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Review: Shadow Tactics: Blades Of The Shogun (Switch 2) – A Stealthy Gem That’s Both Tough & Approachable

Shadow Tactics: Blades of the Shogun Review - Screenshot 1 of 7
Captured on Nintendo Switch 2 (Handheld/Undocked)

Back in 2023, Mimimi Games, the Munich-based indie studio that almost single-handedly reinvigorated the real-time tactical genre over the previous decade, released its very best game to date. And then it shut down for good.

Of all the indie studio closures we’d had up to that point, this one felt like it got to me the most upon hearing the news. I was a huge fan, and it was a proper shock that a studio which had given us the sublime Shadow Tactics: Blades of the Shogun and Desperados 3 (genuinely two of my all-time favourite tactics games) could be in trouble or struggling at all. Surely these folks were living the high life, hoovering up the rewards for delivering two absolute stunners unto the world?

Instead, with the release of Shadow Gambit: The Cursed Crew, Mimimi, citing a mixture of burnout and the fact that profits weren’t meeting the cost of producing new adventures, said farewell. And that blows. It really does.

Shadow Tactics: Blades of the Shogun Review - Screenshot 2 of 7
Captured on Nintendo Switch 2 (Docked)

Let’s not be downbeat all the way through here, though, and instead try to focus on making this review a celebration of a game that I’m absolutely delighted has made its way onto Switch 2. I love Shadow Tactics: Blades of the Shogun. I’ve played through it a few times already on other platforms, and in coming to this Switch 2 port, all I really need to see is smooth performance, some loading time improvements, and a control/UI translation to console that works well. Give me that, and I’m gonna be in some sort of real-time tactical paradise, with my wee real-time tactical trousers on, having the real-time tactical time of my life. Something along those lines.

Blades of the Shogun initially released on PC back in 2016 and it’s fashioned its real-time tactics in the classic Commandos mould, meaning you’ll need to get ready for some good old save-scrubbing (easy with quick save here) as you’re pitted against tough enemies, and environments designed as wonderfully intricate little puzzle boxes for you to solve – either shambolically (hello!) or with style to spare.

Where Commandos rocks a WW2 setting, Shadow Tactics gives us a whole load of sneaking about and killing stuff in feudal Japan. Mate! That’s, like, the exact period of time that allows us access to loads of cool swords, ninja stuff, and all that caper. What a deliciously violent turn of events.

Shadow Tactics: Blades of the Shogun Review - Screenshot 3 of 7
Captured on Nintendo Switch 2 (Handheld/Undocked)

What’s more, whilst the likes of Commandos can be hard as nails, and a little off-putting perhaps, especially to newcomers, this gem manages to be at once tough and approachable, thanks to how clearly laid out its dynamics, controls, and mission-specific goals are.

As much as I’m in love with Shadow Tactics, the story, as serviceable as it is as an action-oriented backdrop, isn’t gonna stay with you very long after the fact. It ties the gameplay to the time period decently enough and, as far as I’m concerned, that’ll do for this sort of experience. This is, first and foremost, a game where the lasting magic is in the work of strategising and perfecting runs, and you’ll want to replay multiple times for this reason; sometimes fully, sometimes just in little chunks. After the first playthrough, the narrative almost gets in the way of all the magical killing things, choking fools out, creating death traps out of your surroundings, and what have you, so this way I don’t have to feel bad for skipping all the cutscenes the second, third, and tenth time around.

Shadow Tactics: Blades of the Shogun Review - Screenshot 4 of 7
Captured on Nintendo Switch 2 (Handheld/Undocked)

To counter this aspect, though, and part of what elevates Shadow Tactics above so many other games of its kind, is that care has been taken to ensure each of the characters in your party is a joy to be around. While the story is fairly standard stuff, the characters themselves feel alive in ways they rarely do in this type of game. Switching between the likes of the wooden-legged Mugen, the Splinter of the piece, and the rest of the gang — each of whom brings both attitudes and a smorgasbord of tricks, traps, and combat options to the table — is a constant joy. It almost feels by design that the best characterisation happens in moments of gameplay, where it isn’t impeding your actual playing and tooling around.

Taking control of your five-strong band of warriors across an artistically resplendent representation of Edo-period Japan where you’ve been hired to go unveil the true identity of the big bad guy, Shadow Tactics shuttles you through some cracking locations, all dripping in the sorts of exquisite little details that kick a game’s atmosphere into high gear.

