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First Impressions: The Diary Of A First-Time ‘Tomodachi Life’ Player – Am I Living The Dream?

Dear Diary,

I’m not sure if I’m Living the Dream just yet. You see, I don’t think Helga likes me. Not “me” me, but Mii.

When I dragged my Nintendo-ified facsimile next to this nice-seeming old lady in the new Tomodachi Life, they greeted each other pleasantly. Helga isn’t anyone I know in real life — I’ve already crossed the uncanny valley far enough by creating myself and my spouse in-game (along with the game accurately judging that I’m a ‘Reserved Perfectionist’… ouch.) — she’s just a loose bit of imagination, created with a few helpful suggestions from the Mii creator.

I figured Arcadia Island needed a few older residents, and Helga fit the bill – a 67-year-old who’s also reserved like me, but more of an Observer. She’s polite, a little serious, but plenty quirky, all traits I picked out as I created her character.

Yet her first interaction with my own quirky, slightly-spirited Mii left my doppelgänger a little upset! Nothing a head pat and some food couldn’t fix, but I almost felt offended. ‘How dare you leave my mini-me upset, Helga?’ I thought.

Oh no, am I already developing a God Complex?

I have control of a lot in Tomodachi Life: Living the Dream, much more than you ever had in the 2014 3DS hit. But I’ve never played it on that system, despite its popularity. On the Switch, I can pick up a Mii whenever I want and force them to stare at trees or patches of weeds, or get them to mingle with other island residents.

Sometimes, the Miis want me to get them to interact – one time, my partner Zach (the Mii) was sitting inside his house with a little ‘confused’ manpu icon above his head. That tells me he needs something from me. I click on him, and he says he wants to make friends with Alana (the Mii). Great! But we have to come up with a topic. At this point, I’m more tentative with my words, so I just go for something normal: “Movies”. We both like movies in real life a lot.

Just seconds later, these Nintendo avatars of our real-life selves are talking about Movies, but not in a normal sense. I’m watching myself ask my IRL spouse if he’s “good” at Movies, to which he replies that he is “better at Movies” than everyone else. I chuckle, and this is the bizarre tone that the game constantly takes.

I knew ahead of becoming “cap’n” of this island (yes, I gave myself that title) that Tomodachi Life thrives off of normal interactions laced with the absurd, and it constantly delivers. Mii’s will sometimes randomly fall over, and either I can help them, or I can bring a Mii over to pick them up. They can also be paralysed on-the-spot with a hiccuping fit.

Tomodachi Life: Living the Dream preview 4
Image: Nintendo Life / Nintendo

Lines like “Would you say that a Board Game makes you think of an iced latte?” and conversations about pet hedgehog bites are just the tip of the iceberg. This is the exact kind of nonsense I’d probably say after a drink or three. And the news announcements are always a highlight.

My goal as God is, apparently, to make all of these Miis happy and level them up. When they level up, I can give them a new expression, or a new phrase, or a gift that matches their perceived personality. I’ve already given Jimmy — a 10-year-old who proudly dons a cow outfit — an enthusiastic wave, and Zach has a baseball he occasionally gets out to throw around on the beach. Meanwhile, Alana seems to have an existential crisis as I bestowed the phrase “I’m such a fool” on her, which she might mutter when she’s asleep.

Sometimes it’s a case of figuring out what food a Mii likes; even as “God”, I winced when I headed into the Fresh Foods market and saw the price of an apple. I do not need economy jumpscares in Tomodachi Life as I have daily in real life. A leg of lamb is almost as much as a park bench, for some reason. Also, I do have questions about why children and the elderly are allowed to run a grocery store or a home renovation shop.

But then I proceed to ignore that and spend over $100 in the Where & Wear Clothing Store. Not even being “cap’n” can stop me from indulging – but at least this time the clothes are for the Miis! They might not always like the clothes I give them, but I’m trying.

The amount of customisation and flexibility is off the charts; eventually, I can terraform the island and expand the land space, and it’s so easy to do with the tile-based system. I can buy benches and trees from the Quik Build store and place them down, ready for “high-octane relaxing” or for Miis to just ignore them and sit on the beach and talk about food.

But I’ve learned something about myself after spending a few days with Tomodachi Life: I’m not sure how much I love playing God.

The humour and the Island Builder are doing a lot of the heavy lifting for me right now, and both of these things are fabulous. Sometimes, I can play games with the residents like Red Light, Green Light, or Zoom Quiz, and these give me more “stuff” to hand out to residents, if I’m successful. Other times, I’ll find one of the residents unsettled by their thoughts or napping on a bench, and I’ll dive into their minds to clear out the clutter inside or watch some kind of fever dream of four people worshipping a realistic-looking rabbit.

