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Feature: “It Is Just One-To-One” – MachineGames Talks Preserving ‘Indiana Jones And The Great Circle’ On Switch 2

Indiana Jones and the Great Circle
Image: Nintendo Life

The Switch 2 has already had its fair share of ports that would have felt impossible on the previous console, and next month, another is joining the ranks.

After launching on Xbox back in 2024 before whipping up a PS5 release the following year, Indiana Jones and the Great Circle is bringing fortune and glory to Switch 2 on 12th May. It’s an almighty large project from MachineGames (of Wolfenstein fame), full of intricate, torch-lit puzzles, and densely-packed open areas. In short, bringing it to Switch 2 is quite the crusade.

Keen to learn what went into the new port, we sat down with MachineGames Creative Director Axel Torvenius to talk all things Indy: the game’s inception, Troy Baker, Switch 2 challenges, and working with the late, great Tony Todd.

So, don your fedora and hold onto your potatoes, it’s time to enter the Indy world…


Nintendo Life (Jim Norman): What is your earliest memory of Indiana Jones?

Axel Torvenius (Creative Director): My earliest memory is actually watching Raiders of the Lost Ark, probably a bit too young, with my dad. He had a tendency to show me movies that he thought were cosy and maybe they are! Same with The Shining, I watched that when I was like six or seven, and something broke in me. But regardless, watching [Raiders], having this cosy home cinema movie time, eating homemade pizza, and then the scene with the melting guy at the end… that kind of stuck. [There’s] a little bit of terror to it, but also great excitement, because I surely enjoyed the movie as a whole, right? But that specific scene, yeah…

I think it’s a pretty universal experience of everyone’s dad showing them that film when they’re too young to watch it. That melting face scene is truly one of the most disturbing images in cinema!

It kind of stands out a bit because everything else is pretty lighthearted, and then it becomes ultra gory.

How did it feel when this project came about?

Extremely, extremely cool! Working as a game dev in this industry, I think we are fortunate to do the things we do: making toys, basically, making entertainment, making games. It’s a privilege to be in this situation. And most of the time, that privilege does not come with cherry picking or choosing what you do and what type of games you make. So if someone had asked me years before [about] working on an Indy game, it’d be like, ‘Yeah, obviously, that’s a dream project to be able to work on.’

So when we were approached by Todd Howard, who is obviously a longtime friend of the studio, and he said, “I’ve been talking to Lucasfilm Games, and I have this idea, and they are on board. Here’s the pitch. I want you guys to do it. Are you interested?”, we were very much interested! A very cool day.

Indiana Jones and the Great Circle
Image: Nintendo Life

How did you set about preserving the tone of those early films?

It is really a matter of perspective. Many other IPs and franchises sometimes reinvent or go for something completely different for the character, ‘We’re gonna make our version of Indiana Jones into something else.’ We were never really interested in that.

We were so attached [to] and in love with the version of Indiana Jones that we got to see for the first time — primarily the first two movies are the ones we’ve been using closest as reference. Throughout the timeline of Indiana Jones, there are different instalments (obviously, a different age, if you look at the later movies), but there’s also a different tone in terms of his character. We just felt that Raiders of the Lost Ark is this perfect adaptation in terms of which version of Indiana Jones we love.

We said early on, let’s stay close to that as a reference point. By doing so, we obviously presented ourselves with this insane challenge to try to match the tone and figure out a lot of the things that make it feel like this early style. But it also, of course, gave us some framework to rotate around, basically.

Troy Baker’s Indy performance is phenomenal. How did you walk the creative tightrope between doing an impression of a character that so many people have a personal attachment to, while also letting Troy make the character his own?

one little thing would have derailed the whole thing

We knew pretty much from the beginning that we wanted to hit likeness, we wanted to hit the voice, we wanted to make sure that we put the player in the shoes of Indiana Jones to get that type of immersion. When we finally saw the audition tapes or the costume tapes with Troy, it was crystal clear: this is our Indy. There were no questions about it because he was knocking it out of the park.

