Capcom is truly treating us Switch 2 owners this week, as it releases not only Resident Evil Biohazard and Village on the new hardware, but also the brand new Requiem. Yep, that’s on the same day as other platforms!
All of these launch on 27th February (a Pokémon Day surprise, if we’ve ever seen one), and today, the Requiem reviews have started rolling in to clue us up on Leon and Grace’s latest.
Here at Nintendo Life, we had a fantastic time with RE9, calling it “a love letter that celebrates RE’s origins; one that will have you grinning from ear to ear until the credits roll” in our 9/10 review. Here’s a brief snippet, followed by the full shebang, so you can catch all the details:
Resident Evil Requiem sets a new benchmark for a series that has been pretty consistently great for the last decade or so. By combining classic survival horror with the more action-focused gameplay of RE4, the result is an experience paced to perfection. Add in a lore-heavy narrative and copious easter eggs, and you’ve got what might be the ultimate expression of Resident Evil
But, of course, we’re not the only ones with a Requiem review out today. Being the big multi-platform release that it is, there are a fair few write-ups for the game at large across the internet, and below, we’ve gathered a bunch of them together for you to easily see the full range of opinions. Do note that while we’ve highlighted some reviews that focus solely on the Switch 2 version, many outlets will have been playing on different platforms.
We’ll kick things off with a full beans 10/10 score for the PS5 version from GAMINGbible, where the outlet praised just about everything the game had to offer, particularly in its lore drops:
As a horror game in its own right, Resident Evil Requiem is a very solid nine out of ten, but as a passionate fan of the series, it earns an additional bonus point thanks to the attention to detail and craft that’s gone into every pore of this game
The full scores kept coming with Eurogamer‘s 5/5 review, where even the game’s strange second act wasn’t enough to detract from the overall experience:
Is Requiem uneven? Absolutely. Does it eventually, slightly, run out of steam? I think that’s a fair criticism too. But carried away on a wave of increasing nostalgia, I didn’t especially care
Pocket Tactics opted for the same score as us in another 9/10 Switch 2 review, calling out how impressively well the title runs on Nintendo’s new hardware:
It runs incredibly well on the Nintendo Switch 2, boasts a compelling cast, and a story that fits nicely into the Resident Evil universe at large
It’s an opinion that was echoed in Vooks‘ 4.5/5 review of the Switch 2 version, where the hybrid’s visuals got a major nod of their own:
I wouldn’t say it’s the very first visually impressive game running on the Switch 2; however, it does stand out as one of the first day-and-date games that truly holds its own
The Switch 2 version was laden with even more praise in TechRadar Gaming‘s 4/5 review, even if the outlet was a little disappointed with the game’s second half:
To developer Capcom’s credit, while events may veer unapologetically into the camp and ridiculous, I was practically on the edge of my seat, wondering what on Earth could possibly happen next
With a slightly lower PS5 review, our friends over at Push Square gave Requiem an 8/10 after struggling with the “imbalance” between the survival horror and action gameplay:
Resident Evil Requiem is brilliant, both when you’re avoiding zombies as Grace and cracking their skulls as Leon — but, eventually, there’s slightly too much of one and not enough of the other
We’ll round things out with The Mirror‘s multiplatform 3/5 review, where, despite the “drop-dead gorgeous” visuals (even on Switch 2), that sense of imbalance was enough to bring things down a little:
Resident Evil Requiem attempts to blend all eras of the franchise together with a dual-pronged campaign that features terrifically scary highs and some all-too terrifying lows
Some range in opinions, then, but it looks rather positive overall. As it stands, Resident Evil Requiem on Switch 2 is currently sitting at a 90 Metascore across 12 critic reviews, and an 88 on PS5 across 112.
Will you be picking up Resident Evil Requiem on Switch 2 after reading what the critics have to say about it? Let us know in the comments.