Here you’ll employ the skills of your ninja, thief, spy, sniper, and samurai in unison to take down enemies and complete objectives across 13 missions. And with each of these missions playing out like surprisingly dynamic problems to solve — with as many ways to do things as you could hope for once you get through the expansive tutorial missions — it’s a campaign that gives you a good 30 hours or thereabouts of the toppest of top-notch tactical treats to tuck into (there’s also the Aiko’s Choice expansion to pick up standalone or as part of the Deluxe Edition, for when you inevitably become addicted).

Shadow Tactics: Blades of the Shogun Review - Screenshot 5 of 7
Captured on Nintendo Switch 2 (Handheld/Undocked)

The moment-to-moment action — hiding in bushes, observing enemy lines and cones of sight, watching and learning for the rhythms and flows of how guards patrol, or how different unit types attack and/or guard their surroundings — is all the good gravy you’ll have turned up expecting to drink gallons of.

But, this gravy is extra-specially delicious. Oh yes. Because the ‘shadow’ in the title, you see, alludes to the game’s signature shadow dynamic, whereby you can queue up your team’s moves, putting each one into place, moving them around without fear of the enemy seeing and choosing whether they’ll hide, attack, throw a smoke bomb, take a sniped shot to silence an overlooker and so on. Then you set the whole thing in motion and let it all play out automatically, like some incredibly violent Rube Goldberg machine. It’s very good. It feels clever. It makes you feel clever. Everyone feels clever now!

Shadow Tactics: Blades of the Shogun Review - Screenshot 6 of 7
Captured on Nintendo Switch 2 (Docked)

Once you get the hang of using your shadow ability, and once you’re au fait with the skills and abilities available to your party (all of which are unlocked from the get-go as this is about mastering things, not just unlocking ’em for no reason), you’ll find that you can go to town putting together complex and completely undetected takedowns that you’ll want to show off to people. Genuinely. I’ve forced my wife and children to watch me ganking guys in straw hats in this game a hundred times over. Believe it. It’s a beautiful thing.

On to this Switch 2 port specifically now, and what we’ve got ourselves is a version of the game that runs great in both docked (4k/30fps) and handheld (1080p/30fps) modes. No huge surprise given its age, perhaps, but it still elicits a heavy sigh of relief when a game I adore runs well on a Switch console, as this one does. It also looks and feels better in action than I remember it on either my PC or PS4 back in the day, as I’m sure it stuttered along quite a lot then. So we’re eating good on this front.

We also get a mouse mode thrown in, and while I have been 100% fine with the console controls overall, it’s nice to have the option, complete with lots of ways to tailor it to your preferred setup. I did just default back to the controller in the end, though, as it’s just more comfortable overall for how I like to play splayed out on the couch.

Shadow Tactics: Blades of the Shogun Review - Screenshot 7 of 7
Captured on Nintendo Switch 2 (Docked)

The camera can be a little niggly at times; it’s a little quick to zoom around, by default at least with the Joy-Con, but it’s something you get used to, and button shortcuts make light work of turning cameras and zooming where required.

Overall, it’s really quite hard to pick holes in this one beyond that slightly loose camera and my own indifference to the narrative. I guess you could say the tutorial area goes on a bit too long, if you were being really picky. But, everything else here is top-tier, and I can’t help but want to scream at everyone to go pick this one up in the hopes that this amazing team gets the chance to bring the rest of its incredible back catalogue to Switch 2. These games absolutely sing in handheld, and I’ll gladly replay the lot given the chance.

Conclusion

Shadow Tactics: Blades of the Shogun is a fantastic real-time tactics adventure that wows with top-notch gameplay, fantastic looks, and a set of delectable missions that challenge you to get into your ninja groove and bring the best out of a team of shadowy assassins. The signature shadow mechanic is a delight to use, and the cherry on top of an impressively flexible core combat system, whilst large missions give you endless opportunity to get creative.

Oh, and it all looks and plays wonderfully well on Switch 2. With mouse mode, improved loading times, and solid performance to boot, there’s precious little to criticise with this all-timer. Now, give us Desperados 3 and Shadow Gambit!

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Saudi Investment Firm Acquires A Significant Number Of Capcom Shares

SF6
Image: Capcom

The Saudi investment firm Misk Foundation, using its Electronic Gaming Development Company (EGDC) branch, has acquired a significant number of shares in Capcom, according to GameBiz (thanks, Automaton).

