Nintendo

sony-makes-the-“difficult-decision”-to-raise-playstation-5-prices-in-the-us

Sony makes the “difficult decision” to raise PlayStation 5 prices in the US

Sony will join Microsoft and Nintendo in raising US prices across its entire game console lineup, the company announced today. Pricing for all current versions of the PlayStation 5 console will increase by $50 starting tomorrow.

The price of the PS5 Digital Edition will increase from $450 to $500; the standard PS5 will increase from $500 to $550; and the PS5 Pro will increase from $700 to $750. If you’ve been on the fence about buying any of these, retailers like Target and Best Buy are still using the old prices as of this writing—for other console price hikes, retailers have sometimes bumped the prices up before the date announced by the manufacturer.

“Similar to many global businesses, we continue to navigate a challenging economic environment,” wrote Sony Global Marketing VP Isabelle Tomatis. “As a result, we’ve made the difficult decision to increase the recommended retail price for PlayStation 5 consoles in the U.S. starting on August 21.”

Sony says it’s not increasing prices for games or accessories and that this round of price increases only affects consoles sold in the US.

Sony was the last of the big three console makers to raise prices this year. Microsoft raised the prices for the Xbox Series S and X consoles in March. And Nintendo has gone through two rounds of price increases—one for Switch and Switch 2 accessories in April and another for more accessories and Switch 1 consoles earlier this month.

Sony makes the “difficult decision” to raise PlayStation 5 prices in the US Read More »

not-(just)-seeing-red:-virtual-boy-emulator-adds-full-color-support

Not (just) seeing red: Virtual Boy emulator adds full color support

With Red Viper’s built-in color support, though, anyone with a 3DS modded for homebrew software can now easily add a bit of color to the Virtual Boy library. And running the emulator on the 3DS means you don’t even have to give up the Virtual Boy’s stereoscopic graphics to do so; Red Viper works with the filtered LCD screen on the 3DS to emulate the visual depth built into Virtual Boy games.

More than just Wario Land

Red Viper currently doesn’t have any “default” palettes to choose from, meaning it can take some manual fiddling to get multicolor games to look halfway decent (you can save your palettes on a per-game basis). Once you do, though, it’s impressive just how much color adds to games that were never designed to be seen in more than a few shades of red.

The higher contrast between the road and the racers helps make homebrew Virtual Boy Mario Kart much more playable. Kyle Orland / Red Viper

We’ve found that high contrast yellow or green can really help sprites stand out from the jet black backgrounds that dominate most Virtual Boy releases. Accent colors in the blue or purple range, meanwhile, can help set off background elements and make them easier to distinguish from the foreground gameplay. Those color enhancements can be more than just aesthetic, too; in a game like Red Viper, distinct colors make it much easier to distinguish enemies from stationary obstacles in the game’s awkward wire-framed 3D.

After you’re done colorizing all the Virtual Boy ROMs you’ve dumped off of your own legitimately purchased cartridges (cough), it’s worth dipping a toe in the impressive collection of homebrew Virtual Boy games created by homebrew coders over the years. That includes impressive ports of games like Street Fighter II and Mario Kart and original efforts like a cartoony fish-eat-fish simulator or a hamburger based shoot-’em-up.

Whether you’re a Virtual Boy aficionado or new to the world, the newly colorized Red Viper is the perfect excuse to visit this odd cul-de-sac in Nintendo’s hardware history. Now if we could just convince Nintendo to release an official miniaturized set of Virtual Boy VR goggles à la the NES Classic.

Not (just) seeing red: Virtual Boy emulator adds full color support Read More »

donkey-kong-bananza-is-a-worthy-successor-to-super-mario-odyssey’s-legacy

Donkey Kong Bananza is a worthy successor to Super Mario Odyssey’s legacy


D-K… donkey kong is here!

Cathartic, punch-fueled land destruction is a great showcase for Switch 2 hardware.

Screenshots you can feel. Credit: Nintendo

Screenshots you can feel. Credit: Nintendo

When the Switch 2 was fully unveiled in April, we weren’t alone in expecting the announcement of a true follow-up to Super Mario Odyssey—one of the original Switch’s best-selling games and our pick for the best game of 2017. Instead, we got our first look at Donkey Kong Bananza, the big ape’s first fully 3D adventure since the Rare-developed Donkey Kong 64 in 1999.

The fact that Nintendo wasn’t willing to commit its long-standing plumber mascot to its first first-party platformer on the Switch 2 could have been seen as a sign of a rushed, second-tier spinoff effort. After playing through Donkey Kong Bananza, though, I’m happy to report that nothing could be further from the truth for this deep and worthy spiritual successor to Super Mario Odyssey (from many of the same development staff). Donkey Kong Bananza captures the same sense of joyful movement and exploration as the best Mario games while adding an extremely satisfying terrain-destruction system that shows off the capabilities of the Switch 2 hardware.

