Starfield Patch 1.9.51 Features Some Drastic Lighting Changes

After a brief time in Steam Beta, a significant update for Starfield in 2024 is now live, and one of the most significant changes coming to the update focuses on improving the lighting for in-game locations.

Spotted by various members on ResetEra and Reddit, Starfield’s Update 1.9.51.0 makes some tweaks to lighting. Specifically, the patch notes mention that Bethesda Game Studios has improved lighting at 73 locations. While it does not go into specifics, Starfield players online have begun posting before and after the update was installed in several locations.

Most notably, Reddit user DinDisco posted a gallery of these images showing what Starfield looked like in a few locations before and after. Pictures of specific areas, such as the Red Mile and mining caves, have drastic differences in lighting. The latter, for example, shows one cave replacing the greyish brown color scheme with blue minerals in favor of the entire lighting having a cool blue hue inside. According to the patch notes, lighting improvements were also made on the character creation page.

In our review of Starfield, which we awarded a 7 out of 10, we said: “Starfield has a lot of forces working against it, but eventually, the allure of its expansive roleplaying quests and respectable combat make its gravitational pull difficult to resist.”

You can check out the full patch notes below.

Starfield Update 1.9.51.0 Notes

  • Fixes and Improvements
    • Animation
      • Fixed player character’s eyes remaining closed instead of blinking in third person view.
      • Addressed rare cases where small animation pops could be seen in third person.
    • Creatures and Enemies
      • Fixed incorrectly invisible creatures on some planets.
      • Fixed an issue that could occur on some enemies causing them to stand instead of falling to the ground.
    • Crew and Companions
      • Fixed crew members and companions positioning near the cockpit after fast traveling to the ship.
      • Companions: Fixed a possible control-lock when talking to a companion without entering a dialogue while simultaneously trying to exit the ship.
    • General
      • [ADDED TO 1.9.51] Addressed a crash that could occur when changing from Fullscreen to Windowed mode. (PC)
      • Fixed an issue that prevented Windows users saving if their username featured certain characters (PC).
      • Fixed rare save game corruptions on PC (MSS and Steam).
      • Fixed an issue that could lead to a control lock or a crash after loading a quicksave while in the targeting mode.
      • Fixed player marker following the camera on the surface map.
      • Fixed a rare issue that could prevent access to the main menu on when prompted to “Press any button to Start” (Xbox).
      • Body type should no longer reset to default when loading a Starborn save from the main menu.
      • Fixed flickering on Neon’s Trade Tower elevator panel.
      • Improved the appearance of the Ryujin Kiosk material during nighttime.
      • Fixed rare issue with how Cydonia’s panel could display the hours without incident.
      • Added Optimizations to cloud syncing of save games (MSS/Xbox).
      • Improved how crowds behave when desired target is reserved.
      • Fixed an issue that could cause airlock doors to sometimes appear floating in sky when arriving at locations.
      • Fixed unintended text appearing on the shipbuilder’s UI.
      • Fixed game session not properly resuming from shutdown in Energy Save mode (Xbox).
      • Various stability improvements.
    • Graphics
      • Improved widescreen support (32:9, 21:9 and 16:10).
      • Added support for stars displaying sun disk geometry.
      • Shadows can now be seen on planet rings from planet surface.
      • Improved eyes and skin on crowd characters.
      • Improved reflection on water.
      • Improved contact shadows on character skin (Xbox and PC Medium/High/Ultra).
      • Improved contact shadows on character cloth (PC High/Ultra).
      • Improved contact shadows on first person (PC Ultra).
      • Improved lighting in character generation menu.
      • Reduced the appearance of some minor artifacts during cutscene camera transitions.
      • Fixed flickering on a number of VFX (Sandstorm, corrosive liquid pools, waterfall).
      • Fixed a rare issue where the camera would lock while in handscanner mode whenever watching flying fauna (Xbox).
      • Fixed potential control lock when opening a game menu a moment before triggering a dialogue with another character.
      • Addressed various shadow popping, flickering and artifact issues.
      • Improved the visibility of the sun’s lens flare during sunrise and sunset.
      • Fixed a rare issue where foam or grime would not show up.
      • Fixed rare flickering VFX that could occur in space (Xbox Series S).
      • Fixed rare hair flickering (Xbox Series X/S).
      • Fixed occasional flicker on digiframes and TV screens.
      • Adjusted the appearance of bloom when activating the handscanner.
      • Improved the appearance of clouds during weather transitions.
      • Fixed rare cases where alignment of grass and wind could appear disconnected.
      • Reduced bloom intensity effect while motion blur is active (PC).
      • Addressed issues with concealment effect not always applying when using the handscanner.
      • Fixed visible edge of the ocean in the distance when seen from a very high point of view.
      • Fixed rare white flickering dots around characters’ hair during cut scenes.
      • Fixed a readability issue in the Starmap when using large menu font mode.
      • Fixed inventory menu occasionally failing to generate previews when using a mouse (PC).
      • Fixed a brief Depth of Field issue that sometimes occurred when aiming, alt-tabbing or leaving a dialogue screen.
      • Fixed occasional lighting transition issues after loading or exiting a location.
      • Fixed an issue that could cause intermittent bands to appear in distance fog.
      • Fixed a rare issue that could cause fog color to appear inconsistent.
      • Fixed a rare issue that could cause rocks to disappear near the player on the surface of a planet.
      • Fixed a crash that could occur when switching to DLSS with dynamic resolution active (PC).
      • Fixed flickering and delayed shadows sometimes occurring after unpausing the game.
      • Fixed various FSR2 and DLSS artifacts (noise, black dots, ghosting).
      • Fixed flickering when using the handscanner with DLSS enabled.
      • Fixed initial lighting conditions when landing on a planet.
      • Improved lighting at 73 locations.
      • Fixed various geometry, texture, and ghosting issues.
    • Outposts
      • Fixed a rare missing terrain issue that could occur after fast traveling to an outpost near New Atlantis.
      • Fixed an issue that could cause bulldozed objects to reappear when returning to an outpost.
      • Fixed an issue that caused hazard damage to remain even when the hazard was removed by bulldozing in outposts.
      • Fixed an issue where outpost’s cargo links would be removed from the terminal list if connected, disconnected, then reconnected to another cargo link during the cargo ship landing sequence.
      • Fixed an issue where weapon cases built by the player in an Outpost would populate with weapons and ammo after reloading the game.
    • Powers
      • Fixed a rare issue that could cause the Phased Time power to remain enabled.
      • Fixed the extreme speed that could occur in zero G when using the Phased Time power.
      • Solar Flare Power now accounts for critical hits.
    • Quests and Random Encounters
      • Absolute Power: Fixed missing slate in the safe preventing from completing the optional objective “Locate Evidence to Extort Ayumi Komiko”.
      • Background Checks: Fixed possible control-lock that could occur if caught by security.
      • Derelict Ship: Fixed an issue preventing the player from reaching the pilot seat if they did not have access to advanced locks.
      • Drinks on the House: Fixed rare occurrence where the door to Sub 12 could remain locked.
      • Echoes of the Past: Fixed Delgado getting stuck at bottom of stairs during “Continue Exploring the Lock” that could occur if The Lock was left during Delgado’s history dialogue.
      • Echoes of the Past: Resolved an issue that could cause Mathis’ and Delgado’s guns to be invisible.
      • Eye of the Storm: Fixed an issue that could cause data transfer to not start after placing the Data Core.
      • Eye of the Storm: Fixed an issue where the docking prompt would be missing on the Legacy ship if the player undocked with the Legacy and then reloaded a save before having started the mission.
      • Executive Level: Fixed an issue where players could get stuck on a chair in the Ryujin Industries HQ conference room.
      • Failure to Communicate: Fixed an issue that prevented the player from finishing the quest if they downed all the members of the defense pact (Alban Lopez, Jacquelyn Lemaire, and Chanda Banda).
      • Further Into the Unknown: Fixed a rare crash that could occur when trying to dock with The Eye.
      • Groundpounder: Fixed an issue where the door to Lezama could sometimes be locked if the player left the location during the quest and came back later.
      • Hostile Intelligence: Fixed blocked doors in the Steam Tunnels room where the Terrormorph transformation occurs.
      • Into the Unknown: Fixed a rare issue that could prevent the quest from starting after completing The Old Neighborhood.
      • Into the Unknown: Fixed a rare issue where a Temple location might not populate when receiving the “Go to” objective.
      • Legacy’s End: Fixed an issue that could prevent interacting with Delgado when he was behind the glass inside in the command center of The Key.
      • Legacy’s End: Fixed a debris pile where to player could become stuck while trying to reach the Mess Hall.
      • Missed Beyond Measure: Fixed a dialogue between Sarah and Walter not playing at The Lodge.
      • No Sudden Moves: Fixed companions not following player during personal quests.
      • On The Run: Fixed various issues related to Mei Devine becoming inaccessible the objective updated to “Listen to Mei Devine’s Introduction”.
      • On The Run: Fixed a possible control lock when sitting at the table to talk to Jade MacMillan.
      • One Small Step: Fixed a rare issue that could prevent Lin / Heller from exiting the airlock.
      • Operation Starseed: Fixed a bad view that could occur if the Beagle was boarded after a long idle.
      • Power From Beyond: Fixed an issue that caused missing Starborn temples and scanner disturbances that could prevent obtaining all Starborn powers from that universe.
      • Rough Landings: Resolved an issue that could occur during the “Meet up with Milena Axelrod” objective that could prevent ships from appearing at the desired location.
      • Shadows in Neon: Fixed an issue that could occur when repeatedly using the door to Jaylen Pryce’s office before he progressed to Neon Core.
      • Supra et Ultra: Fixed a control lock that could occur when entering the Flight Simulator while a guard is attempting arrest.
      • Tapping the Grid: Fixed inaccessible junction boxes that could occur after the Hunter attacks the Lodge.
      • The Best There Is: Fixed an issue that could prevent objective from advancing when talking to Naeva and Jasmine in the engineering room.
      • The Empty Nest: Fixed and issue that could cause Sam Coe’s gun to be invisible when inside Jacob’s house.
      • The Heart of Mars: Fixed another location that could potentially prevent recovering The Heart of Mars.
      • The Pale Lady: Fixed rare case of inaccessible ship crew log data slate making it impossible to complete the encounter.
      • Top of the L.I.S.T.: Phil Hill should now accept survey data for Sumati.
      • War Relics: Resolved an issue that could prevent Kaiser from moving to the mission site.
      • Where Hope is Built: Fixed a crash that could occur with a specific set of player behaviors.
    • Ships and Ship Customization
      • Fixed another case that could cause an asteroid to follow a ship in space.
      • Fixed ship hatch being marked inaccessible after swapping to a new home ship.
      • Fixed an issue where the ship could end up in an unintended state by simultaneously attempting fast travel during a grav jump.
      • Fixed a view issue that could occur when fast traveling during ship targeting mode.
      • Fixed an issue that could occur when entering Ship Targeting mode immediately after selecting a Grav Jump.
      • Fixed an issue that caused non-functional ladders to appear when the player modified their ship with a Taiyo All-In-One Berth Top A and a Deimos 1×1.
      • Fixed an issue where the Legendary ship could take too long to resume firing after the weapons were repaired.
      • Space combat should now match ground combat difficulty increase with successive trips through the Unity.
      • Fixed an issue where loading an exit save made while docked to a space station could cause names of ships to change.
      • Fixed marker not pointing to the current home ship after performing a save/load between different ships.
      • Fixed in issue that could cause the Frontier to incorrectly appear if a non-home ship was removed from a landing pad.
    • Skils
      • REJUVENATION: Rejuvenation skill VFX no longer replay whenever the handscanner is opened in third person.
      • SURVEYING: Fixed surveying challenge progress issue with mineral resource.
      • TARGETING CONTROL SYSTEMS: Fixed inconsistencies with level 3 and 4.
    • Weapons and Items
      • Fixed incorrect reload amounts that could occur when consuming a Trauma Pack.
      • Fixed FOV and zoom issues with weapon scopes.
      • Fixed weapon sound effects occasionally continuing to play after killing an enemy.
      • Fixed turret state not being restored properly after and save and load.
      • Fixed an issue that could cause the helmet light to not reappear in third person after a save and load.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Fans Are Pretty Mad About One Batman Scene in Suicide Squad: Kill the Justice League

