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evolution

Cat laying in train car
Esports

Scientists discover how to gene edit animals & fast forward evolution by millions of years

by admin August 19, 2025



Researchers in Japan have discovered that, through gene editing, it’s possible to completely change the behavior of animals. By simply swapping the gene, that animal’s body has been shown to adapt and grow to form the new trait that was manually edited in.

This technology is still early on in testing. We’re a bit away from cats barking and dogs meowing, but the roots of the tech are there and have already been proven to work on fruit flies.

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By swapping just a single gene, scientists were able to completely rewire the brains of two genetically distinct species of fruit fly to swap their mating rituals.

And, while that may not sound like a big deal, their bodies physically adapted around the new gene just because scientists edited it. While small now, this science applied at scale could be revolutionary.

Japanese researchers discover how to swap animal traits

Researchers at Nagoya University accomplished this by swapping the genes between two fruit fly species, one belonging to Drosophila suboscura and the other being D. melanogaster. They’re in the same family, but that’s still pretty distinct in genetic terms.

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New Atlas describes the process of bringing back genes that are this far apart in fruit flies as turning back literal tens of millions of years’ worth of evolution. And scientists managed to do that in one go, all by altering one gene.

D. melanogaster flies perform singing as their mating ritual, while Drosophila suboscura give “gifts” to potential mates in order to court them. Nagoya researchers reversed these rituals naturally. Aside from the gene alteration, no environmental changes were introduced to push them more toward one behavior. The flies just did it of their own accord.

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Pexels/Erik Karits

Additionally, their bodies grew and changed to support the new gene. The singing fly developed stronger muscles to produce the right sound, and the other made changes to its visual and motor functions in order to throw up a “gift”.

In other words, scientists skipped millions of years’ worth of evolution in one fell swoop. And, considering that flies are around 60% similar to humans, the idea of jumping traits from one animal to another is now within feasible reach. It’d take time to figure out and implement at scale, but this could be a huge breakthrough across pretty much any industry that relies on animal products.

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And, while it will surely be a while until things like gene therapy are applied to humans, it is possible for this tech to be used in that way.

Scientists have also recently discovered how to turn back time. Though it’s only for a single particle, it could theoretically apply to much larger objects.



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August 19, 2025 0 comments
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Frontier Developments removes gen AI use from Jurassic World Evolution 3
Esports

Frontier Developments removes gen AI use from Jurassic World Evolution 3

by admin June 25, 2025


Frontier Developments has announced it is removing use of generative AI in Jurassic World Evolution 3 following pushback and criticism.

In a response to a thread on its Steam page, the developer said that following feedback it had “opted to remove the use of generative AI for scientist portraits” within the game.

Following the game’s announcement earlier this month at Summer Game Fest, its Steam page featured an AI disclosure statement which led to criticism from players, as reported by GameSpot.

Jurassic World Evolution 3 is set to launch on October 21, 2025.

Earlier this year, Activision faced backlash for confirming the use of generative AI tools to “help develop some in-game assets,” as noted by Game Developer.



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June 25, 2025 0 comments
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Jurassic World Evolution 3 Removes AI Art After Fans Yell A Lot
Game Reviews

Jurassic World Evolution 3 Removes AI Art After Fans Yell A Lot

by admin June 25, 2025



Image: Frontier / Universal

When Jurassic World Evolution 3 was announced earlier this month, many fans were disappointed to learn that Frontier Developments was planning to include AI-generated artwork in the park sim. Now, after some “feedback” from fans, the studio is backing down and removing the AI slop.

Disney+ Pulls The Abyss Over Controversial Rat Scene — Again

The upcoming Jurassic World Evolution 3 looks like a big step forward for the dinosaur park builder series, with the franchise finally adding baby dinos after fans had begged for them to be included for many years. As a big fan of the first two games, I was super excited about Evolution 3, and it launches in October, so I don’t even have to wait long to start building dinosaur parks filled with tourists for my hungry prehistoric animals to eat. Then I learned that the game would include AI-generated scientist portraits, as explained in a disclosure on Evolution 3‘s Steam page, and my excitement deflated quite a lot. Thankfully, that crap is now gone.

On June 24, Frontier Developments posted on the game’s official Steam forums that it was removing the AI slop. GameWatcher reached out to the studio for clarification and received this statement, further confirming the removal of the AI content and explaining that it was because of “some initial feedback.”

We have removed the use of generative AI for scientists portraits in Jurassic World Evolution 3 following some initial feedback. The team are continuing their diligent work on the game and are very much looking forward to launching on 21 October.

I’m guessing “feedback” here was the hundreds of fan messages and posts across the internet complaining about the AI art and threatening to not buy the game if it was left in Jurassic World Evolution 3.

As of June 24, there is no longer an AI art disclosure on the game’s Steam page. Hopefully, that means there isn’t any other AI-generated content buried in the dino park builder and I can enjoy building (and then screwing up) dozens of big Jurassic Parks of my very own when Evolution 3 launches on October 10 on PC, Xbox, and PS5.

.



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June 25, 2025 0 comments
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Jurassic World Evolution 3 is ditching its AI-generated art after "some initial feedback"
Game Reviews

Jurassic World Evolution 3 is ditching its AI-generated art after “some initial feedback”

by admin June 24, 2025


Jurassic World Evolution 3’s unveiling earlier this month drew some mixed responses; there was, for instance, ample excitement over the fact baby dinosaurs will finally be wandering all over the place come its arrival later this year, but less enthusiasm for Frontier Developments’ decision to whip the theme park sim’s scientist avatar art into existence using generative AI. But now, the studio has confirmed it’s reversing course on the latter after “some initial feedback”.


