Posted on Leave a comment

Feature: Nintendo Life eShop Selects (March 2026)

March 2026 eShop Selects
Image: Nintendo Life

As early signs of spring emerge after a pretty rough winter, there’s only one thing we can think about right now: what’s waiting for us on the eShop. Yep, it’s eShop Selects for March 2026, and yes, believe it or not, there’s lots to dig into besides building and breaking things in Pokémon Pokopia.

It’s actually been a stellar month for games, with February’s quality carrying over to this month. How are we only three months into 2026 and already drowning in games?

Before we dive into the very best of our eShop games from March, here are the rules as a reminder: our writers and contributors vote for their top three eShop games we reviewed (and scored at least a 7/10) that launched in March 2026. The three games with the highest overall scores from the votes will then make up the top three.

Honourable Mentions

March has been surprisingly stacked, and while the months ahead look a little calmer, that just means you have more time to play some of these games that didn’t quite make the cut. As always, some of these are getting physical releases later in the year, but for now, they’re digital-only.

We’re missing a single late-March release in South of Midnight (we’ll have a review for that one soon!). Fortunately, there are still nine games that missed out on a podium spot. We told you it was a busy one!

Here’s what just missed the cut:

“Have you said the L-Word yet?” We’ve certainly said the L-word about Scott Pilgrim EX, the surprise sequel to the fantastic Scott Pilgrim vs. the World: The Game. Tribute Games has taken the site-scrolling beat ’em up formula of the first, greatly expanded the cast, and brought in some RPG elements to boost stats and attacks.

Each character has an extremely unique moveset, with Scott feeling very different from Gideon, with Matthew’s puppeteering attacks being the standout. Add in beautiful pixel art, a new story from Bryan Lee O’Malley, and fantastic music from Anamanaguchi, and it’s a fan’s dream.

We gave Scott Pilgrim EX a 9/10, and we hope this isn’t the end for Sex Bob-omb and friends.

Remember the Indie World Showcase we had at the beginning of March? Remember that we got multiple shadowdrops? The first of these to make the top three here is Minishoot’ Adventures, a twin-stick Zelda-style adventure. It came out on Steam a few years ago, but the Switch 2 (and Switch) is the perfect home.

While simple on the surface and short in playtime, Minishoot’ Adventures is crafted with pure love and delight for both genres. The colourful visuals entice you to explore, and you’re left to your own devices for most of the game, just like classic top-down Zelda. It’s also got some bite to it, too.

If you’re curious but haven’t taken a chance yet, check out our 8/10 review of the game to see why we enjoyed it so much.

Blue Prince, probably one of our most-wanted Switch 2 ports, finally made our dreams come true at the beginning of the month. Rounding out March’s Indie World Showcase, this fantastic roguelike puzzler got Switch 2 players scratching their heads as they try to reach room 46, and solve a plethora of other mysteries, about the main manor.

While 30fps might be a bit disappointing, this is otherwise the complete experience you can get on PC and PS5 — the atmosphere is fantastic, the puzzles are devilish, and the premise is moreish. Just one more run through the house? Oh, go on then.

Congratulations to Blue Prince on being our March 2026 eShop Selects winner, and it’s a very worth one too. Find out why in our glowing 9/10 review.

< Nintendo eShop Selects – February 2026

Do you agree with our ranking? Tell us about your favourite eShop releases of last month by voting in our poll and sharing your thoughts in the comments.

How we decide our eShop Selects top three: As we reach the end of every month, the Nintendo Life staff vote on their favourite titles from a list of games selected by the editorial team. To qualify for this list, these games must have been released as a digital-only Nintendo Switch eShop title in that particular month, and must have been reviewed on Nintendo Life; we select the qualifying games based on their review scores.

Staff are then asked to vote for three games that they think deserve to sit right at the very top of that list; first choice gets three points, second choice gets two points, and third choice gets one point. These votes are then tallied to create a top-three list, with the overall winner taking that month’s top prize.

Posted on Leave a comment

Video: 12 Exciting New Games Coming To Switch 1 & 2 In April 2026

Preordered Tomodachi Life and Pragmata physically, getting ZPF and Outbound digitally as I’ve supported them on Kickstarter (the former a Steam copy, but as soon as I can I’ll get it on Switch and play it there), will download Champions as soon as it comes out, eventually getting Vampire Crawlers and He-Man for sure, most likely also Darwin’s Paradox and inKonbini, maybe also Goat Simulator and Mouse P.I. and there are actually other games like Marvel Cosmic Invasion etc. along these – again, so many games coming out in April and even more so May for me specifically and in general and I couldn’t be happier!

Posted on Leave a comment

Feature: “Stop Tagging Us About Bubsy!” – Fabraz On Being Bullied Into Reviving A Maligned Mascot

Bubsy 4D 1
Image: Atari

Bubsy, it’s safe to say, doesn’t have the greatest reputation in the world. So when Bubsy 4D was announced at Gamescom 2025, we were honestly pretty floored. Not only was Atari reviving a series that’s arguably had far more misses than hits in its 30+ year history, but it was bringing on critically-acclaimed developer Fabraz to do the job.