Fulll spoilers for Suicide Squad: Kill the Justice League to follow!

Suicide Squad: Kill the Justice League is now available for those with Early Access and there is one scene in particular with Batman that is making a lot of fans very upset.

This is your last spoiler warning!

The scene in question takes place after the first two Justice League members are taken down and our favorite band of villains have captured Batman. The Dark Knight, who is being mind controlled by Brainiac, starts attempting to break down each character before Harley steps in and tells him to, “get some new material, jerk off.”

After a back and forth between the two, Batman asks Harley if she is done with her “bad stand up routine.” In response, Harley says that you always “got to end on your best joke” before she shoots Batman in the head. I mean, this game is called Kill the Justice League, right?

Still, it’s a bit of an unceremonious end for the Arkham Batman, especially given that it’s the last one that features the voice of the late Kevin Conroy.

“I won’t share the footage or spoilers or anything, but having seen the final scene of Batman in Suicide Squad, that being the final performance that Kevin Conroy will ever give as Batman just makes me sad. Not angry or outraged or anything. Just sad,” ManyATrueNerd wrote.

“It blows my mind thinking how we could have got a Batman Beyond game for Kevin Conroy’s final performance from Rocksteady instead of Suicide Squad,” @BitCloudGaming wrote. “I’m not gonna jump on here and add to the fire but make no mistake this game is an unsatisfying ending to the iconic Arkham Series.”

On the other side, @RGXSuperSonic notes that “Kevin Conroy’s passing was unexpected and happened mid-development” and that “we don’t know what may transpire in post-game content as the story will continue beyond base-game.” So, this very well may not be the end. As we’ve seen many times, an apparent death in comics is hardly the end of a character.

@Sensorite_kin also points out that this is, after all, the Suicide Squad. What did we expect would happen?

“I think ppl need to remember that the suicide squad are villains,” @Sensorite_kin wrote. “‘Batman’s death was mean spirited.’ yeah cuz Harley and deadshot have wanted Batman dead for f***** years. They’re villains. Wtf like come the f*** on.”

@SynthPotato didn’t so much mind that they killed Batman, but more how they did it. Oh, and they claim Gotham Knights did it much better.

“Gotham Knights did Batman’s death a hundred times better than Suicide Squad, Batman is not a character you just have his weakest villain shoot in the face and expect fans to be okay with it,” @SynthPotato wrote. “The issue isn’t ‘It’s called ‘Kill the Justice league’ ofc they kill him!’ It’s how they did it, This is ARKHAM Batman, the fact this random universe Batman that we had never seen before from Gotham Knights got this legendary scene and Arkham Batman didn’t is a travesty, Rocksteady despises their legacy.”

While fans may be mad at Batman’s fate, @Romo5K does note that “he was treated with more respect than The Flash. He got pissed on.”

IGN’s Destin Legarie also had thoughts on this choice, and he wonders why we have to kill Batman instead of play as him.

“Why the hell are we killing Batman in all these superhero games?” Legarie wrote. “Like seriously… what the f***? We want to play as Batman. I don’t care if it’s Gotham Knights or Suicide Squad, it’s dumb. Why are there these hero games where we play as the B team and piss on the heroes?”

With all this being said, @VaughnFry has some sage advice for those who can’t handle the death of The Dark Knight.

“It’s simple,” @VaughnFry wrote. “If you don’t play Suicide Squad: Kill the Justice League, Arkham Batman lives.”

