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Review: R-Type Dimensions III (Switch) – A Novel Remaster But A Purist’s Nightmare

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Captured on Nintendo Switch (Handheld/Undocked)

One could be forgiven for thinking they missed an entry in this storied R-Type series of re-releases, but in fact the preceding R-Type Dimensions released in 2009 (and again as R-Type Dimensions EX in 2018) contained both the first two games in one package.

R-Type III: The Third Lightning was first released for Super Nintendo in 1993. Notable for being the first game in the mainline series not released in arcades, it showboated with Mode 7 sprite scaling and fast scrolling parallax. It was also significant for introducing a variety of new Force Pods — three in total — that dynamically altered the way you could approach the game. Being developed by Tamtex rather than Irem, it felt unique, its terrain less Ridley Scott’s Alien and more space station sci-fi, and serving up some broadly interesting bosses and set-pieces.

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Captured on Nintendo Switch (Handheld/Undocked)

R-Type Dimensions III is a to-the-point remaster from developer KRITZELKRATZ 3000 (Rainbow Cotton, X-Out Resurfaced), and in terms of aesthetics, gimmickry, and presentation, it comes out guns blazing. There aren’t any galleries or such, as this isn’t technically a retro compilation, but hardcore gamer gratuities are present in the form of myriad configurable options. You can pretty much tailor the game to suit you, adjust the level of 3D angling, apply scanlines to the 2D, enjoy original or remastered audio, and attempt a variety of modes.

Its most alluring gimmick — switching in real-time between its 3D makeover and the original 2D — is retained from R-Type Dimensions. While it’s ultimately pointless (as committed players are going to stick with one preferred visual), it’s still really cool to toy with. Bar a little slowdown and frame adjustment, the transition is impressive. The 3D remodel also has sections where the camera auto-tilts dynamically at an angle, as if your ship is flying into the screen, but this can be flattened into a 2D plane by simply clicking the thumbstick.

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Captured on Nintendo Switch (Handheld/Undocked)

The new audio is a lovely bonus, too, having been completely re-recorded with live instrumentation. It remains faithful to Ikuko Mimori’s soundtrack note-for-note, but jazzes everything up with a new, richer sound.

The Super Nintendo release featured an alternating two-player mode, where if one player died, it would switch to the other’s last point of progress. For the first time, local two-player co-op is present, and it’s interesting. R-Type III, like most R-Types prior and after, doesn’t have a huge amount of free screen space, and within a minute of playing, the elements start to close in. With hard memorisation and a concerted strategy, two players can make some headway, but it certainly isn’t easy.

The best aspect of co-op is being able to try it with the original SNES graphics. It’s something that has never existed before, and that makes it a very attractive novelty.

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Captured on Nintendo Switch (Docked)

Its core gameplay switch-up is the introduction of two new Force Pods: Shadow Force and Cyclone Force. These greatly vary one’s approach to the game by offering a total of nine different weapons grouped into sets of three. Shadow, for example, can pick up a reverse laser that fires behind, which can be incredibly advantageous for certain areas, while Cyclone has a spread beam with good coverage. The pods themselves also have different functions, with Cyclone having unique shield properties when detached.

Learning which Force Pod and its armaments are most suited to your goals is intrinsic to playing R-Type III well, but it’s also the tip of the iceberg. If there’s one aspect of the game that can’t be overstated, it’s the difficulty. R-Type III is hard, and not in a throwaway, “it’s a tough game” kind of way, but in a really tear-your-fingernails-out kind of way.

As is classic for most R-Type releases, a single death sets you back to a checkpoint fully underpowered. You only earn extra lives through scoring thresholds, and outside of your weapon pickups, you need to rely on either the Charge Beam shot or the Hyper Charge, the latter providing a brief window of souped-up firepower. Strategic use of these really helps in dispatching bosses.

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Captured on Nintendo Switch (Handheld/Undocked)

A game that’s designed to massacre you every 10 seconds, R-Type’s core has always been strict, sterile memorisation, and it’s famous for this particular motif. Stages are built around multiple throttle-points, where you’re faced with an abrupt new situation that you almost immediately die in, then return to, probably die again, and repeat until you’ve locked it down.

If you commit, dissect, rinse and repeat, you bend it to your whims and suddenly you’ll have the upper hand. It’s about mastery of precision, a process of breaking down barriers piece by piece. At the same time, this particular entry is famously tough. With bosses and walls that punish you every which way, it’s considered by many to be one of the harder games in the series.

