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Feature: No Love For Simisage? – The 47 Pokémon That Didn’t Get A Single Vote In Our Polls

Back in February, we ran a series of polls to determine your very favourite Pokémon after 30 years of the franchise.

With 1025 known Pokémon at the time (this was before the reveal of the Gen 10 starters, and we’ve asked for your thoughts on those already), it was no mean feat to catch ’em all, so we divided it into Generational polls before a final showdown between the nine winners.

No spoilers here — check out the final battle for the overall winner — but we were pleasantly surprised by the variety in the nine finalists. Looking over the stats, though, it was interesting to see the Pokémon that literally nobody voted for.

During the 30th anniversary celebrations, we did look at 30 Pokémon we thought deserved more love, but today we’re rounding up the poor monsters that didn’t get a single vote from you lovely people. Not a bean!

At the bottom, you’ll find another poll letting you pick up to three of these 47 Pokémon which don’t deserve the shame of ‘nil point’. But before we get the word from our esteemed judges, Team NL will take a look at these poor also-rans. In National Pokédex order, we begin with a tough nut from Gen I…

NL staff key: Alana Hagues (AH), Jim Norman (JN), Ollie Reynolds (OR), Gavin Lane (GL)

Kakuna #0014

Kakuna #0014
Image: Nintendo Life / The Pokémon Company

Maybe it’s Kakuna’s general ineffectiveness in battles and its mid-evolution status that means we never properly bonded. But that goes for #0011, too, and Metapod got chosen.

Maybe it’s those angry, waspy eyes that put you off, but whatever the reason, while both Weedle and Beedrill made off with some votes, no one rates this cocoon ‘mon highly.

Able to move only slightly. When endangered, it may stick out its stinger and poison its enemy.

GL

Machop #0066

Machop #0066
Image: Nintendo Life / The Pokémon Company

Forgetting about the odd middle evolution, I can understand, but Machop? The Gen I fighter that kicks off one of the most troubling humanoid evolution lines in series history? Come on!

We’ve all had this little guy on our teams at some point, so I feel he’s been done a bit of a disservice to end up here.

Its whole body is composed of muscles. Even though it’s the size of a human child, it can hurl 100 grown-ups.

JN

Skiploom #0188

Skiploom #0188
Image: Nintendo Life / The Pokémon Company

A Hop, A Jump, A… I’m sorry, I’m not really sure why people don’t love the gormless eyes and wonky smile of Skiploom. What is it with middle evolutions, people?

The lovely spring-time colour scheme, the ridiculous ears — it doesn’t really make sense. But honestly, it’s the perfect middle ground between Hoppip and Jumpluff for me.

It spreads its petals to absorb sunlight. It also floats in the air to get closer to the sun.

AH

Pineco #0204

Pineco #0204
Image: Nintendo Life / The Pokémon Company

When people point to uninspired designs in later gens, I always refer back to Gen II’s Pineco. It’s just a stony-looking pinecone with an uninspired name!

Wait, what’s that? It’s meant to be a Bagworm?

Its evolution was a defensive powerhouse at one point, and its Pokédex entries certainly give it a more-fearsome edge than its initial design suggests. It’s just lacking a little imagination. Bug-types have certainly improved over the decades.

It likes to make its shell thicker by adding layers of tree bark. The additional weight doesn’t bother it.

AH

Granbull #0210

Granbull #0210
Image: Nintendo Life / The Pokémon Company

Sometimes, when one evolutionary stage of a Pokémon has a bit of notoriety, the other forms suffer. Snubbull didn’t particularly shine in our Gen II poll, but the Fairy-type (formerly Normal-type) has been around since before Gold & Silver even came out.

Granbull is also drastically different in its design, shedding its pink frock for a much more intimidating look. But like any good pupper, it’s actually pretty timid if you give it a chance. So maybe don’t judge a book by its cover?

It is actually timid and easily spooked. If attacked, it flails about to fend off its attacker.