Word Frontier would be relying on generative AI to create its boffins first emerged via Jurassic World Evolution 3’s Steam page, which, alongside the game’s modest system requirements, included the AI disclosure statement – as mandated by Valve – that “Scientists’ avatars” would be created using the controversial technology. This, seemingly, referred to the face portraits accompanying employable staff – rather than key characters – throughout the game.


Some fans have dismissed concerns around the use of generative AI by pointing out that scientist avatars are a fairly minor element of Jurassic World Evolution 3, and there’ve also been suggestions the game’s 2021 predecessor made similar use of the technology – albeit before Steam’s mandatory disclosure rule came into play. But the pushback among the community has been significant enough that Frontier has taken note and ditched its AI usage.

Jurassic World Evolution 3 announcement trailer.Watch on YouTube


It shared the news on the game’s Steam forum, but a longer statement was provided to Game Watcher. “We have removed the use of generative AI for scientists portraits in Jurassic World Evolution 3 following some initial feedback,” Frontier wrote. “The team are continuing their diligent work on the game and are very much looking forward to launching on 21st October.”


Frontier, of course, is far from the only developer to have dabbled with generative AI, and far from the only one to face criticism for doing so. Activision was accused of creating “AI slop” by Call of Duty fans after AI-generated art was used in promotional material for the billion dollar franchise, including a Santa zombie crafted with so little artistic regard, apparently nobody at Activision noticed it had six fingers. Microsoft also recently drew criticism after releasing an AI generated playable (in the loosest sense of the word) demo “inspired” by Quake 2.


For all the controversy, though, it’s clear AI is changing game development forever, and numerous companies, including Ubisoft and Take-Two, have discussed exploring generative AI “tools”. Nintendo’s Doug Bowser recently addressed the technology too, acknowledging its potential to “enhance productivity”, while adding, “There’s always, always going to be a human touch, and a human engagement in how we develop and build our games.”



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June 24, 2025 0 comments
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sakurai on smash ultimate deluxe or reboot
Esports

Jurassic World Evolution 3 devs backtrack on AI use after player outrage

by admin June 24, 2025



Frontier Developments tried using AI in Jurassic World Evolution 3. Players noticed and revolted, so the devs blinked quickly.

The studio behind the Jurassic World Evolution series added a disclaimer on Steam: the scientist portraits were created using generative AI.

That didn’t go down smoothly. Fans flamed Frontier as “lazy,” “pathetic,” and “desperate,” accusing them of choosing AI over actual artists.

In a rare corporate whiplash, Frontier reversed course and pulled AI-generated scientist portraits entirely from the game. The decision was swift, public, and a loud signal: players aren’t ready to hand creativity over to machines.

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Jurassic World Evolution 3 devs caved on AI

Frontier posted on Steam:

“Thanks for your feedback on this topic. We have opted to remove the use of generative AI for scientist portraits within Jurassic World Evolution 3.”

Frontier Developments

In Jurassic World Evolution, Scientists aren’t just pixel fluff. They run everything in Jurassic World Evolution games. They extract fossils. Synthesize genomes. Incubate dinosaurs. A cranky one can sabotage your park and even unleash a T-Rex. They’re basically dino-world gods in lab coats.

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And fans like seeing the faces of those gods. When AI touched those portraits, people noticed.

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One furious player wrote, “All this work put into the game and you got lazy with the avatars and used AI? Seriously? I was so hyped until I saw this. This better be fixed before full release.”

Another blasted the studio, saying, “Using AI-generated content is downright insulting to artists, and it’s nothing more than pure laziness by Frontier Developments.” The outrage wasn’t just about technology, it was about trust, artistic integrity, and the feeling that something vital was being sacrificed for convenience.

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The AI label appeared due to Steam’s new rule. Valve now forces devs to disclose any generative AI use: art, dialogue, code, or otherwise. It’s not a law, but it’s mandatory on Steam.

Elsewhere, AI in games is… complicated. Fortnite’s AI Darth Vader was both fun and a mess, voiced with consent, but also abused by players. inZoi’s AI didn’t catch on at all.

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The bottom line is players still want real artists behind the curtain, especially when their scientists might be breeding raptors.

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June 24, 2025 0 comments
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Nintendo Switch 2
Product Reviews

Nintendo Switch 2 review: an evolution in almost every way

by admin June 20, 2025



Why you can trust TechRadar


We spend hours testing every product or service we review, so you can be sure you’re buying the best. Find out more about how we test.

Nintendo Switch 2: two-minute review

After what felt like an eternity of waiting after all the leaks and eventual official announcement back in January 2025, the Nintendo Switch 2 is finally here. To say the console’s had a rough start is an understatement, though, with retail stock difficulty to come by at this early stage. This, plus the console’s relatively lofty price tag (as well as those of its games), means there are some folks seeking handheld gaming console alternatives.

At the time of writing, I’ve had my Nintendo Switch 2 a couple of weeks, and I’ve been spending each and every day playing its games and testing the hardware to rate its performance and assess any improvements over the original 2017 console. Despite the lack of ambition and innovation (at least compared to prior consoles like the Wii and Nintendo DS), I think Nintendo has produced an exceptional system here that finally realizes the full potential of the Switch concept.

The obvious upgrades, such as support for 4K and 1440p resolutions in docked mode and 120Hz capabilities (both in portable mode and docked on compatible displays) are extremely welcome, and grant the Switch 2 a step closer to parity with its more powerful peers in the PS5 and Xbox Series X and S. Of course, the Switch 2 doesn’t quite have the raw graphical prowess of those Sony and Microsoft-built machines, but it’s not a million miles away, as we see with certain Nintendo Switch 2 ports like Street Fighter 6 or Cyberpunk 2077.


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(Image credit: Future)

Other display-oriented modernities are present here, too, such as HDR10 and VRR support (though, confusingly, variable refresh rate is currently only available in handheld play). The former provides juicier contrast and richer colors on compatible displays, while the latter smooths out framerates for more stable performance.