For more, check out where our Suicide Squad: Kill the Justice League review is and how the Batman Arkham series sets up this new game.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Destiny 2 Is Doing a Mass Effect Collab Event in February

Earlier on Tuesday, Bungie announced a collaboration with EA for a Destiny 2 Mass Effect crossover event on February 13. The event will let players “join the crew of the Normandy” and deck out their guardians in Mass Effect armor and in-game items.

“The Normandy Crew Bundle will be available at the Eververse store in-game and will include a Commander Shepard-inspired N7 armor set for Titans, a Garrus-inspired Vakarian set for Hunters, and a Liara-inspired Shadow Broker set for Warlocks,” Bungie wrote in a press release. “In celebration of the partnership, all players will be able to claim the Alliance Requisitions Bundle, including the Enhanced Defense Ghost Shell, Alliance Scout Frigate ship, and Alliance Drop Ship Sparrow, which will be available at no cost. Players can also get the Omni Strike finisher and Flux Dance emote for Silver.”

The official Mass Effect Twitter account responded in kind to today’s gaming collaboration event with a GIF of Commander Shepard doing his terrible-yet-iconic dance.

Mass Effect isn’t the only thing coming to the MMO-inspired sci-fi shooter. New weekly quests called Raven’s Wishes will run from January 30 through March 12. Completing these pursuit quests will reward players with tokens they can use to Wish for Strength, Protection, or Beauty to respectively earn Last Wish raid Deepsight weapons, Exotic gear from the Lightfall year, or Ascendant crafting materials. Players will also have the opportunity to purchase a Moments of Triumph t-shirt from the Bungie Store by completing past raids and dungeons in this year’s Lighfall celebration event which runs from January 30 to June 3.

Toward the end of the press release, Bungie teased its roadmap of content releases. Chief among them being the return of the Guardian Games in March, April’s Destiny 2: Into the Light content update, and the launch of its long-awaited major story expansion Destiny 2: The Final Shape. Destiny 2: The Final Shape, which was delayed in November following mass layoffs, will launch on June 4.

Isaiah Colbert is a freelance writer for IGN. You can follow them on Twitter @ShinEyeZehUhh.

Thieves Caught on Camera Stealing 35,000 Pokémon Cards, Get Mocked by Store Staff

Thieves who stole 35,000 Pokémon cards from a San Jose collectibles store were caught on camera and mocked by staff as a result.

As reported by ABC7 News, Tofu’s Trading was broken into at 2am on January 24, 2024, by a group who were caught on camera crawling across the floor before taking the cash register and tens of thousands of cards.

While the store staff were obviously upset by the theft, they also looked to find the fun in it by sharing an edited video of the break-in that pokes fun at the culprits. “We do have a sense of humor, so it was really silly to see them crawling,” said stream and operations manager Ann Ma. “We also like to take a bad time and find a little humor in it. There’s not much we can do right now, so there’s no point in moping over it so might as well make people laugh.”

Tofu’s Trading staff also found the thieves’ lack of Pokémon card knowledge laughable, resulting in them taking thousands of cards worth next to nothing. Though they did take plenty of cards worth a few hundred dollars each, they also missed out a new set full of expensive pieces releasing just a couple of days later.

“A lot of stuff releasing this week and we thought it was funny, we were like, ‘Oh, these people don’t realise that it releases on Friday, not like on Wednesday at 2 a.m.,’ ” store manager Amy Simpson said. “I don’t think they were in for hobby necessarily because they didn’t know what to take.”

Pokémon cards are as popular as ever, evidenced, among other things, by the number of people trying to steal them.

Tokyo police reported an unprecedented number of trading card thefts in the latter half of 2022, while an independent gaming store in Minnesota reportedly had around $250,000 worth of Pokémon merchandise stolen in February 2022. One month later, again in Tokyo, a man was arrested for allegedly launching a literal heist in order to steal the treasured cards.

Also in March, a Georgia man didn’t steal Pokémon cards directly but instead misused money from the government to buy one, using a COVID-19 relief payment to buy a rare, shiny Charizard.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Switch 2 vs OLED: Nintendo Gamers Face an Impossible Choice

The long-rumored Switch 2, as we’ll call it for now, is widely expected to launch in late 2024 – but Nintendo fans waiting for an upgrade to their existing console may find the Switch 2 something of a poisoned chalice.

On January 26, Bloomberg reported that the Switch 2 would seemingly ship with an 8-inch LCD screen, citing Omdia analyst and small display expert Hiroshi Hayase. That prediction matches up with previous reports, but this is our best sign yet that the Switch successor will indeed ditch the 2021 model’s OLED panel to help bring down production costs.

That 8-inch LCD panel still marks a noticeable size upgrade over previous iterations of the console – the 5.5-inch Switch Lite, the 6.2-inch original Switch, and the 7-inch Switch OLED. It’s also an upgrade over the biggest Switch competitors out there, like the Steam Deck and Asus ROG Ally, which both feature a 7-inch display. And it’s likely the larger screen will host a higher resolution than any Switch consoles to date. 1080p in handheld, here we come!

But the news will no doubt dampen the hopes of gamers who bought the Switch OLED back in 2021, and are now faced with an impossible choice – jump to a new console to play next-gen Nintendo games, or stick with old hardware for the sake of the visuals.

I was thrilled to trade in my original Switch for an OLED upgrade, and could immediately appreciate my favorite games like never before – the heightened contrast, improved brightness, and rich hues made every visual asset truly pop in ways that weren’t possible on the LCD screen version. I was midway through Dead Cells, my top choice of a punishing roguelite at the time, and the difference was very, very noticeable: whether the colorful pulses of attacks and enemies, or minute visual details like falling leaves or cracked brickwork all grabbing my attention in whole new ways. After all that, the idea of going back to LCD tech for my Switch game library is… not particularly tempting.

The Overwhelming Pros of OLED

OLED is an exceptional panel technology, thanks to its self-emissive pixels, which emit their own light instead of having a backlight wash through the pixel layer. These pixels can even be turned off individually, allowing for sharper contrast between light and dark sections of the screen, and only funneling light to the areas, objects or colors that need it.

The heightened contrast, improved brightness, and rich hues made every visual asset truly pop in ways that weren’t possible on the LCD screen version.

Blacks on LCD screens can also have a slightly grayer tint, due to the backlight, and the difference is even more noticeable when you’re playing in a dark room – OLED is certainly a better shout if you’re partial to snuggling up in bed with a handheld console (not a euphemism).

Games particularly benefit from OLED displays because they’re a high contrast medium – often using pure blacks in character design or HUD elements; as well as needing colors and objects to pop against the background to help you distinguish between them. It also helps you better appreciate the design and animation work that goes into the game.

The Switch 2 returning to LCD makes business sense, of course – ditching the premium OLED display to reduce costs amid a host of other, next-gen technical improvements. The main complaint against the Switch OLED is that it enhances visual quality without boosting internal performance, and it looks like the Switch 2 will do the reverse.

One caveat is that while the OLED model was 2023’s most popular Nintendo console, at 4.69 million units sold – on top of 9.22 million units sold the year before – that number is still a fraction of the 132 million Switch consoles sold since 2017. Which means almost every Switch gamer out there has the original LCD console, and for them the move to an LCD Switch 2 shouldn’t register as anything but an improvement.

So, what should a discerning Nintendo gamer – the kind who opts for a mid-cycle OLED upgrade – do? A larger screen is nothing to sniff at, of course, and we should be getting improved resolution in handheld mode, alongside other unknown improvements to the console. 4K in docked mode? An AR camera? Some foldable cardboard? You can never tell with Nintendo.

A bigger, higher resolution screen will be tempting, especially with the other hardware improvements that are also likely to come with the Switch 2 – we heard all sorts of things about resolution and processor upgrades before the Switch OLED, and it’s likely that those rumors were just a little early, waiting in Nintendo’s back pocket until a true successor was unveiled.

A larger screen is nothing to sniff at, of course, and we should be getting improved resolution in handheld mode, alongside other unknown improvements to the console.

But one of the most important things to remember with panel technologies is that more pixels aren’t necessarily better. The quality of the pixels matters too. High-resolution screens can look terrible if the display isn’t competent when it comes to contrast and color, and there’s much more to an image than just the pixel count or screen size.