AH

Remoraid #0223

Remoraid #0223
Image: Nintendo Life / The Pokémon Company

Okay, I get it. One glance at Remoraid and I can understand why it didn’t garner any votes. It’s a pretty basic fish Pokémon, and when you’ve got the utterly iconic Magikarp hoovering up the votes, it’s hard to compete.

Still, think of what it evolves into! An octopus! It makes no sense, and it’s brilliant!

The water they shoot from their mouths can hit moving prey from more than 300 feet away.

OR

Silcoon #0266

Silcoon #0266
Image: Nintendo Life / The Pokémon Company

Similarly to Kakuna and Metapod, why is it that Cascoon gets votes over Silcoon? Is it that pure white is boring? Or that Beautifly is less interesting than Dustox?

Admittedly, only one of you voted for the purple equivalent, but what split the difference here? Really?

Silcoon was thought to endure hunger and not consume anything before its evolution. However, it is now thought that this Pokémon slakes its thirst by drinking rainwater that collects on its silk.

AH

Nincada #0290

Nincada #0290
Image: Nintendo Life / The Pokémon Company

People were already getting tired of ‘standard Pokémon bugs’ by Gen III, but you can’t forget about Nincada! Ninjask is one of the coolest-looking bugs out there, and I wouldn’t have it without this basic form before it. Respect the roots, guys!

Because it lived almost entirely underground, it is nearly blind. It uses its antennae instead

JN

Whismur #0293

Whismur #0293
Image: Nintendo Life / The Pokémon Company

This pink little fella might be able to make a sound as loud as a jet plane, but they didn’t make enough noise for you to consider voting for them.

And look, if Loudred and Exploud can both get votes (how??), then why not this cutie?

Whismur is very timid. If it starts to cry loudly, it becomes startled by its own crying and cries even harder. When it finally stops crying, the Pokémon goes to sleep, all tired out.

AH

Meditite #0307

Meditite #0307
Image: Nintendo Life / The Pokémon Company

Meditite’s Fighting / Psychic combo made it a mean little combination in Gen III. I can only assume that this fella got overlooked in favour of its (admittedly, very cool-looking) evolution, Medicham, but I can’t forget about this little cutie.

It never skips its daily yoga training. It heightens its inner strength through meditation

JN

Illumise #0314

Illumise #0314
Image: Nintendo Life / The Pokémon Company

When there are “twin” Pokémon like Plusle and Minun and one doesn’t get any votes, it’s a little confusing. Volbeat may have received a single vote, but that’s more than Illumise, who is essentially the same ‘mon, just… purple?

Okay, that’s maybe not fair – Illumise is more of a Special Attack-focused ‘mon. Well, if you want to make things difficult. It looks happier in the key art! It has smaller antennae… I’m trying here!

Illumise uses its sweet scent to guide Volbeat, having them form over 200 patterns in the night sky.

AH

Carvanha #0318

Carvanha #0318
Image: Nintendo Life / The Pokémon Company

Evidently, Sharpedo has some fans (17 of you voted for the terrifying Water/Dark-type), so why not Carvanha? It’s got a savage design, and hints at the threatening aura of its evolution.

Okay, so there’s a lot of fish in Hoenn, but surely Carvanha stands out from the pack?

If anything invades Carvanha’s territory, it will swarm and tear at the intruder with its pointed fangs. On its own, however, this Poémon turns suddenly timid.

AH

Barboach #0339

Barboach #0339
Image: Nintendo Life / The Pokémon Company

Loaches aren’t the most inspiring creatures on our planet, so Barboach had a bit of a steep hill to climb to begin with. It’s a lovely, unique Pokémon though, and I reckon if you actually saw one of these while out and about, you’d stop and go ‘ooh!”.

Okay, maybe you wouldn’t, but I like it.

Its two whiskers provide a sensitive radar. Even in muddy waters, it can detect its prey’s location.

OR

Baltoy #0343

Baltoy #0343
Image: Nintendo Life / The Pokémon Company

Turns out, even if an Elite Four member has your evolution, sometimes others don’t care. Baltoy is like an ancient balancing toy, and could easily be a fossil of some sort as it’s based on ancient Japanese figurines.