  • Nintendo Switch 2 at Staples for $449.99

Unfortunately, it’s fair to say that the Switch 2’s launch game line-up is on the slighter side. Mario Kart World is great and an ideal title to have from day one, but a good chunk of launch day games have been ports of original Switch games or ones carried over from other platforms. While it is great to see big hitters like The Legend of Zelda: Tears of the Kingdom rock an extremely solid 4K/60fps on Switch 2, it hasn’t been the most fulsome launch if you’re coming at it from a strictly first-party point of view.

Thankfully, the Switch 2 breathes life into original Switch titles via impressive backwards compatibility. I’ll delve more into this in its own section, but I’ve seen monumental results playing some of my own Switch favorites on the new console – some of which Nintendo itself hasn’t even officially mentioned.

There are some downsides worth talking about, of course. For one, battery life is sorely lacking in handheld mode and feels like an abject downgrade compared to the original Switch models. I also clocked some very noticeable audio delay with multiple gaming headsets and earbuds via Bluetooth connection. Furthermore, the skeleton of the original Switch is still present in many ways, with an almost identical Home dashboard, a lack of customization, and the ongoing threat of drift prevailing in the new Joy-Con 2 controllers.

Still, the Switch 2 is an accomplished bit of kit, and one that provides a night and day upgrade over its eight-year-old predecessor. I’m definitely looking forward to its game library expanding, as well as the system itself receiving various quality-of-life upgrades via future firmware updates.

Nintendo Switch 2: price and availability

(Image credit: Future)

The Nintendo Switch 2 went on sale on June 5, 2025. The console by itself costs $449.99 / £395.99 / AU$699.95. There is also an official bundle that packs in a digital copy of Mario Kart World alongside the console for $499.99 / £429.99 / AU$769.95. Some US and UK retailers have also stocked their own bundles, often throwing in an extra pair of Joy-Con 2 controllers or Nintendo Switch Online subscription time, but you can expect to pay a premium for these.

Price-wise, though, the Nintendo Switch 2 (while certainly more expensive than its predecessor) falls about in line with similar contemporary handheld gaming devices, including the original Steam Deck ($399 / £349 / AU$649) and the Asus ROG Ally ($549.99 / £449 / AU$999). Premium devices like the Steam Deck OLED and ROG Ally X are even more expensive, positioning the Switch 2 at a relatively mid-range price point among gaming handhelds, but certainly on the more affordable side within the space.

In terms of home consoles, the Switch 2 does come in cheaper than the PS5 ($499.99 / £479.99 / AU$799.95) and lands in the same ballpark as the PS5 Digital Edition ($399.99 / £389.99 / AU$649.95). It’s also comparable in price to the Xbox Series X Digital Edition ($449.99 / £429.99 / AU$699).

It’s also worth noting that Nintendo Switch 2 stock has been an ongoing issue since the pre-order phase. At launch, it’s been incredibly difficult to purchase a Switch 2 at retail, and flashes of stock in all major regions come and go in an instant. However, this was also the case with the original Switch and competing systems like the PS5. In both cases, stock became much more plentiful in the months after launch, so I’m hoping the same is true for Nintendo’s latest.

Nintendo Switch 2: specs

Swipe to scroll horizontally

Price

$429.99 / £395.99 / AU$699.95

Weight

1.18lbs / 535g (with Joy-Con 2 attached)

Dimensions

10.7 x 4.5 x 0.6in / 272 x 114 x 15mm

Storage capacity

256GB internal

Storage expansion

microSD Express

Connectivity

WiFi 6, ethernet, Bluetooth

Display

Vivid LCD

Resolution (docked)

Up to 4K

Resolution (handheld)

Up to 1080p

GPU

Custom Nvidia processor

CPU

Custom Nvidia processor

Battery life

2-5 hours

Ports

2 x USB, 1 x HDMI, 1 x LAN, 2 x USB-C, 1 x 3.5mm headphone jack

Nintendo Switch 2: design and build quality

(Image credit: Future)

What’s most striking about the Nintendo Switch 2 out of the box is its look and build quality improvements over its predecessor. The console looks distinctly less toy-like, largely helped by an overall sleeker design and the ditching of the original Joy-Con’s neon red/blue aesthetic.

Some may lament the loss of whimsy, and that’s fair enough. But it nonetheless stands out amongst the busy gaming handheld crowd. The Switch 2, despite its increased size, remains impressively slim. In fact, it’s just as thin as the original Switch, and importantly, lacks the bulk of the likes of the Steam Deck OLED and ROG Ally X. This means that even though it is bigger thanks to the larger display size, it remains an eminently portable console.

Though I would recommend investing in a carry case if you’re planning on taking your Switch 2 out and about. While it’s undoubtedly sturdier than the Switch, it’s still prone to the same environmental wear and tear of any handheld system.

The Switch 2 dock has also seen a size increase, but for good reason. This time, the dock houses an internal fan to help keep the unit cool during lengthy play sessions. Thankfully, the dock is still small enough to fit into even the most compact gaming spaces. Whether that be on a TV stand or your computer desk, or elsewhere, you should have little issue incorporating your Switch 2 into a docked setup. The dock also houses two USB ports, one ethernet port, and a HDMI slot for use on TVs or gaming monitors.

(Image credit: Future)

As for the handheld itself, there’s a lot to go over in terms of design. The unit now houses two USB-C ports – one on the top and the other at the bottom. Next to each port are sets of speakers. At the top, you’ll also find the power and volume buttons, as well as the game card slot, 3.5mm headphone jack, and a built-in microphone.

The Switch 2’s kickstand is a huge improvement. The 2017 model had a simple stub kickstand on one side, which felt extremely rigid. The Switch OLED did widen this design idea, but it wasn’t much better overall. On Switch 2, the kickstand has been entirely redesigned. It spans almost the entire length of the handheld and can be rotated to a much greater degree. This allows for greater freedom with how you place your Switch 2 on a surface for tabletop play.