Just when we thought we had managed to shake Jimbo and his super-addictive poker roguelike, LocalThunk has gone and released Balatro in an all-new Switch 2 edition. Oh boy, here we go again…
The new version is now live on the Switch eShop for £12.79 / $14.99 (with a sweet NA sale bringing it down to $11.99), or as a free upgrade for anyone who already owns the Switch 1 base game — come on, it’s difficult to argue with that.
The eShop listing doesn’t go into any detail about what’s added on the new hardware, but we’re already taking it for a spin and have noticed a smooth 60fps bump, HD Rumble 2, and the addition of Mouse Mode for super quick card selection.
It’s all a very welcome sight, and an unfortunate sign that we’re probably signing ourselves up to another batch of sleepless nights. The only wrinkle that we’ve found so far is that there doesn’t seem to be any way to transfer your data from the Switch 1 version to the Switch 2, which is weird. We’ll keep investigating and will update this post if we find a workaround.
Just in case you missed this one back in 2024, we described the original Balatro as “Utterly sublime” in our 10/10 review, praising just about everything it could throw at us.
Will you be picking up Balatro on Switch 2? Let us know in the comments.
There’s a moment during Resident Evil Requiem — actually, no, several moments — in which I laid the controller on my lap and just stared at the screen in awe. Over the last decade, the series has reclaimed its throne as the king of the survival horror genre, but Requiem pushes the quality bar higher than ever, presenting an experience that is equal parts fresh and nostalgic. For long-time fans who cut their teeth on the original ‘Raccoon City’ trilogy, this is a love letter that celebrates RE’s origins; one that will have you grinning from ear to ear until the credits roll.
Captured on Nintendo Switch 2 (Docked)
Requiem stars two playable protagonists: FBI agent and ‘scaredy-cat’ (Capcom’s words) Grace Ashcroft and series veteran Leon Kennedy, who’s still busy serving the Division of Security Operations. Together (well, mostly separately), they work to uncover a bunch of mysteries linked to the Umbrella Corporation, with newcomer and excellent antagonist Victor Gideon driving the narrative.
And make no mistake, Requiem’s narrative is utter nonsense in the best way. The way it rewrites a lot of the series’ backstory may drive a few die-hard fans ’round the bend, but I loved every second. RE7 and Village, as good as they are (particularly the former), were so tangentially connected to the wider narrative that they could have been named something completely different. Requiem is easily the most lore-heavy entry since RE5, one that goes back to corrupt corporations and deranged scientists while laying foundations for future games.
However bonkers the story is, it’s exceptionally well-told, with some wonderful voiceover work from Nick Apostolides as Leon, Angela Sant-Albano as Grace, and Antony Byrne as Gideon. Similarly, the music is consistently excellent, from the subtle, calming Save Room theme to the frantic numbers in the action sequences.
Captured on Nintendo Switch 2 (Handheld/Undocked)
The story bounces between Grace and Leon from start to finish, with key narrative beats signalling a character switch. That said, the first half largely belongs to Grace, with Leon concentrated primarily in the latter half. Grace’s gameplay is the quintessential survival horror experience, focusing on limited inventory space, scarce ammo, and brutal, relentless enemies.
I played on ‘Standard (Classic)’ difficulty, which brings back ink ribbons for Grace’s sections, an additional, limited-number item that you’ll need to save your progress. Naturally, being able to put the Switch 2 in sleep mode without losing progress does nullify the need for ink ribbons somewhat, but they do still offer severe consequences if you die, so their inclusion absolutely forces you to be more cautious.
Crafting also returns, and here it’s tied entirely to the collection of blood samples found throughout the environment or from your fallen foes. By holding ‘A’ next to samples, Grace can use a dedicated item to extract the blood, with larger enemies providing a greater supply. By combining this with herbs and bits of scrap, you can create all sorts of useful items like med injectors, ammunition, steroids, and more.
