There’s no plans for cross progression in Helldivers 2 right now, but don’t lose all hope just yet

Anyone that’s spent any amount of time playing Helldivers 2 recently will already know that the thing the game needs right now isn’t new features, its fixes. A massive patch dropped last month bringing in over 200 bug fixes (you know, the technological kind of bugs), as part of the dev team’s promise to get the game in running order again. That promise even extends to holding off on adding new stuff for the time being. When it comes to new stuff, however, one thing you shouldn’t expect for the time being is cross progression.

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UK Charts: Hyrule Warriors: Age Of Imprisonment Just About Scrapes Into The Top Five

Not a huge calamity.

The latest UK Charts are in, and for some reason, we feel compelled to highlight that Bluey: The Videogame has reentered the charts at number 38 – congrats to all who celebrate.

Otherwise, yes, Hyrule Warriors: Age of Imprisonment has made its debut at number 5, coming in behind EA SPORTS FC 26, Football Manager 26, Mario Kart World, and Pokémon Legends: Z-A. It’s a decent start, but it’s clear this particular spin-off doesn’t command the same popularity as the mainline Zelda series. It’s also important to consider that there still aren’t that many Switch 2 consoles out in the wild in the UK.

Read the full article on nintendolife.com

Fallout 4: Anniversary Edition Out Today – The Wasteland is Yours to Explore Again

The post Fallout 4: Anniversary Edition Out Today – The Wasteland is Yours to Explore Again appeared first on Xbox Wire.

How Lumines Arise evolves the puzzle genre, out Nov 11

Lumines Arise releases tomorrow, November 11, 2025, on PlayStation 5. It’s been over 20 years since the original Lumines was released at the launch of the PlayStation Portable in 2004. Lumines Arise is a complete reimagining of the series’ block-dropping puzzle gameplay using the latest technology possible on the PS5 (with optional PS VR2 compatibility). We’re confident that you’ve never had a puzzle game take you on an emotional, sound-and-light-filled, synesthetic journey quite like this, whether you’re a longtime fan or picking up Lumines for the very first time.

I’m Game Director Takashi Ishihara from Enhance, and I’d like to take this opportunity, alongside Executive Producer Tetsuya Mizuguchi, on this release-day eve to reveal some behind-the-scenes info on the game’s development and share with you why we think Lumines Arise is so different.

You may be familiar with our previous title, Tetris Effect: Connected (available on PS4 and PS5, and also optionally playable in PSVR/PS VR2). Believe it or not, that game took a lot of influence from prior Lumines titles. In turn, Lumines Arise now incorporates many of the things we learned during the development of Tetris Effect, bringing them back into Lumines.

Tetris Effect and Lumines: A shared language

If you’re even a little bit familiar with Tetris Effect: Connected, one look at Lumines Arise and you can tell it comes from the same development team. Playing either one may make it seem like inducing synesthesia (a phenomenon where stimulating one sense involuntarily stimulates others simultaneously) was effortless, but it was actually incredibly difficult to pull off!

At Enhance, synesthesia is an everyday word and exploring this sensory crossover concept continues with Lumines Arise—we wanted every stage in the game to link the experience with your emotions as well. Tetris Effect: Connected did this too, and its Journey mode narrative (though subtle) resonated deeply with players, inciting some powerful emotions in players by the end of the game.

To do this effectively, we had to construct a shared vocabulary within the development team to communicate to each other the vision of what we wanted to achieve in each stage, the feelings we wanted players to feel, and whether or not we were meeting that goal. Being open and honest about what you’re seeing and feeling can be difficult in any work environment, but even with new members joining the team that weren’t part of Tetris Effect: Connected, we were able to do it.

Divergent journeys

In Tetris Effect: Connected, we depicted a journey of the heart using music, lyrics, and visuals. For Lumines Arise, the single-player Journey mode is about your personal progression from darkness into the light.

