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Nintendo Announces Two New Animal Crossing: New Horizons-Themed Switch Lites, Out October

Animal Crossing: New Horizons Switch Lite
Image: Nintendo Life

Nintendo has today announced a new range of Switch bundles that will be coming our way next month including two brand-new Animal Crossing: New Horizons-inspired Switch Lite editions.

The Isabelle’s Aloha Edition and Timmy & Tommy’s Aloha Edition will be available from Target and Walmart respectively in the US from 6th October for a suggested retail price of $199.99, while Nintendo of Europe has confirmed that each will be receiving a wider release on 20th October.

Bundled with a digital version of New Horizons, the two upcoming consoles each have a white leaf motif on the back with a small leaf design on the front. The Isabelle edition comes in a coral colourway, while the Timmy and Tommy one is turquoise. They’re both pretty simple, but we’d be lying if we said that we didn’t find them kinda adorable.

You can get a closer look at both of the new designs below.

Alongside these two newbies, Nintendo also announced that bundles will be available for the standard Switch model with either Mario Kart 8 Deluxe (surprise, surprise) or Nintendo Switch Sports with a three-month Nintendo Switch Online subscription too — we can also expect to see these next month.

Do either of the new designs take your fancy? Let us know your favourite in the comments.

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Hands On: Super Mario Bros. Wonder Lives Up To Its Name In The First Hour

Super Mario Bros. Wonder Preview
Image: Nintendo

A funny thing happened at (well, near) PAX West 2023. Super Mario Bros. Wonder, the latest two-dimensional Mario game — and the first original one in over 10 years — was surprisingly made fully playable for Nintendo Live attendees and media alike ahead of its October 20th release on Nintendo Switch.

Anyone who’s watched preview footage of Wonder can attest to the game’s more whimsical nature, even for Mario’s standards; you’ve got the nighttime, moody-blue palette, a flower power-up that when touched sees Mario descend into Lewis Carrol-like dreamscapes, and, of course, the elephant in the room … Mario can turn into a freaking elephant.

Not unlike some of Mario’s most memorable adventures, this game looks weird — really weird. But does all this nonsense come together to create something as fun as Mario’s lofty standards often promise?

Wonder-ing how it works?

Skip the following sentence if you wish to avoid spoilers for Super Mario Wonder: Bowser is back, and he’s causing problems in the Mushroom Kingdom. Okay, are we all back? We good?

Great, because we’re excited to tell you where Nintendo has subverted expectations in this iteration of Mario: it’s in all the little, important details. And those little details will likely make a pretty big difference for both shiny newcomers and decorated veterans alike.

Nintendo Life was given the opportunity to play a 15-minute multiplayer demo that starts exactly where you’d expect: level 1-1. (We also played the solo game for longer at a later demo.)

To start playing, you must first pick your character, naturally. Wonder has plenty of options: Mario, Luigi, two Toads, Peach, Toadette, Daisy, four different colored Yoshis, and Nabbit. However, picking the Yoshis or Nabbit relegates the player into ‘Easy Mode,’ which in this context means your character will take hits, but not damage — as a trade-off, these characters cannot gain power-ups. Yoshi features his additional moveset fans have come to expect, complete with a flutter kick to inch up into the air just a little bit higher, and a convenient (um?) saddle that lets other players ride on Yoshi’s back.

Super Mario Bros. Wonder Preview
The playables — Image: Nintendo

Badges add tons of variety

As detailed in the recent SMB Wonder Direct presentation, new to the series are ‘badges,’ which when equipped give the player some kind of unique gameplay feature, such as the abilities to jump super high, scale walls completely vertically, and much, much more. At least for the demo, equipping a badge meant it was unilaterally equipped for everyone playing.

It may not seem like all that much, but this feature will likely manifest all manners of secrets throughout the game by leaving certain items and areas out of reach, pending earned and correctly equipped badge(s). How do you get badges? In the demo (and likely in the final game, too), they are earned by unlocking special courses hidden inside certain levels. Badge levels played like minigames early on, much like, say, the Hammer Bros. levels in Super Mario Bros. 3.