Its clicky cry and strong evolution should’ve earned it at least one vote; and look, if you’re curious, they can spin on their heads, too.

It moves while spinning around on its single foot. Some Baltoy have been seen spinning on their heads.

AH

Anorith #0347

Anorith #0347
Image: Nintendo Life / The Pokémon Company

Pokémon’s second stab at Fossils are a lot more creative, so I’m shocked that no one gave some love to this bug-eyed ‘Old Shrimp’.

There’s something endearing about its eight wings, big eyes, and vulnerability to water despite having Swift Swim and apparently being an underwater ‘mon back in the day. But apparently Armaldo, Lileep, and Cradily are a lot better. According to you all.

This Pokémon was restored from a fossil. Anorith lived in the ocean about 100,000,000 years ago, hunting with its pair of claws.

AH

Huntail #0367

Huntail #0367
Image: Nintendo Life / The Pokémon Company

Unless you had a friend and a GBA link cable, you probably never saw Huntail and Gorebyss. But while the pink-coloured eel managed to gain a few supporters, its scarier-looking cousin fared worse.

There are also a lot of Water-types to choose from in Gen III, so Huntail’s fearsome design and fish-shaped tail – used to attract prey – aren’t exactly unique. I quite like it, but I do think more could’ve been done with Clamperl’s evolutions. Maybe Gen X is the time?

It’s not the strongest swimmer. It wags its tail to lure in its prey and then gulps them down as soon as they get close.

AH


Head to page two for the next batch of love-lacking ‘mon…

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Poll: Box Art Brawl: Duel – Capcom Vs SNK 2 EO (GameCube)

CVS 2 - BAB
Image: Nintendo Life

Well hi there, and welcome to another edition of Box Art Brawl!

Last week, we checked out Resident Evil: Code Veronica X for the GameCube, and would you believe it, we have a tie! Yes, both North America and Europe bagged 38% of the vote each, leaving Japan trailing with 25%. We’re not entirely surprised by the result, since both Western designs are absolute bangers in this case. Well done to both!

This week, we’re sticking with the GameCube to look at Capcom vs. SNK 2 EO, the 2002 port of the arcade original. Now, the ‘EO’ in the title supposedly means ‘Easy Operation’ in Japan and ‘Extreme Offence’ in the West, though both refer to a newly added mode that dials down the difficulty for newcomers.

Europe and Japan share the same box art this week, so we’re back to a good ol’ duel. So take a peek at the designs below, cast your vote in the poll, and submit a 5,000-word essay on the reasoning behind your choice. Detention for those who fail.

North America

CVS - NA
Image: Capcom / Launchbox

North America opted to omit the ‘obvious’ characters like Ryu or Terry from the box art, instead giving Kyosuke Kagami and Kim Kaphwan the spotlight, flanked by two additional fighters in the background. Doesn’t Sagat look weirdly jovial too? Kinda like he’s spotted a puppy prancing along outside of view.

Europe / Japan

CVS - EU/JP
Image: Capcom / MobyGames

Okay, so here we’ve got Haohmaru from Samurai Showdown fame front and centre above the game’s logo. In the background, meanwhile, is Ryu representing Capcom on the left and Kyo Kusanagi representing SNK on the right. The overall style is very similar to the North American design, albeit with more stylised effects going on. It’s nice!

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

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SnowRunner Listing Spotted For Switch 2

SnowRunner, a follow up to MudRunner where you drive power vehicles and overcome extreme open environments, looks like it could be making a return on the Switch 2.

A Game-Key Card release for Nintendo’s new platform has been spotted on Amazon. It’s also popping up on other web pages. There’s no official announcement from Focus Home or Saber Interactive about the game coming to the hybrid hardware, but if we hear anything we’ll let you know. It’s apparently arriving at some point this year.

“Get ready for the next-generation off-road experience! SnowRunner puts you in the driver’s seat of powerful vehicles as you conquer extreme open environments with the most advanced terrain simulation ever. Drive 40 vehicles from brands such as Ford, Chevrolet, and Freightliner as you leave your mark on an untamed open world. Overcome mud, torrential waters, snow, and frozen lakes while taking on perilous contracts and missions. Expand and customize your fleet with many upgrades and accessories including an exhaust snorkel for heavy waters or chain tires to battle the snow. Ride solo or with other players in 4-player co-operative!”