Now, let’s take a breath. In the process of reviewing the game, I began to suspect its new 3D visual mode was considerably tougher than the 2D original. As it’s meant to be a 1:1 representation, it was difficult to pinpoint why, and I wasn’t sure if it was simply my imagination. I did find myself actually switching into 2D to pass tricky areas, and interestingly, this worked.

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Captured on Nintendo Switch (Handheld/Undocked)

Comparing side-by-side with the original (as others have), it’s not great news, folks: the 3D mode is indeed considerably off the mark in terms of accuracy. Your shots are weaker (or enemies stronger), certain animations don’t match the original, and collision detection is an issue. I felt the hitbox was larger than it should be, making you far more prone to accidental deaths, and the available screen space feels more limited. This makes a difficult game frankly infuriating, and that’s not a good look.

Additionally, these issues extend to the 2D side of the port, too, and side-by-side with an original cart, one is able to see how enemy hitboxes and collision aspects are out of whack as early as stage one.

Far more minor are the few aesthetic flaws: the 3D graphics occasionally load in late, popping in at the far edge of the screen. Equally, some textures didn’t seem to load at once and took a while before fully realising. The 3D and its camera tilting is super cool and will be amazing for fans of the original game, but I’m not sure the new graphics conjure the same level of atmosphere as the original’s beautiful pixel art.

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Captured on Nintendo Switch (Docked)

And, while you can configure the face buttons to your liking, for some reason the shoulder and triggers are locked. There are certain options, like switching between Charge Beam and Hyper Charge, or the graphics switch, that would have been useful to freely arrange around the top of the pad.

There is no rewind option, which means you need to learn it inside and out. If things get too much (and they will), the new Infinite Mode offers unlimited lives, does away with checkpoints, and even allows you to grab back the Force Pod after a death. This allows anyone to see all the game has to offer, albeit in a stilted, why-do-I-keep-dying-every-five-seconds kind of way. It’s far more rewarding to learn it by rote until you’re a shoot-’em-up god laying waste to every alien in the cosmos, but serious dedication is required for such a feat.

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Captured on Nintendo Switch (Docked)

If you’re a total masochist, there’s an Advanced difficulty option, but considering the port deficiencies already make it an uphill battle, it really isn’t necessary.

R-Type: Dimensions III is a glossy product, no doubt, with an impressive amount of thought in its production. Unfortunately, with hitboxes and other elements so out of sync with the original, it’s somewhat spoiled for purists. If you’re not a diehard and just like to try new things, you may still enjoy the novelty — but it’s brutally tough in its current form and requires heavy patching.

One saving grace is that the whole thing runs at a beautiful 60fps, meaning that once-perceptible SNES processing chug is firmly a thing of the past. Whether this helps or hinders in its current state is another question entirely.

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It’s Official, Warhorse Studios Is Working On A New “Open World Middle-earth RPG”

Kingdom Come Deliverance
Kingdom Come Deliverance — Image: Warhorse Studios

If you’re a Lord of the Rings fan and have been itching to return to Middle-earth, we’ve got some very exciting news.

The Czech Republic-based developer Warhorse Studios has officially announced it’s working on a brand new “open world Middle-earth RPG”. It’s shared this news on social media, and alongside this announcement, it’s also confirmed a new Kingdom Come adventure is on the way.

As noted in the official post below, more will be shared “when the time is right”:

Warhorse Studios: You might have heard the rumours, it’s time to reveal what we are working on.

Warhorse Studios
Image: Warhorse Studios

There’s no mention of platforms or a launch window at this early stage, but Warhorse has previously released the first Kingdom Come Deliverance game on the original Switch in 2024 with the help of port specialist Saber Interactive.

This particular RPG adventure was admittedly a bit rough on Nintendo’s hardware, but still offered an engrossing and grounded adventure. There’s also a sequel, but at the current time it’s not available on Nintendo platforms.

Would you be interested in a new open-world Middle-earth game? Let us know in the comments.

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Raiden Fighters Remix Collection Just Added A “54 FPS Setting”

Raiden fans who ended up purchasing the Raiden Fighters Remix Collection on the Switch earlier this year are in for a treat today.