In case you’re wondering, levels overall are selected via an isometric 3D world map, pretty similar to the most recent 2D Mario, Kirby, and Yoshi games.

Super Mario Bros. Wonder Preview
Image: Nintendo Life

Personality in play

Right away is when the game starts to pull you in with its charm. We genuinely laughed out loud no fewer than three times (!) just in witnessing the subtle animations of all the characters. Fans of Koopas throwing jazz hands to the beat of the music in New Super Mario Bros., rejoice! Yoshi pokes his nose out of a warp pipe to make sure the coast is clear, while Mario and Luigi enter pipes completely ahead of their comically left-behind, suspended-in-mid-air hats, only to quickly reach back out of the pipe and grab them, Looney Tunes-style.

In fact, every single input on the controller brings with it a gorgeous animation that chains together like silk, regardless of how quickly you jam on the buttons. Think less, ‘This is how Mario looks like when he’s stopping, this is how Mario looks like when he’s jumping, etc.’; instead, Wonder uses a wider, more organic range of animation cycles. If you’ve ever played games like Rayman Legends or Cuphead and thought, “Dang, I wish Nintendo would make a Mario game closer to this,” this is definitely in a similar echelon of art direction.

Super Mario Bros. Wonder Preview
Image: Nintendo

“The game is animated” might not sound like much of a selling point read on the page, but seeing it in person is another story. In our demo, we splashed water from fountains all over each other, were pelted by a meteor shower of Super Stars, and somehow, much more, despite the limited playtime. The removal of both bumping into other players and freeze-frames in multiplayer really smooths over a much-derided feature from previous games, which heightens the game’s fluidity even more.

Mario Wonder feels satisfyingly complex

Still, if the game’s art direction isn’t enough to get you going, an even more exciting point is this: Under the hood, this game feels more modular than any Mario game has in a very long time.

What we mean by that is that the fluid animations aren’t just impressive, they’re necessary, given the fact that the cast’s ability for movement is technically more complex than in many 2D Mario games. Sure, you’ll primarily use ‘left’, ‘right’, ‘up’, ‘down’, ‘A’, and ‘B’, and nobody is going to have any issues whatsoever shoving from left to right. (Although at least on our demo, the ‘B’ button was mapped as the jump button instead of the A button, which might feel confusing if that’s not your preference — we imagine you’ll be able to switch that, though.) But each featured power-up, from the well-documented elephant suit, to the drill-on-your-head power-up that force-flings you into the walls of the level, can be controlled with much greater nuance than you might initially realize.

The game also returns the plumber’s famous spin jump, which compares in oomph to its Super Mario World origins, versus its New Super Mario Bros. iteration, which felt flat in comparison. There’s also a built-in parachute function to give yourself instant drag in the air, if you’d like.

Super Mario Bros. Wonder Preview
Image: Nintendo

Mario’s aerial stomp is also back, and it’s actually cancellable at virtually any point, which allows for even greater finessing of your inertia. Even Yoshi, a character with an extremely defined set of physics going on three decades now, feels unexpectedly sturdy and quick in Wonder, compared to the typical happy-go-lucky jauntiness in the slower-paced Yoshi games.

Why does this all matter? To new players, or if you’re just trying to pass a few happy moments, it really doesn’t. But for people who love pushing Mario games to their limits, this has the potential to be one of the most easy-to-play, difficult-to-master Nintendo titles in quite some time, and will make things like speedrunning even more nuanced and complex. (Please, oh please do not think we’re saying Super Mario Wonder is as technical as, say, Super Smash Bros. Melee… but it might at least be Super Smash Bros. Ultimate-esque?)

Variety is the spice

Super Mario Bros. Wonder Preview
Image: Nintendo Life

If you’re at all like us while playing through 2012’s New Super Mario Bros. U or its Deluxe Switch counterpart, at one point you probably thought some variation of, “Wow, this Van Gogh, Starry Night area is super cool!”