Prepare for the Mid-Cycle Refresh

This won’t be the final Switch, of course. Just like we saw the 2017 Switch joined by the handheld-only Switch Lite and handheld-first Switch OLED, the Switch 2 will see its own iterations. It’s very possible we’ll get an OLED model down the line – one that marries the premium panel technology with the Switch 2’s technical upgrade.

IGN’s own senior features editor Matt Kim took to X to ponder the potential of a dual-console launch, similar to an iPhone launch. One base model with an LCD display, the other with OLED and increased storage for a raised retail price. Given Nintendo’s hardware history, though, the company will likely want to save an OLED model for when Switch 2 sales start to slow. If Nintendo was content to release an ‘upgraded’ Switch four years after its initial launch, with the same internal specs and processor, there’s no reason it would rush into releasing all its Switch 2 goodies in 2024.

The main issue here is next-gen games. While all signs point to a Switch 2 featuring backwards compatibility that will allow you to port over your existing game library and enjoy them on the new hardware. But a powered-up Switch will also enable new gameplay experiences and new technical standards. And that means there’ll be new Switch games — very likely first-party Switch games in the Mario, Zelda, and Metroid franchises (Metroid Prime 4, anyone?) that can only run on the Switch 2.

Nintendo has good form for cross-generation releases, helping to bridge the game library between consoles. The Legend of Zelda: Breath of the Wild co-launched on Wii U while also becoming the definitive Switch game in the console’s first year. So Switch (2017) and Switch OLED owners shouldn’t be left out in the cold right away, at least as far as software goes.

But at some point, whether it’s 2024 or 2025, we’ll start seeing games that only the Switch 2 is powerful enough to run – and I’m already mourning the OLED console I’ll have to trade in to afford it.

Henry St. Leger is a freelance writer for IGN.

Mario vs. Donkey Kong: The Final Preview

2004 was a great year for gaming on the go. The cargo shorts I wore were yet to become the much-maligned fashion no-no that they are today, and the Game Boy Advance SP was small enough to slip into one of my many baggy pants pockets while still leaving plenty of short-legged storage spare to hold my wallet, keys, and chunky flip-phone. As a result a significant amount of my gaming in those days was done on Nintendo handhelds, and one cartridge that traveled with me more than most was Mario vs. Donkey Kong.

Fast forward to 2024 and, while I can’t quite squeeze a Nintendo Switch into one of the front pockets of my pants without walking with a noticeable limp, I can play a modern reimagining of Nintendo’s addictive puzzle-platformer complete with razor-sharp visuals, a bouncy orchestral score, and a number of welcome new quality of life improvements. I’ve only had my hands on the first four worlds of the Mario vs. Donkey Kong remake so far, but it’s already doing a great job of transporting me back to a time when The Da Vinci Code was on top of the best-seller’s list and everyone still spoke using quotes from Napoleon Dynamite.

If you missed it the first time around, the plot of Mario vs. Donkey Kong sees the tie-wearing gorilla bust into Mario’s toy factory, snatch every last Mini-Mario toy off the assembly line, and then ape-escape from under the noses of the factory worker Toads – leaving Mario in hot pursuit. The brand new and beautifully animated cutscenes in this modern Mario vs. Donkey Kong make the mostly static screens from the original seem like storyboard sequences by comparison, and are only a few Seth Rogen chuckles away from seeming like deleted scenes from The Super Mario Bros. Movie.

In order to see the safe return of his stolen moustachioed mini-mes, Mario must complete eight worlds’ worth of puzzle-heavy platforming levels, which has been increased from the six worlds featured in the original. In each level there are coloured switches to control platforms and other mechanisms used to reach a key and transport it to each level’s locked exit. Each world culminates in a special level that has Mario lead his little party of plumbers to safety like a group of lookalike lemmings, before a boss fight with Donkey Kong who seems as jealous of Mario’s toys as the Joker is of Batman.

While there are no Super Stars or Fire Flowers to assist him, Mario is occasionally able to get his hands on the noggin-knocking hammer from the original Donkey Kong arcade game, and he can also pick up and throw wind-up Shy Guys and other enemies at each other like in Super Mario Bros. 2. In addition, he can perform special handstand flips to reach higher platforms, and even walk on his hands in order to use his feet to protect himself from falling projectiles.

The general level layouts in Mario vs. Donkey Kong’s first few worlds seem fairly similar to those of the original, but I appreciate the new bonus levels that can be harvested for extra lives. The simple ‘pick a box’ bonus mini-games of the original are gone. Instead you must now chase a flying key around a special level in each world that puts your platforming prowess to the test in order to snare the elusive key before the time runs out. It’s a lot more fun than simply trying to stop the cycle of a Wheel of Fortune-style arrow.

This modern version of Mario vs. Donkey Kong also features an additional difficulty mode and, while I spent the bulk of my hands-on time on the Classic setting which more or less matches the challenge of the original, I did briefly switch over to the new Casual setting to see how it compares. From what I could tell, this more relaxed mode does away with the level timer so you don’t have the pressure of puzzling against the clock, and it also gives you five invincibility bubbles per life to shield you from enemies and environmental hazards – making it perhaps better suited to younger players who might find the instant deaths of the Classic setting to be a bit unfair.

In either difficulty mode, this remake simplifies the original’s old-fashioned high score system; instead of a points tally you’re awarded a gold star on each level by grabbing the three optional presents and reaching the Mini-Mario capsule before the time runs out. However, there is apparently a new Time Attack mode that can be unlocked, so if you’re a speedrunner or you want to set some best times to challenge your friends with then there could be a substantial amount of extra fun to be found here. There’s also co-op support for two players through the entire campaign, which I’m looking forward to experiencing with whichever one of my kids I can convince to be Toad.

All that said, the brand new Merry Mini-Land, which is the fourth world in this remake, seems substantially more fun than the first three worlds from the original which precede it, packed with clever uses of environment-destroying Bob-ombs, petal-powered fans and portal blocks that presented some stimulating new challenges. It could be purely because those first few worlds feel too familiar to me as a fan of the original, but it does make me wonder if Nintendo would have been better off making a full ground-up sequel rather than this enhanced remake. I’ll know one way or the other when Mario vs. Donkey Kong is released on February 16. I might even slip on a pair of cargo shorts to celebrate.

Tristan Ogilvie is a Senior Video Editor at IGN’s Sydney office. He’s always been more functional than fashionable.

Persona 3 Reload Review

There’s a timelessness to Persona 3 – its story of confronting death with imperfect courage and carrying on in the face of tragedy left an everlasting impact on me when I first played it on PS2, even as RPGs evolved and the Persona series continued to grow. As I’ve gotten older and experienced the very things it’s about, I’ve grown to cherish the earnestness of its message, the way it’s framed, and the characters who embody these struggles even more. That makes it easy for me to get caught up in the hype of Persona 3 Reload, but it also sets the bar as high as Tartarus as this remake tries to recapture the magic of its original versions. But after spending 70 hours playing through it, I can no longer imagine Persona 3 without Reload. It’s a shining example of seemingly small changes adding up to make a significant impact, uplifting its greatest qualities while staying true to the source material. And it more than proves why the darkest and boldest Persona yet deserved this new lease on life.

Although I’d argue there’s a particular vibe and style to PS2-era RPGs that just can’t be replicated, Reload’s visual overhaul is a meaningful way to reframe a world I’ve spent countless hours in, as if this was how I always wanted these places to look. At first it was a bit surreal to see Tatsumi Port Island recreated and these beloved characters remodeled for a new generation – something as simple as giving them sweet jackets, superpowered armbands, and black gloves are neat touches to complement the fancy new combat animations. And yet it’s all so familiar at the same time; the normal attack animations are true to form, the battle portraits are identical, and how your crew blast themselves in the head with an Evoker remains the sickest and best in-lore way to summon a persona. The fresh aesthetics and stylings more akin to Persona 5 also make these characters cooler than I could’ve ever imagined them to be.

