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Switch 2
Gaming Gear

Be careful about spending money on a second-hand Switch 2, as one player has reported receiving a bricked console caused by Nintendo’s anti-piracy policy

by admin June 24, 2025



  • Pre-owned Switch 2 consoles that have been modded are reportedly being bricked by Nintendo’s anti-piracy policy
  • Redditor Bimmytung says they bought a second-hand console from Walmart, only to discover that the Switch 2 is permanently offline
  • Nintendo has been blocking access to online services on the console if players have modded the console using the MIG Flash tool

If you’re thinking about purchasing a second-hand Nintendo Switch 2, you may want to think twice, as Nintendo’s anti-piracy policy has reportedly left some consoles permanently offline.

As IGN reports, Redditor Bimmytung shared a post explaining how they bought a pre-owned Switch 2 from Walmart, only to find that it had been ‘bricked’ by Nintendo after booting it up.

Earlier this month, it was reported that Nintendo had been blocking access to online services on the console if players had used MIG Flash, a tool used to allow players to backup copies of games.


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Before the Switch 2 launched, Nintendo suggested in its user agreement that it had the power to ‘brick’ devices that are modded.

“Nintendo may render the Nintendo Account Services and/or the applicable Nintendo device permanently unusable in whole or in part”, it reads.

Those affected will be presented with error code “2124-4508,” which will permanently block players from accessing online services, which is exactly what Redditor Bimmytung has experienced.

Found one. Didn’t end well. from r/switch2

“Been casually looking for a Switch 2. Today I was driving between work sites and stopped at two different Walmarts. At the second one I find a Mario Kart edition sitting in the case and couldn’t believe my luck,” Bimmytung said.

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“Physically it’s fine, everything seems there. Notice that the Mario Kart code is scratched off. Hmm. Naturally wonder if the original buyer redeemed the code and returned the system. They knocked $50 off the price so I figured I’d roll the dice and at least have the hardware. Bought a Pro Controller 2 while I was at it.

The Redditor continued, saying, “Get home and go to finish the setup – quickly get Error Code 2124-4508. A quick Google search shows me I’m screwed. FML. Thankfully my local Walmart accepted the return without any fuss but still… I wish nothing but enthusiastic double gonorrhea to the lowlife scum that did this.”

Users with a ‘bricked’ Switch 2 would essentially be unable to access any multiplayer games like Mario Kart World, the eShop, Game Chat, and more.

Thankfully, stores like Walmart can accept refunds, but if you were to buy a second-hand console from eBay without knowing if it had been modded, you’re out of luck.

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June 24, 2025 0 comments
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A screenshot of the protagonists from Split Fiction
Product Reviews

Split Fiction Switch 2 review: an absurd co-op adventure that just needs some refinement on Nintendo’s new handheld

by admin June 20, 2025



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Releasing a follow-up to 2021’s critically acclaimed It Takes Two was never going to be easy. But Swedish Hazelight Studios proved it was more than up to the challenge when it released co-op action adventure Split Fiction for Xbox Series X|S, PS5, and PC in March 2025.

Review info

Platform reviewed: Nintendo Switch 2 (and PS5)
Available on: Nintendo Switch 2, PS5, Xbox Series X|S, PC
Release date: June 5, 2025 for Switch 2 (March 6, 2025, on other platforms)

Split Fiction took the lauded co-op experience of It Takes Two to a new level, offering more varied environments and gameplay and a lot more explosive (literally, at times) action. Now, the hit co-op adventure has been ported to the Nintendo Switch 2, releasing as part of the new console’s launch lineup alongside titles such as Deltarune, Mario Kart World, and Hitman World of Assassination – Signature Edition. But does this Switch 2 port of the co-op game manage to maintain the magic?

Mostly, yes. Split Fiction on Switch 2’s brilliantly fun, character-driven story and overall gameplay mechanics remain the same, but there’s a distinctive drop in visual and performance quality compared to the PS5. Pair this with a multitude of confusing local and online co-op play options and a less-than-optimal Tabletop mode experience and there’s some frustrating niggles to this Switch 2 port.


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However, overall, this is a solid port that’s, for the most part, well-suited to the Switch 2’s versatility. Just don’t expect the same level of polish as the other platforms.

Worlds collide

(Image credit: Hazelight Studios)

Split Fiction begins at Rader Publishing, where fantasy writer Zoe and sci-fi writer Mio are summoned, along with others, under the premise that their stories are finally going to be published. What CEO J.D. Rader has up his sleeve, though, is far from a sit-down chat and contract signing. Instead, he introduces “The Machine,” which can create a complete simulation of a writer’s world. While everyone is excited at the prospect of jumping into their stories, with each becoming encased in their individual bubble simulation, Mio is (rightfully) suspicious of the technology and gets in a fight with the staff, only to fall into Zoe’s bubble.

Mio spawns in Zoe’s magical, fantasy world, much to both’s chagrin, alongside a suspicious-looking glitch. When the writers approach the glitch, they’re pulled into Mio’s story, a chaotic sci-fi thriller full of explosives, dogfights, and lasers.

It’s the perfect setup for what you should expect in Split Fiction. With each level, you jump from Zoe’s enchanting fantasy world to Mio’s explosive, sci-fi world – one minute you’re flying dragons and the next you’re lobbing bombs in a cyber game show.

As you’d expect, Mio and Zoe are, on the surface, polar opposites. From the start, Zoe is painted as an optimistic, bubbly daydreamer, while Mio is surly, suspicious, and sarcastic. But, once they realize Rader’s intentions are (as Mio predicted) sinister, they must work together to find all the glitches and escape the simulation.