If you found that painterly stage to be a high point of that game, Wonder uses a similar impressionist art style as its mere starting point. Unless the rest of the game were to devolve into the most basic Mushroom Kingdom tropes for seven additional worlds solid, Super Mario Bros. Wonder is off to a fantastic start just within our first hour. It makes us excited to see how close Nintendo truly gets to returning the series’ 2D design to its philosophical north star: Surprise, surprise, surprise!

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Super Mario Bros. Wonder

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Nintendo Doesn’t Plan To Announce Mario’s New Voice Actor Ahead Of Wonder’s Release

Super Mario Bros. Wonder
Image: Nintendo

Nintendo has reconfirmed Mario’s new voice actor will be revealed in the credits of Super Mario Bros. Wonder and there won’t be any special announcements happening ahead of this release.

Speaking to IGN at Nintendo Live 2023, Nintendo of America’s president Doug Bowser reiterated how there wouldn’t be any name reveal until the game launched and also mentioned how there would be no formal announcement prior to this. Here’s exactly what he had to say:

“we’ll let that play out and that’ll be within the credits, people will learn who the new person is at that point in time, but we don’t plan to make any announcement in advance of that”

A previous statement from Nintendo asked fans to “please wait for the game to be released” to find out who the new voice actors are for “Mario and/or Luigi”.

Doug Bowser also mentioned how Charles was apparently “very excited” about his new role and how Nintendo looked forward to having him “continue to represent” the Mushroom Kingdom as Mario moved forward.

Unfortunately, Martinet doesn’t seem to completely understand this new ambassador role himself – recently mentioning at a convention how he’s not exactly sure what it will involve just yet, and claiming he’ll be learning this alongside fans.

So there you go – don’t expect any official announcements from Nintendo revealing Mario’s new voice actor ahead of the release of Super Mario Bros. Wonder.

Do you have any idea who the new voice of Mario might be? Leave a comment below.

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Charles Martinet On His New Role As Mario Ambassador: “I Don’t Know What That Is Yet”

Charles Martinet

The legendary voice of Mario, Charles Martinet, has admitted during a recent GalaxyCon Austin panel in the US that he doesn’t actually know what exactly his new role as “Mario ambassador” involves. And although he’s entering a new chapter, he’s apparently “not retired” yet.

If you weren’t sure how this new role would work, you’re not alone. After Nintendo announced this “brand-new” position for Martinet, the famous voice actor has revealed he’ll be learning about it in the “future”, like everyone else:

“I am now, you might have seen the news, I’m a Mario Ambassador, I don’t know what that is yet, I’m not retired as it were, but I’m an ambassador and as we step forward into the future I will learn, we’ll all learn what exactly that is but in the meantime…I’m always an ambassador of Nintendo and Mario and all of these events because I just cherish every moment of it, and I hope your love of the games continues and grows the way mine does, so thank you so much.”

After mentioning this, he told the audience not to ask him questions about this new role – reiterating how he doesn’t know “anything about it”. According to Nintendo’s original announcement, Martinet will appear in a special video message alongside Shigeru Miyamoto in the future, so hopefully, it will be a bit clearer by then.

As for upcoming projects like Super Mario Bros. Wonder and WarioWare Move It!, it’s been confirmed by Nintendo Martinet is “not involved” in these projects. However, he will return in Luigi’s Mansion: Dark Moon on the Switch as it’s a re-release. Outside of Mario, Charles has appeared in some other recent VA projects like last year’s Dragon Ball Super movie, Super Hero.

What do you make of Charles Martinet’s new role as a Mario ambassador? Has it all sunk in yet? Leave a comment below.

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Review: ANONYMOUS;CODE – A Spellbinding Sci-Fi Visual Novel In A Flashy Package

ANONYMOUS;CODE Review - Screenshot 1 of 4
Captured on Nintendo Switch (Docked)

For much of the time that Science Adventure fans have known of its existence, Anonymous;Code has been more of a waiting game than, well, an actual game. First announced all the way back in 2016, this sci-fi-heavy visual novel was smacked with delay after delay until it finally saw a Japanese-exclusive release on Switch in 2022. Now, Western players have their chance to experience the game, and we’re happy to report that it was (mostly) worth the wait.