Although they appear similar, the puzzle gameplay in each is distinctly different. And the differences don’t stop there. With Tetris Effect, we tried to create a “zen-like” state where players could enter a flow that impacts your inner self. Lumines Arise is the opposite—this is an outward journey where you start alone on the first stage and embark into the outside world, encountering various stimuli, experiencing diverse emotions, and meeting other Loomii player avatars along the way.  This is the “Arise” part of Lumines Arise. The narrative of leaving your comfort zone, getting out into the world, and discovering something new.

Where Tetris Effect’s visuals were often abstract and introspective, Lumines Arise transports you to real-world environments, including neon-filled city streets (Neon Streets), a peaceful winter landscape (Snowfall), a chaotic nightclub (Mirror Ball), and serene coastal vistas (Island Breeze). Some levels connect you to food so closely you can taste it (yes—Slice & Dice has fruits and vegetables) or creatures you might encounter out in the world, so you can experience their beauty (Goldfish Tango, Seahorse Sway) or fearsome nature (Spider Webs or Serpent Clash).

This “out in the open” narrative is something we wanted to challenge players with in Lumines Arise. The single-player Journey mode has over 35 stages, and we hope you’ll share what feelings and emotions arose during your experience.

Committed to puzzle games

When many people hear “puzzle game,” they might imagine something easily playable on a handheld device.

However, there’s a reason why we at Enhance dare to continue pursuing puzzle games using consoles connected to your TV or in VR. Puzzle games are a genre that, until now, haven’t significantly evolved or changed in terms of music, visuals, or overall experience. We want to change that.

Unlike other games that are more of the “easily enjoyable for a short time” variety, we want to create experiences designed for deeper immersion in a living room, a private space, or VR, allowing players to “play for a long time, forever.” Puzzle games are well-suited for the type of synesthesia connection we at Enhance strive to deliver—games that just feel good to play.

Don’t worry, though—we want to make games in this and other genres that are fun, too! Not only is Lumines Arise a fully formed single-player game, but we also have competitive cross-platform multiplayer, leaderboards you can tackle solo, a variety of rule-changing Missions, and more. 

Astro Bot lands in Lumines

We’ve been eager to collaborate with other game creators and forge a connection between Lumines Arise and other game worlds as well. With Lumines Arise releasing on PlayStation 5, an Astro Bot collab was at the very top of our wishlist. Thanks to the amazing people at Team Asobi and PlayStation, we were able to make it happen!

We thought, “What would happen if Astro Bot entered the world of Lumines Arise?” Our biggest concern was balancing the look of our world with the impeccable charm of Astro Bot. We needed to merge Astro’s adorable silhouette and design with the visual style of Lumines in a way that felt natural. We truly had to “feel” our way through it.

We also received direct feedback from Nicolas Doucet, the director of Astro Bot. His comments deepened our already strong appreciation for Astro and spurred us to create something great. The completed Loomi’s adorable yet sharp dance moves perfectly sync with Lumines Arise’s music. I think Astro Bot fans are gonna love it, too. What do you think?

Astro Bot is available exclusively as part of the Lumines Arise Digital Deluxe Edition. Please enjoy working your way through Journey mode with Astro Bot, or playing together as a partner in Burst Battle multiplayer battles.

Tips From the developers

Finally, for everyone playing starting tomorrow, here are a few simple tips from me to help you improve at Lumines Arise.

Master the Timeline

In Lumines, Squares you create don’t disappear immediately. They only clear when the Timeline passes across the screen from left to right and reaches them. The key to high scores is judging the Timeline’s position and deciding whether you can build Squares before its next pass.

If you rush and stack too many blocks, you might not be able to form large Squares. The strategic trick is to deliberately hold off on stacking blocks, then build a large Square all at once right after the Timeline passes!

Use the Center and Sides of the Playfield

If you get tricky blocks like a Checkerboard block that’s hard to use to form Squares easily, don’t hesitate to drop them into the open space on either side. Moving blocks left or right wastes time, so focus on forming Squares in the center and dropping unwanted blocks to the sides—essentially keeping your workspace clean. This makes forming Squares much easier.