H2 Interactive has announced improvements to not only the “combat experience” but also added new performance settings and display fixes. Perhaps most notably, is the 54 FPS update… yes, in addition to the 60 FPS option, this new setting promises to offer players “greater flexibility” in how they experience the game and enhance the “authentic arcade feel” that defined this shoot ’em up series.

Apart from this, the Version 1.1 update includes corrections to several “small visual and display issues”, which should improve the overall presentation and gameplay stability.

If you haven’t already taken a look at this collection, it contains three “legendary” arcade titles from SEIBU KAIHATSU’s Raiden Fighters series. This includes Raiden Fighters, Raiden Fighters 2 and Raiden Fighters Jet, with both Japanese and International versions of the game playable.

There’s also an online ranking system, a new remixed soundtrack, and many other feature improvements.

Have you tried out this collection on the Switch yet? Will you be giving this new update a go? Let us know in the comments.

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McDonald’s Japan Appears To Be Teasing Another Capcom Collab

Mega Man
Image: Capcom

A while ago, Capcom teamed up with McDonald’s Japan to offer a special Street Fighter-themed burger menu. In an update today, it seems this partnership will continue with the fast food giant’s social media account seemingly teasing a new Mega Man collab.

As you can see, there’s an 8-bit silhouette image of the Blue Bomber (known as Rockman in Japan) drinking Coca-Cola:

Mega Man
Image: McDonald’s Japan / Capcom

If this collaboration is anything like the Street Fighter one, it could include themed menu items. The Street Fighter collab also included in-game unlocks for Street Fighter 6.

Mega Man is gearing up for his 40th anniversary in 2027, with the new mainline entry Mega Man: Dual Override scheduled to arrive for Switch, Switch 2 and multiple other platforms. Capcom also released the Mega Man Star Force: Legacy Collection earlier this year in March.

When we find out more about this Mega Man teaser, we’ll let you know.

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Don’t Expect A Pokémon GO Sequel Any Time Soon

Pokémon GO
Image: The Pokémon Company / Niantic

Niantic’s evolving mobile hit Pokémon GO is nearing its 10th anniversary, and perhaps unsurprisingly, it won’t be getting a sequel… at least any time soon.

Scopely’s president of games Ed Wu (and former SVP of Pokémon GO at Niantic) recently spoke to GamesIndustry.biz about the title’s future, and when asked about a second game, he said it would not be the “correct thing” to do right now, as it would divide the massive community.

Here’s exactly what he had to say:

“I think that doing a sequel within a franchise is pretty clearly not the correct thing we do.

“There’s such a big community because of the way that our games can be a part of folks’s lives wherever they go, however they explore the world. Creating a sequel that divides the community doesn’t make as much sense. If and when we do something new, it will really have to be from a different angle, but still with this notion of inspiring people to explore the world together”

It’s not the first time a large and extremely popular game has turned down the idea of a sequel. For example, Minecraft decided to build on its original foundations and community, rather than pump out a second entry.

As for Pokémon GO, in its current state, the title has now been downloaded more than 500 million times, and is estimated to have generated over 8.8 billion in revenue. Niantic has experienced some bumps along the way (including job cuts and game shut downs) and was last year acquired by Scopely. It has also expanded its offerings with IP such as Monster Hunter.

What do you think – could a game like Pokémon GO benefit from a sequel, or is it better to just stick with the one game in this particular case? Let us know in the comments.

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Tomodachi Life: Living The Dream Projected As The Best-Selling Game In April (US)

Tomodachi Life
Image: Nintendo

The delightfully bizarre first-party life sim Tomodachi Life: Living the Dream has been projected to be the best-selling game of April in the US, thanks to Circana’s Mat Piscatella.

The new release beats the likes of Pragmata, Crimson Desert, Pokémon Pokopia, and Saros, though it’s important to note that this is merely projected sales. Since Nintendo doesn’t share monthly digital sales data, the best Circana can do at this stage is, well… project the outcome.

Here’s a look at the top ten, courtesy of Mr. Piscatella:

It’s said that Tomodachi Life managed to deliver “over $41M in physical and projected digital spending”, and it’s also now the ninth best-selling game of 2026 to date. Pretty good going for such a late Switch release! Clearly there’s a lot of demand, even with the Switch 2 gobbling up sales since its launch last year.

Speaking of which, the Switch 2 was the best-selling console of the month, with the PS5 coming in second. It’ll be interesting to see how things change (if at all) when the Switch 2 price hikes come into effect from September. A solid line-up of games toward the end of the year will prove crucial, so hopefully Nintendo has a Direct up its sleeve in the coming weeks.