Captured on Nintendo Switch 2 (Handheld/Undocked)
And yes, empty ink ribbon tins can also be found in the environment, so you can craft full ink ribbons too; definitely handy if you find yourself in need of one.
By having enemies provide essential blood samples, Requiem encourages you to kill them if you want to craft certain items. Like all great survival horrors, however, there are downsides to this. If you leave your fallen enemies lying on the ground too long, they’ll morph into Blister Heads (a clear nod to REmake’s Crimson Head zombies), which are generally much faster and more aggressive than their standard counterparts.
You can mitigate this by using craftable Hemolytic Injectors to make their bodies explode, or if you’re feeling particularly brave, you can sneak up on a zombie and use the injector instantly while they’re up and about. Again, though, it’s yet another item you’ll want to keep handy whenever possible, taking up a precious slot in your already-limited inventory.
Captured on Nintendo Switch 2 (Docked)
The balance is simply fantastic and it makes for the purest survival horror experience since RE7. But of course, that’s just one half of the story.
Leon’s sections are a more direct evolution of the action-horror seen in RE4. Ammunition is much more plentiful, while the inventory system is a spin on the ‘attaché case’ approach seen in RE4 and Village, meaning you’ve instantly got a lot more space to play with.
Enemies are also more plentiful, with the game often putting you in situations in which you’re forced to fight off waves of zombies. Roundhouse kicks are back, of course, and Leon can make use of various melee weapons, picking up spears and hurling them at distant foes, or turning the tables with his very own chainsaw. It’s about time he got to wield one of those things, right?
Captured on Nintendo Switch 2 (Docked)
In addition to one-time melee weapons, Leon has a dedicated hatchet that you keep sharp by pressing ‘L’ and ‘Y’ together. It functions just like the defensive knives in RE4, meaning you can either use the hatchet directly against enemies at close range, or keep attacks at bay, with context-sensitive button prompts popping up to save your skin at the last second. It’s a great addition, and being able to sharpen it on the fly means you’re not limited to restoring its functionality at in-game shops.
The shops are indeed back, though. There’s no swashbuckling merchant in Requiem, but instead you’ll come across dedicated crates with a multitude of new weapons, armour, and recovery items. Currency isn’t located in the environment, but rather accrued automatically by killing enemies. Leon’s sections really encourage you to be as aggressive as possible, and you’ll find you have credits in the tens of thousands in no time at all, letting you boost your arsenal very quickly.
Much like Grace, Leon can also craft essential items, but given the swift nature of the gameplay, this isn’t tied to the collection of blood. Instead, you head into the crafting menu and combine the ingredients you wish to use. Simple.
Captured on Nintendo Switch 2 (Handheld/Undocked)
There were moments during Leon’s sections in which the action gets dangerously close to the frantic gameplay seen in RE6 – thankfully, however, it never quite reaches the same heights (or lows, if you like). Whenever things get a little too over-the-top, Capcom wisely pulls back to keep everything grounded.
All told, by combining Grace’s survival horror gameplay with Leon’s more action-focused affair, the pacing is pitch-perfect. I simply never felt bored, and with a sprinkling of nostalgic easter eggs throughout the latter half (which no, I won’t spoil here), it made for one of the most exhilarating entries in series history.
There’s plenty of replay value, too. I won’t go through exactly what’s unlocked upon completion (which, for the record, took me just under 12 hours), but needless to say you’ll have plenty of extra goodies to play around with to incentivise multiple campaign runs.
Captured on Nintendo Switch 2 (Docked)
You can also play around with the camera on subsequent playthroughs (or your first, if you wish). Requiem recommends playing Grace’s sections in first-person and Leon’s in third — which I did on my first runthrough — but you can switch these around however you like for some interesting results. Sadly, there’s no Mercenaries Mode here, which seems ridiculous given the fast, addictive nature of Leon’s sections, but I suspect this might be added as DLC.