With the likes of Demon Turf and Demon Tides under its belt, Fabraz has won the hearts of gamers worldwide with its unique ‘expressive platforming’ concept. Applying what it learned from its previous games to Bubsy, Fabraz is hoping to rid the series of its maligned reputation and deliver something that fans can finally be proud of.

We recently sat down with Fabraz founder Fabian Rasforter and lead developer Ben Miller to find out more. We dive into how Bubsy 4D came to be, how the game has been optimised for a wide range of platforms, and what the heck is going on with Demon Tides for the Switch.


Nintendo Life: I recall Atari’s CEO, Wade Rosen, once stating that he was open to pitches from indie devs for a new Bubsy game. Is that what happened here with Bubsy 4D?

Fabian Rastorfer: Yeah that’s exactly the origin story and what actually happened is on the day of when that when that episode aired, we found out about that being a thing because we suddenly got bombarded online on socials with like, “Fabraz should do a Bubsy game”, “Fabraz should do it”, “Fabraz could do a good 3D platformer version”, and it was so much that we were like, “Stop tagging us about Bubsy!”

But then pretty much like the day after, two days after that, we got an email from Atari requesting a pitch from us. And we thought, “You know what, okay, this could be pretty funny.” And so we came up with a pitch. I think it was a really solid idea of how we wanted to approach it, Atari really liked it, and the rest is history.

Bubsy 4D 2
Image: Atari

How was it working on an established series like Bubsy compared to your own games like Demon Tides and Demon Turf?

Fabian: I think the most interesting part was working on both at the same time with Demon Tides and Bubsy, right Ben?

Ben Miller: Yeah, a lot of juggling and sort of switching gears and frames of how you’re actually thinking about the work and the project. The platformers are very different in terms of structure and the flow of how you actually have to design levels for them.

Fabian: Yeah, and in terms of handling the IP, it was interesting because in some ways obviously you think the pressure would be high, but on the other hand this is an IP that has obviously had a somewhat troubled history and so we kind of just looked at it very strategically.

I think a very big fundamental decision of ours that had a big impact was agreeing that we’re not just gonna have it make fun of itself.

We played through all the games, including the two attempts of a revival in the last couple of years, and we kind of just identified what worked in all of them, what didn’t work, where can we inject our own identity into it, and how can we properly give it a revamp. I think a very big fundamental decision of ours that had a big impact was agreeing that we’re not just gonna have it make fun of itself. Like we’re not gonna make another game that again is very self-deprecating, but instead we’re gonna recontextualise it.

And so instead of Bubsy just saying, “Hey, remember how bad our previous games were?”, we’re gonna age him up and in universe he’s now a B-list failed actor. The characters in the world reflect that and make fun of him occasionally for kind of being, you know, a failed mascot platformer in that regard. But without leaning too much into that. Bubsy himself is trying his best all the time, right? Which is almost endearing. And so you start rooting for him. I think that was a very big part of taking his personality without fundamentally changing it, but somehow making him a little bit more endearing.

Bubsy 4D 3
Image: Atari

When Bubsy 4D was announced at Gamescom 2025, it really blew up. What kind of reception were you expecting ahead of time, and how did it feel to see how much attention it was getting?

Fabian: I think we expected a strong reaction, but we didn’t expect that kind of level.

I remember all of us were just on our phones, constantly refreshing, looking at all the reactions and being completely addicted to it.

Ben: Because it’s a meme, it’s a very known quantity, so there was a little bit of…we expected a response because there was the initial response that bullied us into taking on the project in the first place, but yeah, this is a very complicated history for a character that’s clearly loved, but also maligned, and there’s a lot to unpack there. But we were blown away by the reception, how positive and happy people were with it.

Fabian: I think the fact that it opened the pre-show, too, it was just such a ludicrous concept for Bubsy to be that, but that really helped the explosiveness of it. We were all at Gamescom at the time, mostly at the Atari booth. I remember all of us were just on our phones, constantly refreshing, looking at all the reactions and being completely addicted to it.

And it was very heartwarming to see also how many people were basically saying, “The moment I saw Fabraz’s logo pop up, I’m all in.” So that’s really nice to see, because that’s the kind of love that you can only get after working in the industry for a long time and delivering on promises in the past. They trust us in pulling something off here. So I hope we meet those expectations.

Do you think part of the reaction is a more general craving for new 3D platformers? It still almost feels like the big-hitters are few and far between at the moment.

Fabian: I think so, yeah. And the genre is in an interesting spot. We currently live in a in a world where it’s been a long time since the last 3D Mario and it doesn’t seem like it’s right around the corner. Donkey Kong Bananza came out , but it’s not super movement focused, it’s a little bit more puzzle-based with its destruction concept. So indies are kind of carrying the genre quite a bit recently and there’s a lot of really great ones.

Even this year alone we had Big Hops, Mr Sleepy Man, Demon Tides from us, of course. Then later, we’ve got The Big Catch coming up and Kero Quest 64 – a lot of really good stuff, and what’s cool about all of them is that the genre sub diversity is great. They’re all 3D platformers, but then they have an addendum and this addendum can vary from any other genre, and I think that’s cool.

Bubsy 4D 4
Image: Atari

And how did it feel when people got excited seeing that Fabraz is the team behind Bubsy 4D? Did it add any pressure?