This was the first entry in the Persona series to use the school calendar system and social sim elements as a foundation to move through its story, planning activities during the day and going dungeon crawling at night. Persona 3 Reload shows there’s still a novelty to balancing normal life and relationships with the duties of defeating shadows in the Dark Hour – a mysterious 25th hour where time stops as monstrous forces come out, humans turn into coffins, and your school transforms into a deranged 250-floor tower.

This is a structure I still enjoy, even if it falls into a predictable routine of visiting specific spots to upgrade my social stats or finding the next character to hang out with to rank up their Social Link. You can tell that this was the formula’s first iteration at times, especially when Social Link character arcs remain largely the same as they were in the original, a few of which are quite primitive or crude. But as shallow or awkward as some of them may be, there are valuable little stories to be found in Social Links that either feed into the broader message about finding purpose or are just entertaining enough to see to their conclusion.

New social events and activities truly elevate its central characters.

Reload also includes fully voiced Social Link scenes for the first time, and that works wonders in terms of giving them more weight and value. All romances are optional as well, which wasn’t the case in previous versions of Persona 3 (except when playing as the Persona 3 Portable-exclusive female protagonist), and it’s pretty wild to think back and realize you used to be forced to have a relationship with every female classmate you got to max rank. Quality of life improvements like text messages help keep track of what’s available daily during the day and night, and the online activity tracker gives you an idea of what other players have prioritized. Both are clutch for quickly deducing what’s important and discovering much of the new content that bolsters Persona 3’s existing world.

Above all, Persona 3 Reload has new social events and activities that truly elevate its central characters. These create a stronger sense of togetherness within the party, showing them really forming natural bonds with each other and having lives outside the confines of their duties with SEES (the Specialized Extracurricular Execution Squad, which is an afterschool club for persona users, mind you). Something as simple as study sessions at the dorm help you upgrade your academic stat quickly, but more importantly, come with endearing scenes of the crew interacting with each other in believable ways, helping out with math formulas or just venting about the mundane.

You can take your party members on individual activities, too, like gardening or cooking together to get new health items, which also lets them open up to you in ways they hadn’t before. Watching a scary movie with my cheerful bestie Yukari or reviewing boxing matches with my gym bro Akihiko don’t just offer social stat points, they give a bit of insight into their personalities. Reading books with Mitsuru, Aigis, or Fuuka also serves to reward you with both stats and charming little interactions, and even the precious dog Koromaru gets his own adorable side-arc to round him out as a more complete character.

Reload even makes a concerted effort to address the fact that none of the male party members previously had Social Link routes. While they’re not traditionally structured, distinct opportunities to spend time with them now pop up throughout the story and eventually lead to revelatory moments for those characters. Since these are freshly written for Reload, there’s a noticeable contrast in quality compared to the original social sim conversations, making me wish the old dialogue had been punched up to match the heights of these new interactions. They are well-written and honestly touching at times, finally allowing your bros to be fully realized characters. And some scenes get other party members involved to showcase a better group dynamic that feels like a natural extension of Persona 3’s ethos.

New Theurgy attacks can be as destructive as they are hilarious.

All those additions become part of the daily routine and add a genuine texture to characters I thought I knew so well already. But the tangible reward comes in the form of combat perks like permanent stat buffs and status effects, and more substantially, extra Theurgy attacks – basically new Limit Break-style moves that each party member can unleash. It’s one convincing way for the power of friendship to be made manifest.

As is tradition for Shin Megami Tensei games, the turn-based RPG combat revolves around accounting for elemental affinities, knocking down enemies to earn extra turns, and setting up those iconic All-Out Attacks. Persona 3 Reload uses the same foundation as the original but builds upon it in ways that mitigate the monotony of churning through battle after battle. The aforementioned Theurgy attacks are relegated to a meter that fills during fights, each serving a strategic purpose given their limited use and character-specific effects, be that massive damage or major stat buffs – and they all come with some fantastic animations, too. Through the fusion system, which allows your main character to wield different personas Pokemon style, you can unlock a bunch of unique Theurgy attacks, and some of them are as destructive as they are hilarious. Those who’ve played Persona 5 will recognize the Shift mechanic, too, which works just like the Baton Pass; when you hit an enemy weakness, you can pass the extra turn to a different party member who can keep the pain train rolling or hit remaining foes even harder.

Fights come with a swift momentum that’s effortlessly stylized to match the kinetic look and pace of combat. And that’s key for a turn-based RPG, keeping things moving and never letting you get bogged down as you go through the motions of what could otherwise feel like pretty similar battles. And just like watching each of them take an Evoker shot straight to the dome to cast spells, I never got tired of seeing my party’s personas shatter their portrait cutouts when hitting a weakness.

Familiar RPG mechanics are made all the more enjoyable by some challenging new enemies that test your mastery and ask you to engage with Reloads combat systems creatively. As you ascend the randomly generated floors of Tartarus, where all of Persona 3’s dungeon crawling takes place, minibosses will meet you at a steady pace. Sometimes these foes don’t even have weaknesses, so you need to create your own openings with buffs, debuffs, and status effects that can turn the tide in your favor. That often has to be balanced with managing a slew of devastating status ailments and hard-hitting attacks, so things can spiral out of control if you don’t play it smart. The best examples of this come from Monad doors, which are all-new rooms within the Tartarus floors – specifically, the boss gauntlets found at progress checkpoints. These fights throw somewhat unconventional combat scenarios at you that bring out the best of these satisfying turn-based battles whether you line up a sequence of attacks perfectly or barely make it by the skin of your teeth.

Tartarus has been revamped just enough to not feel like a weak link.

Tartarus itself has been revamped to give it a sinister new vibe and a more distinct look for each block of floors. From Giger-like biomechanical labyrinths to shapeshifting industrial halls, Tartarus is at least more visually interesting than before, and the floors themselves are generally laid out less like tedious, sprawling mazes. It’s not a drastic overhaul that will completely stave off the repetitive nature of ascending Tartarus, but it’s just enough to prevent it from feeling like the weak link it could have been. Beyond Tartarus, bespoke story-centric boss fights await you on each full moon throughout the story. Although they’re relatively quick in how they unfold, all the new mechanics and visual flourishes of Reload give these battles a bit more gravity and spectacle, especially as you inch closer to Persona 3’s bold, daring, and moving conclusion.

All these exciting combat encounters, Tartarus floors to blitz through, and heartfelt moments tucked away in the social aspects of Persona 3 Reload provide a rich context for what this game is really about: finding purpose. For as goofy and irreverent as Persona 3 may be, its greatest strength is its emotional sincerity. Its storytelling largely manages to avoid tired tropes and lets its characters be real people who endure tragedy and contemplate the emptiness they feel in the loss of loved ones. But they find their own way to come to terms with that loss and let it be their strength as they fight to the end, even when the temptation of nihilism stares back at them.

Revisiting this story in 2024 through the lens of Persona 3 Reload put a lot of things into perspective. In too brief a period of time, I experienced what it’s like to lose the people you hold dearest and see those loved ones pass with dreams unfulfilled. I’ve also faced my own mortality with health conditions brought on by simply drawing the short straw when I was born. Persona 3 has taken on an entirely new meaning for me, even as the story remains the same. When I see these characters express their pain after loss, I don’t necessarily feel an intense sadness, but rather a certain empathy and understanding I just didn’t have before. When they question their purpose in life and search for meaning in the face of impending doom, I’m no longer shocked, but instead confident they can work through it and make the most of the hand they’re dealt.

Chasing the truth behind the Dark Hour, the existence of personas, and the rising cases of Apathy Syndrome that’s overtaken the world like a widespread pandemic creates an unmistakable existential dread that lingers over this world. And the original story stands the test of time because of how sharp it was in bringing those darker themes together. Several characters examine their will to live when there’s so much suffering to endure, but Persona 3 fires back with fulfilling, bittersweet answers that it doesn’t always have to outright say.

I can’t overstate how fantastic the new voice performances are.