(Image credit: Electronic Arts)

We put a little bit of ourselves into everything we write. Through their adventure, Zoe and Mio discover this is more true than they thought. Their friendship grows as they come face-to-face with the surreal, funny, magical, and darker aspects of their lives that have made their way into their work – allowing them to see they have more in common than originally thought.

This character growth is well-paced, with some emotional twists that you’ll likely see coming a mile off, as the writing isn’t amazing. But it’s the visual interpretations, the worlds, and how they portray the story’s emotional beats that hit hardest. The metaphors may be on the nose at times, but they do help you to understand both writers without the need for words.

But don’t worry, this isn’t a heavy adventure. Instead, Split Fiction carefully walks the line between thrilling action and laugh-out-loud silliness. Its gameplay, too, keeps you guessing. As with It Takes Two, Hazelight isn’t afraid to experiment with different genres and gameplay mechanics here, throwing in platforming, shooting, puzzles, and more, resulting in the perfect formula for co-op partners who struggle to agree on what to play.

A clear split

(Image credit: Hazelight Studios)

While Split Fiction, at its core, is a great game, its Switch 2 port is a noticeable downgrade from its PS5 counterpart – and this is clear from its opening splash screen showing the title. In TV (docked) mode, the splash screen’s blacks are blocky, and the frame rates on the animation are noticeably lower than on PS5. Even sitting on the main menu, I spotted issues before playing, with the shadow renders on the Rader Publishing sign flickering. In-game, the visual drawbacks are apparent, too.

While the cutscenes look alright, the visuals are considerably less polished than on PS5, with character hair textures a bit frazzled at the ends and the graphics overall looking less refined and detailed. It’s not a huge surprise, given Split Fiction on Switch 2 runs at 1080p/30fps, a drastic drop from the 4K/60fps of the PS5. If you’ve not played Split Fiction on another platform, you may not notice these issues, but you’ll likely still clock a few.

During actual gameplay, there’s occasionally a clear blur when characters move quickly, and the shadow rendering is less than optimal, resulting in dark, poorly lit areas and flicking shadows. While the worlds and characters still look good, again, they’re nowhere near as impressive as on PS5. The visual refinement isn’t quite there, which can result in Mio looking a bit like a cartoon character at times. For the most part, this isn’t a huge issue, but the blur and darker areas can make it slightly harder to navigate certain areas where careful footing is critical.

(Image credit: Hazelight)

This is particularly frustrating in Tabletop mode. While the general visual and performance aren’t so obvious when playing in Handheld and Tabletop mode, the shadows are a killer. This is mainly because playing Split Fiction in Tabletop mode is a less-than-optimal experience. Firstly, this is because it’s really hard to see what’s going on on your side of the screen anyway when there are two of you gathered around the screen. In TV mode, I can struggle at times to keep track of my character and their footing, but on a smaller screen, it’s a much bigger challenge, especially when you hit those darker areas.

My partner and I struggled to play Tabletop in our living room, pondering if our 30+-year-old eyes were to blame while also questioning how anyone could play optimally on the go. If we struggled in our living room, huddled up on our sofa to try and see the screen, how feasible is it to play in an airport or on a train? This is exacerbated by the fact that you cannot play Split Fiction with just one set of Joy-Con 2 controllers, like you can with other Nintendo co-op games. Instead, you need to own two sets of controllers to play. This is great if you have another set, but less than ideal if you find yourself needing to shell out $95 / £75 on top of the game price to play with a friend locally.

The audio, however, in TV mode and Tabletop mode is impressively loud and detailed, especially for the latter. So, at least that’s something.

Play nice with others

(Image credit: Hazelight Studios)

Where Split Fiction confused the heck out of me was its numerous co-op play options. Trying to work out who I could play with locally and online and on what platform seriously hurt my head (even with the information boxes beside some). So, here’s what I eventually worked out.

Playing couch co-op with a friend is easy; just select the ‘Play Local’ option. The ‘Play Local Wireless’ option has three choices: ‘Host through Local Wireless,’ ‘Find and join through Local Wireless,’ and ‘Host a game using GameShare.’ Hosting and joining local wireless only lets you play Split Fiction with a friend on Nintendo Switch 2 who is in your vicinity, and doesn’t seem to require an internet connection. It does, however, seem to require your friend to own Split Fiction.

If you want to play Split Fiction with a friend on the original Nintendo Switch, you can’t do this online. Instead, you need to use the GameShare option to stream it to them (the quality will drop a bit more), but they must be in your vicinity. You can also use this option to play with a friend on Switch 2, where you can utilize the console’s GameChat feature, allowing you to see and speak to your friends while you play. Local GameShare doesn’t seem to require an internet connection, nor does the other person need the game, so it’s probably the better option over local wireless.

Playing online, you can make use of Split Fiction‘s Friend’s Pass to play the full game online with a friend who doesn’t own it. All you need to do is select ‘Play Online’, and you can invite your Switch 2 friend. You can also crossplay with those on other platforms (PS5, PC, and Xbox Series X|S) by entering their EA account name. If you are using the Friend’s Pass, your pal will need to download the Friend’s Pass to their console before you can play.

The number of co-op play options can be a bit overwhelming, and playing with a Switch 2 or current-gen platform player is pretty straightforward, but I was disappointed to not be able to play online with an original Switch friend.

A solid but less-than-optimal experience

(Image credit: Hazelight Studios)

Split Fiction offers the same thrilling fun on Switch 2 as on other platforms, but don’t expect the same level of polish here. While Tabletop mode, in theory, offers the opportunity to take your co-op playthrough on the go, it’s not the most optimal experience, and you’ll likely find playing in TV mode more enjoyable.

Overall, this is a pretty solid Switch 2 port, with some annoying niggles, but I advise picking up this co-adventure on another platform for the best experience all-round.

Should you play Split Fiction Switch 2?