This game originally launched for the Switch in 2021. We didn’t mind it, although we did note how the graphics were blurry at times and the pop-in was frequent. Since the arrival of the Switch 2, some fans have reported an improved experience with the Switch game, so a dedicated Switch 2 version would likely take it to another level.

Of course, nothing has been officially announced at this stage, so if we hear any updates, we’ll let you know.

SnowRunner

Would you be interested in this game on the Switch 2? Have you played the Switch version? Tell us in the comments.

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Avatar Legends: The Fighting Game Hits Switch 1 & 2 This July

Avatar Legends: The Fighting Game was announced last year and it’s now been confirmed it will be coming to the Switch 1 & 2 on 2nd July 2026.

It includes a single-player story mode, 900+ hand-drawn frames per fighter, a 12-fighter roster, rollback netcode and crossplay support. The standard edition will set you back $29.99 (or your regional equivalent). There’s also a deluxe edition and pre-order bonuses, which you can see in the trailer above.

Avatar Legends: The Fighting Games

If this is your first time hearing about this title, it’s described as a “fast-paced 1v1 fighter where you battle as your favourite characters from the Avatar franchise”. You can find out more about this upcoming release in our previous post here on Nintendo Life:

Will you be checking this one out on release? Let us know in the comments.

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Pokémon Champions First Details About Price Reportedly Surface

Pokémon Champions
Image: The Pokémon Company

Pokémon Champions launches as a “free-to-start” game on the Switch next month, and although Nintendo hasn’t officially announced the pricing just yet, the first details have reportedly surfaced at PAX East in the US this weekend.

As highlighted by Nintendo Everything, YouTube Channel ‘PanFro Games’ apparently got some information about the pricing model for the US market at the Nintendo booth. Here’s the rundown via ‘rasenburst’ on social media:

$9.99 for the Starter Pack
• Increase Box Space from 30 to 80
• Battle! Trainer from LGPE exclusive song
• Earn 50 Training Tickets and 30 Quick Tickets
• Can be bought at anytime

$0 for the Battle Pass
• Earn rewards at the end of the season by accumulating Season Points in Ranked Bsttke

$6.99 for the Premium Battle Pass
• Unlock extra rewards on the Battle Pass that you would otherwise have to buy in the Shop
• Exclusive clothing

$49.99 for a 12-Month Membership

• Store more Pokémon in their Box
• Have more Battle Teams usable at one time
• Unlock membership-exclusive missions
• Unlock membership-exclusive battle songs

Once again, Nintendo and The Pokémon Company have not officially shared or announced any of the pricing details at this stage, so the prices above may not reflect the prices at launch. When a more formal update is provided, or the pricing goes live on the eShop, we’ll let you know.

What are your thoughts about these costs if they are the real deal? Tell us in the comments.

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Fatal Frame II: Crimson Butterfly Remake Is Getting A New Patch For Switch 2

Fatal Frame
Image: Koei Tecmo

Fatal Frame II: Crimson Butterfly for the Switch 2 will be getting its second update at some point in the near future.

On the official game page, Koei Tecmo has announced the second update Version 1.0.3.03 will be “released soon” for Nintendo’s new hybrid platform. This follows Version 1.03.02 earlier this month, which contained all sorts of adjustments.

This latest update is available now on other platforms and contains the following fixes:

Fatal Frame II: Crimson Butterfly Remake – Version 1.0.3.03 (Switch 2 – Coming Soon)

– Fixed a bug that prevented the Camera Obscura from being reobtained in Chapter Seven.

– Fixed a big that caused Mayu to stop moving in Chapter Four.

– Fixed a bug that made it impossible for Mayu to pass through a side door in Chapter Four.

– Fixed a bug that made it possible to obtain opens for free in the Point Exchange.

– Fixed an issue where the Motion Blur (Camera Obscura) settings were also applied to the normal Motion Blur setting.