New Players, Check Out Training Missions

While the rules of Lumines Arise are simple—create Squares to clear them—you might find yourself wondering at first, “How do I boost my score?” or “How do I aim for Combos?”

When that happens, try going into Missions and trying the Training Missions found within. Here, you’ll find 60 different challenges, covering everything from basic techniques that’ll improve your puzzle play to useful advanced techniques. You can learn step by step, at your own pace, and repeat any of these to keep honing your skills. We highly recommend checking it out.

The entire Lumines Arise team has been eagerly awaiting the day we could finally deliver this game to PlayStation fans.

We hope you’ll immerse yourself in the exhilarating experience created by the perfect harmony of puzzle action and its corresponding sound and light effects. There’s still time for PS Plus members to grab a 10% discount by pre-ordering, so be sure to take advantage of this offer.

We look forward to welcoming you to the world of Lumines Arise on PS5 (and optional PS VR2 compatibility) starting tomorrow!

What’s New in Enshrouded’s Latest Update, Wake of the Water

Survival action RPG Enshrouded released in Early Access last year and became an instant hit, reaching more than a million players in four days and currently sitting at “Very Positive” on Steam with nearly 75,000 reviews. Developer Keen Games has consistently updated the game in the months since, and its newly released Update 7, titled Wake of the Water, is its biggest to date.

If you’re not familiar with Enshrouded, it’s a mix of lite survival, exploration, action RPG combat, and base building in a world you can completely terraform. An all-consuming fog known as The Shroud corrupts everything it touches, and you must scavenge for materials you can use to craft gear to survive the unforgiving environment and the mutated monsters it creates.

You can play solo or with up to 16 players in co-op, and voxel-based building allows you to create a home that’s only limited by your imagination and willingness to put in the work. Construction can be shared across servers from around the world, so you can visit them yourself, and there are some truly staggering player builds to see.

Take German YouTuber Kontreck and his community’s build, which you can see here. They fully re-created Isengard from Lord of the Rings, a feat that required more than 22 million voxels and 54,000 decoration items with nearly 4,400 hours of work and 61 days of building time across 15 players. And all the materials were farmed by hand, with no mods or cheats used.

The Wake of the Water’s biggest splash (that’s the only water pun, we promise) is the introduction of swimming and new water-based gameplay. Most of what you can do on land you can do underwater, with new animations. That includes opening treasure chests, collecting plants and other loot, pushing buttons to solve puzzles, and using an underwater mining tool to gather ore. There are also floodgates and new water-based puzzles where you can fill rooms to reach previously inaccessible levels, as well as traps that will try to drown you.

The main thing you can’t do underwater is fight, which is why the new enemy faction of lizard people presents a problem. Called the Drak, they can pursue you underwater with spears drawn, so you always need to be aware of your surroundings and how to get back to the surface quickly. The Drak can fight on land too, but at least then it’s a fair fight.

The other headlining addition in the update is Veilwater Basin, Enshrouded’s first water biome. This being a new type of environment, it brings a lot of other new things with it. That includes quests and lore journals, as well as points of interest ranging from settlements to temples to Shroud Roots and Elixir Wells. There’s also a bunch of new materials and resources for crafting and base building, so many that we couldn’t possibly list them all here. Trust us, there are a lot.

As we all know, you can’t have a water biome without fishing, so that’s been added too. You can now automatically collect worms when terraforming dirt, which can be used as bait. Other types of bait include moths, fireflies, and frogs. There are five fishing rods of varying quality, and casting your line in a body of water will begin a minigame. Fish will bite at a random time, then try to flee to either the right or left. You need to pull your rod in the opposite direction, then reel it in when the fish is tired. Do this repeatedly until it’s caught, and the difficulty of the minigame will depend on what fish is on your line and the quality of the rod you’re using.

If you’re more focused on building up your base, then good news: Water can move dynamically and be used as a source of plant irrigation or to power new parts of your base. You can dig irrigation channels to run water to your plants, which will grow faster in watered soil. And some new plants (like rice and algae) will only grow if submerged.