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Don’t play it if…

Accessibility features

Split Fiction offers a solid selection of accessibility features. In the Options menu, there is an Accessibility tab that allows you to reconfigure the controls for Mio and Zoe. The options include the ability to change button-bashing prompts and toggle spinning/wiggling prompts, so you just need to hold the button, or they complete automatically, the option to turn on subtitles and closed captioning, the ability to skip gameplay areas, and to reduce enemy damage.

You can also remap controls and make adjustments to the camera and controller rumble under other tabs in this section.

How I reviewed Split Fiction on Switch 2

I played Split Fiction for roughly 18 hours across PS5 and Nintendo Switch 2. During my playtime, I completed the main story as well as all the side quests I could find. Having played the game on both platforms, I was able to compare and contrast the experience on PS5 and Switch 2, primarily focusing on the Switch 2 version’s performance, visuals, audio, and overall experience.

I reviewed Split Fiction on Nintendo Switch 2, playing local co-op with my fiancé using a Nintendo Switch 2 Pro controller and a set of Joy-Con 2 controllers. We primarily played in the console’s TV mode with my Samsung Q80T QLED TV, but also played in Tabletop mode to test what effect this mode had on the experience. I tested the GameShare function by sharing my Switch 2 game with my Nintendo Switch Lite and the crossplay functionality by beginning a game between my Switch 2 and PS5.

I also tested whether I could play Split Fiction online with someone with an original Nintendo Switch by trying to GameShare and online play with a friend (this didn’t work).

Split Fiction on Switch 2, first reviewed June 2025

Split Fiction Switch 2: Price Comparison



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June 20, 2025 0 comments
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kotaku
Game Reviews

24 Fresh Looks At Nintendo’s Next Big Switch 2 Exclusive

by admin June 18, 2025


Image: Nintendo

It’s been over 25 years since Donkey Kong’s last 3D adventure, the ill-fated Donkey Kong 64 for Nintendo’s third-gen console. The good news is that Donkey Kong Bananza looks to be avoiding all the pitfalls of its predecessor, embracing the gameplay DNA of Donkey Kong Country mixed with the sandbox mechanics of a 3D Mario.

No color-coded collectibles only certain characters can pick up this time around, although the famous DK Rap has been confirmed to appear in Bananza’s list of obtainable music tracks. Nintendo recently released two dozen screenshots showing the July 17 Switch 2 exclusive in all its glory, and the game looks like it’s shaping up to be the new blockbuster adventure DK fans have spent decades waiting for.



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June 18, 2025 0 comments
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Nintendo's Slow Rollout Of Classic Games Never Made Sense To Me, Until Now
Game Updates

Nintendo’s Slow Rollout Of Classic Games Never Made Sense To Me, Until Now

by admin June 15, 2025



Though Mario Kart World may be Nintendo Switch 2’s headlining attraction, the most alluring part of the system’s launch lineup for Olds like me is its GameCube library. After more than 20 years, Nintendo has finally decided to crack open its vaults and bring some of GameCube’s most-beloved titles to a modern console–the first time most of these games will be available officially since their original release.

For many, however, the excitement over GameCube titles was quickly tempered by the fact that a meager three are available at the outset–the thinnest selection any Switch Online classics library has launched with. But as frustrating as it may feel to have to wait for more games to hit the service, this methodical rollout has long been an intentional strategy on Nintendo’s part, and it took me many years to understand and appreciate its benefits.

This slow release cadence is hardly exclusive to the Switch Online service. Ever since Nintendo first established its own digital storefront with the Wii Shop, the company has been deliberately measured when re-releasing its legacy titles. In the lead up to the Wii’s launch, Nintendo touted its digital shop as a repository of classics–a place where players could easily purchase the best Nintendo games of yesteryear and play them alongside new releases on one system. And indeed, by the end of the Wii’s life, more than 400 had made their way to the Wii Shop, giving Wii owners access to a wealth of beloved games from years past.

The biggest draw of the Wii Shop was being able to purchase games from older consoles, but Nintendo’s own classics arrived sporadically.

That was certainly not the case at launch, however. While a selection of older games was available right from day one, the early offerings left much to be desired. The Wii Shop launched with fewer than a dozen first-party titles, most of which were Nintendo Entertainment System games from back in the 1980s and 1990s. Anyone eager to revisit a particular classic such as The Legend of Zelda: Ocarina of Time was out of luck; the only Nintendo 64 title available at the outset was Super Mario 64, and it would be months before more N64 games arrived.

This trickle of games was even more exasperating on the Wii U. After spending the previous six years steadily amassing a respectable selection of Virtual Console games on the Wii, Nintendo effectively wiped the slate clean when launching the Wii U eShop. Since the extant Virtual Console lineup was incompatible with Wii U’s GamePad controller, Nintendo decided to release new versions of these games tailored specifically to the system–which meant the company once again would be building up its retro catalog from scratch.

To Nintendo’s credit, it did take steps to mitigate the inconvenience for users. Wii owners had the option to transfer their system data–including their Virtual Console collection–to the Wii U, so customers weren’t forced to buy their games a second time. The Wii Shop was still accessible on the new console as well, although it was nested within the separate Wii menu. Thus, any games purchased from it (or transferred over from a Wii) had to live within a separate user interface and could not take advantage of Wii U features like off-TV play. Even more notably, Nintendo also offered an upgrade path for returning users. If you previously purchased a Virtual Console game on the Wii, you could upgrade to the Wii U version of the same title for a small fee.