On Switch 2, Requiem mostly runs very well. Visually, it often looks incredible, with the environments in particular being a true standout thanks to excellent lighting and shadow effects. Things falter slightly with characters and items: hair often looks a little dodgy, while items picked up or examined will display some off-putting aliasing around the edges. These are cutbacks that I didn’t really notice with RE7 and Village, and it’s perhaps an indication of the advancements made with the RE Engine for Requiem.
Similarly, though frame rate is often gunning for a slick 60fps, there are moments in which it will become quite inconsistent when there’s a lot going on – usually during specific scenarios in which fire is heavily present in the environment. In my experience, this tends to be more noticeable during handheld play, but even then, I wouldn’t say it occurs enough to dampen the experience.
Captured on Nintendo Switch 2 (Handheld/Undocked)
Ultimately, the Switch 2 can’t provide the most technically advanced version of Requiem, but the fact that Capcom got it running as well as it does is commendable.
It’s been a long time coming — almost nine years, in fact — but Capcom’s The Disney Afternoon Collection is now finally heading to the Switch and Switch 2 under the stewardship of Atari and developer Digital Eclipse. Not to rub it in the faces of PlayStation and Xbox owners (except that’s exactly what I’m doing), but it’s also better than ever, offering up a total of eight playable games with the addition of two SNES titles exclusively for Nintendo’s platforms.
The end result is a glorious throwback to the early ‘90s (or very late ‘80s if you bought DuckTales at launch in North America) that wisely refrains from messing too much with the games’ presentation. For folks who grew up with these titles, playing them will be the equivalent of Anton Ego reminiscing about his childhood in Ratatouille, while newcomers may be surprised at just how satisfying they remain after all these years. Difficult, yes, but satisfying.
Goof Troop is actually the outlier in that it’s really the only one that’s not a side-scrolling action game of sorts. Instead, you navigate a top-down environment with each screen presenting a small selection of light puzzles. You’ll spend your time kicking blocks to reveal secrets, chucking items at enemies, and using a hookshot to get out of tricky situations. It’s a lovely little game, though one that’s clearly designed for two players.
Indeed, there are no gameplay changes to account for whether you play solo or with a friend, so given that it’s very much intended for the latter, you might find it lacking if you’re going it alone. Still, it’s a worthy addition for the Switch 1 and 2 edition, and one that boasts some absolutely banging music.
The other SNES game, Bonkers, is a delight. Published by Capcom, but developed by Sun L, it’s a pretty basic platforming experience in which you navigate a series of simple levels with a few boss battles thrown in. The key mechanic here is that you’re able to dash, using the added velocity to destroy items and defeat enemies.
Captured on Nintendo Switch 2 (Handheld/Undocked)
Visually, Bonkers looks, well… bonkers for 1994. The character sprites are wonderfully detailed, and the backdrops make great use of colour gradients to depict sunsets. It really is a beautiful game, and though it feels a little sluggish at first compared to the NES games included, the more approachable difficulty makes for a nice change of pace.
Speaking of NES, the remaining six games are mostly great. Honestly, the only one I’d say you could get away with skipping entirely is TaleSpin, and maybe Darkwing Duck at a stretch.
TaleSpin, which is a side-scrolling shooter, isn’t even that bad. My main issue is that it’s just overly difficult thanks to the excruciatingly slow rate of fire and brutal precision of your enemies’ shots. Even the collection’s rewind feature — triggered at any point by holding ‘ZL’ — isn’t enough to alleviate the frequent frustrations.
Darkwing Duck, meanwhile, is a perfectly fine spin on Mega Man, though I’d argue the level design just isn’t anywhere near the ingenuity showcased in Mega Man 2 or 3. That said, there are some flashes of inspiration, including the ability to temporarily light up a pitch black sewer by hanging from light switches. Like Mega Man, it’s also really challenging at times, and will require lightning-fast reflexes to vanquish some of the more devious foes.