The firm, owned by Saudi Arabian Crown Price Mohammed Bin Salman, now owns a 5.03% stake in Capcom after acquiring 26,788,500 shares. It has stressed, however, that its reasoning is for “pure investment”, which likely means it will simply earn profits from share increases.

The move comes as Capcom celebrates the remarkable success of Resident Evil Requiem, which just recently surpassed 6 million units sold; the fastest any title in the series has achieved such a milestone. Capcom’s share price is currently on the rise, sitting at 3,562 JPY at the time of writing.

Capcom also has a heavy-hitter in the form of Street Fighter 6, which will shortly welcome veteran fighter Alex into its roster via the Year 3 Fighters Pass. The Misk Foundation, meanwhile, wholly owns game developer SNK, which is perhaps best known for fighting franchises such as Fatal Fury and The King of Fighters, along with the 2D action series Metal Slug.

What are your thoughts on this? Do you think the Misk Foundation will settle at owning 5% of Capcom? Let us know with a comment.

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Uniqlo’s New Pokémon Range Launches This Month

Pokémon Uniqlo
Image: Nintendo Life

Uniqlo is no stranger to a Pokémon collab or two, so it will come as no surprise to hear that it has a collection inspired by the classics up its sleeve for the series’ 30th anniversary.

The company’s latest Pokémon range launches in “late March”, and it all circulates around the iconic ‘mon art from Gen 1. For adults, there are graphic tees featuring Charizard, Pikachu, Snorlax, Gengar and the starters, while the kids’ options also feature some Eevee and Mewtwo representation.

The adult-size graphic tees will set you back £19.90 / $29.90, while the kids’ options come in at £9.90 / $19.90.

You’ll find the full collection on the Uniqlo website, but we’ve also attached a handful of our favourites below:

We’ll be keeping an eye out for a firm release date as we head into the second half of the month. After that, there’s Uniqlo’s Super Mario Galaxy Movie collection to look forward to, which launches in early April.

Will you be picking up any of the tees in this collection? Let us know your favourite in the comments.

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“We Can All Exist At The Same Time” – Zelda Voice Actor Rejects The Need To Pass The Torch

Zelda - Age of Imprisonment
Image: Nintendo

For nearly a decade at the time of writing, voice actor Patricia Summersett has been providing the voice of Zelda, appearing in Breath of the Wild, Tears of the Kingdom, Hyrule Warriors: Age of Calamity and Age of Imprisonment.

Having worked on several games in the series, she’s almost become the de facto voice for Princess Zelda, but we all know how Nintendo works. At some point, it will likely deviate from the timeline established by Breath of the Wild and go in a completely different direction for future titles.

When asked about this in a recent interview with Nintendo Everything, Summersett rejected the idea of passing the torch to a new voice actor, but not because she wants to keep the role for herself. Instead, she offered a viewpoint in which all versions of Zelda can exist together, welcomed by the community, and continue to flourish in the coming years.

Here’s the full quote:

“I don’t desire – or need – to pass a torch. There are already many torches, many versions of Zelda, each shaped by hundreds of artists before me. We can all exist at the same time, welcomed into a global community.

“On that note, people are still just picking up Breath of the Wild for the first time! Regardless of future projects, I must dutifully warn them of the Blood Moon’s rise. It’s serious. The Worm Blood Moon just occurred at 4am last week and I was up all night.”

It’s a lovely way of looking at it, in our opinion. In an earlier question, she also touched on how grateful she is to have been given the opportunity to reprise the role for multiple games, stating “These things are never ever a given”.

Zelda is celebrating its 40th anniversary this year, but so far, Nintendo has been pretty quiet about the whole thing. Producer Eiji Aonuma stated that Age of Imprisonment may inspire the next game in the series, and we recently explored what this might mean. It seems unlikely we’ll see a new entry anytime soon, but perhaps we’ll get a remake or remaster at some point in 2026..? We’ll see.

What are your thoughts on Summersett’s comments here? Are you pleased with her performance as Zelda? Let us know.

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UK Charts: Pokémon Pokopia’s Physical Troubles Continue As It Slips From The Podium

Pokémon Pokopia
Image: Jim Norman / Nintendo Life

Many of us would have assumed that Pokémon Pokopia would be sticking around in the upper reaches of the UK charts for weeks to come, but stock issues kept it from the top spot in its first week, and it looks like the struggles have continued as we enter week two.

Despite being a critical smash hit with strong sales on the digital front, Pokopia’s physicals were reportedly “undersupplied” at launch, perhaps explaining why the game now finds itself at fourth after two weeks on the market. It’s surpassed by Resident Evil Requiem, which remains at the top spot, Mario Kart World, and WWE 2K26, which debuts in third.