As welcome as these steps were, however, they were once again undermined by Nintendo’s slow release schedule. The Wii U eShop launched with just eight Virtual Console games, the biggest of which was Super NES launch title Super Mario World. It would take another several months for other classics like The Legend of Zelda: A Link to the Past and Super Metroid to hit the storefront, while N64 games wouldn’t arrive until two years later. Nintendo did ramp up the rate of releases as the Wii U struggled to gain traction, and the eShop eventually offered Game Boy Advance, DS, and even Wii titles, giving it an even broader range of Nintendo classics than the Wii Shop ever boasted. Still, the paltry early lineup, coupled with Wii U’s frequent software droughts, made the wait for a particular game excruciating.

Game Boy Advance games didn’t start hitting the Wii U eShop until a year after the system’s first Virtual Console titles launched.

Given this history, then, it was not unexpected to see Nintendo continue this strategy on the Switch. With the advent of the Switch Online service, the company has opted to take a different approach to repackaging its legacy games, offering players access to a growing library of them for a subscription fee rather than selling each title individually on the eShop. But though the delivery model may be different, the pace of releases remains just as languid.

Early adopters had to endure a lengthy wait before the first Nintendo classics appeared on the system. The Switch Online service did not launch until 2018, more than a year after the Switch itself hit the market, and the only titles available at the outset were, once again, NES games. It would take several more years for Nintendo to gradually introduce SNES and Game Boy libraries to the base Switch Online service, while a premium Switch Online + Expansion Pack plan launched in 2021 and offered N64, Sega Genesis, and eventually Game Boy Advance titles as well.

As frustrating as it has been to see Nintendo repeat this slow rollout, its advantages have become much clearer in the Switch era. Most obviously, Nintendo often uses classic games to fill in any gaps in its release calendar. While titles are added to Switch Online fairly regularly, the company likes to trot out a particularly beloved game when there is little else on the way to the console, ensuring users remain engaged even during quieter months. The wait between releases is also more bearable when there’s a library of other titles to sample in the meantime. A curio like Devil World may not be attractive enough on its own to convince someone to plunk down $5, but it’s much more enticing to try when it’s part of a service you are already paying for.

Nintendo GameCube Classics – Official Reveal Trailer | Nintendo Switch 2

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More importantly, Nintendo’s slow release cadence means players can actually take the time to truly engage with and savor each of these titles for the classics they are. With the sheer number of games available to play nowadays (and the increasing prominence of subscription services offering access to them), many publishers and platform holders have come to treat gaming as disposable entertainment. By overwhelming their audience with options, companies are implicitly encouraging players to only dabble in a game and then move on to the next whenever the fancy strikes. This inexhaustible array of choices means few users actually play a game to completion before their attention is diverted to another one. In contrast, by doling out only a handful of legacy games every month, Nintendo positions each as a noteworthy release in its own right, while also giving players ample time to experience it before more arrive.

This is especially relevant for GameCube games. Whereas NES and even SNES titles can often be completed in a handful of hours, N64 and GameCube games are much closer in depth and duration to modern titles and require a much more significant time investment to play. Many can take more than 20 hours to finish, which makes Nintendo’s decision to space them apart a boon to players. As eager as I am to revisit Fire Emblem: Path of Radiance for the first time in two decades when it eventually joins the service, it’s been nice to leisurely devote my attention to The Legend of Zelda: The Wind Waker–the only single-player adventure currently in Switch Online’s GameCube lineup–in the interim.

Although it’s undoubtedly still aggravating to wait for a particular favorite to hit the service, Nintendo’s methodical drip-feed of classics has its merits. By meting out its legacy games gradually, Nintendo gives players enough time to properly delve into and appreciate them, which in turn preserves the allure of these games and makes their eventual arrival feel like a significant occasion. More than other publishers, Nintendo understands the value of its vast back catalog and treats it with the reverence and care these titles deserve. And unlike on Wii and Wii U, there’s no shortage of other games to tide fans over while they wait for their favorite classic to arrive.



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June 15, 2025 0 comments
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Cyberpunk 2077 on Switch 2: a cutting-edge game translates well to Nintendo's console hybrid
Game Reviews

Cyberpunk 2077 on Switch 2: a cutting-edge game translates well to Nintendo’s console hybrid

by admin June 13, 2025


Few games among the Nintendo Switch 2 launch line-up can match Cyberpunk 2077 in putting the system through its paces. It’s a staple of our PC benchmarking suite for good reason: the open world design is a solid stressor for any CPU, while its effects-heavy battles challenge GPU resources as well. This Switch 2 release has clearly been a big undertaking for developer CD Projekt Red too, who produced the port in-house with unique optimisations for Switch 2’s ARM-based architecture. It’s also remarkably the Ultimate Edition of the game, with both the core adventure and the more taxing Phantom Liberty expansion bundled in – an extra portion that proved too demanding to justify a last-gen console release, and was instead restricted to PS5 and Series X/S, and yet here it is running on Switch 2.

To cut to the chase, Switch 2 offers a truly viable way to enjoy Cyberpunk, either in a portable format or docked under a TV. However, CDPR has shot for the stars in its ambition to include Phantom Liberty as well, and it’s here that Switch 2 hits some technical limits – with frame-rates struggling as we explore its newer Dog Town region. Still, that aside, there’s a lot to admire in the game’s engineering for Nintendo’s new console overall, and how competitive it is in comparison with other consoles.

With that in mind, where exactly does Switch 2 slot in visually between the last-gen PS4 and the more advanced Xbox Series S and PS5 versions? And what’s the state of its frame-rate as it targets 30fps in its quality mode or 40fps in its performance mode? Let’s find out.