– Fixed a big that caused the settings from Outfits During Movies to not display correctly.

– Fixed a bug in how Photo Mode camera settings were linked to the Options camera settings, where Photo Mode’s Camera (Vertical) settings were wrongly applied to Option Menu’s Camera (Horizontal) setting, and vice versa.

– Fixed a bug where performing a Purging Special Shot did not increase the Special Shots Taken count in the Play Record.

– Fixed a bug where the conditions for unlocking the Extensive Protection were sometimes not calculated correctly.

– Fixed issues to improve game stability.

– Made text corrections.

– Other minor bug fixes.


If you want to give this game a go, there’s a demo you can check out on the Switch 2 eShop. The game’s save data will also carry over to the full release.

In our review here on Nintendo Life, we said this title has a great atmosphere and thankfully hits more than it misses – even if there are performance problems.

“Fatal Frame II: Crimson Butterfly Remake is a solid, but uneven remake that nonetheless stands as a strong reminder of the cool ideas that this franchise brings to the table.”

Have you given Fatal Frame II a go yet on the Switch 2? Tell us in the comments.

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The Elder Scrolls: Blades Is Shutting Down This June

The Elder Scrolls: Blades
Image: Bethesda

Bethesda’s free-to-play mobile title The Elder Scrolls: Blades will be shutting down later this year across all platforms including the Switch eShop.

The following publisher notification has been shared on the game’s Nintendo Store page, confirming the servers will shut down on 30th June 2026. Until then, all items will be discounted.

Publisher notification: “The Elder Scrolls: Blades servers will permanently shut down on June 30, 2026. From now until June 30, 2026, all items in the store will be available for 1 Gem or 1 Sigil each, so you an enjoy all content Blades has to offer. On that date, servers will be shut down and the game will be inaccessible. Thank you for playing and we hope you have enjoyed your time in Blades.”

When this date arrives, the servers for Elder Scrolls: Blades will be officially shut down and the game will be inaccessible.

The Elder Scrolls: Blades
Image: Bethesda

We were rather scathing of this game when it launched on the eShop, calling it a “bastardisation of Bethesda’s RPG classic”.

Throughout its life, Bethesda released multiple updates and added motion controls to enhance the first-person action. The game also supported cross-play and cross-progression.

You can find out more about what exactly The Elder Scrolls: Blades offered in our full review here on Nintendo Life:

Did you ever try out Blades on the Switch? Let us know in the comments.

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Review: Brook Fighter Starburst Arcade Controller For Switch 1 & 2 – Form And Function Combine Beautifully

Fighter Starburst 1
Image: Ollie Reynolds / Nintendo Life

A lot of arcade controllers tend to lean more towards function over form, sacrificing attractive aesthetics for something that simply works as intended. But what if you could have both?

That’s exactly what accessory manufacturer Brook has attempted to do with its Fighter Starburst, a leverless controller that’s as nice to look at as it is to use. It’s got a pretty hefty price tag to boot, but if you’re after something that looks and feels premium, then this is the controller for you.

Brook is pretty well known in the fighting game community at this point. Its Wingman adapters have been instrumental in allowing unlicensed arcade controllers to work with the likes of the PS5. In fact, it’s this exact same technology that allows other controllers, like the Hitbox Ultra and Junkfood SWORL, to work instantly with multiple platforms thanks to the internal Brook circuit boards.

So it seemed inevitable that the company would launch an arcade controller of its very own, and the Starburst can proudly stand toe-to-toe with its competitors. Priced at $179.99, it works on not only Switch 1 and 2, but also PS4/5, Xbox Series X|S, and PC. Hold down a specific button (consult the instructions to see which one) while plugging the controller in to enable specific console layouts.

The Starburst only works via a wired connection with the included USB-A to USB-C cable, so no wireless compatibility here. This is pretty much the standard given the focus on low-latency competitive gaming, and the 8BitDo Arcade Controller is the only example I’ve seen that offers wireless play. The cable itself is braided and feels super tough, though I’d say it’s a little too short for those who want to game in the living room. You can just swap it out for a different one if need be.