The great challenge was to create something that doesn’t really exist on screen, but to do an adaptation of this very, very beloved character. Everyone knows the smirk, everyone knows how he acts and how Harrison Ford did it. [We had] to get Troy to recreate that, not only to recreate existing content but also to create new content from it. When we were building out the world, which you have to do in a game that has many hours of a campaign, we knew there would be so many new scenes and moments and narrative beats happening. If it wasn’t for the talent of Troy, and our writers writing some of the scenes, and our casting director, and Tom Keegan and all of the people that were involved, one little thing would have derailed the whole thing.

So it’s such an insanely complicated clockwork that just needs to come together. And in the centre of this is Troy Baker and his great talent, adding so much of himself while still staying in character. When you know Troy and you’ve seen some of his other works, you can obviously see that there’s Troy in there, but it blends, and it really works. It was really cool and fun working with Troy because he was extremely dedicated to the project. He showed up to more sessions and more work than he needed to. He was a star.

Indiana Jones and the Great Circle
Image: Nintendo Life

The late, great Tony Todd played a big part in this game, too. What was your experience like working with him?

I’ve been a huge Tony Todd fan ever since I was like 13 or 14 years old. I’m now 47. You know, watching the first Candyman a long time ago, it’s like, ‘Gosh, this is a really cool guy.’

We were reviewing so many different Locuses. Everyone was kind of doing the same interpretation of the role, “I am a tall guy with a deep voice,” it didn’t feel unique or anything. Then I said, “Well, if we’re going to do someone that is very rich with character and has a really interesting voice, shouldn’t we just see if we can get Tony Todd?” And a couple of days later, it’s like, “Tony Todd is available.” Oh my God.

The audition tapes that he sent in were something completely different from what everyone else was doing. He added so much character to that role. I think Locus became by far one of the most interesting characters in the game.

His passing was immensely sad. We were just devastated at the studio and so grateful for having the opportunity to actually meet him, see his spirit and see him working. So that was fantastically cool.

Yeah, it’s an amazing performance and such a stroke of luck that it happened on this kind of Hail Mary. Was there ever an internal discussion about trying something similar with Harrison Ford?

[Laughs] Not really! When we found Troy in the beginning, we just knew that this would be a very good fit to get him into a mocap suit and do all the running and the acting.

How did this Switch 2 version come about? Was it Machine Games that was handling the port, or did you partner with an external studio?

No, we did it internally. So a lot of hard work from the engineering team here, and it’s not a small ask to do it — the game is massive! As you know, it’s coming on a cartridge as well.

All different platforms come with their own set of challenges and restrictions. One thing that we needed to do for the Switch 2 release was to cap the game at 30 frames per second, but that allows the game to run smoothly and solidly. The other thing that was very important to us was to make sure that the Switch 2 user wouldn’t miss out on any content. So we haven’t scaled back or cut down, we haven’t simplified mechanics. It is just one-to-one. The only change would be the 30 frames per second versus the higher frame rate that you would see on a PS5 or an Xbox. But otherwise, the quality is equal to an Xbox Series S.

There’s only one occasion in the game where we needed to scale back on the number of background characters roaming around, like NPCs moving in the background, just from an optimisation point of view. But other than that, we haven’t scaled back or cut content. It is the same game.

Indiana Jones and the Great Circle
Image: Nintendo Life

What was the biggest challenge that you found in the Switch 2 development process?

I would say that it was working with the hardware to make sure we could still deliver the same type of quality for the consumer, and doing the optimisation work needed. I always feel sorry for the engineers working specifically on optimisation, because when they do all of their fantastic magic, the stuff happening under the hood, you won’t notice. That’s when it’s done well — the game just runs, and everything still looks great, and things still have shadows, all of these things. That’s where we are with the release of this, it just looks and feels great. It’s down to the engineering team at MachineGames being able to pull that off.

When did you receive Switch 2 dev kits?

we haven’t scaled back or cut down, we haven’t simplified mechanics

I don’t know exactly when, but it was towards the end of the main production that we were made aware of an opportunity to get on to Switch 2. From a MachineGames point of view, we put so much energy, love and passion into this product, so we just want as many people as possible to enjoy the game, right? So whenever we get presented with the opportunity to release on more platforms, we will be the first ones to say yay!