Our full Cyberpunk 2077 Switch 2 tech review in video form. Seeing the core adventure running on a handheld is a stunning feat, while the Phantom Liberty expansion pushes Nintendo’s new hardware to its limits. Watch on YouTube

First up, Switch 2 actually offers four main configurations, with a 30fps quality mode and 40fps performance mode on offer in both docked TV or portable play. The biggest point of differentiation between each mode is image quality. Switch 2 is the only console to offer Nvidia’s DLSS upscaling, albeit in a custom form, versus the FSR on PS5/Series consoles and CDPR’s TAA on last-gen machines. In docked play, each mode targets 1080p via DLSS, with quality mode rendering at a resolution between 720p to 1080p and performance mode operating at a more flexible 540p to 1080p to sustain 40fps. Inevitably, Switch 2 in its portable state drops these figures further, down to a 450p to 810p range in quality mode (targeting 810p via DLSS), and further still with a 360p to 720p range in performance mode (reconstructing to 720p via DLSS).

It’s no surprise to see these resolutions scale so aggressively for portable play. After all, Switch 2’s Tegra T239 GPU clock speeds drop from 1GHz while docked to just 0.56GHz in its portable state, and something has to give. For static shots, DLSS normally does a great job in transforming the raw pixel input of each mode into a sharp, clear result, but heavy action with lots of motion pushes the tech to its absolute limits. Racing through Night City’s busy streets, for example, the image is notably blurrier, it’s easier to catch bocking artefacts, and temporal noise is in clearer view along cable lines overhead.

The good news is that, outside of resolution, there are very few differences between docked and portable play in terms of core visual settings. Using video capture from the Switch 2 itself while played as a portable, we get a good enough look at all modes in comparison despite its 1080p30 encode. Shadows, textures, SSR and world draw are closely matched no matter how you play: docked, portable, quality mode, performance mode all present identically. The only catch is that reflections in mirrors take a hit in clarity while using the performance mode in either state, but otherwise the world detail is consistent across the board.


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With that in mind, how does Switch 2 compare to other consoles? In some respects the Switch 2 release is like no other: notably in its use of DLSS, but also its unique method for rendering shadows. In other respects, it borrows settings from both last and current-gen consoles to create a hybrid setup that best suits the system’s specs.

To start with the advantages first, Switch 2 runs at the same texture quality setting as PS5. Impressively, the availability of 9GB of usable RAM gives it the freedom to present ground textures, decals on walls, and clothing at an equivalent setting to base PS5 in most cases. In a broader comparison, Switch 2 often pushes beyond the last-gen PS4 and even Xbox Series S in this aspect, with both running at lower presets that chop texture map quality to fit within the 5.5GB or 8GB RAM available to devs on their respective systems. In fairness, many textures are universal in quality between all four consoles but, where there is a difference – like the freckles and stubble on Jackie’s face – Switch 2 uses higher setting than Series S.

The second win for Switch 2 is in image quality. The move to DLSS here reaps huge rewards next to PS4, which renders at a range of 720p to 900p with CDPR’s TAA. Fine details like rain resolve with greater sharpness against the dark night sky, plus there’s less obvious banding artefacts on fences as characters pass by in the foreground. In short, the DLSS method on Switch 2 is more adept in interpreting the details it wants to keep in place, while de-noising the image where there’s obvious artefacts. Notably, Cyberpunk’s screen space reflections suffer from a grainy, shimmering artefact on base PS4, which is nicely cleaned up via DLSS to create a more stable result on Switch 2. To sweeten the deal, it also resolves distant detail – foliage, buildings – with greater clarity in motion.

Even when compared to Series S on its own 30fps quality mode – rendering at 1440p – Switch 2 remarkably holds its own by virtue of its better upscaling. Again, artefacting on SSR is cleaned up, and the image is sharper in static moments next to the Series S release. However, there are instances where the lower base resolution gets the better of Switch 2, resulting in more aliasing on hard edges. There are limits then, but it’s impressive that Switch 2 is capably trading blows with Series S, and even at times surpassing it.

Here’s how Switch 2 holds up against the last-gen PS4 version, the compromised Series S version and the “default” current-gen version on PS5. The left figure shows differences in texture quality, the right changes in vehicle density. Click to enlarge. | Image credit: Digital Foundry

Next along, in terms of streaming in the complex detail of Night City – its market stalls, shop fronts and NPCs – Switch 2 is a far better optimised release than PS4. It benefits from higher bandwidth access to its internal storage (or expandable storage via Micro SD Express), whereas PS4’s creaky mechanical HDD is often a bottleneck in allowing key details to appear in good time. Admittedly, while stood still, the basic level of detail is comparable between the two machines. The real stressor is in sprinting or driving at pace, where the PS4 is often painfully slow to load textures, geometry, or crucial collision logic in bustling areas. It’s possible to wait 20-30 seconds for some of these elements to render in, and it genuinely affects playability to this day. Switch 2, on the other hand, plays out a lot closer to the Series S release in avoiding such visible pop-in, and consistently draws world assets in on time.

For all its advantages, Switch 2 does have some limitations too. Let’s start with a big one: NPC and vehicle density are roughly on par with the base PS4 version. It’s still very respectable, but it essentially means that traffic in Night City is less likely to build up to outrageous gridlock levels, while market crowds have a similar density to last-gen. By comparison, PS5 and Series S use a higher setting for both NPC and vehicle density, often filling its roads with more bustling activity. It’s a concession for Switch 2 that almost certainly caters to a CPU limit that might otherwise cause some turbulence to its 30fps (or 40fps) cap. Still, what Switch 2 achieves here is impressive.

The second limit relates to shadow rendering. Switch 2 appears to use a unique setting, with interior shadows notably improved on Switch 2 vs PS4, with sharper character silhouettes from spotlights. But, conversely, outdoor shadows projected from the sun are a step back from the PS4 version in their overall effect. The result is that there’s a less stable, more pixellated, look to shadows on Switch 2, such as those stemming from trees overhead. Likewise, shadows from pixel-thin details, like metal bars or barbed wire, also suffer from using a low resolution form of the effect outdoors. Finally, a more obvious filtering cascade is also visible on Switch 2, adding stippling to long shadow lines stretching far to the distance. Ultimately Switch 2 falls short here, and certainly lacks the precision of Series S and PS5’s shadow setting while outdoors.