The controller itself is one of the dinkiest on the market. At 5.12 x 0.98 x 11.93 inches, it’s not quite as small as the Snackbox Micro from Junkfood Arcades, but it’s not far off. But what really stands out is the actual design.

To put it simply, this is the only arcade controller (as far as I can tell) with its own built-in cover. It works kind of like your average tablet cover in that half of it is attached to the back of the controller, allowing you to fold the rest of it over and protect the vinyl and buttons while out and about.

Unlike a tablet cover, however, you can’t remove it entirely. You can also adjust the angle slightly so that it’s either facing away from you or towards you while in use. I wouldn’t recommend the latter since you’d be angling your wrists back to use the buttons, but it’s always nice to have options.

Meanwhile, the vinyl cover is incredibly premium in design, with the corners sliced off to give it an edgier look. When the controller is turned on, the light from the buttons cascades across the clear vinyl and it looks really lovely, especially in darker environments. Across both sides, you’ll also see black accents, and you can use these to attach a strap for easy transportation; something else that Brook has wisely included as standard.

In short, this is a controller that you’ll want to show off. The included strap not only makes it a doddle to carry with you at tournaments and whatnot, but the flashy design and elegant cover makes it an instant conversation starter, a fact made even more true when you turn it on and see the buttons light up.

The Starburst uses Kailh Choc V2 Red switches, but these are hot swappable if you’d like to try something else. As it is, the buttons feel responsive with a decent amount of travel, and the slightly concave design makes for a nice change from the predominantly convex inputs seen on other controllers. Each button houses its own LED lights, and although you can’t change the colour, you can alter everything from brightness and patterns directly on the controller itself by holding down the small white button on the right side.

Along with the standard directional and attack buttons, there are three additional inputs. Over on the far right is the Start button, while two inputs sitting to the left and right of the larger ‘Up’ button at the bottom function as L3 and R3. If you’re in the market for a Starburst, chances are you’re probably going to be using it for fighting games like Virtua Fighter 5 R.E.V.O. and Street Fighter 6, so you won’t necessarily need quick access to L3 and R3, but it’s nevertheless good that they’re included.

What’s interesting about the buttons is that they’re probably the smallest I’ve seen on an arcade controller so far, with wider spacing in between each input. It’s not a massive decrease from the likes of the Hitbox Ultra and Snackbox Micro, so you’re looking at a difference of around 2 or 3mm in diameter. Even so, if you’re used to bigger buttons that are perhaps spaced a little closer together, you might find the Starburst presents a brief learning curve thanks to the wider spacing.

Up on the top left are the function buttons, and I should note that neither these nor the main inputs come with labelling. Personally, I prefer this, since a lot of arcade controllers have PS5 or Xbox labelling, so it doesn’t match with the actual inputs when set to Switch mode.

This also means, however, that when you’re first starting out with the Starburst, you might find yourself tapping the wrong function button until you’re used to what they actually do. It doesn’t take long to figure out the order, but it’s something to keep in mind. For simplicity, from left to right, you’ve got Home, Capture, Select, Start, R3, and L3.

Fighting enthusiasts will be keen to know that the Starburst also comes packing four different SOCD modes that you can alter by holding down a directional input while plugging the controller in – definitely handy for keeping it all ‘tournament legal’ when necessary. You can also change the directional inputs to mimic the D-pad, left analogue stick, and right analogue stick. This means that, yes, you can use the Starburst on Super Smash Bros. Ultimate, if you wish.

Finally, if you want to change up the design of the controller, you can swap out the default artwork by unscrewing the vinyl on top with the included custom screwdriver. A blank template file can be downloaded from Brook’s website, or there are plenty of services online if you’re not keen on designing and printing your own artwork.

Conclusion

At $179.99, the Starburst isn’t cheap, but alongside the Hitbox Ultra, it’s also one of the only options available that’s compatible with every major console on the market straight out of the box. So if you’re someone who likes to jump between platforms, keep in mind that buying a more budget-friendly controller necessitates an additional authentication device, which ramps the price up. Not here, though.