For us, it’s super positive to get the game into the hands of potentially completely new gamers and players out there that haven’t tried it yet.

When you say the end of main production, do you mean main production on the Xbox release, back in 2024?

Yeah, so towards the end of the whole cycle.

And what did you make of the Switch 2 when you first got to see it in person?

Oh, it’s a super cool device. The biggest benefit, at least in my mind, and when we’re speaking about it internally, is that you can play the game basically everywhere because you can just fit the Switch 2 in your backpack or pocket.

Specifically looking at the gyro controller and the mouse support that we have as well, which adds to how you actually perceive the game with aim assist and all of these things. So it really gives players an opportunity to experience the game in a new way. Hopefully, we’ll see fans who have been playing the game on other platforms, but now have the opportunity to re-experience the game in a slightly different way.

Indiana Jones and the Great Circle
Image: Nintendo Life

You mentioned there that the Switch 2 brings its unique control schemes to the table. The Staff of Kings on Wii notoriously used some rather rough motion controls in its gameplay. Was there ever a moment where you were looking at Switch 2 and what those Joy-Con are capable of that you thought, ‘maybe we could’?

No, I don’t think we did [laughs]. It was doing an analysis of what we could do with the Switch 2 features that felt relevant, and what would be meaningful for the game or for the consumer. What makes sense and what will enhance the experience?

Yeah, the idea of using a Joy-Con to crack that whip is maybe better than the actual play experience…

It sounds like a tech demo, almost!

Did you take any inspiration from previous Indy games as you were looking at this one?

it feels like something that people in the gaming community would appreciate

It’s a difficult question because when we were developing this, we were looking at an extremely wide variety of Indiana Jones content. Looking at comic books, previous games, fan fiction novels, so many different things just to try to consume as much of the Indiana Jones franchise as we possibly could. I had a huge stack of books, like scripts, storyboards, behind-the-scenes, and the official guides to all of these things. But we didn’t specifically have any other Indiana Jones game in terms of, ‘Oh yeah, in Fate of Atlantis they did exactly this, so let’s try to do that.’

But obviously, all the previous games being part of the great ether of the Indiana Jones franchise, we obviously looked at them, and they’ve been part of the inspiration for just the mood of Indy.

This game is getting a full on-cart release on Switch 2. It’ll be Bethesda’s first game on the system that has that. How important was it for you that the game went this route instead of a Game-Key Card or a code-in-the-box physical release?

Yeah, we thought this was very important. We acknowledged the fact that there is a big portion of the gaming community that actually appreciates having stuff printed, having a piece of plastic to put on the shelves. I’m not a collector of cartridges and game cassettes and whatnot, but I do collect other things like toys. A lot of people in the studio do appreciate having their own physical library with discs and cartridges. Internally, we felt that it was important. If we can do it, we should, because it feels like something that people in the gaming community would appreciate. And so far, what we’ve seen from the response is that most people seem to think it was a good move.

Now that you’ve brought this to Switch 2, has it inspired you to think about other MachineGames projects that you might want to bring our way down the line?

[We’re just] focusing on making sure that the launch and the release on the Switch 2 go as planned, and then we’ll see what the future holds.

Indiana Jones and the Great Circle
Image: Nintendo Life

I thought I might get that answer, so I imagine that something similar might crop up here! How does it feel to return to the game again, and has it encouraged you to think about where the future of Indy might lie?

It’s rare to be in this position as a game developer. We released late in ’24, and here we are one and a half years later, still talking about it. We went to the BAFTAs the week before last, and we were nominated in five categories, plus Troy for main character as well. So six nominations in relation to the project. And then we have the launch now coming up for Switch 2. I’ve never in my career worked on any title that has that long post-launch, where the product is still active in one way or another. So it feels very good. It feels like we are very fortunate to be in this position. Let’s see what the future has for us.

And I’ve saved the most important question until last: What is the best Indiana Jones film?

It’s Raiders of the Lost Ark.

I didn’t know whether you were going to throw me a Crystal Skull curveball at the end there!