Elsewhere, Monster Hunter Stories 3: Twisted Reflection and Fatal Frame II: Crimson Butterfly Remake both land a top 10 spot, and Super Mario 3D World + Bowser’s Fury leaps back into the top 40 — thanks to some MAR10 Day sales, no doubt.

Here’s the full top 40, with platform breakdowns for games available on Switch, Switch 2, and other consoles:

Last Week This Week Game Platform Split
1

1

Resident Evil Requiem PS5 54%, PC 35%, Switch 2 6%, Xbox 5%

3

2 Mario Kart World

NEW

3

WWE 2K26

PS5 76%, Xbox Series 16%, Switch 2 8%

2

4 Pokémon Pokopia

4

5 Pokémon Legends: Z-A Switch 2 53%, Switch 47%

NEW

6

Monster Hunter Stories 3: Twisted Reflection

Switch 2 50%, PS5 45%, Xbox Series 4%

5

7 Resident Evil 7: Biohazard Gold Edition

7

8 Resident Evil 3

8

9 Animal Crossing: New Horizons Switch 69%, Switch 2 31%

NEW

10 Fatal Frame II: Crimson Butterfly Remake PS5 80%, Switch 2 13%, Xbox Series 7%

6

11 Monster Hunter Wilds

12

12 Donkey Kong Bananza

11

13 Minecraft

19

14 EA Sports FC 26 PS5 74%, Switch 2 9%, Switch 8%, Xbox Series 5%

14

15 Grand Theft Auto V

13

16

Mario Kart 8 Deluxe

18

17 Super Mario Galaxy + Super Mario Galaxy 2

26

18 The Witcher III: Wild Hunt GOTY Edition

9

19 Resident Evil 2

16

20 Street Fighter 6

NEW

21 John Carpenter’s Toxic Commando

15

22 Nintendo Switch Sports

21

23 Super Mario Bros. Wonder

17

24 Super Mario Party Jamboree Switch 56%, Switch 2 44%

37

25 Metroid Prime 4: Beyond Switch 2 60%, Switch 40%

26

Assassin’s Creed Shadows

PS5 74%, Xbox Series 14%, Switch 2 12%

24

27 Armored Core VI: Fires of Rubicon

32

28 Ghost of Yotei

22

29 Tekken 8

30 Super Mario 3D World + Bowser’s Fury

20

31 Call of Duty: Black Ops 7

27

32 The Legend of Zelda: Tears of the Kingdom Switch 2 52%, Switch 48%

33 The Legend of Zelda: Breath of the Wild Switch 56%, Switch 2 44%

25

34

Harry Potter: Quidditch Champions

PS5 51%, Switch 42%, PS4 4%, Xbox Series 3%

30

35 The Witcher III: Wild Hunt Complete Edition

31

36 Hogwarts Legacy Switch 33%, PS5 25%, Switch 2 23%, PS4 12%

35

37 EA Sports FC 25 Xbox Series 53%, PS5 33%, PS4 12%, Switch 2%

28

38 Mario Tennis Fever

39 Resident Evil 4

28

40

Just Dance 2026 Edition

[Compiled by GfK]

< Last week’s charts


That’s it for this week’s physical UK charts! Any surprises? Did you pick any of these games up? Let us know in the comments.

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Resident Evil Requiem Reaches Another Impressive Sales Milestone

Requiem Leon
Image: Capcom

Capcom has announced that Resident Evil Requiem has now sold over six million units worldwide, which is the fastest that an entry in the series has reached such an impressive milestone.

Released on 27th February 2026, Requiem subsequently managed to surpass 5 million in sales within its first week on store shelves. A further 1 million have been shifted in the roughly two weeks following, which means that while momentum has certainly slowed, fans are still picking the game up in droves.

In terms of total sale figures, Requiem is currently the eighth best-selling in the series, sitting between Resident Evil 5 at 10 million and Resident Evil remake at 5.10 million.

Game director Koshi Nakanishi has since confirmed that work is underway on a story expansion for Requiem, though what this will entail is unknown at the time of writing. A photo mode will also be added in the near future, with a ‘minigame’ promised this coming May. Again, we don’t know what this is, but we’ve got our fingers crossed for Mercenaries Mode.