All that time you spend with these characters in Reload, learning about them and going through a typical day together, shows the value of a normal life. But they weren’t brought together by choice; at critical moments in the story, their complicated histories create a believable tension that boils over, sometimes harboring resentment for each other and doubting their trust. Weathering those storms together builds a realistic dynamic that evolves beyond simply tolerating one another. They are the epitome of this classic viral tweet – Persona 3 is Trauma Bonding: The Video Game.

One of the biggest reasons why everything comes together so powerfully in Reload, specifically, is the way the new voice cast brings its characters to life. I cannot overstate how the fantastic voice performances perfectly capture the original spirit of each party member, then elevate them to become even better versions of themselves. It’s impressive considering how distinct each voice was to begin with, but right from the jump, I knew this cast had nailed each role. Big heartfelt scenes, intense battle cries, and moments of levity have a newfound enthusiasm while sounding so familiar, as if these were their voices all along. I’d crack a smile at all their little quips and feel my stomach knot when they pour their hearts out. Although the main story hasn’t really changed, the portrayal of characters I’ve known for so long gave me a new love and appreciation for my favorite Persona crew.

And, of course, the glue that binds any Persona game together is its music. At this point, it feels routine to sing the praises of an Atlus soundtrack, but Persona 3 Reload is a case worth examining because of its fusion of the new and old, and the storytelling embedded in the songs themselves. In the mid 2000s, it stood out for having a wild mix of funky J-pop and the nu metal rap rock trend that was prevelant in the years leading up to its release. Yet that’s what has made it stand the test of time; there’s just nothing like it and the more time has gone on, the more it has been ingrained in Persona 3’s identity. Returning tracks have been rearranged with new singer Azumi Takahashi and I’ve grown to love her renditions. At the same time, there’s something comforting in hearing the deep vocals and distinct flow of rapper Lotus Juice again. For Reload, the brand-new songs not only fit wonderfully alongside the originals, they’ve quickly become some of the series’ best tunes, which I don’t say lightly given its track record.

The new, upbeat battle theme “It’s Going Down” you hear when surprise attacking enemies during exploration complements the soulful classic “Mass Destruction” nicely, and I didn’t mind failing to jump the enemy so I could sing along with an enthusiastic “Ooooh yeah! Dada-dada, dada-dada!” the same as I did years ago. However, it’s the beautifully chill night time theme “Color Your Night” that sets the mood with familiar instrumentation and lyrics that wistfully reflect on the events of Persona 3 – I can guarantee it’ll become a fan favorite. But the one song that brings it all together is the banger of an opener “Full Moon, Full Life,” which uses clever melodic and lyrical callbacks to Persona 3’s musical history while representing the message of its story to a tee. So even if the more granular details of Persona 3’s story start to fade, these songs can evoke the memory of an unforgettable journey.

Dragon Quest Builders Finally Coming to PC

Dragon Quest Builders is finally coming to PC via Steam, seven years after it launched on PlayStation and Xbox.

A Steam page for the long thought forgotten game appeared alongside an imminent release date of February 13, 2024, meaning PC players can explore its Minecraft meets Dragon Quest style role playing game mechanics very soon.

“The beloved block-building RPG, Dragon Quest Builders, is bringing its handy crafting features to Steam,” its description reads. “Weave your own tale as you build your own unique buildings and towns to restore Alefgard to it’s former glory.”

Developer Square Enix neglected to release a PC version of the game when it launched on January 28, 2016, but did release its sequel, the aptly titled Dragon Quest Builders 2 on the platform.

The franchise therefore hasn’t passed over PC completely, but the addition of the original game to Steam will satisfy players eager to see where it all began.

“Dragon Quest Builders is totally, thoroughly engaging,” IGN said in our 8/10 review. “Its gameplay is accessible to kids while its dialogue offers enough sly references to keep Dad or Mom amused. Collecting, crafting, and building all sounds familiar, but this package encapsulates so much of the best parts of this creative process and wraps it in light roleplaying progression and storytelling.”

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Everything We Know About Indiana Jones and The Great Circle

Earlier this month, the inaugural Xbox Developer Direct gave us our first proper look at gameplay from Indiana Jones and the Great Circle, which is coming to Xbox and PC later this year. Developed by MachineGames (Wolfenstein: The New Order), The Great Circle is a first-person action-adventure game boasting an original narrative set between the events of the first and third Indiana Jones movies, Raiders of the Lost Ark and Indiana Jones and the Last Crusade.

Way back in January 2021, when it was first revealed that Bethesda had partnered with Lucasfilm Games to work on an Indiana Jones project, a short video teaser was released that I pored over on then-Twitter. I collated my findings into a trailer breakdown, and in the spirit of that investigation, I have returned – like Harrison Ford for the past 40 years – to recap what we know and speculate on the narrative. With all the new footage and my dust-gathering undergraduate degree in Archaeology at our disposal, let’s see what we can find out about Indiana Jones and the Great Circle.

Here’s What We Know Already

The original 30-second teaser offered a surprising number of details about the plot of Indiana Jones and the Great Circle. First off, we learned that Indiana Jones is set to embark on an overnight service to Rome on October 21, 1937, and his entry has been approved on the basis of Research / Education. The enormous map indicates that Jones is headed to Vatican City in particular, even going so far as to place a cross on the official residence of the Pope.

A typewritten note in the teaser also suggests that a “Father [x]” has been helping him with his research and that Jones will be meeting the father’s contact when he arrives in Rome. Other than that, we can see that Indy has been researching myths, stones and circles (aha!), with specific references to Mesopotamia, Peru and Egypt.

Indiana Jones and The Great Circle is Set in 1937

Before we get into the trailers, the official Steam page for Indiana Jones and the Great Circle is a great place to firm up some details. First off, the description confirms that Indiana Jones and The Great Circle is set in 1937, at the height of his adventuring career. The description also notes that “sinister forces are scouring the globe for the secret to an ancient power connected to the Great Circle”. As is typical for the adventurer, Jones is in a worldwide race against time to stop evildoers from getting their hands on something powerful.

Indy’s Quest Begins with Separation and the Theft of an Artefact

In an interview with Lucasfilm.com, Game Director Jerk Gustafsson revealed some details about the opening of the game. As of the beginning of The Great Circle, Indiana Jones has separated from his fiance, Marion Ravenwood, and is “adrift in his own obsessions with his work,” Gustafsson says.

The Developer Direct revealed a little more about the events that set the game in motion. Professor Jones falls asleep at his desk at Marshall College but is woken up in the middle of the night to the sound of a break-in. He confronts the thief in the college museum and finds a “giant of a man,” stealing what Jones believes to be a historically insignificant artefact.

Tony Todd Plays a Villain Called Locus

The aforementioned monumental man is Locus, played by Tony Todd, who most recently gave his voice to Venom in Marvel’s Spider-Man 2. You can see Locus in the trailer, looking menacing in the dead of night in the middle of an Egyptian exhibition. Indy wags his finger at him in his professor get-up.

Locus’ theft of the artefact prompts Jones to head to the Vatican to investigate why the piece was targeted. The Great Circle’s store page description suggests a “world-shattering secret” tied to this heist, which Jones will uncover throughout the globe-trotting adventure.

The Great Circle is a Circular Map Charting a Series of Connected Archaeological Sites

A ‘great circle’ is a geometrical term to describe a circle of latitude that can divide a sphere equally. The Earth’s equator is a useful example of a great circle. In Indiana Jones and the Great Circle, the titular ellipse is the game’s main mystery, concerning a great circle that appears to cover several important archaeological sites. This is a real theory that wasn’t invented for the game, and some of the locations on the real-life great circle align with the locations Indy visits in the trailer.

Troy Baker’s Indiana Jones explains it as such: “Mankind had built sites of great spiritual significance. If you were to draw a line through these ancient sites around the globe, you’d get a perfectly aligned circle.” In an interview with Lucasfilm.com, Game Director Jerk Gustafsson notes that MachineGames developed the story concept with executive producer Todd Howard, who had “long nurtured the idea of doing a story-based game on the mysterious Great Circle.”