Captured on Nintendo Switch 2 (Handheld/Undocked)
DuckTales and Rescue Rangers, plus their respective sequels, are the stars of the show here. Both offer up compelling mechanics (the pogo jump in DuckTales and the box throw in Rescue Rangers) that, while certainly not new or unique by today’s standards, nevertheless contribute greatly to the games’ overall appeal. Add in some surprisingly appealing visuals for the NES and a smattering of catchy music, and these four games really stand the test of time, representing Capcom at the top of its game in the early ‘90s.
Originally launched in 2017, The Disney Afternoon Collection was one of Digital Eclipse’s first projects under its current form. As such, the way in which it presents its bonus material doesn’t quite reach the heights of Atari 50 or Tetris Forever, but there’s still a lot here to appreciate.
Concept art, packaging material, and original advertisements can be found in the Gallery feature, with some useful contextual annotations provided for each piece. A music player is also available immediately, letting you replay your favourite tracks at any point (and yes, I have the To The South tune from Goof Troop playing right now).
You’ve also got the usual visual options available for each game, including TV and monitor filters alongside the ability to view each game in its original resolution, enlarged to touch the top and bottom of the screen, or stretched to fill the entire view (don’t go for this last option, though, for goodness’ sake). You also have optional custom borders, though I’d argue that it’s best to play these kinds of games without any border.
Captured on Nintendo Switch 2 (Handheld/Undocked)
Finally, all of the NES titles also include Time Attack and Boss Rush modes to increase their otherwise short length. These are nice additions and I imagine a small chunk of the retro community will relish chipping away at their times and climbing the leaderboards. The SNES games don’t include these, which is a shame.
It’s worth just considering that even with eight games to enjoy, The Disney Afternoon Collection is still a fairly brief experience. Its longevity will ultimately rest on your willingness to replay each game and improve your completion efficiency.
Conclusion
The Disney Afternoon Collection is a delightful throwback to the ’90s, offering up eight mostly great games across the NES and SNES. While you could potentially skip one or two, the lineup represents a particularly prolific period for Capcom, one in which licensed games were — contrary to much of the competition — actually worth your time and money.
With a handy rewind feature and the sort of supplemental material you’ve come to expect from Digital Eclipse, this is a great compilation that deserves a second chance on Switch 1 and 2.
Last week, Amsterdam-based designer JimmyPaul took to London Fashion Week to showcase his new ‘ROAM’ collection, a high-fashion line inspired by the wonderful world of Pokémon. The runway looks inspired a ready-to-wear line of their own by Difuzed, and what do you know, this collaboration is now available to buy from the Pokémon Center website.
Let’s make one thing clear right from the jump, these items ain’t coming cheap. The collection covers a range of products from bags and caps to t-shirts and jackets, and while you’re looking at around £39.99 / $39.99 for the smaller items, the bags and jackets are closer to the £200 mark and beyond.
That said, there are some rather nice pieces in here, each inspired by a different Kanto ‘mon. We’re particularly fond of the Mew Mini Bag, Gengar Cap and Electabuzz Knit Sweater — which, now we think about it, would make for a rather snazzy outfit altogether — but there’s plenty to choose from besides.
Here’s a handful of items in the collection:
You’ll find the full line-up on the Pokémon Center website. It’s an expensive way to evolve your wardrobe, sure, but the prospect of living our Lumiose fantasy is almost too much to resist.
What do you make of this collaboration? Will you be getting any of the items? Let us know in the comments.
Well, folks, after it was briefly teased at the end of last year, Fallout 4: Anniversary Edition has finally arrived on Switch 2.
Yep, just in case you haven’t picked this one up in the last decade, you now have another chance to do so (or an opportunity to simply pick it up again, we won’t judge). The Anniversary Edition throws in all six official add-ons — Automatron, Far Harbor, Nuka-World, and the three Workshop expansions — and over 150 pieces of Creation Club content, so there’s a lot to tuck into.