Ben: I think it was more validating and positive than pressure. The pressure was just working on two games at the same time and trying to manage all of these things to actually make sure that it all gets done and it’s something we’re proud of. It was just very encouraging to actually see people being so positive and excited that maybe this is actually a good one just based on the first few moments and seeing our name attached.

Fabian: I have a lot of trust in my team as well, in general, and I know that when they put their heart and minds to it, they can pull off something great. And so there was never really a doubt that the game is not going to be fun. And I think having the demo out and also people really vibing with the demo and having played it now, obviously that takes some of that pressure away because then we know we made the right choices and now we just have to make sure that the rest of the game lives up to the beginning.

Did you come up against any specific challenges with Bubsy 4D’s development?

Fabian: It was really smooth sailing overall. And a big part of it is that we have something called the Fabraz Framework. So all of our games are made in Unity, but we have this framework we carry from project to project. And so the framework between Demon’s Tides and Bubsy is the same one, which means that we had a very, very strong foundation to work off. So this means we already had a cutscene system, a dialogue system, the basics of character controls, physics, all that kind of stuff. And then could just build from there. So we had all the pieces and now we could build something new out of it.

It was just very encouraging to actually see people being so positive and excited that maybe this is actually a good one just based on the first few moments and seeing our name attached.

Ben: Part of our first process when we were actually starting the project was to go back as a team to play all of these older games, like Bubsy 1, 2, Bubsy 3D, and actually really enjoying that. But Bubsy doesn’t have that much of a consistent identity, so we had to identify what the thing is that we pull out to say, “This is the mechanic, this is the theme, this is the idea that we want to then extrapolate and build on.”

And for us it was this momentum that feels very in line with Sonic and the 2D stuff. And then that’s what led to the hairball as this very non-Bubsy mechanic, but something that was trying to bring some of that identity and feel from the earlier games onwards. And really the entire gameplay structure around that hairball, that was like the big clicking moment. But was also the one that was maybe the widest swing that we were like, “Is Atari going to go for this in the pitch?”, and we were very pleasantly surprised. Yeah, they’re on board. Awesome.

Bubsy 4D 5
Image: Atari

How involved was Atari throughout the development?

Fabian: They were overseeing a lot, but they were very flexible in terms of our suggestions and basically there was nothing that we brought up that didn’t end up being in the game in some shape or another. They were even open to larger risks, like Ben said. The hairball obviously was a wild, out-there idea. But I think the even bigger one for me is the redesign of Bubsy himself, where we take away his iconic shirts and exclamation mark and instead go for a white jacket and exclamation mark tie. That’s a bold redesign.

I think it very much sold this new concept of him, but still the fact that the Atari was pretty much on board from day one — that was already in the original pitch that we gave them — I think shows that they were also willing to be like, “Yeah, let’s try something new here, let’s give it a chance.”

Ben: In the same way that we felt a lot of trust from players, like with the trailer reception, I think there’s a very nice degree of trust in our relationship with Atari and how they trust our decisions. So we [trust] them — prototype, play — and it just results in a good game.

What kind of experience from developing Demon Turf and Demon Tides did you apply to your work on Bubsy 4D?

Fabian: Demon’s Tides and Bubsy 4D, the main thing that they share is the expressive platforming concept, which is a word that I’ve used before and probably people are now tired of me saying all the time. But basically, for anyone who doesn’t know, the concept is that an expressive platformer is a platformer where you ask yourself the question, “In how many different ways can I cross the same gap?” And if the answer is more than five different answers, you’ve got something that’s expressive, because that means the player has so many choices they can express themselves through the movement.

And this is something that we discovered while working on Demon Turf and fell in love with. And then with Demon Tides, we explored it to its absolute boundaries, I think. And Bubsy is a little more restrained, a little bit more pulled back, but still is at the core of that concept as well. And I think that will be kind of our ball, our end on this exploration, because I feel like we’ve done a lot that we wanted to do with expressive platformers with these two titles now.

Bubsy 4D 6
Image: Atari

Can you touch on how development has gone for the Switch and Switch 2?

Fabian: So we were not directly involved in the ports. All the porting was done by SneakyBox in partnership with Atari. We were involved in terms of helping with the initial setups and a lot of our framework already helps with porting, but overall they handled all of it. But it seemed to have gone all very smoothly.

Obviously, the Switch 1 will always have concessions to other platforms in terms of visual fidelity, but it runs really nice and stable, it has all the same feature parity. It’s just crazy to me that we live in a day and age where we still release on all of these console, like the fact that we’re doing Xbox One, Xbox Series, PS4, PS5, Switch, Switch 2… How many generations are we going to combine? Are we still doing Wii U?

I think the best part is that it still forces you to optimise a lot, which is important because even on PC most people don’t have the most advanced hardware. And so i think a lot of devs get caught in having games that aren’t perfectly optimised and this impacts their how the game performs because people will be sad that it’s running in a bad frame rate. So I think in some way it’s kind of good to focus on low-end console platforms because it then also forces you to optimise your game well and so then everybody benefits from it, including PC players.