There’s a new buildable water wheel, which will rotate when in contact with flowing water. And you can connect it to an advanced grinding wheel if the flow of the water is strong enough to power it. There’s also a new watering can, which you can fill up manually at lakes or water barrels, and you can use it to fill pools or water plants at your base. What wild and creative ways to use moving water will the community figure out? Only time will tell, or maybe you can become the trendsetter.

On top of all the water-focused additions, there are also refinements to gameplay and quality-of-life improvements. New spells and skills have been added, stats have been rebalanced on several pieces of gear, wands have more inherent mana regeneration, customizable UI labels for chests and signs have been added, and lots more.

Like we said, there’s a ton here to keep players busy for a long time. For more info on Enshrouded or the Wake of the Water update, you can check out the official website or follow the game or developer Keen Games on Twitter or Discord.

The first act of Ambrosia Sky, an im-sim where you clean up fungi on a dead asteroid colony, is out now

I don’t particularly like trends in genres all that much. They’re much too relied upon, and don’t really tell me much about a game outright. Even still, I do like to think about why a particular genre might be trending. More than that, I love a twist on a trending genre that actually seeks to reckon with said genre. Like, say, Ambrosia Sky, one of those cleaning sorts of games except instead of muck or leaves, you’re cleaning up a cosmic contamination on a dead asteroid colony. And its first act is out today!

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‘I’m Preaching Patience’ — The Elder Scrolls 6 Is ‘Still a Long Way Off,’ Todd Howard Warns Fans, Teases Potential Shadowdrop

The Elder Scrolls 6 — one of the most hotly anticipated video games in the world — won’t be out for some time yet despite being announced over seven years ago, Bethesda development chief Todd Howard has said.

In an interview with GQ magazine to celebrate the release of Fallout 4 Anniversary Edition, Howard said The Elder Scrolls 6 is “still a long way off.” He added: “I’m preaching patience. I don’t want fans to feel anxious.”

In January this year, The Elder Scrolls 6 announcement became as old as predecessor Skyrim was when The Elder Scrolls 6 was announced. Skyrim was released on November 11, 2011, and The Elder Scrolls 6 reveal on June 10, 2018 came 2,403 days after that. It is now seven years and five months after the announcement, and we’re no closer, it seems, to the release of the game.

When the six year anniversary of The Elder Scrolls 6 announcement arrived in June last year, even Todd Howard paused to say, “oh wow, that has been a while.” The Elder Scrolls 6 is at least in production, with Bethesda confirming it had entered “early development” in August 2023 and “early builds” were available in March 2024.

Now, in the GQ article, Howard has once again admitted that it’s taken too long to get The Elder Scrolls 6 out the door, but did tease an The Elder Scrolls 4: Oblivion Remastered-style shadowdrop — without confirming anything.

“I do like to have a break between them, where it isn’t like a ‘plus one’ sequel,” Howard said of making The Elder Scrolls games again. “I think it’s also good for an audience to have a break — The Elder Scrolls has been too long, let’s be clear. But we wanted to do something new with Starfield. We needed a creative reset.” Bethesda is currently playtesting The Elder Scrolls 6, Howard revealed.

So when will it actually come out? It seems likely at this point that it will be released for Microsoft’s next-gen Xbox console and PC. Will it also be a PS6 game? A cross-gen title perhaps?

“I like to just announce stuff and release it,” Howard continued. “My perfect version — and I’m not saying this is going to happen — is that it’s going to be a while and then, one day, the game will just appear.” The Oblivion Remastered shadowdrop was “a test run,” Howard teased. “It worked out well.”

As for what Bethesda has going on right now, hundreds of people are working on Fallout, Howard said, across Fallout 76 “and some other things we’re doing, but The Elder Scrolls 6 is the everyday thing.”