No, I’m sorry. I’m boring in that way, but I think Raiders is extremely good. I love them all. They all have their charm, that’s for sure!


This interview has been edited for clarity and flow.

Our thanks to Axel for taking the time to talk to us, and to Samuel at Bethesda for setting up the discussion. Indiana Jones and the Great Circle arrives on Switch 2 on 12th May for £59.99 / $69.99, with a complete on-cart physical launching the same day.

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Animal Crossing: New Horizons 3.0.3 Patch Notes – Switch 2 And Switch Updates And Fixes

Animal Crossing: New Horizons
Image: Nintendo

Animal Crossing: New Horizons received a special Animal Crossing anniversary update earlier this month, adding a leaf statue to the game.

Now, Nintendo has released Version 3.0.3, which makes this same item available for purchase from the Nook Shopping furniture catalog. It means even if you didn’t already have it, you can now see it in there. There’s also a price adjustment to this item, and to top it off are some bug fixes for the game on Switch 1 & 2.

If we hear anything else about this latest update for New Horizons, we’ll let you know. Here’s the full rundown via Nintendo’s official support page:

Animal Crossing: New Horizons: Ver. 3.0.3 (Released April 29, 2026)

The following updates have been made when playing the game on Nintendo Switch 2 and Nintendo Switch:

General updates

  • The 25th Anniversary item leaf statue is now available for purchase from the Nook Shopping furniture catalog.
    • Even players who have not previously obtained the leaf statue will now see it in their catalog.
    • The price of the leaf statue has also been adjusted with this update.
  • Fixed an issue where images for some items would not display when opening your home storage or the hotel room decoration catalog.
Animal Crossing: New Horizons
Image: Nintendo

In case you missed the previous update, the Animal Crossing series celebrated its 25th anniversary earlier this month. As part of the celebrations, it added the Animal Crossing GameCube soundtrack to Nintendo Music.

New Horizons also got a major free update earlier this year, adding a Resort Hotel, expanded storage, and much more. This was released alongside a Switch 2 Edition, which is available as a paid upgrade. You can find out more about all of this in our guide here on Nintendo Life.

Nintendo has also released a new update for Super Mario Galaxy 2 on the Switch today, adding a new story to the storybook.

Have you downloaded this update yet? Where did you put this leaf statue in the end? Let us know in the comments.

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Super Mario Galaxy 2 Updated To Version 1.4.0, Here Are The Full Patch Notes

Super Mario Galaxy
Image: Nintendo

Following a patch in February, Nintendo has today rolled out a new update for Super Mario Galaxy 2 on the Switch.

Surprisingly, this patch includes not just fixes but also a “new story” for the game’s storybook. You can see how to access it in the official patch notes below.

Here’s the full rundown of Version 1.4.0 via Nintendo’s support page:

General

  • Several issues have been fixed and adjustments made to ensure a smoother gaming experience on both Nintendo Switch 2 and Nintendo Switch.
  • A new story has been added to the storybook. Once Final Chapter is available in the storybook, you can read the new story by clearing any galaxy and earning a Power Star.

Note: The software must be updated to Ver. 1.2.0 or later to play on Nintendo Switch 2.


As reported by Vooks.net, the lighting in “Tall Trunk Galaxy” has also apparently been fixed in this latest game update. The same site has shared a video of the new storybook epilogue featuring Rosalina.

Apart from this, the Nintendo Music app has today added a new song from the latest Super Mario Galaxy 2 storybook chapter.

According to Nintendo’s support page, the first Super Mario Galaxy game for Switch is still running on Version 1.3.1, which was released in February 2026.

Have you downloaded this update yet? Notice anything else? Let us know in the comments.

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Tales Of Eternia Remastered Switch Rating Surfaces Online

It looks like the PEGI ratings board may have revealed the return of Tales of Eternia ahead of schedule.

A new rating has temporarily appeared on the classification website for “Tales of Eternia Remastered” on the Nintendo Switch.