Capcom has been on a roll recently, and isn’t looking to slow down anytime soon. Just next month in fact, on 17th April, it will launch Pragmata on Switch 2 alongside PC, PS5, and Xbox Series X|S. There’s a free demo available now if you want to try before you buy, and you can also check out our impressions from a previous hands-on event in which we said it “has the potential to be something really special”.

Meanwhile, if you’re likely to be playing Requiem for the foreseeable future, don’t forget that Capcom is planning on launching Grace and Leon amiibo figures on 30th July 2025. Both will unlock in-game cosmetic skins for your weapons, so don’t go expecting any Prime 4-inspired cutscenes from these things.

Have you bought Resident Evil Requiem yet? What are your thoughts on the game? Let us know with a comment in the usual place.

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Feature: Thank You, Mum, For The Last Ocarina Of Time

Ocarina of Time
Image: Omar Hafeez-Bore / Nintendo Life

In the days before Christmas ‘98, after much effort and many calls, my Mum managed to find the last copy of Ocarina of Time in the Birmingham Toys R Us. Condolences to those who missed out, but my Mum was always going to get it. When she really wants something, the world just bends to suit.

Black box, gold lettering, a sleepy Link in an enchanted forest, and permission for me, my brother, and cousin to play on the front room TV all of Christmas day (which felt extra long in that childhood slowtime way). I’ve been Zelda-pilled since, and could chart my growth against releases like height lines on a wall, keeping my inner Kokiri child alive.

Zelda is a home note, heroic and true in this life of loving games – playing, reading, discussing, sometimes writing. And so much of it enabled by a supportive Mum who often called a Game Boy a ‘Playboy’.

You might know about the treat in the credits of Skyward Sword, a sequence showing Not-Princess Zelda’s unseen parallel adventure that had been happening alongside and in between Link’s. Today is Mother’s Day in the UK, but for you, it could be someone else. Either way, it’s nice to think of The Legend of The Legends, who bought us Zelda and other games.

Of course, in my Mum’s adventure, there’d be that Ocarina of Time find, but also so many other instances of her using old school skills to tap into strange markets, hidden from the reach of a Google search.

Sometimes this results in absurd flight deals to Sharm El-Sheikh from Pakistani gentlemen who call themselves Jordan, ringing from websites that look like they were made in GeoCities (thanks, Jordan!). At others, it’d result in a surprise OG Xbox she’d persuaded a nice man in Currys to come with a fridge, or something? Once, Mum secretly enlisted my friend from Manchester to source a PS5 when no one else could and drive it to Birmingham without me knowing in time for a birthday surprise (thanks, Mozo!).

Long, long before that, she asked a kind colleague at South Birmingham College to borrow one of the Dell desktops for our house — home turf! — which was beyond exciting and initially felt as surreal as finding a computer in the park. Then came those innocent digital thrills of just playing around in Windows, a thing you could click and change and do, with hypnotic screensavers of endlessly spreading coloured pipes, and the self-expression of choosing your desktop background.

Later, when we had our own computer, Mum humoured her eldest’s (that’s me) intense sense of importance around getting a horned monitor cover that made the screen look like the head of a cow. Of course.

GoldenEye 007
Image: Gemma Smith / Nintendo Life

How deep goes the well of a parent’s patience! How large the pool of their interest-feigning faces! Mum was endlessly bugged to come in and witness some unintelligible awesome gaming moment, as the official audience of all developments of anything ever. I remember my first time playing GoldenEye and I couldn’t even see the pixels (thanks, N64 bilinear filtering!), which obviously meant her having to come into the room to watch me repeatedly run into the walls in Facility and express encouraging agreement at how ‘realistic’ this looked.

Technology caught up, mind. When Mum was watching HBO’s The Last of Us, she’d be so eager for the next instalments that weren’t released, I’d show her longplays of the game instead. I’m still chuffed that she said, “Omar, I like this better.”

Of course, there were also disagreements, and new, strange versions of age-old familial frictions.

I abused the hallowed respect for undisturbed toilet time to play Pokémon Red at night for stretches long enough my legs would go numb, but shouting “I’m constipated!” to a disbelieving Mum at midnight.

Or the constantly abused “I’m Nearly At A Save Point!” plea for grace (the second or third of the evening), before that count down with one finger on a power button, and the genuine shock when she’d actually press it even though I guiltily knew I’d already saved. (Soz, Mum!)

Ocarina of Time
The correct way to store N64 carts is in an old ice cream tub — Image: Omar Hafeez-Bore / Nintendo Life

Once, one of the students who rented our spare room dobbed me in for playing Duke Nukem 3D‘s Red Light District level, with its shake it baby nipple-pixels that now seem Renaissance quaint (not to my Mum, she was apopleptic).