Did you grab Tomodachi Life: Living the Dream in April? How about a Switch 2? Let us know with a comment.

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Review: Tales Of Arise – Beyond The Dawn Edition (Switch 2) – Solid Game, Solid Port, Goes On A Bit

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Captured on Nintendo Switch 2 (Docked)

Though the Tales series goes back all the way to the days of the Super Famicom, it feels like it’s always been one of the lower-budget ‘B-tier’ RPG franchises that only the most dedicated genre fans engage with regularly.

To counter this and try to bring the series to a bigger audience, the developers decided to go for a ‘soft reboot’ with Tales of Arise, which first released in 2021. The idea paid off, as Arise went on to become the bestselling game in the series and was even voted Best RPG at The Game Awards, beating out the likes of Monster Hunter Rise and Shin Megami Tensei V.

Now that the hype has died down a bit, we’re still waiting on the reveal for the next mainline game in the series, so Bandai Namco decided to port the game to the Switch 2 to tide fans over. Dubbed Tales of Arise – Beyond the Dawn Edition, it bundles in the titular Beyond the Dawn expansion, giving you around a hundred hours of RPG goodness to take on the go. I’m happy to report that Arise has made the transition to Switch 2 largely unscathed – it might not be the absolute best-looking version, but Bandai Namco cut no corners in ensuring this is a content-complete experience.

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Captured on Nintendo Switch 2 (Handheld/Undocked)

The narrative is set in the dual nations of Rena and Dahna, the former of which invaded the latter from their fancy moon base and quickly subjugated them with superior weaponry and technology. In the centuries since, the Dahnans have all been pressed into slavery and their planet divided into five sections, each ruled over by a cruel lord.

Initially, you take on the role of a slave called Iron Mask, a man who can feel no pain and does his part to make life a little better for his fellow countrymen. During a resistance-led effort to free a mysterious Renan prisoner being transported by her own people, Iron Mask accidentally discovers that he shares a unique bond with her and can summon a powerful fire sword in her presence. Despite their wariness, the two recognise that they’re stronger together than they are apart, and decide to form an uneasy alliance as they join the resistance and set out to reclaim Iron Mask’s homeland.

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Captured on Nintendo Switch 2 (Handheld/Undocked)

It’s an interesting premise, though this is the sort of game that draws out the narrative for a good 10-15 hours longer than it needs to. As you move through the five realms and grow your party and the resistance, there’s a well-trodden but well-told underdog story here as your ragtag crew warms to each other and the idea of liberation.

But just about when you feel like it’s reaching its natural conclusion… well, it just keeps going. Without spoiling anything, there are some rather eyebrow-raising twists which feel unearned, and I can’t help but wonder how much better the game would’ve been if the devs knew how to quit when they were ahead.

On the gameplay front, things unfold as a more linear take on the classic Tales formula, bouncing between towns, dungeons, and semi-open explorable zones packed with collectibles and monsters to fight. While the dungeons prove to be largely forgettable collections of winding hallways dotted with battles — no interesting puzzles to speak of — the open zones are more interesting with their varying areas to explore, resource nodes to harvest, and special monster fights to avoid or challenge when you feel ready. Bundle in the odd side quest to help motivate you to explore an area to its fullest, and there’s plenty to do regardless of where you are in the story.

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Captured on Nintendo Switch 2 (Handheld/Undocked)

Combat unfolds in a live-action hack ‘n’ slash style that focuses a lot on building and maintaining long juggle combos. Alongside your basic three-hit combo, you have a variety of limited-use ‘Artes’ that you can map to the face buttons that hit harder and often have secondary effects such as an elemental debuff or a launching effect for follow-up attacks in the air. As you string these together, you’ll build your combo and gain progressively more damage output the longer you can keep an enemy on the ropes.

While you can play as any party member you’d like, this combat system also pushes you to utilise the whole party to make use of everyone’s specialities and strengths. Shionne is great at bringing down flying enemies with her gun, while Rinwell can neutralise an enemy winding up to cast a spell, and you can easily call on any of your active members with a touch of a button.

After you build up your party further, more team-attack super moves start to get unlocked, giving combat a nice sort of progression where you start small with basic attacks and build up to ending a foe on a big showstopping spectacle where the whole crew joins in for a cutscene-worthy nuclear blast.