Beat up the earth

It’s that terrain-destruction system that sets Donkey Kong Bananza apart from previous 3D platformers from Nintendo and others. Three of the four face buttons on the Switch 2 controllers are devoted to letting Donkey Kong punch either horizontally, upward, or downward, often taking out large chunks of the nearby scenery as he does.

Take that, rock!

Credit: Nintendo

Take that, rock! Credit: Nintendo

Punching through the terrain in this manner forms the fast, crunchy, and powerfully kinetic core of the game. It’s hard to overstate how incredibly cathartic it can be to quickly reduce a well-ordered chunk of dirt and rock into a mountain of valuable, collectible golden rubble (then gathering up all the nearby rubble with a quick tap of a shoulder button). Imagine a 3D Mario game by way of Traveller’s Tales Lego games, and you’ll have some idea of the extremely satisfying combination on offer here.

The semi-persistent changes in scenery also do a good job of highlighting the Switch 2’s hardware, which doesn’t seem to drop a single frame, even as the rubble flies and the ground’s shape morphs under Donkey Kong’s persistent punching. That extra hardware power also lends itself to some nice graphical touches, from the mirror-like shine on a pile of golden rubble to the gentle movement of fur that rustles in the breeze.

I get around

Donkey Kong can also pick up chunks of terrain, using them as impromptu melee weapons or hurling them to destroy far-off enemies, obstacles, or key switches. The aiming-and-throwing controls for this terrain-throwing system are just clunky enough to be annoying—this is a far cry from Gears of Donkey Kong or something. Still, the interactions between different types of hurled terrain end up forming the root of many interesting situational puzzles—throwing some snow to harden sections of a harmful lava lake into a solid platform, for instance, or using a chunk of explosive rock to destroy an otherwise impervious spiky enemy.

When you’re not tearing up the scenery to your benefit, simply getting around in Donkey Kong Bananza is a joy. Donkey Kong Country fans will be happy to know the classic roll is back and can be used to help extend jumps or quickly change mid-air direction (a la Cappy from Mario Odyssey). Donkey Kong can also slide along on chunks of terrain in a zippy, madcap land-surfing mode that’s wonderfully difficult to control effectively. The ability to climb along the edge of most surfaces adds a layer to the vertical gameplay dimension that doesn’t rely on precision jumping and which is utilized well to hide some of the game’s more out-of-the-way secrets.

This Kong’s got a funny face…

Credit: Nintendo

This Kong’s got a funny face… Credit: Nintendo

As the game progresses, you’ll also unlock a handful of animalistic “Bananza” transformations from a menagerie of gigantic animal DJs (don’t ask). These temporarily grant DK new powers—a quick-dashing zebra or a fluttering, hovering ostrich, for instance. The game builds some specific gatekeeping challenges around each transformation, of course, but the extra locomotion options become a welcome part of your toolbelt when simply exploring generic areas.

Running around and smashing up the world isn’t all joy, though. Problems arise when you dig into thick patches of dirt, crafting a narrow, Kong-sized tunnel surrounded by opaque earth. The camera system does its best to deal with these tricky scenarios, making the ground opaque and highlighting only the notable features around you. Still, it’s easy to lose track of where your digging has taken you and how to get back to the surface, especially when the best way out of a jam is to “dig up, stupid.”

Oooh, Banana!

All this terrain destruction and digging is in service of the game’s primary goal: collecting a bunch of giant bananas. These are roughly as plentiful as the Power Moons scattered across Super Mario Odyssey and roughly as varied in their availability. Some sit out in the open, waiting to be stumbled on. Others are hidden in some of the game’s most out-of-the-way underground crevices and practically require the use of collectible in-game treasure maps to find. Many are hidden in elaborate challenge rooms that test your precision platforming, terrain destruction, or combat skills.

Unlike the Power Moons in Mario Odyssey, though, hunting down bananas is largely optional to progress down the succession of elaborate, wide-open, high-ceilinged layers (read: “levels”) on a quest toward the planet’s core. Instead, bananas are primarily used to unlock upgrades in a surprisingly deep skill tree or grant DK more health, more punching power, or longer Bananza transformations. Other collectibles can be used to buy stylish and protective outfits to further increase DK’s endurance.

You’d be forgiven for not believing that these large explorable “layers” are supposed to be underground.

Credit: Nintendo

You’d be forgiven for not believing that these large explorable “layers” are supposed to be underground. Credit: Nintendo

These upgrades provide ample incentive for those who enjoy exploring and dozens of hours of challenges for completionists to delve into after the credits roll. But the game’s structure also allows skillful and/or impatient players to zip to the game’s conclusion quite quickly, rushing through the visually inventive bosses that guard the game’s major chokepoints.

Those who rush, though, may end up struggling with the game’s final gauntlet of challenges, which quickly ramp up the difficulty while re-introducing some classic DK enemies (that we aren’t allowed to say more about at the moment).

Wait, that kid is Pauline?

Thus far, we’ve avoided talking about the ridiculously convoluted plot the game builds around Donkey Kong’s quest for bananas and the evil corporate forces that want to stop his journey deep into the planet’s core. The game’s underground world is populated with all sorts of talking animals, sentient rocks, and familiar Kong faces to assist DK or ask him for help with various ridiculous errands. They’re cute, but their chatter is more or less ignorable.

