1 of 6
Captured on Nintendo Switch 2 (Handheld/Undocked)

With Mouse: P.I. for Hire, I’ve got very little to complain about, so for the sake of balance, first I’ll gently shine a light on its near-absurd mishmash of influences.

The striking rubber-hose animation USP hails from the 1920s. The 11-hour story, with its tough, unsentimental protagonist, and its twists and turns through layers of complicated corruption and conspiracy, grows directly from the roots of film and literary noir – most often associated with the 1940s. The hyperactive, running-and-gunning gameplay weaves and blasts as hectically as any ‘boomer shooter’ from the 1990s – and even then, a number of quality-of-life features seem to have origins from the 2000s and beyond.

It took an hour, maybe two, for the game to shine for me – but once it did, my playthrough went on and on delightfully. The slow start was forgiven in no time, and this tale of mouse P.I. Jack Pepper soon became one I needed to see through to its conclusion.

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Captured on Nintendo Switch 2 (Handheld/Undocked)

Early on, Jack receives a heads-up that an old associate has gone missing, and the investigations that follow delve deep into a sequence of potentially connected mysteries.

Soon, worldbuilding and storytelling titbits shone through like light from cracks in a secretive doorway. I learned about some big war that happened in the not-too-distant past – a societal rift so strong that the era beforehand is now known as ‘The Old World’. Elsewhere, shrews — looked down upon by snobby denizens as an inferior, poverty-stricken class — have been disappearing. Next, a politician, thanks to Jack’s quick wits during an investigation into the Mouseburg Opera House, avoids assassination.

More and more threads combine within an ever-tightening narrative – a narrative instigated by some combination of a group of fascist rodents, scientists experimenting with forbidden secrets, cults, and, at times, more horrific creatures.

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Captured on Nintendo Switch 2 (Handheld/Undocked)

For me, every bit of the adventure landed well. Sure, the storytelling is a little ‘tropey’, and you’ll never hear as many cheese puns as you do within the first few hours, but the well-written script is delivered with high-quality, delightful voice acting. What’s more, the storytelling verve — the visuals, cutscenes, and the mood-setting music — leave just the right amount of space for characterisation, and for one or two genuine emotional beats.

These great strengths smoothed over my initial concerns that the FPS gameplay might get repetitive quickly. There is a slight sense of routine to the shooting: you reach new areas and fight off waves of enemies that pour out of doors, the start and finish of each wave marked by the ding ding ding of a boxing match. 90% of the combat is structured like this — essentially as arena battles — with the rest made up of some bosses and some more organic ‘chance’ encounters in hallways, sewers, woodlands, and the like.

Happily, a sense of progression soon kicks in, keeping things fresh. Suddenly I was unlocking new moves — double jumps, grappling hooks — and new guns and powerful upgrades. The challenge amped up, and I found myself fully engaged with switching between shotguns, automatics, bazookas, and more, while launching myself around areas in the game with a slickness that contrasted the slower, laborious-to-produce look of the animation style.

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Captured on Nintendo Switch 2 (Docked)

And sure, it seems certain that plenty of hard-wrought animator sweat went into this production from start to finish. Debut developers Fumi Games, from Warsaw, even lampoon this idea early on during an incursion into a shady film studio. Hunched at their desks, mousy animators sketch away while a gunfight erupts around them. On and on they draw, without looking up.

Except for the environments, which are rendered in 3D and do a decent job at keeping up with the overall style, every little detail is animated, and it all looks impressive: new upgrades to your guns clicking into place; violent kicks to the faces of enemies; shoving a fistful of bullets into the shotgun to reload; the car as you drive around the very Cuphead-feeling map.

It’s the same thing during the kinetic combat. You launch into the air, a cartoonish poison-laden, gangster-dissolving gun chugging into gear. You whip 180 degrees, catch a glimpse of bat-wielding, hand-drawn mobs chasing you and a few more cartoon goons lumbering over behind them. All the while, animated bullets fizz by your head from the cartoon gunmen eyeing you up in the distance.

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Captured on Nintendo Switch 2 (Docked)

Even the moments of downtime between missions, when you return home to piece together clues, are teeming with animated characters. There are a few limitations in the style — the mice, rats, and shrews are paper-like and flat and can look as much if you catch them from the wrong angle — but then animating side views and back views for the abundance of assets in the game would have been a task as large as a post-WW1 zeppelin, and we all know how that ended.

I was briefly disappointed by a lack of motion controls. I tried out mouse controls for the review (but come on – is anyone really playing like that?) and sure, they work. Performance, while never distracting me, did stutter at times. Interestingly, Mouse: P.I. for Hire worked a lot better in the (I believe) locked 30fps of ‘Quality’ mode than the more ambitious frame rate of ‘Performance’ mode. (If you’re interested, the team released a full breakdown of the specs on the game’s website).

But these issues were never more than minor distractions. One more concern — that collecting clues is a shallow experience achieved by completing levels — may disappoint some people, but I didn’t mind, and I enjoyed seeing the collected photos, notes, and secret letters take shape as I pinned them to my corkboard back in the office.

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Captured on Nintendo Switch 2 (Docked)

To riff a moment on noir classic Chinatown, let me sum things up by saying this: When a game is right, it’s right. And this one here is right.

Conclusion

Initially, I wasn’t sure how well the mixture of influences and styles was working, but it’s a testament to the attention to detail and polish that’s gone into the whole production that Mouse: P.I. for Hire achieves such a high score. The story takes a bit of time to become truly gripping, but it does so at the exact same time as the combat and style reach new levels of quality, and I couldn’t help but be impressed.