And sometimes, some sadness. I started to cry when I thought I’d broken my uncle’s Mega Drive II by over-pressing the pill-shaped power and reset buttons. The relief at the return of the glinting Sega logo felt like seeing the flicker of life on a cardiac flatline; Mum had sorted it. Much later, at my grandmother’s house, us kids were allowed to huddle around and play the Mega Drive together in the living room TV in its ornate wooden cabinet, not really understanding the mood or that granddad (burrah-dadee) had died.

Imagine if we could see a real-world Hero’s Path of all those extra journeys made by our single Mum, working so hard to still give her boys “the best”. Dropping me off at Hass’ house when he first got Mario Tennis, or the evening expedition to the guy I’d found in the Bargain Pages who was selling a cheap PC joystick (and a flight game with it so that I could actually use it), or those urgent, last-minute drives to the newsagents before they changed to the new issue of Sonic the Comic, or N64 Magazine.

Ocarina of Time
Image: Zion Grassl / Nintendo Life

Anyway, Zelda is 40 years old, and I’m not far off. Even after all these years, if I ever actually ask my Mum her opinion of Zelda, she always says she loves ‘the colours’. But that doesn’t capture the countless instances of her love around my lifelong hobby, not for the games themselves, but for the ways they gave me joy. Maybe this will give her some, too.

And I’ll get lilies as a backup.


Who gave you your first Zelda game?

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Video: How To Build A ‘Real’ House In Pokémon Pokopia

Pokémon Pokopia has been available on the Switch 2 for over a week now, and if you’re still getting your head around the basics (or haven’t got the game just yet), this quick and easy tutorial about how to make a ‘real’ house for you or your Pokémon offers some handy advice.

We’re not referring to assembly kits here – we’re talking about your very own custom-made house from the floor to the roof.

So, what will it take to get the job done? As our senior video producer Alex Olney explains in the short and simple video above (note: there are some minor gameplay and environmental spoilers), all you’ll need is a door and some connected blocks to get the game to register an “empty house”.

The walls only need to be one block in height, and you’ll need some floor space, but you don’t even need a roof. And that’s it! Just remember, if you remove any blocks, you’ll need to add them back to ensure the build is classed as a home.

Pokemon Pokopia - Nintendo Life
Image: Nintendo Life

After the building phase is complete, you can furnish the space to fulfil the living requirements (that’s three items of furniture for a Pokémon, or a Ditto Flag to make it your home), and you’re good to go!

If you want to learn more about Pokémon Pokopia and how it works, or are just finding the whole thing a tad overwhelming with everything on offer, be sure to check our extensive list of guides here on Nintendo Life. We’ve got tips, the game’s Pokédex, details about the habitats, and much more.

Have you built a house in Pokémon Pokopia yet? Let us know in the comments.

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Mailbox: Senran Kagura Mysteries, First-Party Indies, Miyamoto Tragedies – Nintendo Life Letters

Nintendo Life Mailbox
Image: Nintendo Life

Welcome back, lovely people, for another rummage through the Nintendo Life Mailbox.

Blimey, it’s mid-March already, and Mother’s Day in the UK, no less. Shoutouts to all mothers and motherly types out there who also like to read Nintendo-related correspondence on a Sunday. We love and salute you all!

It’s time for our monthly letters page feature. Got something you want to get off your chest? We’re ready and waiting to read about your game-related ponderings.

Each month we’ll highlight a Star Letter, the writer of which will receive a month’s subscription to our ad-free Supporter scheme. Check out the submission guidelines at the bottom of this page.

Let’s sit back with a warm beverage and go through our dispatch box…

Nintendo Life Mailbox – March 2026

“Miyamoto draws closer” (***STAR LETTER***)

Dear Nintendo Life,
As Shigeru Miyamoto draws closer to retirement, he’s been focusing on non-video game projects, like theme parks and movies. I can’t help but speculate that when people look back at this, it might be seen as a tragedy. Instead of using decades of experience to create his greatest interactive masterpiece, Miyamoto is spending his time on non-interactive projects. Imagine if Michelangelo spent the last years of his life folding napkins instead of working on his magnum opus. Very profitable napkins, but still—just napkins. Of course, Miyamoto has made mistakes; he is only human. But with mistakes comes the opportunity to learn from them. What games could Miyamoto be helping to create if he wasn’t working on non-game projects?
Contemplator

I get the disappointment, but I don’t see it as an ‘Oh man, imagine what James Cameron might have done if he didn’t spend the last 20 years making Avatar movies!’ situation. Whatever the field, people at that level, at that stage of their career, can’t be cajoled into doing something that doesn’t interest them.