Last month, it was confirmed that The Elder Scrolls 6 will include a character designed in memory of a much-missed fan, after a remarkable charity campaign that raised more than $85,000 for Make-A-Wish. Howard revealed that Bethesda has spent some time talking with the group of fans who organized the fundraiser about what they want to see from The Elder Scrolls 6, and commented: “I think we’re aligned.”

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

The Elder Scrolls 6 is “still a long way off”, but that’s not stopping Todd Howard teasing an Oblivion Remastered-style shadow drop

Sit down. “I’m preaching patience.” Stay calm. “I don’t want fans to feel anxious.” There’s no need to hide underneath a chest of drawers. Some of those are things I’ve had to tell my firework-averse cat around Bonfire Night time here in the UK. Some of them are things Todd Howard has said about The Elder Scrolls 6 in a fresh interview that’s also about Bethesda’s imminently to be released again radioactive golden goose, Fallout 4.

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The 100 Best Nintendo Games of All Time

Video games are synonymous with the name Nintendo. But which of the hundreds of incredible games that have graced the legendary Japanese company’s numerous home and handheld consoles are the best? Well, here at IGN, we’ve teamed up with our friends at Nintendo Life to try and answer that question. What follows is the 100 best Nintendo games of all time, based on a combination of each site’s expert opinions.

From iconic Nintendo in-house series such as Super Mario, Metroid, and The Legend of Zelda, to third-party heroes who have made their home on everything from the NES to Switch 2, narrowing down the field was no easy task. These aren’t necessarily the best games to play right now, but a ranking based on a combination of historic innovation, modern ingenuity, and the legacy each has left behind.

Have an opinion on what should be placed where? You can contribute to our public ranking by voting in this Faceoff or let us know in the comments below. Over the course of this week, we’ll be steadily revealing our picks, with 20 being revealed each day until the full ranking is complete on Friday, November 14. So, without further ado, here are the top 100 Nintendo games of all time:

100. Eternal Darkness: Sanity’s Requiem

More than 20 years on, there’s still nothing quite like Eternal Darkness: Sanity’s Requiem (which, yes, is probably due in part to Nintendo’s now-expired sanity system patent). Not only did it have the temerity to jump between wildly distinct time periods, but it also went to great lengths to mess with your mind should you get spotted by enemies too much. Whether it’s an unsettling noise, a slightly skewed camera angle, or the game straight up simulating a ‘blue screen of death’, it made for one of the most memorable experiences in the horror genre. The Lovecraftian aesthetic still sings to this very day, and a certain bathtub scene is just as sure to give you the willies now as it did back in 2002. A remarkable game that deserves a second chance in the spotlight.

99. GTA: Chinatown Wars

A GTA game releasing exclusively (until its later PSP arrival) for a Nintendo handheld seems like an incongruous proposal. But, in 2009, Rockstar gave the DS Grand Theft Auto: Chinatown Wars, a standalone story of Triads and tribulations in GTA 4’s modern Liberty City setting. This top-down ode to the series’ roots miraculously converted the open-world cinema we’d come to expect, adapting to its handheld confines through smart touchpad mechanics and a stylised, cell-shaded comic-book-like aesthetic to stunning effect. What could so easily have been a misguided experiment between Rockstar and Nintendo instead became one of the DS’s most essential games.

98. Star Fox

From the days when the word “polygon” was exclusively found in math textbooks comes Nintendo’s 3D evolution of a mainstay arcade genre: the SHMUP. Taxing the SNES hardware so much, even the Super FX chip included inside the cartridge couldn’t get the action to run even at a targeted 12 frames per second, Star Fox followed the linear stage setups of R-Type and co., but played from a behind-the-ship and first-person perspective. The “talking” animals are here to remind you that you’re playing a Nintendo game, but in the end, Star Fox is a highly technical and experimental harbinger of the future. Far from being just a tech demo, it’s also a really fun game, however, thanks to challenging players to play again and again to perfect their runs and experiment to discover alternate paths.