Another massive improvement comes in how the Joy-Con 2 controllers attach to the handheld. Instead of the original Switch’s rigid rail system, the Switch 2 opts for a magnetic connection. As such, the Joy-Con 2 click into place seamlessly and instantaneously. You can also easily pop them back out by pushing in a button housed just underneath the ZL/ZR trigger buttons.

One last thing to note is that the Switch 2 is impressively lightweight. At just 1.18lbs (535g), it’s only marginally heavier than the original Switch, which was 0.88lbs (399g), and the Switch OLED’s 0.93lbs (422g). Admittedly, I was expecting something much heavier before my hands-on preview some months ago, but I remain pleasantly surprised by the Switch 2’s slimness. And when compared to the bulkier Steam Deck OLED’s 1.41lbs (640g), playing with Switch 2 in bed or on the go is less strenuous overall.

Nintendo Switch 2: display

(Image credit: Future)

Unlike the namesake screen of the Switch OLED, Nintendo has opted for an LCD display for the Switch 2. This may come across as a downgrade on paper, but in reality, the move back to LCD has its own advantages. For one, LCD is less prone to screen burn-in than OLED, allowing for a panel that should last longer.

I have no complaints when it comes to the Switch 2’s display. It is a monumental upgrade over the original’s 720p LCD screen.

Furthermore, Nintendo has still managed to ensure that your games still look crisp and vividly colorful during portable play. Nintendo describes its display as ‘Vivid LCD,’ and it’s an accurate description to say the least. The display supports HDR10, meaning games that support this screen tech (like Super Mario Odyssey and the upcoming Metroid Prime 4: Beyond) can be just as eye-poppingly colorful on the handheld as they would be on a larger OLED panel.

This 1080p screen also supports VRR (variable refresh rate), helping demanding games maintain a smooth framerate and helping 120Hz-compatible titles meet that target. At launch, there aren’t many games that benefit from the Switch 2 screen’s 120Hz capability, though Metroid Prime 4: Beyond is confirmed to have a 1080p performance mode that targets this high refresh rate. It’s bound to look stunning on the handheld that already has a native 1080p resolution.

Of course, there will be times when you won’t want to make use of HDR10, perhaps in order to save battery or to have a play experience that’s less demanding on the eyes. Nintendo has thankfully thought of this, and there are options in the settings menu to disable HDR entirely or to only enable it for true HDR-compatible games.

In my testing, I have no complaints when it comes to the Switch 2’s display. It is a monumental upgrade over the original’s 720p LCD screen. The jump to 1080p helps both Switch 2 and OG Switch games look incredibly sharp. Even titles that utilize a dynamic resolution in handheld mode – like Bayonetta 3 and Astral Chain – are better able to meet this target thanks to the increased power of the Switch 2.

Nintendo Switch 2: user interface and settings

(Image credit: Future)

The Switch 2’s Home dashboard is a disappointment at first glance. In fact, you might not be able to tell it apart from the original console’s menu if it weren’t for the rounded edges applied to game icons on the Switch 2. It’s still aggressively bland, then, and you’ve still only got the choice between two basic white and black themes, but there have been some key improvements worth talking about.

The big thing to make note of is performance. Issues with the glacial input delay are practically nonexistent now, and nowhere is this more apparent than the revamped Nintendo eShop. There’s a completely new user interface here, and items are organized much more cleanly and smartly than before. And while, yes, you still won’t be escaping the mountains of genAI shovelware when looking through the deals section, I’d still argue that the eShop now is a good deal more responsive than even the PlayStation and Microsoft Stores.

Over to System Settings, then, and you’ll find much of what was available on the original Switch. On Switch 2, there are plenty more options to take advantage of the hardware’s new features. These include setting TV output to 1440p or 4K, fine-tuning HDR, as well as preventing your system from topping up its battery all the way to full in order to help the battery last longer in the years to come. A similar option is common with best iPhones and best Android smartphones, so it’s nice to see it here on a portable gaming device.

Nintendo Switch 2: audio

(Image credit: Future)

One important addition to the Nintendo Switch 2 is the implementation of a bespoke surround sound system, supported by the speakers on both the top and bottom of the handheld.

What impressed me the most here was the surprising level of audio quality when not using a pair of headphones in handheld mode. The speakers are significantly less tinny than the original Switch (though that did also see an improvement with the OLED model), and they provide surprisingly clear audio for such a compact device.

The speakers work great for a wide range of games, whether that’s the vast immersive soundscape of The Legend of Zelda: Tears of the Kingdom or the infectiously catchy tunes of Splatoon 3. Even older NES and SNES games that are playable via Nintendo Switch Online benefit, with their simpler melodies coming through with great clarity.

Bluetooth support is where the Switch 2 falters in the audio department. Don’t get me wrong, you’re still getting strong surround sound support here. But with the gaming headsets and earbuds I tested – including the RIG 900 Max HS and the Nothing Ear (a) earbuds – there was a very noticeable audio delay of around half a second. This was the case in both docked and handheld modes, though it was certainly more pronounced with the latter.

On that note, I’d recommend hooking up a pair of wired headphones via the 3.5mm jack. In this case, I tested my Razer BlackShark V2 headphones, and audio came through crystal clear without a hint of delay.

Nintendo Switch 2: Performance

(Image credit: Future)

Now, overall gaming performance is where the Nintendo Switch 2 really impresses. At least at this early stage in the console’s life, the notion of poor framerates and heavily compromised Nintendo Switch ports seems to be a thing of the past.

Nintendo’s own output has thus far been stellar on this front. Mario Kart World runs at a clean 1440p while docked (1080p on the handheld) at a solid 60 frames per second (fps) at all times. That’s especially impressive given the series’ shift to a vibrant open world.