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Captured on Nintendo Switch 2 (Handheld/Undocked)

The only downside to this is that, after unlocking some of these deeper mechanics, enemies start to get a little too damage-spongy. Even random trash mobs in dungeons can feel like they’re overstaying their welcome by a couple of minutes, and some of the boss fights are egregious battles of attrition where the only meaningful damage seems to come from the big combo finishers that take a bit to properly set up.

It’s not game-breaking that many battles can get a bit long in the tooth, and admittedly this issue probably feels more magnified by the late-game story starting to drag, but it’s still disappointing that you can feel paradoxically less powerful as your characters’ stats and abilities expand.

Beyond the expected buffs you get from levelling up and buying or crafting better equipment, character growth is handled by the ‘Skill Panel’ system wherein you unlock bundles of new artes and passive buffs for doing anything from hitting certain story milestones to things like triggering an ally’s boost attack enough times. Once a panel is unlocked, you can then invest SP earned from battles into the artes or buffs that you want, giving you some agency to direct the build you want for each character and the party role they play.

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Captured on Nintendo Switch 2 (Handheld/Undocked)

While I wasn’t exactly wowed by this skill panel system alone, I really liked how it paired with the AI control of party members who fight alongside whoever you’re controlling. There’s a Final Fantasy XII-like ‘Gambit’ system you can mess around with here, and it can be really satisfying to get a character’s exact abilities and timings dialled in to the point that the team can largely handle most enemy encounters all on their own. Obviously, this game is meant to be played in a more active way, but there’s something rewarding about building a party that functions more as a multi-dimensional single unit than a series of lone actors who happen to be acting alongside each other.

Despite the game’s producer literally confirming that Tales of Arise would receive no DLC after its debut, the game’s unexpectedly large success led to the eventual development and release of a significant post-game epilogue, rather like the Future Redeemed expansion for Xenoblade 3 or the Yuffie episode for Final Fantasy 7 Remake.

Clocking in at around 20 hours, Beyond the Dawn largely proves to be more of the same. There are no significant new game mechanics, no new Artes or party members, and it’s set in the same place, though it’s interesting enough in how it portrays the world after the ending and how the grand finale has affected the inhabitants of both Rena and Dahna.

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Captured on Nintendo Switch 2 (Docked)

Overall, I’d say it’s pretty weak as far as DLC expansions go, but fans who really connect with the core game will find plenty to love. There are some interesting side quests to explore, and while it can feel weird having to do things like relearning Artes that you already unlocked in the base game, it’s pretty easy to get pulled back into the loop and just take the journey for what it is.

At any rate, I don’t think Beyond the Dawn is bad by any stretch, but it is a bit disappointing in the squandered potential that it leaves on the table. In many ways, I could see how Beyond the Dawn could’ve been the basis for a much more interesting and fleshed-out sequel, but we’re instead left with this somewhat awkward extra chapter that’s simply bolted on.

Though the visual presentation isn’t nearly as stunning as recent standout AAA ports like Indiana Jones and the Great Circle, this is still an impressive game to see running on a Switch 2 screen. The overtly anime art style of the previous games has been toned down in favour of a slightly more realistic look, and the combination of fantasy and science fiction themes in the environments is pulled off to great effect. Whether you’re traipsing through a dry mining quarry rimmed with red rock or trudging up the snowy slopes of a frozen mountain beneath a beautiful starry sky, there’s a tremendous sense of scale and spectacle that keeps egging you on to discover the next major set piece.

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Captured on Nintendo Switch 2 (Handheld/Undocked)

In cutscenes, this all runs at what appears to be an unbroken 1080p and 60fps, while the exploration and battles cut this down to 30fps. Though there may be a drop here or there, it seems to stick to the target for most encounters, and I wonder if this would be another game that would benefit from splitting the difference and offering players the option to set it at 40fps. I wasn’t too bothered by 30, but players who primarily prefer to use their Switch 2 in docked mode may disagree, given the numbers that the other major platforms can hit.

Conclusion

Tales of Arise – Beyond the Dawn Edition is a strong port of one of the better entries in the Tales series. Flashy combat, gorgeous graphics, and a meaty epilogue all combine to make this one a worthwhile purchase, even if lingering issues like an overlong story, spongy enemies, and underwhelming DLC can drag things out too much.