Tomodachi Life: Living the Dream preview 11
Image: Nintendo Life / Nintendo

But most of the time, it’s about plopping one Mii next to another. They’ll often start walking and talking, but they don’t always progress in meaningful ways. Mii problems seem to cycle through similar things – “I want to be friends with X” or “I’m hungry” seem to be the most common. But otherwise, it feels like owning Sea Monkeys or a Tamagotchi, two things I never really loved as a kid of the ’90s/early ’00s.

Before I sign off, I want to go back to Helga. Yes, I think she’s a bit wary of Mii me, but I look at the relationship chart in my menu and see that she and I “want to be friends”. Perhaps building some pathways and redesigning the inside of her house from R&C helped thaw her heart a bit, and she “saw” the real me on the other side of the Switch screen.

Tomodachi Life: Living the Dream preview 3
Image: Nintendo Life / Nintendo

She didn’t need to gossip about my Mii with Zach behind my back, and that feels like a line that shouldn’t be crossed, but I think things will work out eventually. Maybe her love of UFOs is the key, or perhaps she too has a crush on Ryan Gosling.

Wow, being God is tough, and not always exciting, isn’t it?

Until release,

A.H.


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First Impressions: The Diary Of A First-Time ‘Tomodachi Life’ Player – Am I Living The Dream?

Dear Diary,

I’m not sure if I’m Living the Dream just yet. You see, I don’t think Helga likes me. Not “me” me, but Mii.

When I dragged my Nintendo-ified facsimile next to this nice-seeming old lady in the new Tomodachi Life, they greeted each other pleasantly. Helga isn’t anyone I know in real life — I’ve already crossed the uncanny valley far enough by creating myself and my spouse in-game (along with the game accurately judging that I’m a ‘Reserved Perfectionist’… ouch.) — she’s just a loose bit of imagination, created with a few helpful suggestions from the Mii creator.

I figured Arcadia Island needed a few older residents, and Helga fit the bill – a 67-year-old who’s also reserved like me, but more of an Observer. She’s polite, a little serious, but plenty quirky, all traits I picked out as I created her character.

Yet her first interaction with my own quirky, slightly-spirited Mii left my doppelgänger a little upset! Nothing a head pat and some food couldn’t fix, but I almost felt offended. ‘How dare you leave my mini-me upset, Helga?’ I thought.

Oh no, am I already developing a God Complex?

I have control of a lot in Tomodachi Life: Living the Dream, much more than you ever had in the 2014 3DS hit. But I’ve never played it on that system, despite its popularity. On the Switch, I can pick up a Mii whenever I want and force them to stare at trees or patches of weeds, or get them to mingle with other island residents.

Sometimes, the Miis want me to get them to interact – one time, my partner Zach (the Mii) was sitting inside his house with a little ‘confused’ manpu icon above his head. That tells me he needs something from me. I click on him, and he says he wants to make friends with Alana (the Mii). Great! But we have to come up with a topic. At this point, I’m more tentative with my words, so I just go for something normal: “Movies”. We both like movies in real life a lot.

Just seconds later, these Nintendo avatars of our real-life selves are talking about Movies, but not in a normal sense. I’m watching myself ask my IRL spouse if he’s “good” at Movies, to which he replies that he is “better at Movies” than everyone else. I chuckle, and this is the bizarre tone that the game constantly takes.

I knew ahead of becoming “cap’n” of this island (yes, I gave myself that title) that Tomodachi Life thrives off of normal interactions laced with the absurd, and it constantly delivers. Mii’s will sometimes randomly fall over, and either I can help them, or I can bring a Mii over to pick them up. They can also be paralysed on-the-spot with a hiccuping fit.

Tomodachi Life: Living the Dream preview 4
Image: Nintendo Life / Nintendo

Lines like “Would you say that a Board Game makes you think of an iced latte?” and conversations about pet hedgehog bites are just the tip of the iceberg. This is the exact kind of nonsense I’d probably say after a drink or three. And the news announcements are always a highlight.

My goal as God is, apparently, to make all of these Miis happy and level them up. When they level up, I can give them a new expression, or a new phrase, or a gift that matches their perceived personality. I’ve already given Jimmy — a 10-year-old who proudly dons a cow outfit — an enthusiastic wave, and Zach has a baseball he occasionally gets out to throw around on the beach. Meanwhile, Alana seems to have an existential crisis as I bestowed the phrase “I’m such a fool” on her, which she might mutter when she’s asleep.

Sometimes it’s a case of figuring out what food a Mii likes; even as “God”, I winced when I headed into the Fresh Foods market and saw the price of an apple. I do not need economy jumpscares in Tomodachi Life as I have daily in real life. A leg of lamb is almost as much as a park bench, for some reason. Also, I do have questions about why children and the elderly are allowed to run a grocery store or a home renovation shop.

But then I proceed to ignore that and spend over $100 in the Where & Wear Clothing Store. Not even being “cap’n” can stop me from indulging – but at least this time the clothes are for the Miis! They might not always like the clothes I give them, but I’m trying.