However, I was even more surprised by some of the console’s ports. Street Fighter 6, for example (while slightly worse off in terms of image quality with some noticeable graining), runs superbly at 60fps both online and offline. The marquee single-player World Tour mode does take some hits with battles being locked to 30fps, but that’s the only real blemish on this otherwise exceptional port.

The one major downside to all this is the Switch 2’s shockingly poor battery life. In handheld mode, Nintendo itself estimates that you can get anywhere between two to six and a half hours. However, in all my testing, I simply didn’t find this to be the case. Of course, more demanding titles will drain the battery a good deal more, but even with original Switch games, I struggled to get more than three hours at full charge. And yes, that’s even after bypassing the bug where the console thinks it’s got around 10% less battery life than what it actually has.

Even when playing less demanding titles, such as side-scrollers or Nintendo Switch Online (NSO) retro games, battery life struggles. You can, of course, mitigate things by turning down the console’s brightness and disabling HDR for certain games, but this does come at the cost of overall image clarity.

I’d say, at a push, you can get around five hours tops with less visually demanding games, after testing titles like Hollow Knight, Puyo Puyo Tetris 2S, and numerous Switch Online classic titles. Heck, even idling on the Home dashboard seems to drain the battery at an alarming clip, so do make sure to keep your console in standby when you’re out and about and it’s not in use.

Nintendo Switch 2: Backwards compatibility

(Image credit: Future)

Nintendo Switch 2’s backwards compatibility is – in a word – excellent. Particularly when it comes to running and playing original Switch games. Firstly, most Switch games at a baseline level benefit from Switch 2’s faster internal storage. That means you can expect games to boot and load scenes much faster on average.

For example, booting Xenoblade Chronicles X: Definitive Edition took me from the Home dashboard to the in-game menu in around 4 seconds. Then, from the menu to in-game was roughly 10 seconds. It’s a similar story with Super Smash Bros. Ultimate, which loads into a match in literally less than 3 seconds. Another standout example is Hyrule Warriors: Definitive Edition, which I’ve already written about as being one of my favorite Switch 2 experiences so far, despite being an original Switch title. In the main story mode, the game transitioned from level selection to loading to gameplay in, again, around 3 or 4 seconds.

Many Switch games also benefit from an increase in image quality and overall performance, not just games that have received paid Nintendo Switch 2 Editions. The standout example here is Pokémon Scarlet and Violet. Most would agree that the original Switch release was a mess, with horrific image quality and choppy animations. On Switch 2, the game has been transformed, rocking a solid 60fps and targeting 4K while docked and 1080p on the handheld. Now, the game’s overall art style still does feel a bit flat, but with its key performance issues solved on Switch 2, it’s now well worth playing, as it’s still a fine Pokémon adventure.

Another game that benefits is, again, Hyrule Warriors: Definitive Edition. That game originally had an uncapped framerate, meaning the Switch 2 is able to brute force a 60fps performance at all times. Image quality in handheld mode is also sublime, with the game sporting a 1080p output and no longer needing to downsample to 720p to fit the original Switch display. If you know of any other OG Switch titles with uncapped framerates, definitely give them a try on Switch 2, as the results may surprise you.

Nintendo Switch 2: Joy-Con 2

(Image credit: Future)

Now onto the Switch 2’s pack-in controllers – the Joy-Con 2. And again, we find a pretty sizable improvement over the previous model in some ways. Their overall design is much sleeker, and they’re slightly rounder than the original Joy-Con controllers. Their larger size also makes them much more comfortable to play with for longer sessions – even when sharing an individual Joy-Con 2 with a pal for co-op play.

The big addition here is mouse controls, which are supported by certain titles, including Civilization 7 and Cyberpunk 2077. Mouse controls can also be used to navigate the Switch 2’s Home dashboard and Nintendo eShop (though the lack of a scroll wheel does hurt things a little here). It’s a very smart implementation, and performance is extremely smooth with no unnecessary acceleration. You can even adjust mouse sensitivity in the System Settings menu and in supported games.

It is worth mentioning that there have already been reports of Joy-Con 2 controllers suffering from stick drift, and the sticks themselves appear to have the same design as the originals.

This is a huge shame and a big disappointment, as one of my biggest concerns before launch was the lack of improvements in this regard. Nintendo does offer a free repair and replacement service for Joy-Con 2 controllers suffering from stick drift, but I’d obviously prefer a Hall effect solution in order to avoid this issue entirely.

Nintendo Switch 2: GameChat

(Image credit: Future)

Finally, Nintendo has a true party voice chat solution built into one of its consoles. While numerous titles on the original Switch supported voice chat via the official Nintendo Switch Online app, chatting with friends this way was nothing short of awful – often thanks to forced disconnections between matches and low-quality audio.

So, is GameChat a decent alternative to the likes of Discord? Well, yes and no. GameChat obviously takes great inspiration from the world’s leading group chat software. Audio quality via the Switch 2’s built-in mic is surprisingly clear, and headset microphones are also supported. It is objectively a big improvement over Nintendo’s prior efforts.

The problems come with its implementation. Namely, shrinking the game screen down in order to display your friends’ Switch 2 profile icons. This seems needless, especially when not using the Nintendo Switch 2 Camera accessory, not to mention the fact that GameChat adds massive black borders around your game screen. Discord already solved this with its simple and effective overlay that maintains image resolution while displaying profile icons off to the side in a semi-transparent manner.

GameChat isn’t lacking ambition, though, and there are some neat ideas here. For example, being able to see your friends’ game screens is a novel idea, and a neat way of translating split-screen play in an online space. The problem, again, is the execution of it. Your friends’ displays are rendered at an uncomfortably low framerate, to the point where it can actually be quite distracting.