The publisher is listed as Bandai Namco Entertainment Europe, and attached to the listing is a ‘PEGI 12’ rating along with a brief outline of the action role-playing title:

“Role-playing game which follows the story of Reid and his friends, Farah and Keele, as they meet a mysterious girl named Meredy who speaks an unknown language. Their subsequent quest to discover her origins leads them across a dimensional boundary to an entirely different realm known as Celestia.”

Tales of Eternia
Image: via Wario64 / PEGI

Tales of Eternia made its debut on Sony’s PlayStation in the year 2000 and is part of Bandai Namco’s ‘Tales of’ series. Tales of Berseria Remastered was released on the Switch earlier this year in February.

If we get an official update or announcement about this Tales of Eternia Remastered, we’ll let you know.

Have you played this game? Would you be interested in a remastered release? Let us know in the comments.

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Dragon Quest XI S: Echoes Of An Elusive Age – Definitive Edition Has Been Rated For Switch 2

Dragon Quest XI S
Image: Square Enix

Ahead of Dragon Quest Day next month, it looks like another entry in the series could be on the way to the Switch 2.

A new classification for a Switch 2 version of Dragon Quest XI S: Echoes of an Elusive Age – Definitive Edition has popped up on the classification board in Taiwan.

This ‘S’ version of the title made its debut on the original Nintendo Switch in 2019 and is described as the ultimate edition of the excellent RPG, adding additional character-specific stories, a new orchestral soundtrack and much more.

We awarded this Square Enix game nine out of ten stars, calling it “the gift that keeps on giving”:

“Dragon Quest XI S: Echoes of an Elusive Age – Definitive Edition is an achievement that Square should be proud of; this is one of the best games they’ve put out in years. A heartwarming, well-paced narrative supported by a cast of fantastic characters, a dense and interesting overworld packed with dozens of hours of content, and one of the finest soundtracks we’ve heard in a JRPG combine to make this an unforgettable modern classic. Whether you’re a newcomer to the JRPG genre or a returning vet, do yourself a favor and buy Dragon Quest XI S: Echoes of an Elusive Age as soon as you’re able.”

Of course, this is just a rating, so before we get too excited about a Switch 2 version, keep in mind nothing has been officially announced, and a rating doesn’t always guarantee a release.

Would you be interested in revisiting this title on the Switch 2? Have you already played through it on the Switch? Let us know in the comments.

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Review: Constance (Switch) – A Beautiful Metroidvania With Something To Say

Constance Review - Screenshot 1 of 6
Captured on Nintendo Switch (Handheld/Undocked)

The idea of an indie Metroidvania exploring mental illness has become a bit of a cliche. The past decade has seen successes in the genre like the Hollow Knight and Ori games, as well as titles like Celeste that manifest their main character’s mental journey through their mechanics. Constance owes a lot to every game listed above, but uses those influences to say something profound, even if it doesn’t reinvent the wheel in any significant way.

Constance is a game about overstimulation and concentration, following the titular character as she escapes her overwhelming reality in favour of a fantasy realm of her own mind’s creation, manifesting both its charms and its horrors. Every now and again, we get a peek into Constance’s true reality, memories of her struggling to make deadlines at work, ignoring her loved ones and cracking under the pressure of day-to-day life.

Constance Review - Screenshot 2 of 6
Captured on Nintendo Switch (Handheld/Undocked)

However, Constance takes a while to get the phlegm out of its throat before it gets to interrogate those themes and feel like its own game. The first hour left me apprehensive. As much as I was completely enchanted by the iridescent 2D hand-drawn art style and Constance’s smooth, swooshing animations, I couldn’t help but be reminded of other games in the genre, particularly of Hollow Knight.

I don’t mean to sound like a ‘guy who’s only seen Boss Baby‘, but there are assets like levers and elevators that look almost exactly like Team Cherry’s interpretations, and a lot of players might take a while for those comparisons to fully leave their heads, especially when using moves like dashes and wall jumps.

But the more I played, the more I found Constance’s unique charm – the game is making you focus. In some platformers and Metroidvanias, clearing a difficult section once usually means you can run back through it without much issue. Developer Blue Backpack refuses to let you have that luxury. If you take an enemy, a platforming section or a puzzle for granted, you will be punished.