The amount of customisation and flexibility is off the charts; eventually, I can terraform the island and expand the land space, and it’s so easy to do with the tile-based system. I can buy benches and trees from the Quik Build store and place them down, ready for “high-octane relaxing” or for Miis to just ignore them and sit on the beach and talk about food.

But I’ve learned something about myself after spending a few days with Tomodachi Life: I’m not sure how much I love playing God.

The humour and the Island Builder are doing a lot of the heavy lifting for me right now, and both of these things are fabulous. Sometimes, I can play games with the residents like Red Light, Green Light, or Zoom Quiz, and these give me more “stuff” to hand out to residents, if I’m successful. Other times, I’ll find one of the residents unsettled by their thoughts or napping on a bench, and I’ll dive into their minds to clear out the clutter inside or watch some kind of fever dream of four people worshipping a realistic-looking rabbit.

Tomodachi Life: Living the Dream preview 11
Image: Nintendo Life / Nintendo

But most of the time, it’s about plopping one Mii next to another. They’ll often start walking and talking, but they don’t always progress in meaningful ways. Mii problems seem to cycle through similar things – “I want to be friends with X” or “I’m hungry” seem to be the most common. But otherwise, it feels like owning Sea Monkeys or a Tamagotchi, two things I never really loved as a kid of the ’90s/early ’00s.

Before I sign off, I want to go back to Helga. Yes, I think she’s a bit wary of Mii me, but I look at the relationship chart in my menu and see that she and I “want to be friends”. Perhaps building some pathways and redesigning the inside of her house from R&C helped thaw her heart a bit, and she “saw” the real me on the other side of the Switch screen.

Tomodachi Life: Living the Dream preview 3
Image: Nintendo Life / Nintendo

She didn’t need to gossip about my Mii with Zach behind my back, and that feels like a line that shouldn’t be crossed, but I think things will work out eventually. Maybe her love of UFOs is the key, or perhaps she too has a crush on Ryan Gosling.

Wow, being God is tough, and not always exciting, isn’t it?

Until release,

A.H.


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Nintendo’s Apparently Cutting US Switch 2 Output After Lower Than Expected Holiday Sales

Pokémon Pokopia Switch 2
Image: Jim Norman / Nintendo Life

It’s no secret that the Switch 2 struggled over its first holiday period. The console’s sales numbers were reportedly down 35% in the US compared to what its predecessor managed back in 2017, and 2025 marked the region’s worst November since 1995 in terms of hardware sales. All this is to say, it’s hardly surprising to hear that Nintendo has apparently lowered its US production for the quarter.

According to a new report by Bloomberg (paywalled), a source “familiar with the matter” told the publication that Nintendo has cut its planned Switch 2 output by 33% this quarter, dropping the planned six million units down to four million. This cut is planned to continue into April, it is claimed.

This decision is apparently “driven by slower demand from consumers” over the holiday period, Bloomberg’s sources state, and not the wider economic factors affecting worldwide hardware production, like rising component prices.

Strong sales outside the US, particularly in Japan, mean that the region’s quarterly reduction shouldn’t have a knock-on effect on Switch 2 sales projections for the fiscal year at large, which Nintendo still puts at 19 million units. Given that it was over 17 million in the last financial report, we’d be surprised if it doesn’t make it over the line, too.

“This hardware shortfall in its first year, during its big holiday season, is awful news,” Asymmetric Advisors strategist Amir Anvarzadeh told Bloomberg, “Clearly the software line-up has been poor, at least until most recently, with Pokémon showing some hope.”

And there we land on the Phanpy in the room. Pokémon Pokopia has been a smash-hit exclusive for Switch 2 out of the gate, shifting 2.2 million units in its first four days alone, which will undoubtedly drive up console sales as a result. And yet, Bloomberg’s sources claim it’s still too soon to correct course on the quarter’s output cuts. “Instead, it’s waiting to see if the hit game and other new titles have enough staying power to merit an output increase,” the sources say.

We’ll have to wait until May to see the official numbers from Nintendo, where Switch 2 and Pokopia’s sales at the end of the fiscal year can really be put under the microscope. Pokopia really feels like the console’s first killer app, and while the rest of the 2026 release schedule is currently a little more low-key, a Winds and Waves arrival in 2027 will undoubtedly boost interest again.

What do you make of this report? Let us know in the comments.

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Nintendo’s Apparently Cutting US Switch 2 Output After Lower Than Expected Holiday Sales

Pokémon Pokopia Switch 2
Image: Jim Norman / Nintendo Life

It’s no secret that the Switch 2 struggled over its first holiday period. The console’s sales numbers were reportedly down 35% in the US compared to what its predecessor managed back in 2017, and 2025 marked the region’s worst November since 1995 in terms of hardware sales. All this is to say, it’s hardly surprising to hear that Nintendo has apparently lowered its US production for the quarter.

According to a new report by Bloomberg (paywalled), a source “familiar with the matter” told the publication that Nintendo has cut its planned Switch 2 output by 33% this quarter, dropping the planned six million units down to four million. This cut is planned to continue into April, it is claimed.