If you’re looking for a solid action RPG or want a good entry point to see what the Tales games are about, I’d suggest you pick this one up when you get the chance. Some issues aside, Arise has got it where it counts and provides a good foundation for future series entries to build upon.

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Round Up: The Reviews For Lego Batman: Legacy Of The Dark Knight Are In

Lego Batman
Image: Warner Bros. Games

In case you forgot, Warner Bros. Games is still planning on releasing LEGO Batman: Legacy of the Dark Knight on the Switch 2 – we just don’t have a date yet. It’s sad that we’re slipping into unfortunate yet familiar territory with Nintendo’s new(ish) console when it comes to some third-party games, but if it means the title will perform as intended, then so be it.

For the time being, we can still get a bit of an idea of just how good Legacy of the Dark Knight is thanks to a bunch of reviews for the launch on PS5, Xbox, and PC. Naturally, we’ll provide our own thoughts when the time comes, but let’s take a look at what other outlets are saying.

Gaming Bible (10/10) – LEGO Batman: Legacy of the Dark Knight is impossible to put down. It manages to imbue the intensity of Gotham with just the right level of whimsy and humour. The game’s perfectly crafted open-world and varied mission design don’t simply make it a blast to play; it also makes the game a very good value for money, and that goes a long way these days. LEGO Batman: Legacy of the Dark Knight deserves to stand proud as one of the best games of 2026 and within LEGO and Batman’s history.

Gaming Bolt (9/10) – There’s no shortage of things to love about Legacy of the Dark Knight. It’s an excellent Batman game that has everything in place to keep fans satisfied while we wait for our next big AAA Dark Knight adventure, a solid (yet simplified) take on the beloved Arkham formula, and of course, yet another charming, amusing, and addictive LEGO adventure by TT Games. LEGO Batman: Legacy of the Dark Knight might not be the Batman game we deserve, but it’s the one we need.

Game Informer
(8.75/10) – I am utterly delighted by Legacy of the Dark Knight. Its story is charming and effective, its combat is engaging, and its open world is top-notch. It’s a no-holds-barred approach to the revered character, and though there are spots where the execution could have been better, TT Games included everything I could have asked for in one wholly entertaining package. The Dark Knight has a storied legacy, and this adventure does it justice.

Push Square
(8/10) – A referential and joyful deep dive into the world of Batman, the latest LEGO effort from TT Games is elite brick gaming. Legacy of the Dark Knight just wants to be an enjoyable time, and it refuses to falter from that commitment. This new LEGO Batman will be some of the best fun you have all year.

IGN (8/10) – Lego Batman: Legacy of the Dark Knight is a lovingly made, often hilarious take on both Batman’s movie and video game history alike. It remixes classic moments from almost every film, with deeper cuts from the Caped Crusader’s comic book beginnings, too. A largely successful attempt at sophisticating Lego combat that suffers a bit from repetitive, one-note encounter design, combined with a good mixture of puzzles, powers its homage-laden levels. But its open-world Gotham is where it truly comes to life, generously packing its gothic surroundings with hundreds of collectibles and pockets of opportunity. It might not tell a story that will sit alongside Batman’s best overall, but it delivers a fantastic plastic parody of his greatest hits.

VGC (4/5) – Lego Batman: Legacy of the Dark Knight is a love letter to not just Batman, but the history of Batman media. While it’s a very easy game, that doesn’t take the shine off of an experience that left me smiling constantly. Rocksteady’s legacy is given the recognition it deserves, and proves there’s still a huge demand for the Arkhamverse to rise again.

Checkpoint Gaming
(7/10) – Legacy of the Dark Knight tries to honour many legacies at once, and struggles to serve them all effectively. A familiar but fun LEGO game, a functional and simplified continuation of the Batman: Arkham series’ mechanics and an unambitious and only intermittently funny Batman story all sit alongside one another in a final build of a game that will still be enjoyed by many, but is never quite the sum of its bricks and will unlikely have much of a legacy of its own.

Not bad then, right? Pretty good, in fact! Our worst fear is that the Switch 2 version performs like garbage and its Metacritic comes out at like 60, rather than the 84 it’s currently sitting at on the PS5.

Take your time then, TT Games. Not too much, mind. We want it.

Will you be picking up the new Lego Batman game on Switch 2? Or are you opting for another platform now that it’s out? Let us know.