Developed by Mages — the company behind popular titles like Steins;Gate and the Famicom Detective Club remakes — Anonymous;Code is the sixth mainline entry in the developer’s loosely connected Science Adventure series. The game brings the action to the far-flung year of 2037, a hyper-futuristic era dominated by augmented reality, world simulators, and AI girlfriends. You are introduced to protagonist Pollon Takaoka, a teenage hacker with a heart of gold and a desire to help those in need. After a chance encounter with a mysterious girl named Momo Aizaki, Pollon finds himself caught in an earth-shattering conspiracy revolving around the mystery of Cicada 3301 and the prophesied end of the world.

ANONYMOUS;CODE Review - Screenshot 2 of 4
Captured on Nintendo Switch (Handheld/Undocked)

There’s a reason why Mages’ Science Adventure games are considered some of the best VNs in the business. Like its predecessors, Anonymous;Code predicates its narrative upon a mash-up of real-world historical mysteries with some of the most thought-out, well-developed explorations of hard sci-fi mechanics out there. It’s absolutely mind-bending stuff, building upon complex ideas from previous entries while tossing in a few revolutionary bombshells of its own. The amount of long-winded scientific explanations that get tossed around may prove overwhelming to newcomers, but those more familiar with the franchise’s overarching universe will find its answers to certain longstanding conceptual questions rewarding.

Anonymous;Code explores these sci-fi ideas in the service of crafting a sprawling, emotionally resonant narrative that weaves between zippy action sequences and heavy bouts of existentialism. The ensemble cast of characters, while a tad underdeveloped and far from the most memorable SciADV group, are a likable bunch, and their characterization is bolstered by the addition of a stellar English dub option for all spoken dialogue. Pollon particularly stands out as an immediately endearing protagonist, due in part to an all-timer of a performance from his English voice actor, Max Mittelman, who players may recognize as the voice of Ryuji in Persona 5. Yes, he does belt out a “For real?!” or two.

ANONYMOUS;CODE Review - Screenshot 3 of 4
Captured on Nintendo Switch (Handheld/Undocked)

In terms of presentation, Anonymous;Code mostly shines. The game adopts a cel-shaded art style for its character models and backgrounds, and it absolutely pops on Switch, especially in handheld mode. What’s more, the title occasionally switches to beautiful 2D stills and comic book-style panels for pivotal story moments. The latter sequences are a treat just about every time they show up and help keep the game’s visuals dynamic. The only glaring issue graphics-wise seems to be a case of well-intentioned over-ambition. Character models are semi-animated, and while we’d normally appreciate that extra flourish, the animation itself often looks gaudy and unnatural.

All of this is well and good, but there’s still a major question in need of answering: What exactly do you do in Anonymous;Code? The Science Adventure games have always strayed on the side of limiting player interactivity to a singular or small group of mechanics, and Anonymous;Code is no different. In fact, this latest entry may just be the most non-interactive VN in the series yet, as it largely eschews the branching narrative paths and plethora of alternate endings that other entries are known for. That might prove disappointing to some, but Anonymous;Code partially makes up for it by introducing what is arguably the franchise’s most creative and narratively integral mechanic thus far.

ANONYMOUS;CODE Review - Screenshot 4 of 4
Captured on Nintendo Switch (Handheld/Undocked)

Early on in the game, Pollon stumbles upon Anonymous;Code’s save screen — the very same one that the player has been using to jump in and out of the game — and learns that he can create his own saves and load them of his own volition, all while retaining his memories. This ability effectively grants Pollon the power of time travel, allowing him to jump back to a previous save if things go south and try a different tactic. Save and Load is what facilitates the main source of player interactivity, as they can pull up the screen at crucial moments and persuade Pollon to load a previous save in order to avoid one of the game’s many gruesome fail states.

Save and Load is a delightfully meta mechanic that allows the story of Anonymous;Code to progress in some unexpected directions. However, it’s not a perfect implementation — the junctions at which Pollon can Save and Load are tightly scripted, and it can be frustrating to try and lock down the exact line of text you need to be on to convince Pollon to load. This mechanic is also iterated upon in some cool ways later on in the game, but those changes aren’t clearly telegraphed, and can occasionally leave you at a loss in terms of how to move the story forward.