This, coupled with the compact, stylish design, solid magnetic cover, and optional carrying strap, makes the Starburst an easy recommendation for those who just want to buy an arcade controller and have the peace of mind that it’ll serve your needs easily while being extremely portable. Just maybe invest in a longer power cable.

The sample used in this review was provided by Brook Gaming.

Please note that some external links on this page are affiliate links, which means if you click them and make a purchase we may receive a small percentage of the sale. Please read our FTC Disclosure for more information.

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Opinion: As Resident Evil Turns 30, It’s Time Capcom Revisits The Classics

RE 1
Image: Nintendo Life

Last weekend, Resident Evil turned 30 years old – can you believe it? The original game launched on the PS1 all the way back on 22nd March 1996, kickstarting an enduring franchise that’s arguably more popular now than it’s ever been.

I still vividly remember borrowing the PS1 trilogy from my brother, completely entranced by the terrifying enemies, the loading door animations, and the god-awful voice acting. I was acutely aware that I was way too young to be playing such games, since my own collection largely consisted of Pokémon Blue on the Game Boy Color and Crash Bandicoot on the PlayStation. Yet if it weren’t for those jaunts through the Spencer Mansion, R.P.D, and Raccoon City, I’m not sure I’d be as passionate about horror as I am now.

I think it’s a shame, though, that Capcom doesn’t seem particularly interested in revisiting some of the earlier games in the series. Titles like Survivor, Outbreak, Gaiden, and Dead Aim are all officially locked to the consoles on which they originally released, and while more prominent entries like the original trilogy and Code Veronica have seen re-releases on other platforms like PS5 and GOG, Nintendo fans have largely been left in the dark.

RE 2
Resident Evil (1996) — Image: Capcom

I understand why, to a certain extent. Since Capcom began its streak of RE Engine remakes in 2019 with Resident Evil 2, these have supplanted the originals in the official canon. Requiem, the latest mainline entry, definitively confirmed this by including flashbacks of Leon’s first visit to the R.P.D as a rookie cop, with the building itself modelled after the remake instead of the original.

So, for Capcom, the question of why it should release the original 32-bit trilogy when the remakes are sitting right there is legitimate, but I would argue that both can exist at the same time. The PS1 games, while certainly dated in many ways, perfectly encapsulate Capcom’s original vision for the franchise, one that has shifted and morphed multiple times over the years, yet nevertheless largely remains intact.

They also offer a beautiful glimpse into the wider pop culture scene at the tail end of the ‘90s. Play Resident Evil on the PS1, then go watch a few episodes of The X-Files from the first season, and you’ll see just how similar some of the musical scores are. It’s wild.

The spin-offs are a bit trickier, if only because their quality isn’t quite up there with the mainline entries, particularly Survivor and Gaiden. I’m not too sure Capcom will be keen on putting such games out in the wild again now that they’re riding high on consistent critical acclaim.

I’ll repeat what I said earlier, though: these games can exist together, and I think it’s important that they be easily accessible in some way. Do I think the Bubsy games are good? No, not particularly. But the fact that they’re playable on Switch via the Purrfect Collection is wonderful.

The N64 and GameCube NSO apps give me some hope that we might see re-releases at some point on the Switch 1 and 2, but I’m not going to hold my breath. The GameCube library specifically is almost exclusively made up of Nintendo-published titles, and my theory is that third-party publishers probably want to cash in with their own retro collections. So where the heck is Resident Evil’s retro package?

RE 5
Resident Evil: Outbreak (2003) — Image: Capcom

We’re entirely at the mercy of Capcom, and whether it’s willing to put out a couple of old-school collections to celebrate the series. We’re already past the actual 30th anniversary, so any hope that I have of an announcement is admittedly dwindling with each passing day.

Still, Mega Man and Capcom Fighting collections indicate that the company is willing to revisit its past, so I remain hopeful that Resident Evil will one day receive the same treatment.


What do you think, dear readers? Would you like to see some of the earlier Resident Evil games return in some fashion? Which one are you most itching (tasty) to play? Let us know with a comment.