While I can’t say I am stunned or in awe of the clue-collecting, I very much enjoyed my playthrough. Mouse: PI for Hire feels fresh and fun, and I only have praise for the whole team who produced it. This animated noir mystery is a great achievement. It takes risks, it’s challenging, it strives to be bold – and it works.

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Hands On: Viture Beast XR Glasses – A 174-Inch TV On Your Face That Works Brilliantly With Switch 2, But At A Cost

Virtue Beast XR Glasses 13
Image: Damien McFerran / Nintendo Life

A few years back, we took a look at Viture’s XR glasses – a pair of specs that, to the untrained eye, looked like sunglasses but were, in fact, akin to wearing a large-format display on your face.

We came away pleasantly surprised, despite the absurdity of it all, so when Viture got in touch to inform us that it had come up with a new and improved pair of glasses which support the Switch 2, we were naturally interested.

The headline news here is that the newer Viture Beast XR Glasses support a higher resolution of “up to” 1200p (that’s not unlocked yet, but will be in a future firmware update), with the company describing it as “4K-like”. This is achieved by two tiny Sony-made screens built into the frame, which are reflected onto the lenses to give the impression of a much larger display.

Virtue Beast XR Glasses 14
Image: Damien McFerran / Nintendo Life

In fact, Viture says that this is the equivalent of viewing the action on a 174-inch screen at four metres away – and, having sampled the Beast’s powers for the past few weeks, I’m inclined to agree. At its maximum size setting, the viewing area fills your entire field of vision – you can adjust the size using controls located on the arms of the glasses.

The Beast XR Glasses feel pretty heavy compared to your typical pair of sunglasses, but not unreasonably so when you consider what’s included. The need to factor in a pair of screens and the reflective mirrors means that the glasses stick out from your face more dramatically than a typical pair, and while Viture’s promotional material shows people using them whilst out and about in public (you can connect them to your smartphone as well as the Switch 2), it’s not something I would feel confident doing myself.

The arms can be adjusted to your most comfortable setting, while the aforementioned controls (a button and a rocker button on the underside of each arm) allow you to adjust volume, brightness, and screen size.

The controls are fairly intuitive once you get used to them; for example, tapping the button on the right arm lets you toggle through the various viewing modes – I prefer the ‘anchor’ mode, which fixes the ‘screen’ in place, just as a normal TV would be. However, you can also choose to have the display ‘floating’ as you turn your head, which means it’s always in front of you, no matter where you look.

Holding the left-hand button down for three seconds opens the Beast XR Glasses’ settings menu, from which you can dig even deeper into its configuration, such as changing the display size, refresh rate, distance, and colour profile.

The picture quality is really, really good – there’s little distortion on the image, but it’s pin-sharp and both the brightness and colour balance are fantastic. As someone who has often struggled with Virtual Reality headsets over the years, I found the Beast XR Glasses really comfortable to use, even for prolonged periods.

Virtue Beast XR Glasses 15
This optional lens shade helps you to see the display when you’re outside in the sun — Image: Damien McFerran / Nintendo Life

In terms of audio, there are Harman-made stereo speakers mounted in the arms, and these offer a welcome degree of punch when you’re using the specs in a quiet environment. When things are a little louder, they can become hard to hear, but you can always use your headphones in these cases.

When used with your computer, smartphone, or portable PC (like the Steam Deck or Ayaneo 3), the Beast XR Glasses are powered directly from the USB-C connection, but when used with Switch 1 and 2, you’ll need the Pro Mobile Dock, which has an internal battery that powers the console and places it into the all-important ‘docked’ mode (this dock also allows you to plug in standard HDMI devices, too).

There’s a special plastic clip that lets you bolt the Switch 2 and Pro Mobile Dock together, and Viture has even teamed up with 8BitDo to produce a special variant of its Ultimate 2C Bluetooth controller, with a design that matches the Pro Mobile Dock. These items are bundled together in a pack which costs another $187 on top of the $549 cost of the glasses.

The big question here, of course, is whether you really want to spend over $700 just to get the big-screen experience on the move when the Switch 2 already has its own built-in screen.

While I’d argue quite strongly that playing Switch 2 games on the Beast XR Glasses is a more impressive experience than on the console’s built-in (and oft-maligned) 1080p screen, I couldn’t argue as passionately that it was a more convenient way to play; you’ve got to have the Pro Mobile Dock, 8BitDo controller, two USB-C cables and (of course) the Beast XR Glasses to hand when you’re out-and-about – as well as the Switch 2 itself.

Lump all that together, and it’s pretty clear that there’s a lot of extra baggage (and setup) required when using the Beast XR Glasses, even if you do get a more striking and immersive experience. I’d say a better use case for these glasses is when you lack space for a large-scale gaming screen, or when you’re away from home but don’t want to sacrifice the epic real estate of your 80-inch home television.

It’s important to note, of course, that gaming is just one use-case scenario for the Beast XR Glasses; I connected them to my MacBook and was able to create a ‘virtual desktop’ which ran the length of my office wall; the build-in camera on the glasses is smart enough to know when I’m looking at my laptop’s display, and dials down the electrochromic film so I can see it. In fact, there’s a whole bunch of functionality available when using these glasses with your computer or smartphone – which I sadly didn’t get to fully dig into during my time with the glasses, as I was mainly focused on the gaming aspect.

In summary, the Viture Beast XR Glasses are undeniably impressive and really do offer a big-screen experience with your Switch 2, no matter where in the world you happen to be – but I fear the price tag might discourage casual players from taking the plunge.

The sample used in this hands-on was provided by Viture.

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