This decision is apparently “driven by slower demand from consumers” over the holiday period, Bloomberg’s sources state, and not the wider economic factors affecting worldwide hardware production, like rising component prices.

Strong sales outside the US, particularly in Japan, mean that the region’s quarterly reduction shouldn’t have a knock-on effect on Switch 2 sales projections for the fiscal year at large, which Nintendo still puts at 19 million units. Given that it was over 17 million in the last financial report, we’d be surprised if it doesn’t make it over the line, too.

“This hardware shortfall in its first year, during its big holiday season, is awful news,” Asymmetric Advisors strategist Amir Anvarzadeh told Bloomberg, “Clearly the software line-up has been poor, at least until most recently, with Pokémon showing some hope.”

And there we land on the Phanpy in the room. Pokémon Pokopia has been a smash-hit exclusive for Switch 2 out of the gate, shifting 2.2 million units in its first four days alone, which will undoubtedly drive up console sales as a result. And yet, Bloomberg’s sources claim it’s still too soon to correct course on the quarter’s output cuts. “Instead, it’s waiting to see if the hit game and other new titles have enough staying power to merit an output increase,” the sources say.

We’ll have to wait until May to see the official numbers from Nintendo, where Switch 2 and Pokopia’s sales at the end of the fiscal year can really be put under the microscope. Pokopia really feels like the console’s first killer app, and while the rest of the 2026 release schedule is currently a little more low-key, a Winds and Waves arrival in 2027 will undoubtedly boost interest again.

What do you make of this report? Let us know in the comments.

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Japanese Teens Apparently Love Nintendo Switch More Than Pokémon & Disney

Nintendo Switch on Pokemon Cards
Image: Zion Grassl / Nintendo Life

The Brand Japan 2026 evaluation survey results have revealed that Nintendo is still an extremely-popular name with Japanese teenagers, with the both the company brand and the Switch console only being beaten by YouTube.

As reported on (and translated) by Automaton Media, Nikkei BP Consulting’s survey asked a sample size of 37,000 Japanese teenagers what their favourite brands are back in December. The list featured over 1,000 different names from electronics companies to retailers.

YouTube easily took the top-spot, but the Nintendo Switch sits comfortably in second place, ahead of the wider branding of Nintendo itself in third. Perhaps not a surprise when Nintendo’s games dominate the top 100 most-popular titles with Japanese teens (though Minecraft and Fortnite reign supreme).

Interestingly, both Nintendo and the Switch is also ahead of Pokémon and Disney for the under-20s crowd — two absolutely gigantic brands that you’d assume would be among the top five, but Pikachu and co. were the seventh most-popular, with Disney three places below it in tenth. Well, Kirby is cuter than any Disney character, right?

Looking across all age groups surveyed, and YouTube slips to number 2 behind brewing and distilling company Suntory, while retail chains Daiso and Muji also remain in the top five. Meanwhile, Nintendo is much more-popular within the wider spread, sitting in 12th, with Disney close behind in 14th. The Switch slides all the way down to 59, with Pokémon tumbling to 201st.

Here’s the full top ten from the Under 20s survey, with their placement across all generations listed next to the brand:

  1. YouTube (2)
  2. Nintendo Switch (59)
  3. Nintendo (12)
  4. Daiso (3)
  5. Muji (5)
  6. LINE (31)
  7. Pokémon (201)
  8. Saizeriya (13)
  9. Amazon (18)
  10. Disney (14)

Of course, when looking at the wider survey, this doesn’t include every single citizen in Japan, and many brands that are considered even bigger such as Disney and Pokémon have a huge international audience. Still, these results paint a pretty interesting picture.

The Switch and Switch 2 continue to dominate sales charts in Japan, with the newest console racking up almost 100k sales last week alone and the Switch 1 still shifting around 20k units.


Are you surprised by the Switch’s popularity among teens/?Were you expecting Disney and Pokémon to be higher? Let us know in the comments.

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Mechs And Turn-Based RPG Combat Collide In ‘Starbites’ On Switch 1 & 2 This May

Developer IKINAGAMES is dipping its toe into the RPG genre later this spring with Starbites, a sci-fi inspired adventure with turn-based mech combat, which comes to Switch 1 and Switch 2 on 21st May 2026.

There aren’t enough RPGs with mechs in our eyes, and Starbites is filling in that gap, with salvager and protagonist Lukida manning her slingshot-focused Motorbot as she attempts to save the desert planet of Bitter.

Donning a bright and colourful anime-style aesthetic and a cast of expressive characters, Starbites feels light and bright. Even if the overworlds are barren and dusty and covered in sand, and the world is at stake the game is packed with humour and personality, and stuffed full of secrets.

But the combat is core here, which is heavily inspired by the best of the JRPG genre with its own unique twists. Every character comes with their own Motorbot, which fits a certain skill set within battle, and you can customise and upgrade these mechs, too. The key is exposing enemy weaknesses in order to break your enemy’s guard and deal a lot of damage, hopefully knocking them out.