If Miyamoto wanted to get his hands dirty directing something, he could, but he’s been in this overseer role for ages now. Institutionally, his fingerprints are all over Nintendo’s output and will be long after he’s gone, and I’d argue that’s more important and ‘one more masterpiece’. – Ed.

“blast that ‘x'”

What do you think happened to the first-party published indies? The 3DS era gave us the Pushmo, BoxBoy, and Dillon series Rusty’s Real Deal Baseball, Pocket Card Jockey, HarmoKnight, NES Remix, and some Kirby minigames. The first half of the Switch era gave us Snipperclips, Flip Wars, Part Time UFO, The Stretchers (which I just discovered was made by the Little Nightmares people), Good Job, some Kirby (Fighters 2 and Super Clash), and another BoxBoy. After that, we basically just got another Kirby (Dream Buffet) and Nintendo World Championships.

I’m not counting:
– live service games with numbers in the title
– retro games like the FireRed and LeafGreen or the first Fire Emblem
– AA games like Famicom Detective Club or Drag & Drive (blast that “x”)
– games that should have been free: you know who you are

And I understand that Cadence of Hyrule was a bit of an isolated incident. Arguably, some of the pressure of “drop the price” could have been alleviated if there had been a first-party Snipperclips-type game for this launch window.

Do you think they just figure we’ve had enough time with Game Builder Garage by now to take care of ourselves? Did some key behind-the-scenes figure leave? Do they not want to price something in a way that will de-normalize $70 and $80 games? Is there a sense that HAL and GameFreak (who made many of those) have now “grown up” such that GameFreak is now making a AAA PS5 game? What’s your hard-hitting journalistic hunch?
Thomystic

It’s just changing times and fortunes. 10 years ago, Nintendo needed to court indies to ensure a flow of good software on its platforms, especially games which showcased a console’s features. When Switch launched, they had to demonstrate how this hybrid system could be all things to all people, and Snipperclips, in particular, helped establish the easy co-op concept.

We all get it now, though. Indie World Showcases are still useful for maintaining dev relationships and highlighting the breadth of quality, but does Nintendo need to be publishing them like they did a decade back? I’m sure we’ll see them get behind more smaller, experimental things, but we’re at a stage where every week there’s more quality indie games launching than there is time to play them. – Ed.

Indie World
Image: Gemma Smith / Nintendo Life

“dropdown”

Why is Senran Kagura Burst on 3DS always in the dropdown menu under games? It was out in 2013. Is there an in joke I missed, or is this page really popular with Nintendo Life readers?
Alan

Ah, yes. We’ve joked about this on staff before, Alan. The games on that tab are ordered by popularity based on weekly page views, and for reasons unclear, SKB is an evergreen hit with fans across the internet.

In fact, I see from poking around in the backend (ahem) that it’s currently the 9th all-time most viewed game page on the entire site. Just above Smash Bros. Ultimate. Why? It’s a mystery, like the changing of the seasons and the tides of the sea. – Ed.

“frankly to the point of joyful tears”

Third Parties are bringing the party

As we stumble ever closer to the one year anniversary of the Nintendi Switch 2 launch, it’s become evident that Third Party support has been utterly vital to sustain excitement for this new console.

Nintendo’s first party efforts have been pretty solid, some neat titles, but nothing earth shattering. Donkey Kong Bananza is the only title of theirs in the last year that truly blew me away, frankly to the point of joyful tears at points

But since then, it’s been Third Party all the way baby. Most recently Square and Capcom have showcased what the Switch 2 is capable of with FF7 Remake and Resident Evil Requiem.The latter is genuinely jaw dropping at times, not lagging too far behind PS5 standard graphics.

And then coming down the track super soon there’s Indiana Jones, FF7 Rebirth, Pragmata and 007 First Light.

We’ve also had some ace Indies: Hades 2, Silksong, Blue Prince and Minishoot Adventures to name a few.

It’s odd isn’t it? Nintendo have struggled historically to garner Third Party support, but with Switch 2, for me at least, Third Party games have been the beating heart that’s kept things ticking along for the Nintendo Switch 2’s maiden year.