97. Super Castlevania IV

While it’s effectively a re-thread of the original Castlevania, this fourth mainline instalment in the series really does elevate things to an entirely different level of quality. Sure, Castlevania 3: Dracula’s Curse might be the better game overall, but Super Castlevania IV reimagines Transylvania through a 16-bit lens; the visuals are stunning, with Mode 7 effects adding a new dimension to proceedings, while the music is so good you’d swear it was being streamed from a CD. Subsequent entries would arguably take the franchise to the next level of brilliance, but one thing is clear: Super Castlevania IV remains a masterpiece.

96. 999: Nine Hours, Nine Persons, Nine Doors

The Nintendo DS became a haven for visual novel fans; an interactive storybook device that could ease you into a deep night’s sleep. 999: Nine Hours, Nine Persons, Nine Doors was far more likely to keep you up all night, however, with its twisted game of life and death. Chunsoft’s first entry into the Zero Escape series, 999 placed you alongside eight other potential victims inside a sinking cruise liner that tested your puzzle and deduction skills as you unraveled the web woven by a mysterious mastermind. It’s twisted, clever, and a great example of handheld experimentation that he console would become known for.

95. Fire Emblem Three Houses

Three Houses is a Fire Emblem game that got it all so right; it’s been hard to readjust to the series in its aftermath. You see, Three Houses gives us the turn-based strategy we’re all fiending for, yes, and it does so with style to spare. However, the real draw here, and the thing that makes this one so worthy of note overall, is the focus and effort that’s been placed on the socialising, customisation, relationships, and all that good stuff that happens between scraps. It’s a game you could quite happily live in for a bit.

94. Professor Layton and the Unwound Future

What does Professor Layton hide under that huge hat? Perhaps, a towering cylindrical head of a shape unlike any other in human history. He’d certainly need one to house a brain big enough to solve all of the puzzles thrown his way over the course of his many DS and 3DS adventures. A consistent quality of cosiness mixed with Sherlock Holmes-esque yarns can be found across the Layton series, but we’ve gone with The Unwound Future as our pick of the bunch. Its time-traveling tale, full of memorable twists and turns, thrills just as much as solving one of its dozens of conundrums does, satisfying brains of all shapes and sizes to great effect.

93. WWF No Mercy

25 years later, WWF No Mercy, the THQ-published wrestling game released on the Nintendo 64, is not only still considered to be the pinnacle of the N64 wrestling game boom, but it’s also widely thought of as the greatest wrestling game of all time. Since its release, it’s been the benchmark for what any wrestling game, with or without the WWE license, has aspired to be. It’s developed a cult-like following, with fans still playing (and modding) No Mercy to this day, updating its 25-year-old roster with modern superstars when the latest 2K game doesn’t live up to its standards. It’s not often a game still stands strong after a quarter of a century, and it’s even rarer when it’s a sports game. All of this makes WWF No Mercy not only the greatest-ever wrestling game, but perhaps Nintendo’s greatest-ever sports game that doesn’t include Mario.

92. Kirby: Planet Robobot

Kirby: Planet Robobot, a truly astonishing little game for the Nintendo 3DS that encapsulates all that is best and beloved about the pink puffball. Robobot has everything: a deep roster of unique and useful copy abilities, colorful and creative levels, an interesting one-off gimmick in the robot armor, silly minigames, and a plot that starts with Kirby taking a nap and ends in a giant galactic battle against a superintelligent, planet-sized being.

In addition to all this, Kirby: Planet Robobot is one of the very few games to really make effective use of the Nintendo 3DS’s 3D capabilities. While the game itself takes place on a 2D plane, it features a number of levels that have depth as well as length, and look absolutely fantastic with the 3D turned on, as cars drive directly at the player and giant ice cream cones tip over and spill on the camera. While Kirby has since gained other new copy abilities, minigames, and even his first 3D adventure in the years since, most of them struggle to hold a candle in our hearts to Planet Robobot’s breadth, depth, and pure charm.