Here’s how Switch 2 stacks up against PS4 in performance terms in a few challenging scenes. PS4 drops below 30fps, often significantly, while the Switch 2 remains resolute in the same tests. | Image credit: Digital Foundry

Looking to performance, Switch 2 makes good on its promise of hitting 30fps in its quality mode. For the main Cyberpunk adventure at least, including most driving or shoot-outs in the first Maelstromers mission, it conforms to an evenly frame-paced 30fps cap. Odd frame drops are possible, but it’s rarely egregious enough to detract from the experience. Next to PS4 in the same stress test areas, it’s hugging the 30fps line for a majority of play, where too often PS4 falls closer to 20fps. Without doubt, this is a clear Switch 2 win in overall playability, and crucially it avoids many of the frame-time spikes seen on PS4 due to streaming bottlenecks.

There are ways to brute-force the RED Engine into drops of course, not least our classic alleyway shoot-out test. Even in this case though, Switch 2’s worst reading briefly goes to 28fps, while PS4 drops take us well under 20fps. For an even more extreme test, accelerated driving through the Kabuki region is a sure-fire way to trigger major drops, and here Switch 2 shows a real limit: a sustained mid-20s reading similar to PS4’s, with a traversal hitch or two for good measure. Still, this represents the very worst case in the base game, and Switch 2 is significantly ahead of PS4’s reading in every scenario.

Next along, the Phantom Liberty expansion presents a much greater technical hurdle for Switch 2. Sadly, this is where we see the flip-side to the Switch 2 version – and it does fall short of Series S’ often stable 30fps reading. In short, from our first landing in the Dog Town area, sub-30fps drops are much more abundant. Low points include an early shoot-out with multiple enemies, a run through its slums area, and also a drive down its besieged streets. Each moment sees a sustained drop into the mid-20s on Switch 2 – and lower – while Series S comfortably clears 30fps through it all. Worst of all, Switch 2 has frame time hitches in excess of 120ms while driving here, which makes driving a genuine challenge. This helps to demonstrate why this expansion was never released on last-gen consoles; clearly for Switch 2, Phantom Liberty’s more complex design makes 30fps a taller order. Of course, re-testing the core Cyberpunk game against Series S makes for a less stark divide: Series S clears up the Kabuki stress test and the alleyway shoot-out at 30fps, but otherwise, both run at a matching 30fps in most areas.

There are some areas, especially in the more challenging Phantom Liberty expansion, where the Series S pulls ahead – sometimes by a good margin. | Image credit: Digital Foundry

The state of Switch 2’s 40fps performance mode is less convincing. This requires a 120Hz compatible TV to access and offers a 25ms frame-time target that’s exactly half-way between 30fps (33.3ms) and 60fps (16.6ms). Unfortunately, Switch 2’s 40fps delivery has rather mixed fortunes. In simpler interior areas where it does hold at 40fps, it’s unquestionably a smoother experience, but shoot-outs and driving tend to drop to 30fps or below. Compounding the issue, there’s no VRR support to TVs during docked play either, so these drops stick out obviously to the naked eye. In comparison to the more stable 30fps quality mode, it’s hard to really see the benefit of this mode, as the performance mode reading wavers above and even below 30fps quite erratically. Even though we’re stuck with a 33.3ms render time on quality mode, it turns out that 30fps is simply a more realistic, dependable target for the system to hit in docked play.

Happily, Switch 2’s performance in portable play offers frame-rates broadly equivalent to the docked experience. The lowered resolutions here help to a sufficient enough degree to keep 30fps in view, though the Kabuki drive test and the Phantom Liberty expansion remain clear rough spots. We can’t test this with our usual tools, given that capture is limited to the compressed 30fps video generated by Switch 2 itself, but it’s still clear that that the 40fps performance mode works well on the Switch 2’s 120Hz VRR display. VRR helps considerably to minimise the perceptibility of drops under 40fps and it’s the smoothest way to enjoy the game on Switch 2 as a result. However, there’s no low frame-rate compensation (LFC) to extend the VRR range below 30fps, so frame-rates below this mark result in visible judder once again. Still, the performance mode makes much more sense in portable play.

Through all its pros and cons, Cyberpunk 2077 on Switch 2 is a very playable rendition of CDPR’s latest work – and a showcase of the system’s technical prowess to a degree that’s ambitious for a launch title. As an added bonus, the Switch 2 release even has unique extras, most notably Joy-Con mouse controls and even (undocumented) plug-and-play USB mouse and keyboard support. The performance issues in the Phantom Liberty portion are unfortunate, but they are at least overshadowed by the quality of the core Cyberpunk campaign. We get a hybrid of last and current-gen console settings here, with Switch 2 somehow even exceeding Xbox Series S in texture quality. On balance then, it’s an encouraging start for taxing open world efforts on Nintendo’s new hardware, and we expect it’s the first of many to come.



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June 13, 2025 0 comments
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Switch 2 is Nintendo's fastest-selling hardware ever
Game Updates

Switch 2 is Nintendo’s fastest-selling hardware ever

by admin June 11, 2025


Nintendo’s Switch 2 is the company’s fastest-selling hardware ever, having sold 3.5m units worldwide in its first four days on sale.

This data has been provided by Nintendo itself, following the console’s launch last Thursday.