And long may it continue. If RE9 can come day and date alongside its PlayStation and Xbox releases for Switch 2, what else is possible? Maybe, we don’t need to worry how long the next big Mario and Zelda take to cook, because Capcom and Square are cooking up a storm already.
YoshiTails

Agreed, you love to see it. After years of Switch ports — impressive and otherwise — arriving years down the line, it’s been a thrill with Requiem to be there day one with the rest of the world.

After leaning heavily on Switch 2 Editions since launch, you’d assume Nintendo has some big games in the chamber for the second half of the year. In the meantime, plenty to be getting on with while we wait for Rhythm Heaven. – Ed.

Switch 2
Image: Zion Grassl / Nintendo Life

Bonus Letters

“I’m going to say something totally crazy: I honestly believe Bubsy would be a more interesting Smash Bros fighter than Waluigi.” – HappySmurf

I’d rather have Q*bert, myself. – Ed.

“Inquiring Minds wants to know: which Nintendo characters do you lovely folks at Nintendo Life Towers (and in the comments) think would like the film K-Pop Demon Hunters, and which ones do you believe would hate it (on a scale of *One* to *Gold-Ten*)?” – Inquiring Minds

Bowser and Daisy are huge fans. Waluigi enjoys it, but I wouldn’t let him borrow your phone, lest he pollute your algorithm with unsavoury searches. Toad finds the whole thing massively overrated, but Strategy has a Bruno Mars-esque swing to it that even he cannot dislike. – Ed.

The majority of those scripts were actually for Splatoon” – HalloweenPeachy

Yeah, I heard that 50% of scripts on the Hollywood blacklist were Splatoon-related. – Ed.

Splatoon amiibo
Image: Damien McFerran / Nintendo Life

That’s all for this month! Thanks to everyone who wrote in, whether you were featured above or not.

Got something you’d like to get off your chest? A burning question you need answered? A correction you can’t contain? Follow the instructions below, then, and we look forward to rifling through your missives.

Nintendo Life Mailbox submission advice and guidelines

  • Letters, not essays, please – Bear in mind that your letter may appear on the site, and 1000 words ruminating on the Legend of Heroes series and asking Alana for her personal ranking isn’t likely to make the cut. Short and sweet is the order of the day. (If you’re after a general guide, 100-200 words would be ample for most topics.)
  • Don’t go crazy with multiple correspondences – Ideally, just the one letter a month, please!
  • Don’t be disheartened if your letter doesn’t appear in the monthly article – We anticipate a substantial inbox, and we’ll only be able to highlight a handful every month. So if your particular letter isn’t chosen for the article, please don’t get disheartened!

How to send a Letter to the Nintendo Life Mailbox

  • Head to Nintendo Life’s Contact page and select the subject “Reader Letters” from the drop-down menu (it’s already done for you in the link above). Type your name, email, and beautifully crafted letter into the appropriate box, hit send, and boom — you’re done!

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Poll: Box Art Brawl – Duel: Mario Hoops 3 On 3

Mario Hoops - BAB
Image: Nintendo Life

Howdy, hoopers! Welcome to another edition of Box Art Brawl.

Before we check up for this week’s one-on-one, let’s remind ourselves what went down last time. It was an East vs West battle, as we matched up two covers from the GameCube’s Tales of Symphonia. Alas, it was not a close one. The European / North American design pulled in a whopping 85% of the vote, leaving Japan with the remaining 15%.

This week, to celebrate the arrival of MAR10 Day (and Bam’s historic NBA performance), we’re checking out Mario Hoops 3 on 3 — or Mario Slam Basketball, for those in Europe. This cracking little hooper launched on DS back in September 2006, meaning we’ve been waiting almost 20 years for a sequel now. Sigh.

There are just two covers to choose between this week, so let’s dribble down and meet them.

North America

Mario Hoops - NA
Image: Nintendo / Launchbox

Oof, talk about covers that go hard. The North American design wastes no time showing us what this one is all about. We’ve got Mario dunking on DK, Luigi showing off some slick shell handles in the background, and… is that Peach with a bomb? All of that on a lush beach court. What’s not to like, eh?

Europe / Japan

Mario Hoops - EU / JP
Image: Nintendo / Launchbox

The European and Japanese covers are a little more stripped back, by comparison, but there’s something eye-catching about their simplicity. A slightly different Mario dunking model still takes centre stage, though the NA court has been replaced by a block red background. Giant “M-A-R-I-O” letters adorn it, each containing a different Hoops character to flex the game’s roster.

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