Revealing the narrative significance of Pollon’s Save and Load ability would be a spoiler-y step too far, but we can confidently say that the payoff is immensely satisfying. Through this mechanic and other creative concepts, Anonymous;Code takes the idea of the meta video game to its logical conclusion. The result is a compelling thesis statement for visual novels as a genre — a story that could only be most effectively told in an interactive game format.

Conclusion

Just as the Science Adventure games posit that human perception affects reality, not every player will experience Anonymous;Code the same way. For those new to the franchise, this latest entry is an imaginative if conceptually dense sci-fi romp. For those who have played the other entries, it’s something more — a gratifying culmination of thematic and narrative strands roughly 15 years in the making. Either way, Anonymous;Code has something special to say about the universe, the soul, and video games as a medium.

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Morkull Ragast’s Rage Is A Hollow Knight-Like Action Platformer Coming To Switch Next Year

Publisher SelectaPlay and developer Disaster Games have today announced that Morkull Ragast’s Rage, a 2D action platformer, will be slashing its way over to Switch in 2024.

At an initial glance, there is more than a little Hollow Knight on display here. The skull-headed protagonist, gloomy depth of field and combat focus scream Forgotten Crossroads right from the get-go, but Morkull is keen to go in its own direction too.

This one will see you play as the titular God of Death and Darkness who, neatly, knows that he is a character in a video game. You can expect fourth-wall breaks a-plenty as you navigate the world of Ragast, taking on foes with a tight-looking combat system and unlocking abilities and upgrades as you go.

You can find some more information about the game’s features and get a look at a handful of screenshots below.

Art and animation – Morkull Ragast ‘s Rage is completely hand-drawn and animated frame by frame. Inspired and influenced by traditional animated films and other two-dimensional video games. This traditional animation endows the entire cast of characters with great naturalness and life within.

Break out of the fourth wall – What makes the game special is Morkull himself, his personality and character along with that fourth wall break that allows him to talk to players as if he were right there. We have endowed Morkull with great charisma and personality, constantly generating a lighthearted atmosphere, loaded with constant humour, bad jokes and pop culture references.

Combat system – You’ll have your own hands and all the power that comes with being the God of Death and Darkness, of course… Plus a wide selection of combos and abilities that will allow you to fight your way through the deepest corners of the Ragast.

We don’t have a precise release date for this one just yet outside of some point next year — who knows, perhaps even Silksong will beat it to the punch. We will be sure to keep you updated as we hear more details over the coming months.

What do you make of Morkull Ragast’s Rage? Think it will be a bit of you? Let us know in the comments.

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Nintendo Launches Mobile Browser Game ‘Pikmin Finder’

Pikmin
Image: Nintendo

Nintendo and Niantic have quietly launched a browser-based AR game titled Pikmin Finder to coincide with the Nintendo Live event in Seattle.

Accessible via any mobile browser application, Pikmin Finder needs to be played via a mobile device such as a phone or tablet to be fully appreciated (which we imagine is to give folks waiting in queues at Nintendo Live something to keep them occupied), as it utilises the built-in camera to implement AR Pikmin in your immediate surroundings.

The premise is pretty simple: You simply search for Pikmin sprouting in the ground and use a quick finger swipe to pull them out. Not entirely dissimilar to Pikmin Bloom, then. Once you’ve found all Pikmin of a certain type (there are usually two or three of them dotted about), you can use the Pikmin to search for treasure, such as a rubber ducky, a cake, and much more.

Understandably, it’s not exactly the most in-depth experience you’re likely to find, but it’s harmless fun, particularly since it’s clearly geared toward those attending Nintendo Live. It’s also pretty amusing to watch your Pikmin trot off to find treasure and bring it back towards the camera. Incidentally, you can also use the camera to take quick snaps of your Pikmin and treasure and save them to your device storage, so that’s nice.

Have you tried Pikmin Finder yet? What do you make of it? leave a comment with your thoughts down below.