“Nintendo Switch 2 represents the next evolution of Nintendo Switch, and we’re very happy and grateful to see it already being embraced by so many players across Europe,” said Luciano Pereña, CEO and president of Nintendo of Europe. “We look forward to seeing players connecting through games like Mario Kart World, sharing the experience with friends and family whether near or far.”

Nintendo Switch 2 – Is It Good?Watch on YouTube

For comparison, Sony sold 4.5m PS5 units globally in its first quarter back in 2020, so Switch 2 has just a million less but in four days. Microsoft has not shared launch numbers of its Xbox Series X/S console.

Yesterday it was reported the console was Nintendo’s biggest launch in the UK with the Switch 2 outselling the original Switch by over two to one. However, it’s behind the equivalent launches of Sony’s PS5 and Microsoft’s Xbox Series X/S.

Nintendo has forecast it will sell 15m units from release until the end of the financial year, meaning it’s just under a quarter of the way there in four days.

News of these initial sales comes despite criticism of the console’s high cost, as well as the price of its games and accessories.

Ahead of its launch in Japan, Nintendo warned demand for the console “far exceeds expectations” and warned of stock shortages.

In America, pre-orders of the console were delayed due to tariffs, with Nintendo later raising the cost of accessories also as a result of tariffs. The company stated it was considering a post-launch price rise if the situation worsens.

Despite these issues, then, Nintendo is still celebrating a huge launch of its latest console. Have you got yourself a Switch 2? What do you think so far?



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June 11, 2025 0 comments
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Nintendo's Switch 2 has a secret GameCube startup sound
Game Reviews

Nintendo’s Switch 2 has a secret GameCube startup sound

by admin June 9, 2025


The launch of Nintendo’s Switch 2 has finally brought GameCube games to Nintendo Switch Online subscribers, but there’s also a secret startup sound.

Once downloaded, the GameCube collection features three games so far: F-Zero GX, Soul Calibur 2, and The Legend of Zelda: The Wind Waker. Open the collection and it works just like others for the N64, SNES and more.

But! If you hold the Switch 2’s left stick in any direction as the collection loads, you’ll be treated to the iconic GameCube startup screen with its plinky-plonky sound effects and rolling cube. Cute!

Classic Nintendo GameCube games are coming to Nintendo Switch 2! Watch on YouTube

YouTuber Spawn Wave shared a video of the screen over the weekend. I then had to try it myself for that hit of nostalgia.

I tested it with other buttons too – the face buttons and the shoulder buttons – but only the left stick works for this little Easter Egg.

If you’re planning on playing F-Zero GX – and you should be, it’s great – note the default controls mean the game is virtually unplayable. You’ll need to enter the suspend menu to remap the controls, specifically moving boost to a more easily accessible button.

So far only three games are available in the collection, though you can buy a GameCube controller too. Other games on the way include Super Mario Sunshine, Fire Emblem: Path of Radiance, Pokémon XD: Gale of Darkness, Mario Smash Football, Chibi Robo, Luigi’s Mansion, and Pokémon Colosseum.

What other GameCube games are you hoping to see added to the collection? Personally, after splashing around in Mario Kart World over the weekend, I am hopeful Nintendo will whip out Wave Race: Blue Storm from its vault.



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June 9, 2025 0 comments
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Can Switch 2 break Nintendo's sequel curse? | Opinion
Esports

Can Switch 2 break Nintendo’s sequel curse? | Opinion

by admin June 6, 2025


Midnight sales events, long queues, pre-orders sold out in minutes; the long-awaited arrival of the Switch 2 really has the atmosphere of great console launches of the past.

After the muted, pandemic-era launches of the PS5 and Xbox Series X/S consoles, a big, high-profile hardware launch like this is a shot in the arm for the whole industry – a much-needed boost in an era of growing concern over how the next few years are going to shake out economically.

One factor that the Switch 2 launch does seem likely to have in common with the PS5 launch in particular, however, is supply constraints. Nintendo seems to have managed to get a solid amount of stock to retailers for the launch, but demand for the new system is very high and likely to remain well ahead of supply for quite a few months.

This mirrors the situation with the PS5, which left many consumers deeply frustrated and feeling like Sony was failing to supply the market adequately, even though in reality supply of the PS5 was higher than for any previous console launch. It also, of course, created enormous opportunities for scalpers, whose actions massively exacerbated the supply issues.

There’s nothing complicated to explain here: it’s simply a new, better, faster version of a console that people already really like

Nintendo has tried to avoid that in various ways – requiring an active Nintendo account with a history of usage to secure pre-orders, for example – but we’ll have to wait and see how successful those efforts have been, or whether this will be another launch that turns into open season for scalpers.

The actual way to avoid scalpers turning up and ruining the fun, of course, is to get better at matching supply to demand – but that is, of course, far easier to say than to do. Forecasting demand for something like a console is tricky, and ramping up supply isn’t as simple as turning a dial in the factory.

Often, hardware supply has to be managed in major step-changes. Increasing supply can mean retooling a whole production line, or even an entire factory, which is very costly and represents a huge risk if your demand forecasts turn out to have been too optimistic.

Image credit: Nintendo

No company wants to get stuck with a large number of hardware units they can’t sell, let alone with factory production lines that they don’t need. In an ideal world they’d love to perfectly match supply to demand and sell every unit they can, but they’ll always opt to take a hit from supply being constrained rather than risking over-supply.

Nintendo’s target for Switch 2 for the fiscal year is 15 million units, which is a very solid number by the standards of console launches historically, but it’s probably extremely conservative compared to the actual demand which exists for the device. This is a very unique console launch, after all. It’s an anomaly for Nintendo itself – a clear, direct sequel device to the prior console, maintaining essentially the same form factor and functionality, has not been part of Nintendo’s modus operandi for decades.