Constance Review - Screenshot 3 of 6
Captured on Nintendo Switch (Docked)

This design philosophy fits into the game’s themes excellently. The opening moments of Constance put me in the main character’s shoes, watching her computer screen explode with emails and messages, causing her to fall into this fantasy realm. If the game is her escape from reality, it makes sense that it’s a space where she only needs to focus on one thing. The idea of balancing work, relationships, food, sleep, and fun is overwhelming for a lot of us, but this is a game that requires you to concentrate. No podcasts playing in the background of this one, Constance demands your attention.

The overall gameplay is lacking any kind of reinvention or departure from what Metroidvania fans will be used to, but those familiar ideas are executed so well that it’s difficult to not have fun. Constance’s main weapon is a paintbrush, linking to her real-life job as an artist but also allowing for the game’s most satisfying animations.

Dashing on the ground means slinking into a puddle of purple paint in a Splatoon-like squelch, with a similar effect in play when melding into walls to wall jump. As well as a health bar, the top left of the screen is adorned with a paint-meter, which determines how much of these special abilities she can use before the colour is drained from both her hair and her brush.

Constance Review - Screenshot 4 of 6
Captured on Nintendo Switch (Handheld/Undocked)

In this state, using any paint abilities causes you to lose HP. I found this to be a wonderful limitation, something that was always in the back of my head during intense boss fights. Some enemies require the Paint Stab to defeat them, but that move also replenishes health when it lands. This caused me to be more tactical when I decide to avoid attacks and refill my meter and when I decide to go in for the kill.

The bosses themselves range from repetitive to glorious. Some, like the Astral Academy area’s High Patia, don’t use the area’s deeply satisfying Aerial Boost power-up in many interesting ways, but are visually stunning enough to make up for it. On the other hand, Cornelis forces you to use the Plunge ability, a harsh downwards strike, in such creative ways. For the most part, the bosses feel a bit too repetitive and lacking more than one dimension. It would have been great to see them exist in more phases rather than offer up the same challenge.

Constance Review - Screenshot 5 of 6
Captured on Nintendo Switch (Docked)

Another essential part of any Metroidvania, and one of Constance’s key strengths, is its atmosphere. It has a lovely blend of that classic Metroid isolation with the feeling that this world is populated by enough people for it to feel alive. Each area feels truly distinct from one another, the standout being Chaotic Carnival, whose deep orange backgrounds and circus-inspired soundtrack make for a memorable trek. Adding to its uniqueness is the area’s structure, being one long boss rush.

The design of key elements like Shrines, where you go to save and replenish health, also make Constance stand out. When saving, we see the character meditate and float into the air, fitting nicely into the idea of this world being an escape. The world is populated by machines both friendly and antagonistic, a subtle way to express technology as a key factor in our overstimulation, but also an indispensable tool.

The only reprieves from the intensity of the gameplay are death screens, where you’re fittingly met with the phrase “lost in thought,” and those flashbacks to Constance’s real life. A lot of these take on the form of low-stakes minigames that could revolve around designing a logo or a violin rhythm game. These are a great way to uphold the themes of the game without it feeling too punishing.

Constance Review - Screenshot 6 of 6
Captured on Nintendo Switch (Docked)

I mostly played Constance on Switch 2 and had a lovely, smooth experience in both handheld and docked modes. The Switch 2’s screen dovetails beautifully with the strength of the game’s colour palette. There are also Performance and Quality modes for Switch 2 users, which I found to be a bit unnecessary as in Balanced mode the game looks great and runs nicely.

As this is technically a Switch 1 game, I also tested it on that system and found the performance equally as good, even if the splendour of the screen is lacking slightly.

Conclusion

Constance is an example of one of the hardest things in gaming. To take ideas established four decades ago and use them to say something different and interesting is a wonderful feat worth celebrating. Constance has something to say, and it says it well. There are flaws in the moment-to-moment gameplay, such as its bosses and a few tedious platforming sections, and it’s not something that’s going to completely rock the Metroidvania space, but it doesn’t need to. It’s a much-needed reminder of the joys of concentration and an antidote to an overstimulating world.