The reimagined Pauline is an adorable addition to the lineup.

Credit: Nintendo

The reimagined Pauline is an adorable addition to the lineup. Credit: Nintendo

The main exception is Pauline, the damsel-in-distress from the original Donkey Kong, recast here as a precocious child working with DK to find a way back to her home on the surface. Pauline’s effort to overcome inherent stage fright and embrace the magical power of her singing voice was surprisingly touching. That’s largely thanks to a winning voice-acting performance that forms the basis for some toe-tapping gibberish playing behind DK’s Bananza transformations.

The adorable relationship between young Pauline and the silent Donkey Kong is the icing on a very satisfying cake. Even though Mario is nowhere to be seen, Donkey Kong Bananza seems destined to be thought of in the same category as the Mario games that defined earlier Nintendo hardware launches.

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

Donkey Kong Bananza is a worthy successor to Super Mario Odyssey’s legacy Read More »

switch-2-users-report-online-console-bans-after-running-personal-game-“backups”

Switch 2 users report online console bans after running personal game “backups”

Earlier this week, the makers of the popular Mig Flash cartridge, which allows users to play Switch games loaded via an SD card without modifying the console itself, issued a firmware update enabling the cards to run original Switch games on the Switch 2. Since then, though, multiple Mig Flash users are reporting that they’ve seen their Switch 2 consoles banned from Nintendo’s online servers, even in cases where the devices were only used to run backups of legitimate games the users purchased themselves.

“My Switch 2 test has been banned after using the Mig [Flash] with perfectly legal dumps of my own cartridges, so it would seem that Nintendo can detect something,” popular hacking news account Switch Tools posted on social media Monday (along with a follow-up showing a stack of legitimate Switch games they said they had backed up using the device). “I strongly recommend that you do not use the Mig [Flash], it was already very risky to use but it is even more so on Switch 2.”

My Switch 2 test has been banned, after using the mig switch with perfectly legal dumps of my own cartridges, so it would seem that Nintendo can detect something

Similar reports on reddit are starting to come in.https://t.co/nbPMlRWSaPhttps://t.co/3eq6dkbFMi

I strongly… pic.twitter.com/btzjQYJzE4

— SwitchTools (@SwitchTools) June 16, 2025

The insistence that the ban came while using “perfectly legal dumps of my own cartridges” is important here. Nintendo has long used certificates with robust cryptographic signatures to identify when individual copies of Switch games are being shared for the purposes of piracy. If Nintendo notices the same cryptographic signature on security certificates being used by hundreds of different consoles and accounts, for instance, the company can be relatively sure that all those users are engaging in piracy.

But the Mig Flash can also be used for backup and play of an individual’s legal Switch game purchases on a personal console, which shouldn’t lead to any such signature conflicts. On the Mig Flash website, the developers of the device say they “only support and guarantee your gaming with your own games backups. This applies to online, too. If you want to play online with the full Mig Flash warranty, you need to use your own dumped backups… Failure to respect this rule might end up in bans from Nintendo online service, which we won’t be held responsible for.”

Switch 2 users report online console bans after running personal game “backups” Read More »

nintendo-switch-2’s-faster-chip-can-dramatically-improve-original-switch-games

Nintendo Switch 2’s faster chip can dramatically improve original Switch games

Link’s Awakening, Switch 1, docked. Andrew Cunningham

It’s pretty much the same story for Link’s Awakening. Fine detail is much more visible, and the 3D is less aliased-looking because the Switch 2 is running the game at a higher resolution. Even the fairly aggressive background blur the game uses looks toned down on the Switch 2.

Link’s Awakening on the Switch 1, docked.

Link’s Awakening on the Switch 2, docked.

The videos of these games aren’t quite as obviously impressive as the Pokémon ones, but they give you a sense of the higher resolution on the Switch 2 and the way that the Switch’s small endemic frame rate hiccups are no longer a problem.

Quiet updates

For the last two categories of games, we won’t be waxing as poetic about the graphical improvements because there aren’t many. In fact, some of these games we played looked ever-so-subtly worse on the Switch 2 in handheld mode, likely a side effect of a 720p handheld-mode image being upscaled to the Switch 2’s 1080p native resolution.

That said, we still noticed minor graphical improvements. In Kirby Star Allies, for example, the 3D elements in the picture looked mostly the same, with roughly the same resolution, same textures, and similar overall frame rates. But 2D elements of the UI did still seem to be aware that the console is outputting a 4K image and are visibly sharper as a result.

Games without updates

If you were hoping that all games would get some kind of “free” resolution or frame rate boost from the Switch 2, that mostly doesn’t happen. Games like Kirby’s Return to Dream Land Deluxe and Pokémon Legends Arceus, neither of which got any kind of Switch 2-specific update, look mostly identical on both consoles. If you get right up close and do some pixel peeping, you can occasionally see places where outputting a 4K image instead of a 1080p image will look better on a 4K TV, but it’s nothing like what we saw in the other games we tested.