91. Diddy Kong Racing

Apart from Nintendo itself, Rare was the N64’s most important developer, and one place the UK-based studio actually outpaced Nintendo was in the kart racer category. Mario Kart 64 is an undeniable classic, but Diddy Kong Racing just inches ahead as our pick for the best kart racer on the 64. In addition to chaotic split-screen kart racing, Diddy Kong Racing drove the genre forward with three vehicle types (your friend could be in a plane flying alternate routes during the same race you were in a car!), an adventure mode complete with boss battles, and an amazing soundtrack from Donkey Kong Country composer David Wise. Plus, it was the first appearance of Banjo and Conker ahead of their solo platformer outings – and it’s the forgotten, cute, family-friendly version of Conker well before he started drinking, smoking, and swearing.

90. The World Ends With You

Though it’s been ported and remade several times, none of the more recent versions of The World Ends With You has managed to capture how excellent this game was back when it first released on Nintendo DS. We could go on all day about what makes it great: the art style, the deep fashion mechanics, its accurate portrayal of Shibuya and Japanese youth culture, its unusual story with multiple wild twists, its incredible cast of characters, the MUSIC.

But maybe the best element of TWEWY that we’ve lost in subsequent editions is its battle system, which made unique and brilliant use of both the system’s dual screen and its touch controls simultaneously with its D-pad to effectively simulate two different characters synchronizing their attacks with one another in two different realms. Combined with a wide variety of “pins” that could be activated with different types of touch attacks, there was endless room for creativity and growth through multiple playthroughs. Which you definitely wanted to do, if only to hear Calling and Three Seconds Clapping one more time.

89. Captain Toad: Treasure Tracker

After years of being relegated to supporting roles, our little mushroom-headed friend Toad finally got his own game in Captain Toad: Treasure Tracker. Nintendo, over the years, has done a brilliant job of designing games fit and tuned perfectly to the personalities of each of its mascots, and Captain Toad is no exception. The cute, diorama-like levels proved to be magnificent puzzles for our intrepid explorer to navigate one by one, presenting a slower and cozier pace from other Nintendo challenges, yet still being perfectly, whimsically Nintendo. It’s a shame we never got another one of these.

88. Golden Sun: The Lost Age

We could’ve gone with either Golden Sun and Golden Sun: The Lost Age as our entry on this list, but we’ve settled for the second part of Camelot’s two-act RPG adventure, as it is ultimately the better half. Golden Sun was already an absolute feat, with its creative Psynergy and Djinn systems, gorgeous environments and music, and surprisingly robust open world. In the sequel they quadrupled the size of that world, added even more Psynergy and Djinn and classes, came up with more banger songs and environments, and opened the second act with a wild party switching twist that would go on to be subverted further in a triumphant march to the final battle. Golden Sun and The Lost Age are nuts in the best way, The Lost Age even more so, and are among the best GBA games of all time.

87. Mario Golf: Toadstool Tour

Mario has tried his hand at a lot of different sports over the years, but few have had the staying power of golf. Originally driving off on the NES, before approaching the 3D world of the N64, it’s Toadstool Tour on the GameCube where the plumber really nailed the action on the green. Its sizeable roster of characters and compelling courses offered a great round of multiplayer fun for those looking for a more laid-back time away from the hectic rush of Smash Bros. and Mario Kart, and the furious consequences of Mario Party.

86. Super Monkey Ball 2

Super Monkey Ball’s brilliance lies in the fact that you’re tilting the stage to roll your monkey around rather than directly moving the character itself, and its table maze concept has never been more finely tuned than in Super Monkey Ball 2. The 2002 GameCube sequel is stuffed with 140 stages to clear – ranging from fun and simple courses perfect for laughing at the silly monkeys on family game night to downright brutal challenges that’ll make you go bananas as you lose hundreds of lives trying to clear them. Mastering everything it has to offer is extraordinarily satisfying, and its physics, momentum, and controls are so pinpoint that a study found that surgeons who warm up by playing Super Monkey Ball 2 are more efficient and precise in simulated surgeries compared to the surgeons who didn’t play. Video games really can save lives!