Ben: Yeah, this was the case in Tides and also Bubsy, even when we weren’t doing the port manually ourselves, we’re being mindful of the Switch and lower-end hardware and how to make sure that we can stagger these experiences. So we look at what to turn on, what to turn off, make sure it’s as representative as it can be.

Yeah, just maybe don’t apply any DLSS 5 to it.

Fabian: We’re not even gonna… I don’t know what it would do to Bubsy’s face!

Ben: We already yassified him, we don’t need more!

Bubsy 4D 7
Image: Atari

Let’s talk about the visuals a bit more, though, because it definitely has a unique style. What was your approach here?

We went for a similar aesthetic in terms of anime, toon shading, and I think that’s also why some people even recognise our work before the logo even showed up in the trailer, which I think is awesome.

How many generations are we going to combine? Are we still doing Wii U?

But I think the big difference is that in Bubsy, we committed to something quite fun with the planets you visit. The planets all have very, very strong themes. Our goal from the get-go was, “Let’s not go for the standard ‘green hill planet’, ‘lava planet’, ‘ice planet’.” And so we went way more wacky. The first planet is all about wool and felt and those kind of textures. The second planet is all about arts and crafts, so paper, cardboard, scissors… And then the third planet is all about factory productions of metals and trash.

I think a big part of the environment identity comes from those concepts that I think [are] really fun to play with, I have to say. I had a lot of fun just making oversized, normal objects and having new platforming around them. There’s something very fun about it.

Finally, how is development going for Demon Tides on the Switch? Can we still expect to see it this year?

Fabian: That is going very well. It was a monster to optimise because it’s an open world, so that was very, very tricky. We are definitely at a point where now it’s mostly stable. We want to give it a little bit more polish and finesse, and we also have to make it catch up a little bit with the PC version again, because we’re releasing a big 1.1 patch. And so I want to make sure that that is all included.

But it’s going well, and it’s definitely still slated for the second half of this year. and i’m really excited to get it out there, especially with the Fangamer physical where it’s bundled with Demon Turf – I think that’s just such a cool thing to have.

Bubsy 4D 8
Image: Atari

Huge thanks to Fabian Rastorfer and Ben Miller for taking the time to speak with us. Bubsy 4D will launch on Switch 1 and 2 on 22nd May.

Posted on Leave a comment

Poll: Box Art Brawl: Duel – Star Fox Assault (GameCube)

Assault - BAB
Image: Nintendo Life

Welcome welcome welcome, to another edition of Box Art Brawl!

Last time, we stepped into the ring with Capcom vs. SNK 2 EO for the GameCube, as this was a really close one, folks. Both designs are really cool, but in the end, Japan and Europe won the day with 53% of the vote, leaving North America to mop up the remaining 47%.

This week, we’re sticking with the GameCube. To celebrate the inclusion of Fox McCloud in The Super Mario Galaxy Movie, we’re checking out Star Fox Assault, released in 2005 and developed by Namco. Taking place after the events of Star Fox Adventures, it garnered reasonable reception, though our own 6/10 review noted that the occasional on-rails segment proved disappointing.

It’s another duel this week as North America and Europe take on Japan, so enough waffling, let’s get to it.

North America / Europe

Assault - NA / EU
Image: Nintendo / Launchbox

Oof, so the Western design is really nice, right? The composition, the action shots, the vehicles, the cool Fox McCloud pose… It all works really well. There’s a good use of colour too, with the green lasers really standing out nicely from the otherwise intense use of orange in the background.

Japan

Assault - JP
Image: Nintendo / Launchbox

Japan opted for more characters, showcasing Fox, Falco, Krystal, Peppy, and Slippy, with a bunch of ships down at the bottom. It’s a bit more abstract in its approach than the Western design, but we do like that it manages to fit so many things into such a compact space yet still make it work.

Thank you for voting! We’ll see you next week for another edition of Box Art Brawl!

Posted on Leave a comment

‘Another Eden Begins’ Brings More RPG Action To Switch 1 & 2 This September, Here’s 8 Minutes Of Footage

In February, Wright Flyer Studios announced the turn-based RPG Another Eden Begins would be coming to Switch 1 & 2.

Alongside a new trailer today, the developer and publisher has now confirmed this time-travelling adventure will be launching for both platforms on 17th September 2026. The new and rather lengthy video on display showcases the playable characters, chain skills and much more!

Cross the boundaries of the cosmos as Aldo, on a quest to save his sister Feinne from the clutches of evil. Cross timeless paths, forging deep connections with over 18 memorable companions. Complete ally quests to deepen your relationships and unlock special kinship quests.

The epic narrative features full English voiceover in the main story from the returning ensemble of Another Eden: The Cat Beyond Time and Space (available on mobile & Steam), the multiverse time-travelling JRPG that has brought timeless tales and epic battles to millions of players since 2017.

Strategically command a party built around character roles and synergies to confront formidable creatures in fast-paced turn-based battles. Activate Another Force to unleash a slew of devastating attacks and turn the tide of battle.

Be it the past, present or future, expect endless possibilities with the New Game+ mode. With your existing experience, progression, and gear in tow, prepare to cross time once again with a mysterious new character in search of ten new and unforgettable endings.