Pokémon Legends Arceus, Switch 1, docked.

Pokémon Legends Arceus, Switch 2, docked.

However, it does seem that the Switch 2 may help out somewhat in terms of performance consistency. Observe the footage of a character running around town in Pokémon Legends—the resolution, draw distance, and overall frame rate all look pretty much the same. But the minor frame rate dips and hitches you see on the Switch 1 seem to have been at least partially addressed on the Switch 2. Your mileage will vary, of course. But you may encounter cases where a game targeting a stable 30 fps on the Switch 1 will hit that 30 fps with a bit more consistency on the Switch 2.

Nintendo Switch 2’s faster chip can dramatically improve original Switch games Read More »

why-console-makers-can-legally-brick-your-game-console

Why console makers can legally brick your game console

Consoles like these may get banned from Nintendo’s online services, but they tend to still work offline.

Consoles like these may get banned from Nintendo’s online services, but they tend to still work offline. Credit: Kate Temkin / ReSwitched

“Unfortunately, ‘bricking’ personal devices to limit users’ rights and control their behavior is nothing new,” Electronic Frontier Foundation attorney Victoria Noble told Ars Technica. “It would likely take selective enforcement to rise to a problematic level [in court],” attorney Richard Hoeg said.

Last year, a collection of 17 consumer groups urged the Federal Trade Commission to take a look at the way companies use the so-called practice of “software tethering” to control a device’s hardware features after purchase. Thus far, though, the federal consumer watchdog has shown little interest in enforcing complaints against companies that do so.

“Companies should not use EULAs to strip people of rights that we normally associate with ownership, like the right to tinker with or modify their own personal devices,” Noble told Ars. “[Console] owners deserve the right to make otherwise legal modifications to their own devices without fear that a company will punish them by remotely bricking their [systems].”

The court of public opinion

In the end, these kinds of draconian bricking clauses may be doing their job even if the console makers involved don’t invoke them. “In practice, I expect this kind of thing is more about scaring people away from jailbreaking and modifying their systems and that Nintendo is unlikely to go about bricking large volumes of devices, even if they technically have the right to,” Loiterman said.

“Just because they put a remedy in the EULA doesn’t mean they will certainly use it either,” attorney Mark Methenitis said. “My suspicion is this is to go after the people who eventually succeeded in jailbreaking the original Switch and try to prevent that for the Switch 2.”

The threat of public backlash could also hold the console makers back from limiting the offline functionality of any hacked consoles. After citing public scrutiny that companies like Tesla, Keurig, and John Deere faced for limiting hardware via software updates, Methenitis said that he “would imagine Nintendo would suffer similar bad publicity if they push things too far.”

That said, legal capacities can sometimes tend to invite their own use. “If the ability is there, someone will want to ‘see how it goes.'” Hoeg said.

Why console makers can legally brick your game console Read More »

nintendo-says-more-about-how-free-switch-2-updates-will-improve-switch-games

Nintendo says more about how free Switch 2 updates will improve Switch games

When Nintendo took the wraps off the Switch 2 in early April, it announced that around a dozen first-party Switch games would be getting free updates that would add some Switch 2-specific benefits to older games running on the new console. We could safely assume that these updates wouldn’t be as extensive as the $10 and $20 paid upgrade packs for games like Breath of the Wild or Kirby and the Forgotten Land, but Nintendo’s page didn’t initially provide any game-specific details.

Earlier this week, Nintendo updated its support page with more game-by-game details about what players of these older games can expect on the new hardware. The baseline improvement for most games is “improved image quality” and optimizations for the Switch 2’s built-in display, but others include support for GameShare multiplayer, support for the new Joy-Cons’ mouse controls, support for HDR TVs, and other tweaks.

The most significant of the announced updates are frame rate improvements for Pokémon Scarlet and Violet, the main-series Pokémon games released in late 2022. Most latter-day Switch games suffered from frame rate dips here and there, as newer games outstripped the capabilities of a low-power tablet processor that had already been a couple of years old when the Switch launched in 2017. But the Pokémon performance problems were so pervasive and widely commented-upon that Nintendo released a rare apology promising to improve the game post-release. Subsequent patches helped somewhat but could never deliver a consistently smooth frame rate; perhaps new hardware will finally deliver what software patches couldn’t.

Nintendo says more about how free Switch 2 updates will improve Switch games Read More »

nintendo-switch-2’s-gameless-game-key-cards-are-going-to-be-very-common

Nintendo Switch 2’s gameless Game-Key cards are going to be very common

US preorders for the Nintendo Switch 2 console went live at Best Buy, Target, and Walmart at midnight Eastern time last night (though the rush of orders caused problems and delays across all three retailers’ websites). The console listings came with a wave of other retail listings for games and accessories, and those listings either fill small gaps in our knowledge about Switch 2 game packaging and pricing or confirm facts that were previously implied.