Of course, you’re probably wondering how it all holds up on Switch 2. In the above video, we’ll show you exactly that! The gameplay footage covers the opening section of Fallout 4, some open-world exploration, more than a dash of combat and even a cutscene or two. In short, there’s a little bit of everything.
The good news is that it looks really rather good. Sure, the visuals are looking a little outdated today, but everything seems to be holding up nicely, performance-wise. Heck, after Bethesda’s disastrous launch of Skyrim on Switch 2, you can never be too careful.
We’ll have our full review with you before long, so keep an eye out for that one. In the meantime, you can pick up Fallout 4: Anniversary Edition on the Switch eShop for £52.99 / $59.99, or hang around until 28th April to get the code-in-a-box ‘physical’, if you want.
What do you make of this Fallout 4 footage? Will you be trying it out on Switch 2? Let us know in the comments.
There will also be some new content in the 2D action games, including “Endless Battle” mode, where you’ll take on a never-ending challenge and face off against an “onslaught” of random bosses. Inti Creates is even going to the extent of making some balance updates to upgrade the gameplay, making it sharper and more accessible than before.
Perhaps, most notably, the Switch 2 Edition of the game will be able to swap between a “high resolution (4K) display mode” and “high performance (120fps) mode”. So you can expect a silky smooth and super sharp experience.
Physical releases have also been confirmed in Japan (thanks for the heads up, Gematsu). There’ll be a standard edition and a limited edition featuring an official art book and a four-disc complete soundtrack. If we hear any significant updates about the physical releases, we’ll let you know.
Image: via Gematsu
Would you be interested in this latest collection from Inti Creates? Let us know in the comments.
Last month, Bandai Namco announced a new Dragon Ball project titled “Age 1000” which is currently set to arrive in 2027.
Fans already had multiple theories about what this new project might actually be, and in an update, it seems it’s arguably the most obvious one! Bandai Namco’s official Southeast Asia YouTube channel recently added the Age 1000 trailer to a new playlist titled… “Dragon Ball Xenoverse 3“.
It was spotted by many Dragon Ball fans before the same Bandai Namco YouTube account removed it. As highlighted on social media, it’s even got the same artwork revealed alongside “Age 1000”.
Of course, Bandai Namco hasn’t confirmed Age 1000 is Xenoverse 3 just yet and the official game title was intended to be revealed at a later date, so it’s probably best to treat this as a rumour for now until it’s officially announced.
According to last month’s announcement, this is a “brand-new” Dragon Ball world featuring “never-before seen” characters by series creator Akira Toriyama, who passed away in 2024. It’s been in development for “about 6 to 7 years now including the initial concept phase” and more details will be shared at Dragon Ball Games Battle Hour 2026 in April.
Although no platforms have been announced for this new title, Bandai Namco previously released Dragon Ball Xenoverse 2 on the Switch.
Would you be up for a new Xenoverse game? Let us know in the comments.
This particular update adds support for three more amiibo. This includes the Meta Knight, King Dedede and Chef Kawasaki figures. As previously confirmed, these amiibo are due to arrive on 5th March 2026. Apart from this, Version 1.3.1 also includes multiple balance adjustments and bug fixes.
As usual, the latest game update may not be compatible with replays from existing versions, so be sure to save and back up everything beforehand.
Here’s the full rundown of this update for Kirby Air Riders on Switch 2 via Nintendo’s official support page:
Kirby Air Riders: Ver. 1.3.1 (Released February 24, 2026)
General
The following amiibo figures are now supported.
Meta Knight & Shadow Star
King Dedede & Tank Star
Chef Kawasaki & Hop Star
Balance Adjustments
The performance of certain riders has been adjusted.
Rider name
Adjustment details
King Dedede
Affected modes: City Trial/Air Ride
Increased attack detection for Quick Spin during Special.
Waddle Doo
Affected modes: All modes
Improved Turn performance on the ground.
Gooey
Affected modes: City Trial/Air Ride
Lengthened the amount of time Special is active.