This is an easy recommendation to any Metroidvania fans who want something familiar to spend 10 hours on. Those a bit more wary of the genre might find themselves less enchanted, but Constance is absolutely worth playing for its visuals and ideas alone.

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Shovel Knight Fans Will Really Dig Crypt Of The NecroDancer’s New Crossover DLC

Brace Yourself Games is celebrating Crypt of the NecroDancer‘s 11-year anniversary in 2026, and to mark the occasion, the studio has released a new crossover DLC pack for us all to dig into.

Yep, as if the headline and lead image weren’t enough of a giveaway, Mr. Indie himself, Shovel Knight, is joining the rhythm action game as a new playable character. We actually heard about this one towards the end of last year, but surprise! The DLC is now available on the eShop for a mere £1.69 / $1.99, and it looks like a match made in heaven.

In new Crypt form, Shovel Knight can use his iconic ‘drop’ move to bounce to the beat between enemies and spring off walls to keep the rhythm going, all accompanied by a boatload of Jake Kaufman’s original SK tunes.

Here’s a brief rundown of the DLC’s key features and a handful of screenshots so you can see it in action:

– Play as Shovel Knight — attack with Shovel Knight’s signature Shovel Drop move, leaping from enemy to enemy and even walls
– Move in all 8 directions
– No need for weapons: use stronger shovels to boost your power
– Create shortcuts to deeper floors by building Shovel Drop combos
– Dig up Treasure Piles for glorious loot

Shovel Knight crossed into Brace Yourself Games’ musical follow-up, Rift of the NecroDancer, earlier this year with a ‘Music Pack‘ of his own. With Mina the Hollower finally going gold, we wonder whether Yacht Club will be getting back to Shovel Knight: Shovel of Hope DX now — that 2024 reveal suddenly feels like an awfully long time ago…

Will you be checking out this Shovel Knight DLC soon? Let us know in the comments.

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Today Is Nintendo Legend Yoshiaki Koizumi’s 58th Birthday

Yoshiaki Koizumi Super Mario Odyssey
Image: Nintendo

Today, 29th April 2026, is Yoshiaki Koizumi 58th birthday.

Currently the Senior General Manager at Nintendo EPD, and a Senior Executive Officer at the company, Koizumi-san is a long-time legend, having been with the company for 35 years (via Stealth40k)

He’s also the face of many Nintendo Directs over the years, and he’s worked on and directed a number of huge Nintendo games, including Super Mario 64, Zelda: Ocarina of Time and Majora’s Mask, Super Mario Sunshine, and Super Mario Galaxy.

He joined Nintendo in April 1991 and cut his teeth on the manual for a little game known as The Legend of Zelda: A Link to the Past, where he came up with the idea of the three goddesses and the game’s backstory. he went one step further with Link’s Awakening, creating the bulk of the story alongside Kensuke Tanabe.

Working as assistant on Super Mario 64 and Wind Waker around the same time, his first game as lead director was Super Mario Sunshine, followed by Donkey Kong Jungle Beat, a bit of an NL fave.

But perhaps most famously, Koizumi directed Super Mario Galaxy, and is responsible for sneaking in more story elements to the main game. Since then, Koizumi has largely been a producer and supervisor on many Nintendo titles, most of which fall under Mario’s banner, including Super Mario 3D World and Super Mario Odyssey.

One of our favourite videos after Odyssey’s release is this Guessing Game, which Koizumi took part in alongside Breath of the Wild and Zelda series producer Eiji Aonuma.

Having held various positions at the company, he was Deputy General Manager at Nintendo EPD from 2015 to 2023, when he then became Senior General Manager, under fellow Nintendo Direct host Shinya Takahashi.

So, to say Koizumi is one of the most-influential people at Nintendo is an understatement. And to think, he played his very first video game at 21 years old: Super Mario Bros. 2. You can see a comprehensive list of all of his credits at Moby Games.

Happy birthday to Yoshiaki Koizumi! Here’s to many more fruitful and happy years.