I hope Nintendo continues to improve the GameChat service going forward and flesh it out with more customizable options, because it is a handy thing to have for party chat with friends online, and it does have some neat ideas of its own. But for now, I would still recommend setting up a chat with friends via Discord.

Should I buy the Nintendo Switch 2?

Buy it if…

Don’t buy it if…

Also consider…

If the Nintendo Switch 2 isn’t quite for you, or if you simply can’t find stock for the currently hard-to-get console, here are a couple of alternatives that might better suit your preferences.

Swipe to scroll horizontallyRow 0 – Cell 0

Nintendo Switch 2

Steam Deck OLED

Asus ROG Ally X

Price

$429.99 / £395.99 / AU$699.95

$549 / £479 (around AU$849)

$799.99 / £799 / AU$1,599

Weight

1.18lbs / 535g

1.41lbs / 640g

1.49lbs / 678g

Dimensions

10.7 x 4.5 x 0.6in / 272 x 114 x 15mm

11.7 x 4.6 x 1.9in / 298 x 117 x 49mm

11 x 4.5 x 1.5in / 280.2 x 114 x 37mm

Storage capacity

256GB internal

512GB NVMe SSD

1TB M.2 2280 SSD

Storage expansion

microSD Express

microSD

microSD

Connectivity

WiFi 6, ethernet, Bluetooth

Wi-Fi 6E, Bluetooth 5.3

Wi-Fi 6E, Bluetooth 5.2

Display

7.9in Vivid LCD

7.4in OLED

7-inch FHD

Resolution

4K docked, 1080p handheld

1080p

1080p

CPU

Custom Nvidia processor

AMD Zen 2 four core 2.4-3.5GHz

AMD Ryzen Z1 Extreme

GPU

Custom Nvidia processor

AMD RDNA 2

AMD Radeon Graphics

Battery life

2-5 hours

2-3 hours

Around 8 hours

Ports

2 x USB, 1 x HDMI, 1 x LAN, 2 x USB-C, 1 x 3.5mm headphone jack

1 x USB-C, 3.5mm headphone jack, microSD

2x USB-C, 1 x combo jack, 1 x SD card reader slot

How I tested the Nintendo Switch 2

I tested the Nintendo Switch 2 for just over two weeks for this review. In docked mode, I played on a 4K-capable LG CX OLED TV, but I also split my time evenly between docked and handheld play. My picks for controllers during my testing were the Joy-Con 2, Nintendo Switch 2 Pro Controller, and the wireless Nintendo GameCube Controller for use with the new GameCube classics library via Nintendo Switch Online + Expansion Pack.

My testing also involved playing a whole bunch of Switch 2 and original Switch games. These include Mario Kart World, Street Fighter 6, Yakuza 0: Director’s Cut, Tears of the Kingdom – Nintendo Switch 2 Edition, Deltarune, Xenoblade Chronicles X: Definitive Edition, and Hyrule Warriors: Definitive Edition.

I also compared the Switch 2’s gaming performance to that of the base PS5 and the Switch OLED. While it does lack the sheer power of the former, it’s not too far off the mark as we see with some of the Switch 2’s excellent ports. And in the case of the latter, it’s no contest, and I found it exceptionally hard to revisit my older Switch especially when the new system is almost fully backwards compatible.

For audio, I mostly relied on the Switch 2 handheld’s in-built speakers, but tested headset audio with the RIG 900 Max HS, Nothing Ear (a) earbuds, and the Razer BlackShark V2 gaming headset.

Today’s best Nintendo Switch 2 deals

Nintendo Switch 2: Price Comparison



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June 20, 2025 0 comments
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BAFTA-winning actor Jane Perry on the evolution of game performances and the threat of AI to voice actors
Esports

BAFTA-winning actor Jane Perry on the evolution of game performances and the threat of AI to voice actors

by admin June 18, 2025


As a BAFTA winner for her role as Selene in Returnal, and the actor behind more than 80 other video game characters, Jane Perry is the perfect candidate to kick off Develop:Brighton 2025’s first ever Performance track.

Ahead of her keynote on Wednesday, July 9, ‘From Data to Drama’, GamesIndustry.biz talks to Perry about some of the subjects in her talk: how the art of performance has changed over the course of her career, how collaboration with game developers has deepened, and the inevitable question about generative AI that no one sensible enjoys asking, and no one sensible enjoys answering.

As a reminder, for those thinking of attending: GamesIndustry.biz readers can get an additional 10% off all passes at Develop by using the code EMFQZT. You can book your tickets here.

Can you tell us about your talk at Develop:Brighton?

As it’s the inaugural Performance Track for Develop: Brighton, a portion of my talk will be about why, after two decades of Develop: Brighton, we felt it was time to assign some time in the schedule to the art of acting in games.

I’ll also talk about the history of acting in games and why it has become an important part of game development. We’ll be looking into the past, as well as into the future, as we speculate on how new technologies might shape the role that actors have in the gaming landscape.

How has the process of embodying a character evolved over the course of your decade-plus in games?

For me, the embodiment of character rests more with the skills and craft associated with my approaches to acting, as opposed to the medium in which I am working. For example, if I had to play Selene from Returnal on stage, or in a film, I would find myself undergoing the same process of discovery for that character: what is important to her, what are her fears, what’s at stake.

I think what changes are the various ways in which an actor meets the technological demands of whatever medium they happen to be working in.

In games, this means finding ways to bring a character off the page when it’s just you in the voice studio, as well as finding how to work effectively in the performance capture volume, so the head mounted camera, the mocap suit and the scanty bit of scaffolding that’s actually meant to represent the bridge of a massive spaceship don’t distract from one’s ability to dive into the character and play the given circumstances of the scene.

What effect do you think motion capture has had on the process of telling stories in games? Do you think it’s increased the standards of the material more generally?