First, $80 Switch 2 games like Mario Kart World will not cost $90 as physical releases. This is worth repeating over and over again because of how pernicious the rumors about $90 physical releases have been; as recently as this morning, typing “Switch 2 $90” into Google would show you videos, Reddit threads, news posts, and even Google’s own AI summaries all confidently and incorrectly proclaiming that physical Switch 2 releases will cost $90 when they actually won’t.

Google’s AI-generated search summary about $90 Switch 2 games as of this morning. Credit: Andrew Cunningham

While physical game releases in the EU sometimes cost more than their digital counterparts, there was actually no indication that US releases of physical games would cost $90. The Mario Kart World website listed an $80 MSRP from the start, as did early retail listings that were published before preorders actually began, and this price didn’t change when Nintendo increased accessory pricing in response to import tariffs imposed by the Trump administration.

But now that actual order confirmation emails are going out, we can (even more) confidently say that Switch 2 physical releases cost the same amount as digital releases, just like original Switch games and most physical releases for other consoles. For example, the physical release for the upcoming Donkey Kong Bananza is $70, also the same as the digital version.

Third-party releases run a wider pricing gamut, from as little as $40 (Square Enix’s Bravely Default remaster) to as much as $100 (a special edition release of Daemon X Machina: Titanic Scion, also available at $70 for the standard release).

Lots of third-party games are getting Game-Key card releases

A Game-Key card disclaimer. It tells you you’ll need to download the game and approximately how large that download will be. Credit: Nintendo/Sega

When preorders opened in Japan yesterday, all physical releases of third-party games had Nintendo’s Game-Key card disclaimer printed on them. And it looks like a whole lot of physical third-party Switch 2 game releases in the US will also be Game-Key cards, based on the box art accompanying the listings.

These have been controversial among physical media holdouts because they’re not physical game releases in the traditional sense—they don’t have any actual game data stored on them. When you insert them into a Switch 2, they allow you to download the game content from Nintendo’s online store, but unlike a pure digital release, you’ll still need to have the Game-Key card inserted every time you want to play the game.

Nintendo Switch 2’s gameless Game-Key cards are going to be very common Read More »

nvidia-confirms-the-switch-2-supports-dlss,-g-sync,-and-ray-tracing

Nvidia confirms the Switch 2 supports DLSS, G-Sync, and ray tracing

In the wake of the Switch 2 reveal, neither Nintendo nor Nvidia has gone into any detail at all about the exact chip inside the upcoming handheld—technically, we are still not sure what Arm CPU architecture or what GPU architecture it uses, how much RAM we can expect it to have, how fast that memory will be, or exactly how many graphics cores we’re looking at.

But interviews with Nintendo executives and a blog post from Nvidia did at least confirm several of the new chip’s capabilities. The “custom Nvidia processor” has a GPU “with dedicated [Ray-Tracing] Cores and Tensor Cores for stunning visuals and AI-driven enhancements,” writes Nvidia Software Engineering VP Muni Anda.

This means that, as rumored, the Switch 2 will support Nvidia’s Deep Learning Super Sampling (DLSS) upscaling technology, which helps to upscale a lower-resolution image into a higher-resolution image with less of a performance impact than native rendering and less loss of quality than traditional upscaling methods. For the Switch games that can render at 4K or at 120 FPS 1080p, DLSS will likely be responsible for making it possible.

The other major Nvidia technology supported by the new Switch is G-Sync, which prevents screen tearing when games are running at variable frame rates. Nvidia notes that G-Sync is only supported in handheld mode and not in docked mode, which could be a limitation of the Switch dock’s HDMI port.

Nvidia confirms the Switch 2 supports DLSS, G-Sync, and ray tracing Read More »

what-is-“microsd-express,”-and-why-is-it-mandatory-for-the-nintendo-switch-2?

What is “MicroSD Express,” and why is it mandatory for the Nintendo Switch 2?

Among the changes mentioned in yesterday’s Nintendo Switch 2 presentation was a note that the new console doesn’t just support MicroSD Express cards for augmenting the device’s 256GB of internal storage, but it requires MicroSD Express. Whatever plentiful, cheap microSD card you’re using in your current Switch, including Sandisk’s Nintendo-branded ones, can’t migrate over to your Switch 2 alongside all your Switch 1 games.

MicroSD Express, explained

Why is regular-old MicroSD no longer good enough? It all comes down to speed.

Most run-of-the-mill SD and microSD cards you can buy today are using some version of the Ultra High Speed (UHS) standard. Designed to augment the default speed (12.5MB/s) and high speed (25MB/s) from the earliest versions of the SD card standard, the three UHS versions enable data transfers of up to 624MB/s.

But most commodity microSD cards, including pricier models like Samsung’s Pro Ultimate series, use UHS-I, which has a maximum data transfer speed of 104MB/s. The original Switch uses a UHS-I microSD card slot for storage expansion.