As mentioned in our announcement post, this title has been brought to life by the acclaimed director and writer Masato Kato (known for his work on Chrono Trigger, Xenogears and Chrono Cross), and the music is composed by the renowned game composer Yasunori Mitsuda (Xenogears, Chrono Cross).

“Masato Kato, the creator of numerous RPG classics, presents an epic adventure spanning the past, present, and future! The main story is a richly woven tale with full voice acting, accompanied by a main theme song composed by Yasunori Mitsuda and music incorporating traditional folk instruments and an orchestra by Procyon Studios! Strategic command battles rely on building parties around characters’ roles and synergies to unleash additional skills! Use the power of Another Force to execute devastating attacks and edge closer to victory! After completing the main story, another adventure awaits with New Game+! All of the characters retain their strength for this new journey as actions and choices determine which of over 10 endings will unfold!”

Another Eden Begins
Image: Wright Flyer Studios

Will you be giving this title a go when it arrives on Nintendo’s platforms later this year? Let us know in the comments.

Posted on Leave a comment

Super Rare Announces ‘Toree & Friends’ Physical Switch Collection, Pre-Orders Open Next Week

Toree and Friends

If you’re a fan of short and sweet experiences such as Toree 3D and Macbat 64, physical distributor Super Rare Games has announced the Toree & Friends Collection for Switch.

This package contains a colourful mix of fast-paced platforming, quirky characters and nostalgic-style adventures. Players can expect “5 titles featuring 9 vibrant games” on one game cartridge.

This release, priced at $40.92 / £31.00, will also come with a full-colour manual, exclusive sticker set, and 3-card trading pack. The estimated shipping date is June 2026, and pre-orders go live next week on 9th April 2026. There’s a maximum of two copies per order, and there are total of 4,000 copies available, so get it while you can.

Of course, you can also play these titles right now, as they’re all available on the Switch eShop for an incredibly low price.

Would you be interested in this collection? Let us know in the comments.

Posted on Leave a comment

Video: Pokémon Champions ‘World Overview’ Trailer Released

The new “free-to-start” battle title Pokémon Champions is out next week for the Switch on 8th April 2026, and to help build some excitement, The Pokémon Company has released a new “world overview” trailer.

As you might have guessed from the title, this cinematic introduces trainers to the world of Pokémon. It shows off the Battle Arena within Frontier City, where trainers face each other in “fierce battles day and night” in a race to the top. In this battle, we get a look at Caraway and Kajima.

Caraway is the owner of the Battle Arena, where trainers will compete:

“She’s interested in discovering new talent and helping Trainers become the strongest they can be.”

Pokemon Champions
Image: The Pokémon Company
Pokemon Champions
Image: The Pokémon Company

And Kajima is the mayor of Frontier City:

“He promotes Pokémon battles as a form of entertainment to expand the pool of competitors and get more people interested in Pokémon.”

Pokemon Champions
Image: The Pokémon Company
Pokemon Champions
Image: The Pokémon Company

As previously mentioned, Pokémon Champions will be available on the Switch, and Switch 2 users will also get a free update at launch featuring enhanced visual performance. This will follow with a mobile release at some point later this year.

Pokémon Champions connectivity also arrived in Pokémon Home this week alongside support for Pokémon Legends: Z-A.

Will you be checking out Pokémon Champions when it arrives on Switch next week? Let us know in the comments.

Posted on Leave a comment

Guide: Best Nintendo Switch Short Games

We’ve given this list a little spring clean adding the excellent Despelote. Enjoy!

A Switch 1 or 2 is the perfect console if you travel a lot, for work or pleasure. The consoles’ portability make them the perfect choice if you’re spending any time at all in planes, trains, and automobiles.

Of course, you may choose to pass the time playing a trusted standby, or grinding through your favourite RPG, but if you’re after a wholesome, bite-sized game to chew on and digest entirely in a single sitting, you’ve come to the right place. Maybe you’ve got no travel plans at all and you just want an amuse-bouche in between sweeping epics. Thankfully, there’s no shortage of smaller experiences on the eShop, and we’re here to help you find the best short games on Switch.

All of the games below can be completed in a few short hours — potentially in one gaming session, subject to skill and battery life. So, whether you’re jetting off on holiday or squeezing in a whistle-stop business trip, you can travel safe in the knowledge that the following short Switch games will keep you company on your trip, and you’ll have them wrapped up by the time you return. Who’s got the patience to wait until hour 30 when a game supposedly ‘gets good’, eh?!

198X (Switch eShop)

A passionate love letter to a bygone age, 198X celebrates 2D, arcade-based gaming brilliantly and wraps it up in some of the best hand-drawn art we’ve seen in years. The soundtrack is also exceptional, and, in terms of pure presentation, it’s really hard to fault what’s on offer here.

You can finish it in around an hour, but the experience will remain with you for long after the credits have rolled. While we’re sure many people will consider the game’s shortness a cardinal sin, we… don’t. If you’re a fan of ’80s and ’90s gaming, appreciate lush 2D artwork, and desire an experience which firmly lodges itself in your consciousness, this is it.

A Short Hike (Switch eShop)

A Short Hike is a fat-free experience from top to bottom – or should we say bottom to top? It’s the kind of game that makes us sigh with happiness when we recall our time with it, and even having played it through to its ostensible conclusion multiple times, we know for a fact there are still things to see and do on that mountain.