I think motion capture/performance capture has added massively to the telling of stories in games. When you consider that 55% of communication is transmitted via body language, then it can only add to the player’s experience as they observe the characters they come across in a game.

The ways in which we move our bodies, from a large gesture right down to a subtle squint of the eye tells a world of story and is often sub-conscious. Motion capture gives us access to those gestures and impulses and therefore insight into what might be occurring for the character on multiple levels.

For example, an actor might be emphatic in what they are saying, but the body might display doubt. This is intriguing for the player, and it has the capacity to draw them further into the story to discover the truth of the characters feelings, and how that plays into the arc of the story.

I just watched the announcement trailer for IO Interactive’s 007 First Light, and was really struck by the incredible skill base of the actors, which we are fully able to appreciate because of the excellent work of the technicians and artists who take that data and turn it into game development magic. It’s hugely impressive to me.

“I choose to have faith that we will find our way through this massive, unprecedented paradigm shift”

Jane Perry on AI

Can you talk about how you collaborate with game developers, and how you’re able to leave a mark on a particular character?

When you have the pleasure of playing a larger role in the game, one of the luxuries that comes along with that is the opportunity to really get to know a character well. You can start to take ownership as you integrate the role into your own domain, and a quality of creativity and knowing comes to the fore.

What is also gratifying is the shorthand that comes from working with people you are familiar with and trust. I really lean on my performance directors to let me know if what I’m offering is too much, or if perhaps I could be braver in my interpretations. The same goes for the game dev team. When they are part of the recording sessions, we can riff, try things and see what they think. Extraordinary moments come from that creative spark that collaboration engenders.

I always encourage actors to test the temperature on collaboration and offering ideas. If it seems there is a receptivity to that, then go for it. Your interpretation might be so special and unique; it could be that singular thing that brings that character off the page in a significant and memorable way.

To Hitman players, Perry is unforgettable as Diana Burnwood

What have you learned from other actors while working in games? And do you feel you’ve been able to pass on learnings to cast members you’ve worked with?

One of the things that pretty much every actor in games I’ve come across will say is that the 99% of the community of artists involved are super excellent people: generous, humble and passionate.

I think to some degree this is because many of us, especially my generation of actors who work in games, had to put considerable thought into how to apply our skill base to support the demands of this new medium. There was no training available for how to act in games, so making sense of this new frontier was a very bonding experience for those of us who’ve been at it for 15-20 years.

And of course, everything we’ve all learned – what we’ve found to be effective and what might get in the way – is something that many of us are happy to pass on to the present generation of actors working in games, as well as the developers who make those games. Acting in games is a very sought after job these days, and the competition has become a lot more pronounced than it ever used to be.

I will always want to instill and encourage a willingness to be flexible and available to the demands of the tech itself, the performance director and the needs of the narrative aspect of the game. There are many more moving parts in a game, as opposed to film and TV, and not all of them are performance friendly – so it’s always about facilitating great storytelling which is in service of superb gameplay.

Do you think the recent industry downturn in big projects has had negative implications for actors, too?

For sure it has an impact. The news is so crushing when you hear of a studio going down, for example the recent news about EA Games closing Cliffhanger Studios and along with it, the much anticipated Black Panther game. That’s a lot of jobs down the tubes for the people who worked at Cliffhanger and of course a whole cast of actors, performance directors and the crew members and sound engineers supporting their work in the volume and the studio.

The pipeline of building games is complicated, and the financial model is so front-end loaded. The promise of what a game could be is alluring and exciting but the path to getting there can sometimes be precarious for all involved.

Has being synonymous with roles like Selene in Returnal and Diana Burnwood in Hitman opened doors for you? Does being so familiar to players for a certain role ever create issues in the casting process?

I think playing an iconic role like Diana Burnwood has definitely opened doors for me. I have been approached a few times to work on a game, because the developers are fans of the Hitman franchise or admired what Housemarque accomplished with Returnal.

And yes, I do wonder about the impact of being associated with a particular role. I don’t feel there is evidence to support the idea it’s been damaging to my career opportunities. But then again, that’s intel I might not be party to.

I suppose the flip side is that fans might be interested to hear one of their favorite actors have a go at something different. Also, I think if you are a good actor, with a good attitude and work ethic, then no matter how iconic the roles are that you’ve play, developers are going to want to work with you.

Being synonymous with characters like Selene has opened doors for Perry

Where do you believe the future of performance in games is going?

I was just having a look at the Optimus robot having a little dance (this is Elon Musk’s Tesla bot) and it sent a little chill down my spine. Actors, like pretty much everyone these days, have AI constantly nipping at our heels. I don’t feel the tech is there yet, not in the sense that an AI-generated voice and/or the physicality of a bot in any way matches the specificity of the human.

But it’s something we are having to reckon with in a very serious manner, because it is coming.

If our worst fears come true, what can actors pivot towards when our work options are diluted? Will we become the technicians that bring the AI generated performance to life? Will a bot scuttle up to the stage at the Games Awards or the BAFTAs to accept an award for best performance?

I think most audiences prefer a real human performance; however, the creative drive of the tech elite is incredibly strong, especially when the name of the game is to replace humans with machines.

It must be amazing, fun, and totally gratifying to make a robot dance so well or an artificially generated voice sound almost human. But I fear the pleasure of crafting such extraordinary things makes those engaged in the process blind to the consequences. Generally, I champion creativity in all its forms. But this particular expression of creativity leaves me cold and also curious as to where we are all going to end up.

I don’t much like jumping on the doom bandwagon and I trust the future will reveal opportunities for people to find wholesome productivity. I think we all instinctively understand what’s at stake here: if we lose our sense of purpose, our drive, focus and spirit go offline.

I take comfort in the fact that most actors and creatives have risked a lot to become storytellers and the drive to adapt and innovate is powerful enough to overcome many obstacles throughout history. I choose to have faith that we will find our way through this massive, unprecedented paradigm shift.