Cappy
Affected modes: City Trial/Air Ride
Lowered Top Speed of Special.
Affected modes: Air Ride/Top Ride
Lowered durability of the mushroom cap.
Affected mode: Top Ride
Lengthened the amount of time it takes for the mushroom cap to come back.
Scarfy
Affected mode: Top Ride
Raised Top Speed in angry state.
Noir Dedede
Affected mode: Top Ride
Lowered Turn performance.
The performance of some machines has been adjusted.
Machine name
Adjustment details
Warp Star
Affected mode: Top Ride
Raised Top Speed on the ground.
Winged Star
Affected mode: Top Ride
Raised Top Speed while gliding.
Machine will now jump higher when going over jump ramps, etc.
Slick Star
Affected mode: Top Ride
Raised Top Speed on the ground.
Bulk Star
Affected mode: Top Ride
Increased charging speed while drifting.
Reduced amount of charge-gauge consumption during Boost Dash.
Swerve Star
Affected modes: City Trial/Air Ride
Increased charging speed.
Strengthened acceleration of Boost Dash.
Turbo Star
Affected modes: All modes
Raised Top Speed on the ground.
Jet Star
Affected modes: City Trial/Air Ride
Weakened acceleration of Boost Dash.
It’s now harder to maintain speed on perfect landings when landing from a course gimmick.
Wheelie Bike
Affected mode: Top Ride
Raised Top Speed on the ground.
Machine will now jump higher when going over jump ramps, etc.
Rex Wheelie
Affected modes: All modes
Strengthened acceleration when going over a jump ramp, etc.
Affected modes: City Trial/Air Ride
Raised Top Speed.
Affected mode: Top Ride
Weakened deceleration when hitting a wall.
Wheelie Scooter
Affected mode: Top Ride
Lowered Top Speed on the ground.
Hop Star
Affected modes: City Trial/Air Ride
It’s now easier to maintain speed on perfect landings.
Affected mode: Top Ride
Raised Top Speed.
Vampire Star
Affected modes: City Trial/Air Ride
Raised Top Speed while gliding.
Affected mode: Top Ride
Reduced reaction from rivals when preyed upon.
Paper Star
Affected mode: Top Ride
Raised Top Speed while gliding.
Strengthened acceleration while gliding.
Chariot
Affected mode: Top Ride
Machine will now jump higher when going over jump ramps, etc.
Battle Chariot
Affected mode: Top Ride
Raised Top Speed on the ground.
Machine will now jump higher when going over jump ramps, etc.
Tank Star
Affected mode: Top Ride
Raised Top Speed on the ground.
Weakened deceleration during Boost Charge.
Transform Star
Affected mode: Top Ride
Raised Top Speed on the ground.
Raised Top Speed while gliding. (Star mode only.)
Machine will now jump higher when going over jump ramps, etc. (Bike mode only.)
The performance of some Copy Abilities has been adjusted.
Copy Ability name
Adjustment details
Wheel
Affected mode: Top Ride
Raised Top Speed on the ground.
Improved Turn performance while drifting.
Steel Ball
Affected mode: Top Ride
Raised Top Speed on the ground.
Weakened deceleration while drifting.
Missile
Affected mode: Top Ride
Raised Top Speed on the ground.
Bug Fixes
Improved communication stability during online play.
There was a problem in the Checklist where the number of events, machines, riders, etc. would not be counted correctly in applicable tasks. This has been fixed so that even if the issue has already occurred, players can restore counts to the correct number by restarting the game.
Fixed an issue in the Checklist where rewards for completing all the tasks for Air Ride, Top Ride, City Trial, and Road Trip could not be obtained.
Fixed an issue in the Checklist where the task “Hit 2 riders with Kaboombs in a single race” would not be considered accomplished in an online match, even if conditions were met.
Fixed an issue where multiples of the same legendary-machine parts would sometimes appear during online matches in City Trial.