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Review: Agatha Christie – Hercule Poirot: The London Case – An Original Mystery With Loads Of Loads

Agatha Christie - Hercule Poirot: The London Case Review - Screenshot 1 of 4
Captured on Nintendo Switch (Docked)

The Agatha Christie Poirot games have a long and mixed history. They go right back to PC games in the early 2000s and continue through to the likes of The ABC Murders, which also made it to Switch back in 2020. Over the years, different developers and publishers have picked up the Christie brand and delivered a range of different experiences. Hercule Poirot: The London Case is the latest, the second effort from developer Blazing Griffin and publisher Microids, following 2021’s Hercule Poirot: The First Cases.

Like The First Cases before it, The London Case is set before Agatha Christie’s earliest Poirot stories, continuing the chronicle of Hercule’s journey from rising star in the Kingdom of Belgium’s police force, to his fall from grace and stationing as a provincial policeman, to his increasing fame as he unravels one confounding case after another. Although there is some continuity, there is no need to have played the earlier game to follow the story. As the game opens, Poirot is travelling to London to safeguard the transportation of a painting that will be displayed at a museum. We need hardly say that the painting doesn’t stay hanging on the wall for very long, and Poirot finds himself investigating a seemingly impossible vanishing act.

Agatha Christie - Hercule Poirot: The London Case Review - Screenshot 2 of 4
Captured on Nintendo Switch (Handheld/Undocked)

The game has you control legendary detective Hercule Poirot directly, moving around in a third-person perspective using the thumb stick and examining things with the ‘A’ button. At times, you drop into a first-person view to explore an area in more detail. The camera also drops down into the scene to show characters engaged in dialogue, and a final aspect of the game shows Poirot’s mind map, where you must puzzle out connections between pieces of evidence you have discovered.

As an original story, the game doesn’t need to square the circle of providing something new whilst being grounded in a well-read classic like Murder on the Orient Express or The ABC Murders. However, it does carry the burden of needing to come up with an Agatha Christie-style Poirot tale out of thin air. In this regard, it is a mixed result. The requisite cast of characters with different social standings, hang-ups, and flaws is certainly present and correct. An early puzzle tasks Poirot with matching each character to a painting in the museum – a smart way to get the player to internalise who’s who.

However, where the best Poirot stories create a web of motives and relationships between all the characters and their connections to the crime at hand – something The First Cases did well – The London Case spends the majority of the game extending the story in a more linear way, the plot doesn’t so much thicken as stretch.

Agatha Christie - Hercule Poirot: The London Case Review - Screenshot 3 of 4
Captured on Nintendo Switch (Docked)

More problematic, though, is some of the logic in the story. A timeline system in the first part of the game seems to do wonders to help Poirot solve the initial mystery, but is not very helpful to the player. Poirot arrived at a solution way before we did, and left us scratching our heads as to how he actually did it. Blazing Griffin’s last Poirot game did require rather a lot of guesswork to make ‘logical’ leaps, but the result was a visual mind map of Poirot’s reasoning that ingeniously spelled out all the connections and deductions that led to a conclusion. Here, the mind map has been changed to obscure the links between facts and evidence – perhaps to prevent solving by guessing the layout of the map – and the result is a much less satisfying sense of building out a case.

Despite these minor letdowns, all in all, there is a good enough story at the heart of The London Case, and functional enough gameplay, for this to be a worthy successor to The First Cases and to maintain the (admittedly rather mixed) standard of Agatha Christie games. This is topped off with some entertaining voice acting, too. Unfortunately, the game is greatly held back by the technical standards of its presentation and performance.

The London Case opens with real confidence: a stylish title sequence with arresting, original music. However, that slick facade crumbles quickly. Where the slightly basic models of the last game were mostly kept at a distance and complemented by some nice visual-novel-style 2D art during conversations, in The London Case, the camera gets right into the action and dialogue is played out by the 3D models. The models aren’t bad, but the animation leaves a lot to be desired, most egregiously in the case of lip-synch. Poirot himself sometimes moves his mouth in a way that is not distracting, but other characters, including the otherwise well-realised sidekick, Hastings, can flap their chins up and down like ventriloquists’ dummies.