The original Switch has sold over 150 million units, making it comfortably one of the most successful pieces of gaming hardware in history, and remains a tremendously popular and well-loved device – but after eight years on the market, it’s clearly long in the tooth and most consumers won’t need much convincing that an upgrade is timely.

That creates a huge groundswell of demand for the new console. There’s nothing complicated to explain here: it’s simply a new, better, faster version of a console that people already really like, but which even non-technical audiences who don’t know one end of a Digital Foundry video from the other can see is pretty underpowered by modern standards.

The handheld nature of Switch will also help to make the upgrade more tempting for many consumers, since it’s the easiest possible console to upgrade and pass down to younger siblings, children, nephews / nieces etc. when you upgrade, as distinct from fixed home consoles that also need to be attached to a TV.

Image credit: Nintendo

Looked at from this perspective, the 15 million target for the Switch 2 this year really does start to look conservative. It may be a good number for a games console generally, but it’s less than 10% of the units sold by its predecessor, and it’s not unreasonable to posit that the potential audience size for the new device is not dissimilar to the previous one.

That mismatch almost certainly guarantees major supply constraints for months to come, especially as the software library for the new console grows and major new titles are announced (although it’s clear that a lot of consumers will also buy the console just to play their existing Switch library on better hardware).

You can’t entirely blame Nintendo for being very cautious about how they approach the risk profile for the Switch 2’s supply, however. The whole console is essentially an attempt by the company to overcome its long-running curse, after all: time and time again, successful Nintendo consoles are followed by flops.

Switch 2 looks likely to break that curse, simply by not departing from the winning formula of the previous device.

Still, success is never guaranteed, and with additional economic risks such as tariffs, the weakness of the Yen, and some recession indicators all floating around the console launch and giving executives in Kyoto sleepless nights, nobody should be surprised that Nintendo has sought to minimise risk in every possible way for this launch, including sticking to a fairly conservative supply target.

It’s too early to proclaim Nintendo’s curse to be broken, but all the signs so far are good

Nevertheless, the strong early response to the console and the prospect of a 15 million installed base by the end of the financial year will make Switch 2 into a major new addition to the industry landscape, and a tempting prospect for developers and publishers even in the early stages of its lifespan. It will be interesting to see if the system follows in the footsteps of its predecessor and has a bit of a golden age for smaller and independent titles in its first few years.

That era eventually ended on the Switch as the eShop became swamped with low-quality shovelware that Nintendo seemingly had no inclination to control or manage, but as new buyers of Switch 2 seek out interesting new software for their console in a relatively uncluttered market, it should create new opportunities for developers – and perhaps this time around Nintendo will make more of an effort at quality control and try to maintain that market in the long term.

For now, the console that’s arguably had the longest gestation period of any device in the industry’s history is finally in the hands of at least a few lucky consumers, and the early word of mouth is largely positive.

It’s too early to proclaim Nintendo’s curse to be broken, but all the signs so far are good – and a healthy launch for the Switch 2 is good news not just for Nintendo, but for the industry at large.



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June 6, 2025 0 comments
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Nintendo Switch 2
Gaming Gear

Where to buy Nintendo’s Switch 2 games console

by admin June 5, 2025



It’s launch day for the Nintendo Switch 2, and if you wanted to have one in your hands right now, then hopefully you got your pre-order in early. If you didn’t manage to secure a pre-order back in April with your preferred retailer, you could be out of luck, as this is one very popular game console that is likely to sell out quickly upon release.

The Switch 2 is bigger and better than the original Switch in a few ways. Not only is it physically larger than the original Switch, with bigger Joy-Cons, but it also has a new dock and redesigned kickstand.

The Nintendo Switch 2 features a 7.9-inch screen and measures 13.9 mm thick. Its display has a 1080p resolution, up from the original Switch’s 720p. When combined with the dock, the Switch 2 has the potential to play compatible games up to 4K. Without the dock, the Switch 2’s LCD screen can go up to 120 frames per second, and even have HDR, depending on the software.

You can currently pick up the console separately or in bundle deals that include the Mario Kart game or bundled peripherals. Check back regularly as we update this page with up-to-date pricing and stock alerts.

Where to buy the Nintendo Switch 2 in the US

Walmart

GameStop

Newegg

Best Buy

Target



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June 5, 2025 0 comments
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Nintendo's day-one update for the Switch 2 is just a big 'ON' switch
Gaming Gear

Nintendo’s day-one update for the Switch 2 is just a big ‘ON’ switch

by admin June 4, 2025


Maybe you’ve camped out all night, or you’ve refreshed furiously at the risk of breaking your F5 key, but tomorrow you are finally getting your hands on the Nintendo Switch 2. After tearing it open and booting it up, you might quickly realize that the console’s functionality out of the box is basically non-existent. You have just purchased a very expensive paperweight.

This is all by design, as Nintendo wanted the console as locked down as possible in order to prevent leaks ahead of time. They didn’t even send review units to press ahead of launch this time around (it’s fine, I’m not bitter). Now that the Switch 2 is out in parts of the world where it’s already June 5, we’re getting our first look at the patch notes for the console’s day one update.

The Version 20.1.1 update for the Switch 2 basically turns the console on. The day one update enables support for Switch 1 games, virtual game cards, the Nintendo eShop and those Game-Key cards where the physical card you bought doesn’t actually contain the game, but allows you to download it. The patch notes themselves include some fairly important features like “use of Nintendo Switch Software” and “Nintendo Switch Online.” You can read the full patch notes at nintendolife.

Users will be prompted to update their consoles during initial setup, so it should be a seamless experience. I won’t give them the clicks by linking here, but suffice to say seeing leakers and hackers get their hands on the console early only to realize they can’t do much of anything was strangely satisfying.



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June 4, 2025 0 comments
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