The game is being published in the West by NIS America and we’re getting a physical release on Switch 1. Switch 2 was due to get a Game-Key Card release too, but as spotted by Nintendo Everything, according to the web store, that’s now been cancelled — no reason has been given, and Game-Key Cards have been a controversial topic since the Switch 2’s announcement.

Still, at least the full physical is coming on Switch 1, though we don’t know about upgrade paths just yet. The special edition includes a Collector’s Box, an art book, a digital soundtrack, an acrylic stand, six metal pins, and three rubber keychains.


Are you looking forward to Starbites? Grabbing the physical release on Switch 1? Let us know in the comments.

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“New Players Won’t Feel Alone” – Square Enix Partners With Google For AI-Powered Dragon Quest Companion

DQX
Image: Armor Project / Bird Studio / Square Enix

Over the weekend, Square Enix announced a collaboration with Google which will see a generative AI-powered “companion” added to Dragon Quest X.

As highlighted in an article by news outlet Sankei Shimbun (thanks, NintendoEverything), Google’s Gemini will be integrated into the Japan-only MMORPG and power a conversational companion known as “Chatty Slimey”. A beta test is planned for this new feature, which devs say is focused on newcomers to the 13-year-old online game who may get lost and benefit from a guiding hand.

“New players won’t feel alone wondering where to start; they’ll have a personal companion,” said current DQX director Takashi Anzai. The AI will reportedly analyse what’s happening onscreen and “may initiate conversations when a powerful enemy is defeated or a rare item is obtained,” according to Sankei (via Google Translate).

Chance would be a fine thing for players in the West, of course; while it has launched in some form on the Wii, Wii U, 3DS, and Switch in Japan, Square Enix hasn’t localised DQX for other regions and the tenth game in the RPG series remains a Japan-only release.

Google Cloud’s Jack Buser was keen to emphasise the impact he believes AI will have on gaming in general back at GDC. “I’ll predict that within three to five years we’re going to see every major genre completely transformed because of AI, and we’re going to see entirely new genres that we can’t even predict as we sit here today.”

The Final Fantasy company has jumped on the AI bandwagon in recent times and hopes to have automated 70% of its Quality Assurance using generative AI by 2027.

Switch 2
There’s still no sign of a release for DQX outside Japan — Image: Damien McFerran / Nintendo Life

Last year, controversy surrounding OpenAI’s Sora 2 tool suggested that publishers were still wary of generative AI when it comes to copyright infringement, and the Darth Vader/Fortnite implementation highlighted potential issues that can arise when players are left to chat with AI-powered characters.

Elsewhere in the Japanese gamedev sphere, Capcom recently answered an investor question stating emphatically that the company “does not implement assets generated by generative AI into game content” (thanks, @Genki_JPN). However, as you’d expect at this stage, the Resident Evil firm is exploring ways it can be applied in other aspects of game production.

Here’s the full text, via Google Translate:

Please explain your approach to using generative AI in game development.
Our company does not implement assets generated by generative AI into game content.

However, we plan to actively utilize it as a technology that contributes to increased efficiency and productivity in the game development process. Therefore, we are currently exploring its application in various departments, including graphics, sound, and programming.

So, another day, another couple of examples of gaming firms dipping their toes into the genAI pool to varying degrees.

Does this sound like an application of generative AI you’d be interested in? A disaster waiting to happen? Let us know your thoughts below.

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Feature: Where The Heck Do You Start If You’ve Never Played Resident Evil?

RE - Where to Start 1
Image: Capcom

22nd March 2026 marked the 30th anniversary of the Japanese launch of Resident Evil — or Biohazard — on PlayStation. To celebrate, we’ll be publishing various articles this week focused on Capcom’s quintessential survival horror series.


30 years is a pretty long time for any game series. But while many — including the likes of Mario, Zelda, and Final Fantasy — make the onboarding process easy with largely self-contained entries, Resident Evil is a different beast altogether.

Putting aside some of the more obscure spin-off entries, Resident Evil has managed to maintain a pretty extensive overarching narrative throughout its history; one in which story threads told in 2026’s Requiem can be traced all the way back to the 1996 original.

For newcomers, it might be difficult to figure out where the hell to start. Sure, mainline entries are mostly numbered for convenience, but spin-offs muddy the water somewhat. So here, we’ll go through a handful of entries that we think would serve as a solid starting point into the world of Resident Evil.

So, let’s start with the most obvious…

RE - Where to Start 2
Image: Capcom

Resident Evil, specifically the 2002 remake, is the ultimate expression of creator Shinji Mikami’s vision. It’s where the story begins, with a series of brutal murders in the Arklay Mountains on the outskirts of Raccoon City.

More than two decades on, newcomers might find the fixed camera angles a little difficult to get along with at first, but with optional modernised controls added in for the Switch re-release, it’s perhaps the most sensible place to start.