Why have newer and faster versions of the standard—UHS-II, UHS-III, and SD Express—failed to achieve critical mass? Because for most consumer applications, it turns out that 100-ish megabytes per second is plenty. The SD Association itself says that 90MB per second is good enough to record an 8K video stream at up to 120 frames per second. Recording pictures and video is the most demanding thing most SD cards are called upon to do—give or take a Raspberry Pi-based computer—and you don’t need to overspend to get extra speed you’re not going to use.

All of that said, there is a small but measurable increase in launch and loading times when loading games from the original Switch’s microSD card instead of from internal storage. And for games with chronic performance issues like Pokémon Scarlet and Violet, one of the community-suggested fixes was to move the game from your microSD card to your Switch’s internal storage to alleviate one of the system’s plentiful performance bottlenecks.

What is “MicroSD Express,” and why is it mandatory for the Nintendo Switch 2? Read More »

hands-on-with-the-switch-2:-it’s-the-switch,-too

Hands-on with the Switch 2: It’s the Switch, too


It’s bigger, it’s more powerful, and it has some weird Nintendo control gimmicks.

That’s my hand on a Switch 2. Hence the term “hands-on” Credit: Kyle Orland

That’s my hand on a Switch 2. Hence the term “hands-on” Credit: Kyle Orland

The Nintendo Switch 2 could be considered the most direct “sequel” to a Nintendo console that the company has ever made. The lineage is right there in the name, with Nintendo simply appending the number “2” onto the name of its incredibly successful previous console for the first time in its history.

Nintendo’s previous consoles have all differed from their predecessors in novel ways that were reflected in somewhat new naming conventions. The Switch 2’s name, on the other hand, suggests that it is content to primarily be “more Switch.” And after spending the better part of the day playing around with the Switch 2 hardware and checking out some short game demos on Wednesday, I indeed came away with the impression that this console is “more Switch” in pretty much every way that matters, for better or worse.

Bigger is better

We’ve deduced from previous trailers just how much bigger the Switch 2 would be than the original Switch. Even with that preparation, though, the expanded Switch 2 makes a very good first impression in person.

Yes, the Switch 2 feels a good deal more substantial in the hands—Nintendo’s official stats page pegs it at about 34 percent heavier than the original Switch (as well as a tad wider and taller). But Nintendo’s new console is still noticeably short of Steam Deck-level bulk, coming in about 17 percent lighter (and a bit less wide and thick) than Valve’s handheld.

That extra size and weight over the original Switch is being put to good use, nowhere more so than in a 7.9-inch screen that feels downright luxurious on a handheld that’s this compact. That screen might be missing a best-in-class high-contrast OLED panel, but the combination of full 1080p resolution, HDR colors, and variable frame rates up to 120 fps still results in a handheld display that we feel would hold up well next to the best modern OLED competition.

The system’s extra size also allows for Joy-Cons that are expanded just enough to be much better suited for adult hands, with much less need for grown-ups to contort into a claw-like grip just to get a solid hold. That’s even true when the controllers are popped out from the system, which is now easily accomplished with a solidly built lever on the rear of each controller (reconnecting the Joy-Cons by slotting them in with a hefty magnetic snap feels equally solid).

The controls on offer here are still a bit smaller than you might be used to on controllers designed for home consoles or even those on larger handhelds like the Steam Deck. But the enlarged buttons are now less likely to press uncomfortably into the pad of your thumb than those on the Switch. And the slightly larger-than-Switch joysticks are a bit easier to maneuver precisely, with a longer physical travel distance from center to edge.

Speaking of joysticks, Nintendo has yet to go on record regarding whether it is using the coveted “magnetic Hall effect” sensors that would prevent the kind of stick drift that plagued the original Switch Joy-Cons. When asked about the stick drift issue in a roundtable Q&A, Switch 2 Technical Director Tetsuya Sasaki would only say that the “new Joy-Con 2 controllers have been designed from the ground up from scratch to have bigger, smoother movement.”

When it comes to raw processing power, it’s all relative. The Switch 2 is a noticeable step up from the eight-year-old Switch but an equally noticeable step down from modern top-of-the-line consoles.

Playing the Switch 2 Edition of Tears of the Kingdom, for instance, feels like playing the definitive version of the modern classic, thanks mostly to increased (and silky smooth) frame rates and quick-loading menus. But an early build of Cyberpunk 2077 felt relatively rough on the Switch 2, with visuals that clocked somewhere just south of a PS4 Pro (though this could definitely change with some more development polish before launch). All told, I’d guess that the Switch 2 should be able to handle effective ports of pretty much any game that runs on the Steam Deck, with maybe a little bit of extra graphical panache to show for the trouble.

A mouse? On a game console?

Nintendo has a history of trying to differentiate its consoles with new features that have never been seen before. Some, like shoulder buttons or analog sticks, become industry standards that other companies quickly aim to copy. Others, like a tablet controller or glasses-free stereoscopic 3D, are rightly remembered as half-baked gimmicks that belong in the dustbin of game industry history.

I can’t say which side of that divide the Switch 2’s Joy-Con “mouse mode,” which lets you use a Joy-Con on its side like a mouse, will fall on. But if I had to guess, I’d go with the gimmicky side.