How seriously do you think game developers and publishers are taking AI with respect to actors?

In light of what I said above, I hope they are taking it very seriously! Not just for actors, but for coders, composters, artists, writers, etc. Most of the developers I know and have worked with place a very strong value in keeping the humans in work.

This debate around AI is going to be with us for the foreseeable future – that’s one thing I am certain of.



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June 18, 2025 0 comments
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Nolah Evolution Hybrid Mattress Review: A Jack of All Trades
Product Reviews

Nolah Evolution Hybrid Mattress Review: A Jack of All Trades

by admin June 15, 2025


These holes allow the hips and shoulders to get a generally softer feel, while a firmer one is upheld right under where your spine curves. A 2-inch layer of comfort foam follows for—you guessed it—more pressure relief, along with a transition layer protecting the foam from the coil core. The coils are pocketed, allowing each one to react to your body instead of making it a group project like traditional innerspring beds of old. They’re also reinforced in the center and along the edges, which is just an extra-firm feel to keep these particular areas extra-supported. Lastly, everything is set up on a foam base, which lets the coils really do their thing without being compressed by contact with your bed frame.

Ultimate Sleep Experience

OK, enough shop talk. Here’s what I like from testing this mattress. I remember when Nolah first launched the Evolution back in 2020, and it was touted as a good option for side sleepers with all the pressure relief and lumbar support features. When I eventually tried it (and various iterations afterward), it consistently delivered on these marks. Something that has always stood out to me as a major value add was the three firmness options available: plush, luxury firm, and firm. Having a variety of firmnesses is an easy way to make a mattress more accessible to all kinds of sleepers, especially with different body types and sleeping positions.

I landed on “luxury firm” for a couple of reasons, chief among them being that I’m part of a dynamic sleeping duo. In other words, my husband is a back sleeper, and I’m a stomach sleeper (who is desperately trying to be a side sleeper, mind you). All to say, these sleeping positions can require different firmness levels for adequate support, preferences not even being factored in. Luxury firm is the middle ground, and we’ve found it to be a welcoming amount of softness that doesn’t cancel out the feeling of support.

While I’m on my side, my hips and shoulders get hugged, and if I’m on my stomach, my lower back stays lifted. Everything remains relatively on the same level—hips, lower back, and shoulders—which is what you want for even spine alignment. When on your back, your spine curves away from the bed, but the pillow top takes up that space nicely. That way your back doesn’t feel like it’s being left out support-wise, and this eliminates a potential cause of back pain.



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June 15, 2025 0 comments
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Jurassic World Evolution 3 Trailer Leaks, Launching In October
Game Reviews

Jurassic World Evolution 3 Trailer Leaks, Launching In October

by admin June 8, 2025



Screenshot: Frontier Developments / Universal

Jurassic World Evolution 3 is real and launching later this year, according to a newly leaked trailer which also reveals that baby dinosaurs and more fan-requested features are arriving in the anticipated prehistoric theme park simulator sequel.

GameStop Doubles Down On Crypto With Massive Bitcoin Purchase As Stores Close

Update – 6:05 PM EST: Universal and Frontier have just announced the sequel officially.

On June 6, Jurassic Addict on Twitter spotted and shared images and details from what appears to be a story that accidentally went live on German gaming site GameStar. The story leaked that Jurassic World Evolution 3 will be launching on October 21, 2025, on PS5, Xbox Series X/S, and PC. Oddly, no Switch 2 port. The upcoming game is likely to be officially revealed during Summer Game Fest.

Also included in the leaked story was a trailer which has since been pulled from GameStar’s site but has already been uploaded to many places online by fans. Here’s a YouTube version that might be ripped down by the time you read this:

And no, your internet connection isn’t crappy. The quality of the leaked trailer is really bad. Still, this trailer provides us with our first look at baby dinos, a highly requested feature that wasn’t in the first two Jurassic World Evolution games.

Jurassic World fans are already digging through the low-quality trailer to spot new features and additions. As mentioned already, baby dinos are now a part of the game. But fans have also spotted improved and advanced terrain tools, new vehicles to drive around in, more customization options, new behaviors, the ability for flying dinosaurs to walk around on the ground, and new ways to tweak your genetically altered dinosaurs before they hatch.

As a big fan of Frontier Development’s Jurassic World Evolution 2 (and its predecessor), I’m excited that we’re getting a new game later this year, and just a few months after Jurassic World Rebirth hits theaters in July. Hopefully, you’ll be able to create a wild-looking D-Rex in the game.

.



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June 8, 2025 0 comments
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Jurassic World Evolution 3 gets first trailer and autumn release date
Game Reviews

Jurassic World Evolution 3 gets first trailer and autumn release date

by admin June 6, 2025



We already knew it was coming thanks to an official announcement last year, but Frontier Developments’ Jurassic World Evolution 3 has now barrelled out of the bushes T. rex-style with a first trailer and a 21st October release date.


Frontier’s Jurassic World Evolution series debuted back in 2018, and it was a decently compelling take on the park management genre – putting players in charge of running their own tropical island resort, genetically engineering dinosaurs to populate it with, then doing their best to ensure their defences are solid enough that the attractions won’t eat the guests.


It did well enough that Frontier decided to do it all over again three years later with Jurassic World Evolution 2, a fairly modest upgrade to its predecessor that, initially at least, didn’t quite perform as well as the studio might have like. But undeterred, it’s now ready for round three. Quite what this latest Jurassic World Evolution instalment will offer over its predecessors is unclear, but it certainly looks the part in its new Summer Game Fest trailer.

Jurassic World Evolution 3 announcement trailer.Watch on YouTube


It’ll be available for PlayStation 5, Xbox Series X/S, and PC when it launches on 21st October, and I’ll update this story if more details emerge.



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June 6, 2025 0 comments
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