Fixed an issue in the Air Ride course Cyberion Highway where riders would sometimes go off course after getting off the grind rails and be unable to return to the course.
Fixed an issue where, by performing a Quick Spin on a grind rail just before a specific rider’s Special would end, the Special would not end.
Fixed an issue in the Air Ride course Crystalline Fissure where riders could go at abnormally fast speeds when jumping out of the ground of the half-pipe using the Drill Copy Ability.
There was a problem with Taranza where spider silk could be produced even when in a frozen state from something like a rival’s Freeze Copy Ability, so the frozen state could be quickly lifted. This issue has been fixed so that Taranza cannot produce silk when frozen.
Fixed an issue where headwear was not reflected when riders were randomized in Local Play.
Fixed an issue where, if a player-controlled Scarfy was near when a Transform Star placed in a garage transforms, Scarfy could end up entering angry state.
Fixed an issue in the Air Ride course Checker Knights where the appearance effects of the jump ramps that appear and disappear were sometimes out of alignment with their actual position.
Fixed an issue with Transform Star where it would sometimes not accelerate if a Boost Dash was performed when a mode switch finished.
Fixed an issue where certain Copy Abilities wouldn’t work properly after Scarfy’s angry state ended while the Copy Abilities were activated.
Fixed an issue where the thumbnails for My Machines would, in rare instances, be incorrect.
Fixed an issue in City Trial where items would sometimes not appear when destroying crystals in the underground area with Knuckle Joe’s automatic attack.
Fixed an issue in Free Run where, after recording a Personal Best with Transform Star (star mode or bike mode), the Best Run data could not be loaded when trying to start a race in a different mode from the one in which the Personal Best was recorded in.
Fixed an issue where online-events records could sometimes be used as a reference value for the “High Score” search condition in Spectate.
Since records that could not be produced in normal play were sometimes used as a reference value, all reference values for “High Score” have been initialized in this latest update.
“High Score” search results will temporarily not be displayed until players race with and on the corresponding machines/courses.
Fixed an issue where the game would stop progressing if the course was randomized during a Top Ride Series in a paddock.
Made several other miscellaneous gameplay fixes.
Note: Ver. 1.3.1 may not be compatible with replays from Ver. 1.3.0. Ver. 1.3.1 is not compatible with replays from Ver. 1.2.0 and earlier. Convert replays you want to keep to video files by selecting Record on the playback-settings screen within Cached Data and Data Replay before downloading the update. (Note: A microSD Express card is required to use this function.)
This is the second update for Kirby Air Riders of 2026, but according to a previous update from the game director Masahiro Sakurai, fans shouldn’t expect much else, as the racer already released with “everything” from the start.
The latest update follows Version 1.3.0, which added GameShare support. balance adjustments and bug fixes.
Have you tried out this game on the Switch 2? How are you finding it so far? Let us know in the comments.
Nintendo has already released an update for the Switch 2 exclusive Donkey Kong Bananza this year, and it has now rolled out another one. So, if you like staying on top of your game updates, consider this a PSA and get downloading!
This new update follows on from Version 3.1.0 (which added Polish as a supported language) and bumps the latest build of the game up to Version 3.2.0. According to Nintendo’s official patch notes, this patch addresses “several issues” to “improve the gameplay experience”.
If we find out what exactly has been adjusted behind the scenes after this latest update, we’ll be sure to let you know. Based on the information provided, it’s just ironing out some issues.
In case you missed it, Donkey Kong Bananza was followed by the paid DLC DK Island & Emerald Rush in September last year. This DLC includes special in-game events, where you unlock statues to display on DK Island, and the latest event has just wrapped.
There’s also a demo for Donkey Kong Bananza available on the eShop, so if you haven’t already tried it out, this is a great way to jump in. In some other Switch 2 update news, Nintendo has released a new patch for Kirby Air Riders this week.
Have you downloaded this update yet? Notice anything else? Tell us in the comments.