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Amazon Pre-Order Listing Puts Pokémon Winds & Waves At €80

Pokemon Winds and Waves
Image: Damien McFerran / Nintendo Life

A listing for Pokémon Winds and Waves has gone live on Amazon Germany, with the retailer pinning a €79.99 price tag on pre-orders.

Scheduled for release in “2027”, this pair of Switch 2 exclusives has the standard “31st Dec 2027” placeholder date when the exact launch date is unknown, but it’s the cost which has Pocket Monster fans talking, with some suggesting that this might translate to $80 in the US.

However, looking at other pricing in the region compared to the US, that seems unlikely at the moment.

While $80 for Mario Kart World (£74.99 in the UK) upset many when the Switch 2 launched back in June last year, only a handful of other first-party games have hit that mark, including the Switch 2 Editions of Mario Party Jamboree and Kirby and the Forgotten Land (both £66.99 in the UK). And starting with Yoshi and the Mysterious Book, Nintendo of America has made the digital eShop version cheaper than the physical for the first time in the US. The upcoming Star Fox remake is $59.99 physical in the US versus €59.99 in Europe (and £49.99 in the UK).

While it’s entirely possible that the next generation of mainline Pokémon games could retail at the higher price point — especially given the economy right now — there’s no evidence to gather from this particular listing that this will be the case.

As highlighted by Joe “Serebii” Merrick, paying €79.99 for first-party Switch 2 games is nothing new for gamers in the Eurozone. In fact, Mario Kart World is €89.99 physical at full RRP (the digital is €80). Beyond Mario Kart, most of the big first-party releases (Donkey Kong Bananza, Pokémon Pokopia, the Zelda NS2 Editions) are €80 in Europe, so this is business as usual.

Notably, however, Pokémon Legends: Z-A – Nintendo Switch 2 Edition launched at €69.99, so this could mark an increase for the mainline Pokémon series.

Nintendo announced earlier in May that it will be raising Switch 2 console prices globally in September, with the US cost jumping $50 to $499.99 and an extra €30 bringing Switch 2 to €499.99 in Europe.

Let us know below if you expect an MSRP bump for Winds & Waves over Z-A.

Please note that some external links on this page are affiliate links, which means if you click them and make a purchase we may receive a small percentage of the sale. Please read our FTC Disclosure for more information.

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Embracer Will Spin-Off ‘Fellowship Entertainment’ Into Its Own Company

Tomb Raider
Image: Amazon Game Studios

Embracer has announced its intention to spin-off Fellowship Entertainment into its own company in 2027.

In the press release, founder Lars Wingefors states that the approach “represents the most effective long-term solution” for Embracer, with the intention being to “increase management focus” by being an IP-led entertainment company first and foremost.

In terms of game series, the company will be responsible for The Lord of the Rings/Middle-earth, Tomb Raider, Kingdom Come: Deliverance, Dead Island, Darksiders, Remnant and Metro.

Dead Island is still a thing, huh..? Okay!

Not only that, but it is also keen to investigate potential partnerships around more dormant series such as Saints Row, Legacy of Kain, Deus Ex, Red Faction, The Mask, Thief, and TimeSplitters. That’s music to our ears, honestly – we’d love to see Deus Ex make a grand comeback.

Here’s a snippet of what Wingefors had to say:

“The main rationale to spin-off Fellowship is to increase management focus to capture the full joint potential of the IPs, their respective communities and some of the best game developers in the world. Just like Asmodee and Coffee Stain, we believe Fellowship Entertainment will thrive the most by becoming its own standalone business.

I think the assets held by Fellowship Entertainment are among the most undervalued in the industry and I feel it’s my duty as the largest shareholder to change this and create a structure to realize their full potential. I’m convinced that Fellowship Entertainment could reach industry leading profitability and show healthy long-term organic growth above the industry average.”

Curiously, Wingefors also defended Embracer against the company’s history of worker lay-offs, stating that while it has become closely associated with redundancies, “the reality is that we have worked hard to retain as many people as possible through a very difficult period, while balancing the needs to drive a profitable business operation”.

So we’ll just have to wait and see what happens next, then. Embracer has clearly been scrambling to reverse its negative perception in the games industry, so perhaps splintering Fellowship Entertainment off into its own company could prove to be a solid move.

What do you make of this? Do you think Fellowship Entertainment will thrive as its own company? Let us know with a comment.