That said, we wouldn’t oppose going back even further and trying the 1996 original for the PS1. This is literally where it all started, but we’d argue that the changes made for the GameCube remake significantly improve upon the experience. The GC version still feels old-school by modern standards, but it strikes a better balance for series virgins.

RE - Where to Start 3
Image: Capcom

While the first game is the most obvious place to start, Resident Evil 0 launched the same year as the remake and, as the title suggests, is actually a prequel to the original story. Set immediately prior to the Spencer Mansion incident, we get a deeper glimpse into the inner workings of Umbrella.

So if you’re dead set on starting at the beginning, this is it. This is as early in the timeline as you can possibly go at the time of writing.

That said, there are some weird story discrepancies between this and the remake, and you’ll be spoiled on some of the characters’ allegiances if you start with RE0.

So this wouldn’t necessarily be our first choice, but if you’re keen to experience the series in chronological order, then this is the place to start.

RE - Where to Start 4
Image: Capcom

After multiple development restarts, Resident Evil 4 eventually represented the first soft reset for the series, shirking the urban environment of Raccoon City for the Spanish countryside. Its over-the-shoulder gameplay proved revolutionary, influencing the third-person action genre for the next decade. If you want to see how the series’ current gameplay was shaped, then look no further.

While there are certainly a few plot threads that connect RE4 to the earlier games, it’s largely a self-contained piece of work that you can enjoy with no prior knowledge. Just keep in mind that if you do start here, then subsequent entries like RE5 and RE6 may pale in comparison. It’s that good.

Of course, we’d also recommend checking out the 2023 remake if you want a more up-to-date take on RE4, though it’s not available on any Nintendo system at the time of writing.

RE - Where to Start 5
Image: Capcom

Some hardcore fans are sharpening their pitchforks right now, but hear us out. As an on-rails shooter, The Umbrella Chronicles on Wii might not be the best representation of the series, but if you’re looking for a quick and easy way to catch up with the main story beats, this is a solid option.

It encompasses the stories for Resident Evil remake, RE0, and RE3 all in one package, with a bonus original story thrown in for good measure. You’re missing a lot of context, but it’s a good way to experience three mainline stories in quick succession.

You can probably find it quite cheap for the Wii on the second-hand market. Alternatively, if you’re subscribed to the relevant PSN tier, then you can play it on PS5. Its sequel, The Darkside Chronicles, also provides a good overview of RE2 and Code Veronica.

RE - Where to Start 6
Image: Capcom

Like RE4 before it, RE7: Biohazard is another soft reset, and it represents an even greater departure from the overarching narrative. Despite the commercial success of RE6, its action-heavy nature and muted reception forced Capcom to rethink its approach to the series, and so Biohazard was born.

You need absolutely no prior knowledge of the series to enjoy RE7, and it’s also the first mainline game to take place entirely in the first-person perspective. The series still utilises this (albeit with the option to switch to third-person), and so this is a great place to start if you want a modern experience that nevertheless pays homage to the franchise’s origins.

It’s on Switch 1 in Cloud Version form, but don’t do that to yourself. Fortunately, it’s now available on Switch 2, and we praised its exceptional performance and extensive add-on content and in our 9/10 review. So yes, this is a really good place to start.


So, do you agree with our picks, or do you think there’s a more appropriate place to start with Resident Evil? Let us know your thoughts in the poll below (just type the name of the RE game you’re looking for into the search bar), and drop down into the comments to discuss further.

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Poll: Who’s Your Favourite Resident Evil Villain?

Villains 1
Image: Capcom

22nd March 2026 marks the 30th anniversary of the Japanese launch of Resident Evil — or Biohazard — on PlayStation. To celebrate, we’ll be publishing various articles this week focused on Capcom’s quintessential survival horror series.

Also, a quick note before we start. This article encompasses all of the main villains from the mainline games, so yes, SPOILERS ABOUND. There are Resident Evil Requiem spoilers here, and they’re not all down the bottom! If you haven’t completed the latest game yet and want to save the surprise(s), leave now and come back when you’ve finished. The poll isn’t going anywhere!


After 30 years of Resident Evil, it’s safe to say that we’ve come across a whole bunch of nasty, villainous characters. Some have stuck around for years, others only for a single game, but all of them have made their mark on the overarching RE narrative in their own way.

Even the most despicable evildoers can find their way into our hearts, though, so today we’d like to find out which of RE’s villains is your absolute favourite. Could it be the terrifying yet tragic Lisa Trevor? Or perhaps Ricardo Irving, a character so obviously irritating that it might actually be brilliant (no)? Here’s your chance to have your say.

Before we begin, we’ve limited the following list to named villains in the mainline series. Yes, we could have included the Tyrant from RE1, but then what about RE0‘s Proto-Tyrant, or the Hypnos T-Type, or the Thanatos? Similarly, if we included Crimson Head Zombies here, then we’d also have to add the Lickers, the Hunters, the Regenerators, and so on. So you get it. There’s only so much time in the day.