It works, but it’s kind of awkward. Kyle Orland

The main problem with “mouse mode” is that the Switch 2 Joy-Cons lack the wide, palm-sized base and top surface you’d find on a standard PC mouse. Instead, when cradled in mouse mode, a Joy-Con stands awkwardly on an edge that’s roughly the width of an adult finger. The top isn’t much better, with only a small extension to rest a second finger on the jutting shoulder button that serves as a “right-click” option on the right Joy-Con (the thinner “left click” shoulder button ends up feeling uncomfortably narrow in this mode).

This thin “stand-up” design means that in mouse mode, the thumb side of your palm tends to spill awkwardly over the buttons and joysticks on the inner edge of the Joy-Con, which are easy to press accidentally in some gameplay situations. Meanwhile, on the other side, your ring finger and pinky will have to contort uncomfortably to get a solid grip that can nudge or lift the Joy-Con as necessary.

These ergonomic problems were most apparent when playing Drag x Drop, a Switch 2 exclusive that I can confidently say is the first video game I’ve ever played using two mice at once. Using long, vertical swoops of those mice, you can push and pull the wheels on either side of a wheelchair in a kind of tank-like fashion to dash, reverse, pivot, and gently turn with some degree of finesse in a game of three-on-three basketball.

That repetitive mouse-swooping motion started to strain my upper arms after just a few minutes of play, though. And I ended my brief Drag x Drop play sessions with some soreness in my palm from having to constantly and quickly grasp the Joy-Con to reposition on the playing surface.

These problems were less pronounced in games that relied on more subtle mouse movements. In a short demo of Metroid Prime 4: Beyond, for instance, using mouse mode and a few small flicks of the wrist let me change my aim much more quickly and precisely than using a joystick and/or the Joy-Con’s built-in gyroscopes (or even the IR-based “pointer” on the Wii’s Metroid Prime 3). While my grip on the narrow Joy-Con still felt a bit awkward, the overall lack of mouse motion made it much less noticeable, even after a 20-minute demo session.

A quick flick of the wrist is all I need to adjust my aim precisely and quickly.

Credit: Kyle Orland

A quick flick of the wrist is all I need to adjust my aim precisely and quickly. Credit: Kyle Orland

Metroid Prime 4: Beyond also integrates mouse controls well into the existing design of the game, letting you lock the camera on the center of an enemy while using the mouse to make fine aim adjustments as they move or even hit other enemies far off to the side of the screen as needed. The game’s first boss seems explicitly designed as a sort of tutorial for this combination aiming, with off-center weak points that almost require quick flicks of the mouse-controlling wrist while jumping and dodging using the accessible buttons on the thumb side.

Other mouse-based Switch 2 demos Nintendo showed this week almost seemed specifically designed to appeal to PC gamers. The Switch 2 version of Civilization VII, for instance, played practically identically to the PC version, with a full mouse pointer that eliminates the need for any awkward controller mapping. And the new mouse-based mini-games in Mario Party Jamboree felt like the best kind of early Macintosh tech demos, right down to one that is a close mimic of the cult classic Shufflepuck Cafe. A few games even showed the unique promise of a “mouse” that includes its own gyroscope sensor, letting players rotate objects by twisting their wrist or shoot a basketball with a quick “lift and flick” motion.

The biggest problem with the Switch 2’s mouse mode, though, is imagining how the average living room player is going to use it. Nintendo’s demo area featured large, empty tables where players could easily slide their Joy-Cons to their hearts’ content. To get the same feeling at home, the average sofa-bound Switch player will have to crouch awkwardly over a cleared coffee table or perhaps invest in some sort of lap desk.

Nintendo actually recommends that couch-bound mouse players slide the Joy-Con’s narrow edge across the top of the thigh area of their pants. I was pleasantly surprised at how well this worked for the long vertical mouse swipes of Drag x Drop. For games that involved more horizontal mouse movement, though, a narrow, rounded thigh-top does not serve as a very natural mouse pad.

You can test this for yourself by placing an optical mouse on your thigh and going about your workday. If you get weird looks from your boss, you can tell them I said it was OK.

Start your engines

Mouse gimmicks aside, Nintendo is leaning heavily on two first-party exclusives to convince customers that the system is worth buying in the crucial early window after its June 5 launch. While neither makes the massive first impression that Breath of the Wild did eight years ago, both seem like able demonstrations for the new console.

That’s a lot of karts.

Credit: Nintendo

That’s a lot of karts. Credit: Nintendo

Mario Kart World feels like just the kind of update the long-running casual racer needs. While you can still race through pre-set “cups” in Grand Prix mode, I was most interested in the ability to just drive aimlessly between the race areas, searching for new locations in a freely roamable open world map.

Racing against 23 different opponents per race might sound overwhelming on paper, but in practice, the constant jockeying for position ends up being pretty engaging, like a slower-paced version of F-Zero GX. It definitely doesn’t hurt that items in World are much less punishing than in previous Kart games; most projectiles and hazards now merely slow your momentum rather than halting it completely. Drifts feel a bit more languorous here, too, with longer arcs needed to get the crucial “sparks” required for a boost.