Agatha Christie - Hercule Poirot: The London Case Review - Screenshot 4 of 4
Captured on Nintendo Switch (Docked)

That is, if they move their mouths at all. By the later game, cutscenes are played out by characters whose faces hardly move, which is actually better. The game leans into its 3D characters and environments but they’re just not up to the level of scrutiny this invites. Other minor irritations include characters vanishing from the scene after talking, Poirot opening non-existent doors to change areas, and his internal monologue sounding like it’s coming from the next room.

Number one on the list of technical complaints, however, has to be the loading times. Moving between locations typically triggers a wait of 30 seconds or more. Given that the gameplay often involves scouring the city for the next talk-to-able character or the next newly-appearing interactive object, this can get painful. A quick dip into one of the small locations on offer might not take more than a few seconds, even taking into account Poirot’s slow walk, so loading times can quickly start to tower over actual playtime. In one 25-minute period of play when we were struggling to find what to do, we timed 10 minutes of loading. When you’re at an impasse and in try-everything mode, the long gaps quickly sap the will to keep playing.

Conclusion

Hercule Poirot: The London Case delivers on its promise of a new Agatha Christie-style story in the Poirot universe. While it doesn’t have the same level of tricksy, interweaving motives and relationships as Poirot favourites, the story is entirely entertaining nonetheless. However, the game lacks polish to the extent that it’s distracting, progress is not always logical and the loading times on Switch are a real problem. For all its charm, you don’t have to be a world-class detective to see its flaws.

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Random: Xbox’s Phil Spencer ‘Had A Blast’ Playing Super Mario Bros. Wonder

Phil / Mario
Image: Nintendo Life

With Nintendo Live now taking place in Seattle, many folks are getting hands-on sessions with the highly anticipated Super Mario Bros. Wonder, launching next month on October 20th, 2023.

One particularly notable attendee just so happens to be the Head of Xbox, Phil Spencer, and he had some high praise for Nintendo’s latest flagship title, saying he “had a blast” playing Super Mario Bros. Wonder (thanks, Pure Xbox).

The message comes with a cute photo showcasing Phil against the rather beautiful Super Mario Bros. Wonder backdrop. Check it out:

Nintendo and Xbox have enjoyed a particularly friendly relationship over recent years, with titles such as Ori and the Blind Forest and Banjo-Kazooie making their way to the Switch to great appreciation from fans.

Not only that, but should Microsoft’s acquisition deal with Activision-Blizzard go through (and it’s looking incredibly likely at this stage), then Nintendo fans can look forward to at least a decade of Call of Duty games following a legally-binding deal between Microsoft and Nintendo.

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Super Mario Bros. Wonder

Super Mario Bros. Wonder

Have you managed to get hands-on with Super Mario Bros. Wonder at Nintendo Live? We’ll be posting our thoughts on the game very soon, but in the meantime, leave a comment below with your opinion on the title so far.

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Random: Animal Crossing Fan Completes His Mission Of Visiting All New Horizons Artwork IRL

Animal Crossing: New Horizons Switch
Image: Zion Grassl / Nintendo Life

There’s nothing like a bit of wholesome content to start the week, huh? Well, that’s exactly what @mayplaystv has brought us today as he has revealed his completed mission to visit every piece of Animal Crossing: New Horizons artwork in real life.

We have been following this task for a while and last reported on it when the UK-based content creator reached the halfway point back in November 2022, but now Mayuren Naidoo has finally completed the challenge and has even uploaded a video of the 43 pieces of ACNH artwork to prove it (he officially wrapped things up last month, but today’s video seems like a fitting ‘victory lap’ of sorts).

This was no mean feat, with the mission lasting for over a year and covering 17 cities across three continents — but what an adventure. Planning a spot of travelling as a Nintendo fan? Look no further…

Naidoo has documented each step of his journey on his TikTok, where he shows the art in question and holds up a custom amiibo card of his New Horizons avatar for good measure — the Animal Crossing art world is full of fakes, after all.

Congratulations to Naidoo on completing this amazing task — we’re sure that Blathers is impressed. Now, where did we put our passports?

What do you make of this island-hopping challenge? Let us know in the comments.