Additionally, a scene near the end of the trailer suggests some kind of secret society or cult that boasts hidden knowledge about this unusual phenomenon. While reading what looks to be a stone tablet, Indy says, “Patron of the fallen angels, protector of the circuli magni… the great circle.

It would make sense that the “ancient power” that the game’s sinister forces are rushing to find is woven into all this. It’s also interesting that Tony Todd’s character is called Locus, given that a locus in geometry is defined as a set of points that satisfy a specific condition. Maybe Locus, or whatever he took from Marshall College, is the key to unlocking the secrets of The Great Circle.

Players will Visit Marshall College, Vatican City, Egypt, Thailand and the Himalayas

The Steam page description mentions that players will “travel from the halls of Marshall College to the heart of the Vatican, the pyramids of Egypt, the sunken temples of Sukhothai, and beyond,” which confirms at least four key locations that players will visit, probably connected to the plotted points on the coveted Great Circle.

All of the above can be easily cross-referenced with scenes in the gameplay trailer, too. You can see Nazis posted up at the Great Sphinx of Giza, a boat sailing towards sunken ruins, puzzle-solving in the jungle and some sneaky climbing around the Vatican. Outside those environments, a snowy scene is backed up by concept art in the Developer Direct, inferring that Indy will also visit the Himalayas during the events of the game.

It Looks Like China Could Also be a Playable Location

We can’t confirm this one outright, but the scene where Indy jumps between planes features Chinese characters in the lower left corner. A thread on Reddit suggests that this level could be set during the Battle of Shanghai, part of the Second Sino-Japanese War. This would line up with the game’s 1937 setting and the Japanese plane Indy leaps onto. There’s also a piece of concept art in the Developer Direct showing Indiana and his companion cowering away from a bombing run in an environment that features Chinese iconography.

You’ll be Hanging From a Biplane at Some Point

The cover art for Indiana Jones and the Great Circle provides a few extra details for the eagle-eyed. As well as showing us the Nazi-occupied temples in Egypt, you can spot Indy and Gina approaching what we assume to be the sunken temples of Sukhothai. However, the most intriguing detail is in the top corner, which shows Indy hanging by his whip from a biplane.

This may be connected to the aforementioned plane-jumping scene (which appears to be set in China) or another location entirely. In the Developer Direct, we see a motion capture sequence that looks like two actors falling from the sky and trying to hold onto each other, which could also be MachineGames recording part of this sequence.

Monkeys are Also Confirmed

In the Developer Direct, there’s a blink-and-you’ll-miss-it moment where we get a glimpse over the shoulder of a MachineGames developer who is working on a scene from The Great Circle. If you look closely, you’ll see they’re pointing at a monkey, and the lower screen preview looks like a marketplace, perhaps a bazaar or a souk.

This could indicate another level location than what we’ve seen so far in the marketing materials and reveals that there will be at least one monkey in Indiana Jones and the Great Circle… as well as all the spiders and snakes. What a scoop! I will rest easy tonight.

Indy’s Companion is an Investigative Journalist Called Gina Lombardi

Indiana Jones is joined by an investigative journalist, Gina Lombardi (Alessandra Mastronardi), during the events of the game. It’s not clear whether you can play as Gina, but she is described as “the other main protagonist” during the Developer Direct.

According to MachineGames, Gina has “a personal stake” in the mystery of The Great Circle and encounters Jones while tracking a lead. The Developer Direct also adds that “their pasts are intertwined,” which is worth noting. The footage and concept art shown reveals that Gina will accompany Indy in Rome, The Himalayas, Sukhothai, and China (at least).

The Main Villain is Emmerich Voss, a Nazi Who Shares Jones’ Obsession with Mystery

The Great Circle’s trailer begins with Emmerich Voss (Marios Gavrilis) taunting Indiana Jones, who is buried in the middle of the desert. In an interview with Entertainment Weekly, Game Director Jerk Gustafsson said that Voss “is searching for those major mysteries and those things that are unknown to the rest of the world. That’s a big part of what’s driving him. So when it comes to that obsession, they are very much alike.”

In the Developer Direct, Voss is described as an intelligent man “obsessed with the human mind and manipulating it”. The spectacled devil boasts a bandage on his nose when we see him in the desert scene, which isn’t there on the game’s cover art. We all know that one of Indiana Jones’ favourite pastimes is punching Nazis, so it’s pretty easy to surmise what happens there…

Elsewhere on the villain front, The Great Circle’s store page copy mentions that players will be “forging new alliances and facing familiar enemies,” which could suggest that evildoers from the first two Indiana Jones movies could potentially pop up in The Great Circle. Familiar enemies to Indy could also just mean “fascists”, though, and there are plenty of those in the trailer.

Marcus Brody is Back

Marcus Brody is a British Archaeologist and dear friend to Indiana Jones who appears in Raiders of the Lost Ark and The Last Crusade. Given that The Great Circle sits between those two movies, Brody is set to reappear in The Great Circle. In the gameplay trailer, Brody has a brief exchange with Jones, withholding his trademark hat to issue a prescient warning: “You can’t just run away from your problems, Indiana.”

Indy Has a Fixer in Rome Called Antonio

During the Developer Direct, one of the series’ famous map sequences details Indy instigating trip to Rome after Locus steals the artefact. Indy issues a telegram: “On next plane to Rome. Need help. Meet me in the Vatican.”

We can see the reply from a character called Antonio overlain on the screen. Antonio tells Indy that the Vatican isn’t safe and that he will wait for him at the “village steps,” noting that “subtlety is a virtue.” Perhaps this Antonio is the “Father” Indy was communicating with in the 2021 video teaser or, more likely, the contact he refers to in the typewritten message.

The IMDB page for Indiana Jones and The Great Circle lists Indiana Jones, Locus, Gina Lombardi, Emmerich Voss and a mystery character, Fiore, played by actor Giuseppe Russo. Maybe Fiore is the ‘Father’ character? Father Fiore would be a fitting name… but it’s truly anyone’s guess.

There’s a Lot Going on in Rome in 1937

Indiana’s trip to The Eternal City is a complicated one. This was a period in history when Benito Mussolini’s Fascist Italy was supporting Adolf Hitler’s Nazi Germany ahead of World War 2. Mussolini and Hitler formed the Rome-Berlin Axis in 1936, which led to the Pact of Steel alliance in 1939. The Great Circle is set in 1937, which is when Mussolini embarked on a state visit to meet Hitler in Germany, and also the year Italy left the League of Nations.

Due to the fasces emblems visible on their soon-to-be-knocked-off helmets, we can deduce that Indy’s visit to Rome will involve lots of scraps with Blackshirts, the paramilitary wing of Mussolini’s National Fascist Party.

The Castel Sant’Angelo Connection

During the Developer Direct, we get numerous evening shots looking out towards the Vatican from Rome. Thanks to some Google Earth sleuthing, I can tell you that they all appear to be taken from the perspective of Castel Sant’Angelo on the river Tiber, otherwise known as the Mausoleum of Hadrian (the Roman Emperor of Hadrian’s Wall fame).

We know this due to the in-game depiction of the castle’s famous Archangel Michael statue, which looks very similar to its real-life counterpart. You can see for yourself via the handy 3D model on the castle’s Google results page. Given Jones’ comment about the “patron of fallen angels” at the end of the trailer, the significance of the appearance of Archangel Michael is something to stew on.

At around 1:30 in The Great Circle’s gameplay trailer, you can also catch Indy swinging down into one of Castel Sant’Angelo’s bastions, so it’s fair to say this is a location we’re going to explore in some detail. You can also see Blackshirts walking around the grounds at night, suggesting the castle is occupied when Indy attempts infiltration. The castle was decommissioned in 1901 and is now a museum boasting a huge collection of art and artefacts, which explains why the famous adventurer might be snooping around there in 1937.