85. Viewtiful Joe

Viewtiful Joe practically attacks your eyeballs with its standout art direction and frantically fun combat. It’s unfiltered Hideki Kamiya at an exciting career crossroads, melding his Devil May Cry action with a colourful paintbrush palette that would later evolve into the likes of Okami and The Wonderful 101. A wholly original side-scroller that threatens to burst out of its purple cube confines if your fingers don’t keep up with its cell-shaded antics, it’s an exciting combo of 2D and 3D platform action that felt fresh in 2003, with an intoxicating style that few have come close to matching since. It spawned sequels, but none truly reached the heights of the original, which has stood the test of time as one of the GameCube’s very best.

84. F-Zero GX

F-Zero is about cheating death to go faster, and F-Zero GX’s uncompromising difficulty and incredibly high skill ceiling represent a peak of the futuristic racing genre. Like F-Zero X before it, GX forces you to sacrifice your machine’s health bar to get a boost, resulting in tense risk-reward scenarios that get your blood pumping every time. And if you fall off the track while trying to shave off an extra split second, Lakitu won’t swoop in to save you – you’re dead. You must master GX’s tight mechanics and memorize its radical track designs to even stand half a chance against its toughest CPUs, and you hit a high most video games can’t reach when you finally cross the finish line in first place. The cold-blooded challenge only works because GX runs perfectly at 60 fps and looks fantastic with strong art direction that rivals the GameCube’s best, like Metroid Prime and Rogue Leader. F-Zero GX is a masterpiece, and probably the most hardcore Nintendo game since the NES.

83. Ring Fit Adventure

Ring Fit Adventure is one of the best-selling Nintendo Switch games, thanks largely to a global pandemic making indoor exercise briefly appealing. Unfortunately, like many other exercise programs, most people who started Ring Fit fell off the game before they could discover how much more than just an exercise game it really is. Ring Fit Adventure is genuinely one of the most unique RPGs of the generation. It has a colorful cast of characters, bolstered by surprisingly good writing, a battle system revolving around your own physical movement, complete with skill trees, elemental weaknesses, and even healing items you can craft through more exercise. Plus, its soundtrack is straight work-out bangers, too.

82. Phoenix Wright: Ace Attorney

Nearly every moment of Phoenix Wright’s original courtroom adventure is iconic. From Phoenix’s debut trial against Mr. Sahwit (Or should I say… Mr. Did It!) to cross-examining a literal parrot, the first Ace Attorney fully commits to its completely unhinged world and never looks back. Exposing witnesses’ lies and uncovering the truth of each case is exhilarating, largely because of its excellent soundtrack and lively character animations, and the way Ace Attorney balances its unabashed silliness with genuinely serious, heartfelt moments is nothing short of masterful. It’s also an essential game in its genre, as Ace Attorney’s surprisingly successful sales paved the way for more visual novel and puzzle games to find a footing in the West.

81. Castlevania 3: Dracula’s Curse

Considered by many to be the apex of the ‘classic’ Castlevania entries, Dracula’s Curse remains a wonderful example of a talented group of developers pushing aging hardware to its maximum potential. By the time it arrived in 1989, the 16-bit era was already in full swing and the NES was looking very old-fashioned. However, despite the humble nature of the host hardware, Konami created a stunning action platformer, boasting multiple playable characters and optional routes through Dracula’s castle. Indeed, many consider this to be superior to the first 16-bit entry in the series, Super Castlevania IV, which arrived just a short time later in 1991.

Come back tomorrow when we’ll be revealing numbers 80 to 61…

Cyberpunk’s Johnny Silverhand And Jackie Welles Have Joined The ‘Tubbz’ Range

“These aren’t just ducks, they’re legacy”.

Cyberpunk 2077 has had a remarkable redemption arc, starting off as something of a bug-ridden disaster and transforming into the acclaimed multi-platform epic it is today – and to cap it all off, two of its stars have been immortalised as plastic ducks.

Johnny Silverhand and Jackie Welles have joined the Tubbz range of collectable characters, each notable for their duck-like qualities.

Read the full article on nintendolife.com