So without further ado, let’s take a look at our lineup, shall we? In roughly chronological order (in-universe), we begin with…

James Marcus (Queen Leech)

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Image: Capcom

So this isn’t really James Marcus, but rather a leech taking his form. Though, to be honest, even the man himself can’t be considered a saint. What a beautiful singing voice, though.

Albert Wesker

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Image: Capcom

Long considered to be the villain of the series, Albert Wesker’s initial betrayal of the S.T.A.R.S. units is one of the most devious acts we’ve seen from anybody. The sunglasses, the slick-backed hair, the slight red glow of his eyes… He remains iconic.

Lisa Trevor

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Image: Capcom

We could debate for days as to whether Lisa Trevor is an actual villain, but holy flippity-flop, is she terrifying. The groans of anguish and the clanking of chains make for a seriously creepy presence in the Spencer estate.

HUNK

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Image: Capcom

Some folks will forever deny it, but we’re willing to go on record to say that the ‘Commander’ you face in Requiem is indeed HUNK. He even shares the same voice actor as the character’s appearance in RE2, so it’s him (unless it’s a ruddy clone).

HUNK is a genuine icon, though, one of the most recognisable characters in series history. We love him.

Tyrant (Mr. X)

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Image: Capcom

Despite its suave sense of style, Mr. X is an absolute menace, stalking players throughout the R.P.D. with gusto and proving to be immensely scary in the process. If you round a corner and run into this chap, you might need a new pair of underwear.

William Birkin

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Image: Capcom

Even before Birkin mutated, he was a proper little scamp, having created the deadly G-Virus. But when he begins to turn and become all the more monstrous with each subsequent encounter, he makes for one of the series’ most memorable villains.

Nemesis

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Image: Capcom

Ahh, Nemi… Despite being butchered in RE3 Remake, the original pursuer loses none of its potency. It’s one of the most ruthless enemies in series history, and we wouldn’t say no to a cheeky reappearance of some kind in the future.

Nicholai Zinoviev

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Image: Capcom

Okay, this guy’s just an absolute tool. He’s arguably the most outwardly villainous characters of the Raccoon City incident; constantly betraying others for his own gain. His ultimate fate was left ambiguous, so it’s a shame he hasn’t shown up again since.

Alexia / Alfred Ashford

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Image: Capcom

The maniacal twins from Code Veronica are possibly amongst the most over-the-top villains in the series, and that’s exactly what makes them so great. If rumours of a remake are true, may none of their eccentricity be tarnished.

Dr. Salvador

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Image: Capcom

We’re pushing the boundaries of which characters actually qualify for the list here, but Dr. Salvador is just so darn iconic. The first time we heard the rev of his chainsaw made our hearts drop, and there’s perhaps no greater death scene than when Leon (specifically his neck) falls foul of Salvador’s vicious attacks.

Ramon Salazar

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Image: Capcom

Salazar is absolutely hilarious, and his presence in RE4 is one of the many reasons that entry remains so beloved to this day. Though he has the appearance of a child, we couldn’t wait to put the castellan into the ground – right hand included.

Osmund Saddler

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Image: Capcom

Saddler is the quintessential evil villain, constantly boasting about his plans for world domination, and we frankly love just how obvious it all is. Granted, his presence suffers a bit after the genius of Salazar, but he’s still an RE legend in our eyes.

Bitores Mendez

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Image: Capcom

Mendez, or “The Big Cheese” as Luiz calls him, is a hulking menace in the earlier hours of RE4. He’s basically a Tyrant in all but name, and the final encounter is one of the greatest boss fights in series history.

Jack Krauser

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Image: Capcom

Once a friend, now a foe, the rivalry between Krauser and Leon was one of the true highlights of RE4. His eventual transformation, in which his arm turns into a massive bloomin’ sword, is awe-inspiring, yet his weakness to knives ultimately makes him a pushover.

Excella Gionne

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Image: Capcom

Excella probably isn’t the first character that comes to mind when you think about RE villains, but her ability to get on Wesker’s good side is commendable. She’s like the Wormtongue of the RE universe, and we couldn’t wait to send her packing.

Ricardo Irving

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Image: Capcom

Irving feels like the result of someone at Capcom saying, “We need a new Salazar in RE5.” He’s over-the-top, but not in the same endearing way as Salazar. Honestly, if there’s one character in the series we’d encourage you not to vote for, it’s Irving.

Oswell E. Spencer

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Image: Capcom

Spencer is a complicated character, particularly if you’ve completed Requiem. Ultimately, however, his actions behind the scenes have catastrophic consequences in the series history, and he remains utterly iconic.

Carla Radames

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Image: Capcom

If you’ve never played RE6 (and indeed, many folks are all too keen to say they never will!), you might think that this is Ada Wong. Yep, we’ve entered the realm of clones. As such, Carla does little to stand out from the crowd.