A multi-section Knockout Tour map.

Credit: Nintendo

A multi-section Knockout Tour map. Credit: Nintendo

While the solo races were fine, I had a lot more fun in Knockout Tour mode, Mario Kart World‘s Battle Royale-style elimination race. After pairing up with 23 other human players online, Knockout Tour mode selects a route through six connected sections of the world map for you to race through. The bottom four racers are eliminated at every section barrier until just four racers remain to vie for first place at the end.

You’d better be in the top 20 before you cross that barrier.

Credit: Kyle Orland

You’d better be in the top 20 before you cross that barrier. Credit: Kyle Orland

This design makes for a lot of tense moments as players use up their items and jockey for position at the end of each section cutoff. The frequent changes in style and scenery along a multi-section Knockout Tour competition also make races more interesting than multiple laps around the same old turns. And I liked how the reward for playing well in this mode is getting to play more; success in Knockout Tour mode means a good ten to fifteen minutes of uninterrupted racing.

Punch, punch, it’s all in the mind.

Credit: Nintendo

Punch, punch, it’s all in the mind. Credit: Nintendo

Nintendo’s other big first-party Switch 2 exclusive, Donkey Kong Bananza, might not be the new 3D Mario game we were hoping for. Even so, it was incredibly cathartic to jump, dig, and punch my way through the demo island’s highly destructible environments, gathering countless gold trinkets and collectibles as I did. The demo is full of a lot of welcome, lighthearted touches, like the ability to surf on giant slabs of rock or shake the controller for a very ape-like beating of Donkey Kong’s chest. (Why? Just because.)

One of my colleagues joked that the game might as well be called Red Faction: Gorilla, but I’d compare it more to the joyful destruction of Travellers Tales’ many Lego games.

A single whirlwind day with the Switch 2 isn’t nearly enough to get a full handle on the system’s potential, of course. Nintendo didn’t demonstrate any of the new GameChat features it announced Wednesday morning or the adaptive microphone that supposedly powers easy on-device voice chat.

Still, what we were able to sample this week has us eager to spend more time with the “more Switch” when it hits stores in just a couple of months.

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

Hands-on with the Switch 2: It’s the Switch, too Read More »

first-party-switch-2-games—including-re-releases—all-run-either-$70-or-$80

First-party Switch 2 games—including re-releases—all run either $70 or $80

Not all game releases will follow Nintendo’s pricing formula. The Switch 2 release of Street Fighter 6 Year 1-2 Fighters Edition retails for $60, and Square Enix’s remastered Bravely Default is going for $40, the exact same price the 3DS version launched for over a decade ago.

Game-Key cards have clearly labeled cases to tell you that the cards don’t actually hold game content. Credit: Nintendo/Square Enix

One possible complicating factor for those games? While they’re physical releases, they use Nintendo’s new Game-Key Card format, which attempts to split the difference between true physical copies of a game and download codes. Each cartridge includes a key for the game, but no actual game content—the game itself is downloaded to your system at first launch. But despite holding no game content, the key card must be inserted each time you launch the game, just like any other physical cartridge.

These cards will presumably be freely shareable and sellable just like regular physical Switch releases, but because they hold no actual game data, they’re cheaper to manufacture. It’s possible that some of these savings are being passed on to the consumer, though we’ll need to see more examples to know for sure.

What about Switch 2 Edition upgrades?

The big question mark is how expensive the Switch 2 Edition game upgrades will be for Switch games you already own, and what the price gap (if any) will be between games like Metroid Prime 4 or Pokémon Legends: Z-A that are going to launch on both the original Switch and the Switch 2.

But we can infer from Mario Kart and Donkey Kong that the pricing for these Switch 2 upgrades will most likely be somewhere in the $10 to $20 range—the difference between the $60 price of most first-party Switch releases and the $70-to-$80 price for the Switch 2 Editions currently listed at Wal-Mart. Sony charges a similar $10 fee to upgrade from the PS4 to the PS5 editions of games that will run on both consoles. If you can find copies of the original Switch games for less than $60, that could mean saving a bit of money on the Switch 2 Edition, relative to Nintendo’s $70 and $80 retail prices.

Nintendo will also use some Switch 2 Edition upgrades as a carrot to entice people to the more expensive $50-per-year tier of the Nintendo Switch Online service. The company has already announced that the upgrade packs for Breath of the Wild and Tears of the Kingdom will be offered for free to Nintendo Switch Online + Expansion Pack subscribers. The list of extra benefits for that service now includes additional emulated consoles (Game Boy, Game Boy Advance, Nintendo 64, and now Gamecube) and paid DLC for both Animal Crossing: New Horizons and Mario Kart 8.

This story was updated at 7: 30pm on April 2nd to add more pricing information from US retailers about other early Switch 2 games.

First-party Switch 2 games—including re-releases—all run either $70 or $80 Read More »