This could also be where the meeting between Gina and Indy from the trailer takes place, in the room full of (mostly religious) artefacts. A piece of concept art seen in the Developer Direct shows Gina dressed as a nun and Indy wearing a black cloak in a very similar room. If it isn’t the same location, the disguise suggests that the storehouse may, at the very least, be close to a religious site in Rome.

One final fact to note about the Castel Sant’Angelo is that it is the site of the Passetto di Borgo, a papal escape route that links the castle with the Vatican. Speaking of which…

A Zeppelin Over the Vatican

At some point during his trip to Rome, it looks like Indiana Jones is going to sneak his way into Vatican City. You can see the crossed keys of the Holy See emblazoned above a door as MachineGames demonstrated Indy’s third-person environmental traversal.

Later on, we also see Indy use his whip to climb onto a zeppelin hovering above the dome of St. Peter’s Basilica. The zeppelin features the emblem of the Wehrmacht, suggesting that this is a Nazi-controlled airship. The cover art’s illustration of Egypt also shows us a zeppelin hovering over the Pyramids of Giza, so perhaps this is how Voss and his crew are “scouring the globe” for all the sites plotted on the Great Circle. Maybe Jones stows away on the ship to get to Egypt?

What’s Up With the Camera?

MachineGames offered plenty of details about Indiana Jones’ “fully simulated” whip and how it can damage, distract and disarm enemies while also serving as a traversal tool. However, one aspect of the presentation that I’m curious about is the camera Jones seems to be carrying around. Indy can be seen wielding the camera in Egypt and Sukhothai, so it’s clearly an important part of the game, perhaps something to do with puzzle-solving or record-keeping.

In an interview with Lucasfilm.com, Game Director Jerk Gustafsson notes that a third component of playing as Indy is “the discovery of all these historical moments hidden in the earth, or in the sand. Feeling like you are an expert archaeologist out on an adventure is perhaps the most important part of shaping the experience of being Indiana Jones.” If MachineGames is keen to explore Indiana Jones as an archaeologist, I’d love to see them attempt to gamify parts of the process, such as fieldwork, finds analysis and curation.

Capturing sites, artefacts, and text with analogue photography is important to the archaeological record, and The Great Circle is confirmed to feature “open-area maps” beyond its more linear set-piece gameplay. With that in mind, there’s definitely room for Indiana Jones to nurture his inner shutterbug while tackling all the traps, secrets and optional puzzles littered around the place.

Every Zelda Game on the Nintendo Switch in 2024

The Legend of Zelda is one of the most iconic video game series of all time. Started on the Nintendo Entertainment System in 1986, The Legend of Zelda follows various incarnations of Princess Zelda and Link as they fight to save Hyrule from the evil that is Ganon. While the series has always been popular, the Nintendo Switch has catapulted Zelda into one of Nintendo’s best-selling properties with landmark titles in Breath of the Wild and Tears of the Kingdom.

With the Nintendo Switch nearing the end of its life cycle, it’s a great time to look back on all Zelda games available on the system. Below, we’ve compiled each of the Zelda titles available on Switch, in addition to any upcoming releases for the series.

How Many Zelda Games Are There on Nintendo Switch?

In total, there have been seven Zelda games released for the Nintendo Switch. This includes both mainline entries and spinoff games that were released from 2017 to 2024. We’ve compiled every Zelda title you can play on Switch below. We’ve only included new titles in this list, so you won’t find titles available on the system through a Nintendo Switch Online subscription.

All Zelda Switch Games in Order of Release Date

The Legend of Zelda: Breath of the Wild – 2017

The Legend of Zelda: Breath of the Wild was the first Zelda title released for Nintendo Switch. Launching alongside the system, this title marked a turning point in the Zelda series, bringing a style of open world gameplay that we’d never seen before. You can traverse to anywhere you can see in the world. Link awakes after a 100 year slumber, where he is tasked by the spirit of Hyrule’s former King to save Princess Zelda from Calamity Ganon – a primal evil trapped inside Hyrule Castle.

Read our review of The Legend of Zelda: Breath of the Wild.

Hyrule Warriors: Definitive Edition – 2018

Hyrule Warriors is an action hack and slash title developed by Omega Force and originally released for the Wii U. Characters from all kinds of Zelda games make an appearance, whether as playable characters or villains. The game was brought over to Nintendo Switch in 2018 in the form of Hyrule Warriors: Definitive Edition, and includes all characters, stages, and modes from the original game in addition to Breath of the Wild inspired costumes for Link and Zelda.

Read our review of Hyrule Warriors: Definitive Edition.

Cadence of Hyrule – 2019

Cadence of Hyrule is an extremely unqiue collaboration between Brace Yourself Games and Nintendo. The game combines the roguelike rhythm gameplay of Crypt of the NecroDancer with the world of The Legend of Zelda and its characters. This spinoff offers an incredible soundtrack and beautiful pixelated graphics. Up against Octavo, a musical villain, Zelda and Link team up with Cadence to thwart his plans and save the Hyrule.

Read our review of Cadence of Hyrule.

The Legend of Zelda: Link’s Awakening – 2019

The Legend of Zelda: Link’s Awakening is a remake of 1993 Game Boy title developed by Grezzo. This charming platformer sees Link castaway at Koholint Island, where he must solve the mystery of the Wind Fish, a legendary being said to be on the island. Unlike some of the more modern Zelda titles, Link’s Awakening takes you across many different dungeons and areas to collect the Instruments of the Sirens. If you never got the chance to play the original Link’s Awakening, this is the definitive way to experience one of the Zelda series’ most unique titles.

Read our review of The Legend of Zelda: Link’s Awakening.

Hyrule Warriors: Age of Calamity – 2020

The second Switch entry in the Hyrule Warriors series, Age of Calamity is set 100 years before the events of The Legend of Zelda: Breath of the Wild. Here, you can experience firsthand the events that occured in the fight against Calamity Ganon. All of your favorite Breath of the Wild cahracters are here and playable, including Link, Zelda, the Champions, and so many more. Omega Force created a fun and expansive title, with two waves of DLC you can check out after completing the main story.

Read our review of Hyrule Warriors: Age of Calamity.

The Legend of Zelda: Skyward Sword HD – 2021

The Legend of Zelda: Skyward Sword HD is the long-awaited remaster of the classic Wii game. Set at the beginning of the Zelda timeline, Skyward Sword takes Link to the skies as he traverses across the world to save his childhood friend Zelda. You’ll uncover the Master Sword was created as part of this journey, among other things. The remaster includes the iconic motion controls you can operate with the Joy-Con and a new button-only gameplay style for those looking to play without motion.

Read our review of The Legend of Zelda: Skyward Sword HD.

The Legend of Zelda: Tears of the Kingdom – 2023

The Legend of Zelda: Tears of the Kingdom hit the market in 2023, selling over 10 million copies in just three days. Set a few years after the events of Breath of the Wild, Link is tasked once again with finding Princess Zelda after Ganondorf is resurrected. Tears of the Kingdom takes to both the skies of Hyrule and the depths below the land. This creates one of the largest maps you’ll find in any game, leaving for hundreds of hours of exploration to be had. All in all, it’s the best Zelda game of all time and a hard one to follow.

Read our review of The Legend of Zelda: Tears of the Kingdom.

Available Zelda Games With Nintendo Switch Online + Expansion Pack

If you’re interested in checking out some of the older Zelda titles, the Nintendo Switch Online + Expansion Pack service has loads of Zelda titles from Nintendo’s older consoles. Here is every Zelda game available on the service:

  • The Legend of Zelda
  • Zelda II: The Adventure of Link
  • The Legend of Zelda: A Link to the Past
  • The Legend of Zelda: Ocarina of Time
  • The Legend of Zelda: Link’s Awakening DX
  • The Legend of Zelda: Majora’s Mask
  • The Legend of Zelda: The Minish Cap

Upcoming Zelda Titles on Nintendo Switch

As of now, there are no confirmed Zelda titles set to release on Nintendo Switch in the future. Considering the Tears of the Kingdom just released last year, it’s highly likely that we won’t see a proper new Zelda title until Nintendo’s next console, the Nintendo Switch 2.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.