Derek Simmons

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Image: Capcom

Simmons is an underrated villain in our eyes. His place in the series’ lore is questionable, sure, but he boasts some of the most ridiculous transformations we’ve ever seen. Some hate it, but we love it.

Ustanak

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Image: Capcom

Like the Nemesis, Ustanak is pitched as a pursuer enemy, but it falls way short of the legacy of its predecessor. Very cool design, for sure, but we’re not convinced many folks hold it in high regard.

Mia Winters

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Image: Capcom

Like Lisa Trevor, you could argue that Mia Winters isn’t a villain at all, but we should remind you that she was actually involved with The Connections, now the overarching villainous corporation. Even so, the effect the Mold had on her makes her a seriously formidable foe. Don’t let her near a chainsaw.

Jack Baker

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Image: Capcom

Although Eveline turns out to be the main villain of RE7, it’s Jack Baker that arguably makes the biggest impact. His gleeful pursuit of Ethan throughout the Baker Estate is terrifying, and the eventual chainsaw battle remains particularly memorable. Groovy!

Marguerite Baker

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Image: Capcom

If Jack Baker is menacing, then Marguerite is creepy. Really creepy. Her transformation into an insect-like monstrosity is as disgusting as the dilapidated lair she inhabits, and she remains one of the most repellent villains in the series.

Lucas Baker

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Image: Capcom

Lucas didn’t make much of an impact at first, but the Saw-like traps and the revelation that he’s actually an agent for The Connections elevate him significantly. He also relishes his evil ways, and that always makes for a great villain.

Eveline

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Image: Capcom

Ultimately, we have to admit, Eveline didn’t make much of an impression on us. She’s certainly creepy, and we’ll always remember those nerve-shredding giggles, but her absence throughout the game definitely hurt her overall impact.

Alcina Dimitrescu

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Image: Capcom

Lady D became the talk of the town when she was revealed for RE Village, and we won’t lie, she’s a genuinely great villain. Her quick demise definitely diminishes her overall impact, but for goodness’ sake, she literally slices Ethan’s hand off out of nowhere. If that ain’t impactful, we’re not sure what is.

Karl Heisenberg

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Image: Capcom

Heisenberg winds up being one of the more significant villains in Village, and he’s certainly got a memorable presence. His ability to manipulate metal makes him pretty unique in the RE universe, and it’s a shame we probably won’t see him again.

Donna Beneviento

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Image: Capcom

We’re probably more acquainted with Angie, Beneviento’s doll, than the woman herself, but regardless, we’d hold the two as the best villains in Village. The entire section involving Beneviento is one of the scariest in the entire series, and Angie’s glee at Ethan’s expense is equally hilarious and terrifying.

Salvatore Moreau

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Image: Capcom

Moreau’s a weird creature, and we feel a little sorry for the guy. He’s the most pathetic, self-loathing being imaginable, but when he transforms and stalks you through a reservoir, any sense of empathy goes out the window.

Mother Miranda

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Image: Capcom

The overall lack of Mother Miranda throughout Village echoes that of Eveline in the previous game, but her transformation at the end more than makes up for it. She’s one of the most well-designed villains in the series, and she had the potential to be a new overarching evildoer. Alas, she dead.

Victor Gideon

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Image: Capcom

Ooh boy, we love Gideon. Not only does he look absolutely revolting, but the weird apparatus on his face gives him an even more menacing presence. His soft-spoken nature is punctuated by bursts of rage, and we’d say he’s one of the best villains of the last decade or so.

Zeno

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Image: Capcom

Is that… Wesker? No. It’s basically a clone, even though Requiem never outright states it. Zeno has similar abilities to Wesker and even shares the same voice actor, but his eventual fate makes him a bit of a wet lettuce by comparison. Still, there’s no denying his edgy sense of style.


So, who did you vote for in the end? Let us know with a comment below, and share some of your best villain memories from the series while you’re at it.

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Picross S Konami Antiques Edition Features Castlevania, Contra, And More

Jupiter Corporation has announced a new Picross entry to its growing lineup: Picross S Konami Antiques Edition. Launching on 30th April 2026 for the Switch eShop, the new game will introduce several classic Konami properties, including:

– GRADIUS series
– TwinBee series
– Castlevania series
– Ganbare Goemon series
– CONTRA series

Altogether, Konami Antiques will feature representation of more than 80 titles from the aforementioned series. Priced at $17.99 / €17,99 / £16.19, that’s pretty good value in our eyes. A free demo will also be made available from 16th April 2026, so we’d encourage you to give it a shot if you’ve never experience Picross before.

The Picross games have featured crossovers from all sorts of franchises, including Mario, Zelda, Pokémon, Doraemon, Sanrio, Story of Seasons, and more. Add Konami to your quiver now, Jupiter.

What do you make of this new upcoming Picross entry? Let us know with a comment in the usual spot.