It’s something of an apotheosis – a milestone in indie games akin to Cave Story or Spelunky. The very best bits of multiple game genres, stripped of all padding and bloat, mixed perfectly into a delicious video game stew that only gets richer the more you play.

An exploration in every sense of the word, A Short Hike is cute without being twee, challenging without being obnoxious, and emotional without being cloying. A landmark game for all ages. Don’t miss this one.

Abzu (Switch eShop)

Abzû is certainly a standout release on the eShop, offering up an experience that breaks from the norm of goal-based gaming in favour of something that’s more focused on simply existing in a world and enjoying all its little intricacies.

Those of you who appreciate casual adventures like taking a walk in a forest will be sure to enjoy what Giant Squid has to offer, as the dreamlike visuals, entrancing orchestral score, and deliberately sedate pace do a fantastic job of drawing the player into this alien world. Abzû isn’t a game about winning, but about the journey you take getting there.

Ape Out (Switch eShop)

The Nintendo eShop would be a considerably more exciting and interesting place if it were packed full of games like Ape Out. It’s a refreshingly original experience that more than deserves a place in any Switch owner’s library.

Difficult, frenetic gameplay, strong art direction, and an even stronger jazz drum soundtrack make this the sort of memorable game that you’ll likely keep coming back to over and over for another few runs in arcade mode. Ape Out gets a strong recommendation to anyone looking for a distinct and unforgettable game for their Switch collection; it’s a bit of an acquired taste, but well worth your time.

Before I Forget (Switch eShop)

Before I Forget is a short, beautiful experience that nevertheless approaches a challenging and rather sombre subject. It takes creative bravery to share a game that represents the impact of dementia, and to do so sensitively and as accurately as possible; it achieves this goal.

We not only suffer the disease with Sunita, but engage with the successes and joys of her life. Before I Forget finds a careful balance that is to be commended.

Botany Manor (Switch eShop)

It looks like The Witness and it plays a bit like StreetPass Garden, but Botany Manor blooms into something that’s not only entirely its own, but also something quite special. Don’t let its cosy aesthetics fool you — Botany Manor is packed with nicely challenging, well-designed puzzles, and isn’t afraid to tackle heavy subjects, too.

Cadence of Hyrule: Crypt of the NecroDancer Featuring The Legend of Zelda (Switch eShop)

This one might be a little too much for a single session depending on how quickly you pick up the beat-based mechanic, but unless you’re a speedrunner, you won’t find a faster Zelda game.

Brace Yourself Games crafted a unique entry which fits in perfectly with the rest of the family. A transfusion from Crypt of the NecroDancer gives the old top-down template a fresh spin, but it still manages to feel like Zelda, like a celebration – specifically of the franchise’s music, a part of the series destined to take a back seat as the majesty of Hyrule is increasingly conveyed through the scale of its world rather than melodies from the days when the ‘kingdom’ was a walled garden.

Cadence of Hyrule is not just a brilliant game; it’s a brilliant Zelda game.

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.

despelote (Switch eShop)

With its distinctive presentation and light-touch mechanics, Despelote builds a mesmerising feeling of a community brought together by a fleeting football obsession. The historic moment of Ecuador’s journey towards World Cup qualification grounds the story in time and place, perfectly capturing the author’s salad days. Whether you play, watch, or avoid football, this is a beautifully-told story you can enjoy.

Donut County (Switch eShop)

Donut County is perfect if you’re looking for a short, relaxing, funny puzzle game. It’s an enjoyable experience that has just enough charm to justify its existence, and although some might find the relatively high price tag a tough pill to swallow for three hours max of content, it’s a tasty little treat that you can devour in a single sitting. Short and sweet, indeed.

Downwell (Switch eShop)

Another one where your skill will really dictate how short it is, this is an excellent port of a game that feels like it’s found a natural home on Switch, thanks to a plethora of control options and the console’s natural facility with vertical orientation. Short of popping your 4K TV on its side, Switch offers the very best way to play Downwell. Its roguelike structure and twitch platforming might not be for everyone, but you should really give it a chance.

For our money, it’s a modern classic that should be in everyone’s collection.

Firewatch (Switch eShop)

Firewatch is just as engrossing and enchanting on Switch as it was the first time around. From the warm glow of its forests in the morning summer light to the subtle tension of exploring a rocky gorge in the isolating silence of night, Shoshone National Forest is a character in its own right.

With a story that’s both funny and heartbreaking – and enhanced by some brilliant performances by its two central actors – this is an essential purchase, irrespective of whether you’re playing it for the first time on Switch or simply using it as an excuse to revisit an old favourite.

Florence (Switch eShop)

Florence is an evocation of the beauty, sadness and hope that comes from any human connection we make in our lives, whether with art, nature or another person.

It’s a succinct and incredibly successful exploration of moments you’ll recognise from your own life, and the way it mirrors thoughts and feelings through small gameplay mechanics makes it one of the most affecting experiences we’ve enjoyed on Switch, or any other platform.