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Mini Review: Total Chaos (Switch 2) – Performance Woes Tarnish Fort Oasis

Released on other platforms in November 2025, Total Chaos is an intriguing first-person survival horror in which you explore the mysterious island of Fort Oasis. Once a bustling community of industry, it’s since fallen into ruin, and it’s your job to explore the environment, piece together fragments of the past, and ultimately survive against the encroaching horror.

Born via a Doom II conversion mod from developer Trigger Happy Interactive, Total Chaos is a slow burn that encourages you to scour the environment for items, weapons, and notes. Emphasis is on survival, and you’ll need to not only keep your health full, but also make sure you’re eating to stave off hunger. Thankfully, you have a pretty hefty inventory, so it’s worthwhile just grabbing whatever you see lying around.

Throughout the environment are crafting benches, and here you can combine certain objects to make weapons or recovery items. They show up quite frequently, as do the manual save stations, so you’ll rarely find yourself lacking essential resources or having to reload to a much earlier save.

Though it’s a slow-paced experience, you’ll quickly come across waves of enemies on the island. Combat is fast and responsive, though there’s a jankiness that could do with ironing out. Swinging melee weapons or using ‘A’ to dodge will quickly deplete your stamina, so you’ll need to be strategic in how you approach each encounter.

What’s nice is an abundance of options when it comes to tackling the main game. You can adjust your inventory space to give yourself a little boost, or begin in ‘Tourist Mode’, which allows you to disable mechanics like weapon durability, hunger, and bleeding. Chapter select is also an option, but you’ll need to make sure you complete each at least once to unlock them.

There’s a lot here that directly speaks to me as a horror fan, and I wish I could say that I loved my time with Total Chaos, but unfortunately the visuals and performance severely dampen the experience. This is a Switch 2 title, but it feels like it was built for Switch 1. Visually, it looks muddy and lacks essential detail, especially in the outdoor environments. Some of the lighting effects are nice, but the overall brightness is way too low. You can crank it up in the settings, but then you completely lose the sense of atmosphere. Sophie’s choice.

Then you have the frame rate. Oh boy… You can choose between quality and performance modes, but neither feels particularly great. At a push, quality mode probably offers a bit more stability, but it still judders. Performance mode, meanwhile, hits that 60fps sweet spot on rare occasions, but you’ll find it struggles to keep up no matter what environment you’re exploring.

With a patch or two, this one could be worth investigating, but for now, maybe stick to other platforms.

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Want To Make Your Own 3D Zelda Dungeons? This N64 Love Letter On Steam Is For You

Temple Maker 64
Image: Ki3 Games

We’re baffled that, somehow, Nintendo hasn’t given us a proper Zelda dungeon maker. No, the Chamber Dungeon in Link’s Awakening on Switch doesn’t quite scratch the itch. So thank goodness for indie developers, huh?

Temple Maker 64 (spotted via Dexerto) is looking to fill that gap with a specific chunky N64 flair. Developed by Ki3 Games, a one-man studio with a passion for Zelda and developing 3D Zelda-likes, it’s currently slated for release on Steam, but we had to report on this, because look at it; it’s basically an Ocarina of Time and Majora’s Mask dungeon maker.

Using an intuitive 3D map editor, players can create their own devilish dungeons and then share them online for others to play.

You place down traps, monsters, and all sorts of objects where you please. And you can even include various sub-weapons — classics such as bows and bombs, but also more-unique items.

If you’re not the creative type, however, you can just try out other people’s creations, too. Looking at the way the main character moves, it looks like Ki3 has really nailed the N64 feel, not just the chunky look.

Ki3 has been running a playtest for the game over the past few weeks, and some creators are already going all-in on creating both realisting Zelda-like dungeons or crazy challenge maps:

The developer has been working on the game for about a year and a half now, but they’re also working on another 3D Zelda-like in Seed of Life. This game takes a more traditional route — except, you’re a wolf accompanied by a bird and not a boy who can transform into a wolf.

There’s no release date for Temple Maker 64 yet, and so far, it looks to only be coming to Steam. Perhaps we can pray for a Switch (2) version in the future?

We wish Ki3 the best of luck on the game — it looks fantastic so far!


What do you think of Temple Maker 64? Want to see it on Switch? Let us know in the comments.