Gato Roboto (Switch eShop)

With tight controls, retro-styled minimal art style and a superb sense of progression, Gato Roboto is the perfect Metroidvania to play whilst you’re waiting for an actual Metroid or appropriate Castlevania game. Only its difficulty leaves a bit to be desired at times – anybody with a lick of experience will likely breeze through it in no time, and its quality is such that you may end up wishing it lasted a little longer.

Nevertheless, it’s chock full of meaningful upgrades, secrets, and spectacular boss battles to keep you joyously busy for a few hours.

Gone Home (Switch eShop)

Years on from its 2013 release, there’s no denying the cultural and developmental impact Fullbright’s Gone Home has had on the game industry. Both as a near-perfect exercise in interactive storytelling and an example of how to handle complex and very real ideas in a game, only Life is Strange has ever come close to matching its significance.

While there still isn’t much ‘game’ to be found in this 2018 Switch port, the story you unravel through exploring an empty home will stay with you long after you’ve put down your console. Essential.

Gorogoa (Switch eShop)

The Switch’s eShop is saturated with bucketloads of high-quality content. This is great in one way, of course, but stumbling across hidden gems within it will get tougher as time goes on. Gorogoa is one such gem; a puzzle game quite unlike any other that deserves your attention.

It is a little on the short side, but the creativity that has been put into its design, and the effect it will have on you during your time exploring its gorgeous world, is something that you’ll want to experience. If you’re looking for something new to try, this would be an excellent choice.

Posted on Leave a comment

Review: The Midnight Walk (Switch 2) – Atmospheric Walking Sim Delivers A Haunting, Stop-Motion Nightmare

The Midnight Walk Review - Screenshot 1 of 4
Captured on Nintendo Switch 2 (Docked)

Now fully aware of fire-hungry crawling monsters lurking in the shadows, I jump out of my skin at scuttling sounds behind me. I swing around and breathe a sigh of relief. It is just my house, which has sprouted legs and is dutifully following me on my odyssey to Moon Mountain.

First released on PS5 and PC in May 2025, The Midnight Walk can easily be compared to the work of Tim Burton. Its mix of stop-motion horror and heartfelt charm recalls The Nightmare Before Christmas and Frankenweenie. Developers Klaus Lyngeled and Olov Redmaln have fostered this style over multiple titles, most recently 2021’s dice-based adventure game Lost In Random. With this beautifully grotesque walking simulator, the MoonHood co-founders deliver a fascinating, sweet, and often terrifying journey through a bizarre world.

A melting pot of Nordic folklore, religious ideology, and the original creations of its developers, A Midnight Walk puts you in the charred body of the Burnt One. A gruff narrator tells their tale as if it’s already unfolded, an epic and doomladen narrative that starts off mysterious and only gets more complex as you push through this dark fairy tale. Crackling voice notes are stored in rusty snail shells that litter your path, building the world and slowly expositing the purpose of your journey.

The Midnight Walk Review - Screenshot 2 of 4
Captured on Nintendo Switch 2 (Handheld/Undocked)

Early on you meet Potboy, the one (literal and metaphorical) source of light in your trek. This little guy follows you through the world, lighting the way, opening doors and solving puzzles. He is an adorable presence and, while he is never in much peril, you feel like protecting him is integral to your quest.

There are other characters littered along the road, like the mysterious soothsayers that give you purpose by sending you to Moon Mountain. The Soulfisher sits by campfires and imparts sage wisdom. Best of all is Housy, your humble abode. Inside lies a warm hearth and all of your collectibles, outside the shack skitters around on spider legs and is almost as cute as Potboy.

Not all characters are benevolent, however. This isn’t a walking simulator where you are never under threat. The Burnt One spends a good portion of their journey to Moon Mountain hiding from crawling beasts that crave your fire.

The Midnight Walk Review - Screenshot 3 of 4
Captured on Nintendo Switch 2 (Handheld/Undocked)

Evading monsters involves sneaking around, hiding in closets, and using fire to distract them. Getting through these sections is never particularly taxing, and the puzzle mechanics shift often enough to keep things fresh across this eight hour experience. Despite how easy it can be to shake these beasties off, they are always terrifying. In The Midnight Walk, everything around you conveys menace. When the threat is not real, it is implied. Most characters do not seem to want you around, and even the friendly ones only have grim portents to share.

Yet through all the gloom all is Potboy, your helpful little adopted child. He scrambles around, igniting things to help you on your way. You’ll occasionally come across coal that can be fed to him, which elicits a squeak and a merry little dance. He remains a positive presence throughout this bleak and oppressive tale.

For such a dark and abstract world, this game is certainly a looker. Every step of your five(ish)-hour journey is filled with elaborate nightmares and dreamscapes, creating a living world that feels aware of your presence and reacts accordingly. The stretches between monster evasion are just as nerve shattering, when everything around you feels alive it’s difficult to know what wants to eat you.

The Midnight Walk Review - Screenshot 4 of 4
Captured on Nintendo Switch 2 (Docked)

Characters move in jerky, stop-motion animation, while the environments constantly shift, growing and receding as you pass through them. All these assets began as real clay models before being 3D scanned. This tactile creative choice shines through as a unique and engaging aesthetic.

The game performs well on both large and small screens, though playing undocked reduces the atmosphere considerably, and also the sense of dread.

What remains effective in both modes is the audio design. A VR version of The Midnight Walk was developed in parallel and the directional audio carries over surprisingly well. A key mechanic is the ability to close the Burnt One’s eyes and listen for activity around you, sometimes while being pursued by something that wants to gobble you up. This is yet another way that the game pulls you into its world, whether you want to be there or not.

Conclusion

The Midnight Walk is an intoxicating journey through a beautifully twisted nightmare world. The Burnt One’s quest to Moon Mountain is an atmospheric, bleak, and surprisingly sweet story that’s worth experiencing.

Posted on Leave a comment

Talking Point: What Are You Playing This Weekend? (4th April)

Pokemon Pokopia
Image: Kate Gray / Nintendo

Hello there, lovely people. (Hey, Alex is off right now, so I’m nabbing the catchphrase.)

It’s been a Mario-filled week with the launch of a certain record-breaking motion picture. Yes, The Super Mario Galaxy Movie came out fire flowers blazing this week. Reviews followed in the footsteps of its predecessor, with critics failing to be wowed while audiences packed the multiplexes. The most surprising thing? The size of that Yoshi popcorn bucket.

Elsewhere, gaming companies got in on April Fools with an assortment of gags, Mario & Sonic 2020 got delisted, and Roger Craig Smith teased some “exciting stuff” ahead of the hedgehog’s 35th anniversary in June. And the Artemis II mission inspired us to revisit and rejig our selection of the Best Space And Sci-Fi Games On Nintendo Switch 1 and (now) 2.

But it’s Saturday now, so let’s check in with Team NL and co. to find out about their weekend gaming plans…

Jim Norman, Features Editor

My brain is Pokopia, , and more Pokopia at the moment. I have been on holiday all week, soaking up the sun and chilling in the sea, but where does my mind keep going? “Hmm, I bet if I put four patches of grass on the shoreline, I’d attract something special”.

I can’t stop. I won’t stop. If this isn’t in my GOTY top five come December, we will have had a very strong year indeed!

Kate Gray, Contributor

I’ve been playing an awful lot of Pokopia. I’ve even managed to technically use it to “work” because I built one of the houses from Moonstone Island! Wow. That means it’s basically a business expense, right?

Which does mean I’ve been neglecting my AYN Thor, despite setting it up to play all the Prof Laytons and handheld Zeldas (or handheldas). Send me your niche DS and 3DS game recommendations, please! And I mean niche, I’ve been a Nintendo journalist for long enough that “Pullblox” ain’t gonna cut it.

Gavin Lane, Editor

This week I have been mostly perusing the eShop sale and wondering what gems I could pick up cheap and add to the backlog. What I should do is pick one, like Abzu or Death’s Door, which I bought years ago and finally play it. I’m also keen to play Kena: Bridge of Spirits, but let’s see where the weekend takes me.

Mai Ladyman, Video Producer

As per usual, my current games are a bit of a mishmash. It’s been somewhat of a Mario week since picking up Super Mario Wonder last week and watching the new movie! I’ve really been enjoying the game and with it being my first Mario in quite some time, I can’t believe what I’ve been missing. My backlog has been creeping up on my again but it’s worth it as I’ve also added Hello Kitty Island Adventure to the pile.

On a completely different end of the games list though, I finally purchased a PS5 Pro before the price hike and have been replaying The Last of Us Part 2. To say my dreams have been filled with Clickers and Talking Flowers is an understatement.

Gonçalo Lopes, Contributor

April is here and so is proper weather. Regardless I am spending most of the weekend inside playing Mine’s side story in Yakuza Kiwami 3 & Dark Ties. It has been a while since I’ve been on the Virtua ring but I am quite hooked on Virtua Fighter 5 R.E.V.O. World Stage, whether reusing old combos or mastering new characters, its all bliss.

Playing Deadzone: Rogue online was the right choice since it makes the robotic baddies far more manageable (as in they have more than one target to shoot at). Out of nowhere Com8com1 latest offering Go! Go! Mister Chickums is one of the finest single screen arcade titles I’ve played in recent memory. Don’t skip it!

Game of the week is Star Fox: Assault. With all the Artemis II and Mario Galaxy Movie (which I have yet to see) hype going on, I did consider coming back to Star Fox Zero because it remains a really nice and unique entry in the franchise (plus I do have my Wii U still assembled). Instead I went back to score chasing on the GameCube’s Namco-developed title. This would have been a fantastic time for Nintendo to re-release the game on the Switch 2 Nintendo Classics GC app. Always remember: Use bombs wisely!

Ollie Reynolds, Reviews Editor

Despite my issues with The Super Mario Galaxy Movie, I can’t deny that it’s got me hyped for a potential new Star Fox game. For now, at least, I’ll settle for the classics, so I’ll be playing a bit of Star Fox on SNES and Lylat Wars on N64 via the NSO apps.

Elsewhere, I’ve been playing a lot of Guilty Gear -Strive- on the PS5. I do have it on the Switch, but it sounds like ArcSys might be leaving the system behind when the big 2.0 update lands on the 9th. Also, the Hit Box Ultra works like a dream on PS5. Have a good one!


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