Microsoft are shutting down the studios that made Redfall and Hi-Fi Rush

Microsoft are shutting down multiple game studios including Redfall developers Arkane Austin and the creators of Hi-Fi Rush, Tango Gameworks. The news was delivered via an email to staff from Xbox boss Matt Booty which has since been seen by IGN. Booty calls the decision a “consolidation of our Bethesda studio teams, so that we can invest more deeply in our portfolio of games and new IP.”

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Microsoft Closes Redfall Developer Arkane Austin, Hi-Fi Rush Developer Tango Gameworks, and More in Devastating Cuts at Bethesda

Microsoft has closed a number of Bethesda studios, including Redfall maker Arkane Austin, Hi-Fi Rush and The Evil Within developer Tango Gameworks, and more in devastating cuts at Bethesda, IGN can confirm.

Alpha Dog Studios, maker of mobile game Mighty Doom, will also close. Roundhouse Games will be absorbed by The Elder Scrolls Online developer ZeniMax Online Studios. Microsoft did not say how many staff will lose their jobs, but significant layoffs are inevitable. IGN has asked Bethesda and Microsoft for comment.

On Redfall, the disastrous vampire co-op game will now not receive promised updates as Microsoft has ended all development on the game. Microsoft said Redfall will remain online to play, and it will provide a “make-good” offer for those who bought the Hero DLC.

Arkane Lyon, which is working on Marvel’s Blade, survives the cull, as does Bethesda Game Studios (Fallout, The Elder Scrolls, Starfield), and Machine Games (Indiana Jones and The Great Circle). Doom developer id Software is also unaffected.

“This reprioritization of titles and resources means a few teams will be realigned to others and that some of our colleagues will be leaving us. 

In an email to staff sent by Matt Booty, head of Xbox Game Studios, Microsoft blamed the cuts on a “reprioritization of titles and resources”. The email, verified by IGN, is below:

Today I’m sharing changes we are making to our Bethesda and ZeniMax teams. These changes are grounded in prioritizing high-impact titles and further investing in Bethesda’s portfolio of blockbuster games and beloved worlds which you have nurtured over many decades.

To double down on these franchises and invest to build new ones requires us to look across the business to identify the opportunities that are best positioned for success. This reprioritization of titles and resources means a few teams will be realigned to others and that some of our colleagues will be leaving us.

Here are the changes going into effect:

Arkane Austin – This studio will close with some members of the team joining other studios to work on projects across Bethesda. Arkane Austin has a history of making impactful and innovative games and it is a pedigree that everyone should be proud of. Redfall’s previous update will be its last as we end all development on the game. The game and its servers will remain online for players to enjoy and we will provide make-good offers to players who purchased the Hero DLC.

Alpha Dog Studios – This studio will also close. We appreciate the team’s creativity in bringing Doom to new players. Mighty Doom will be sunset on August 7 and we will be turning off the ability for players to make any purchases in the game.

Tango Gameworks – Tango Gameworks will also close. We are thankful for their contributions to Bethesda and players around the world. Hi-Fi Rush will continue to be available to players on the platforms it is today.

Roundhouse Games – The team at Roundhouse Games will be joining ZeniMax Online Studios (ZOS). Roundhouse has played a key role in many of our recent game launches and bringing them into ZOS to work on The Elder Scrolls Online will mean we can do even more to grow the world that millions of players call home.

With this consolidation of our Bethesda studio teams, so that we can invest more deeply in our portfolio of games and new IP, a small number of roles across select Bethesda publishing and corporate teams will also be eliminated.

Those whose roles will be impacted will be notified today, and we ask that you please treat your departing colleagues with respect and compassion. We will provide our full support to those who are impacted in today’s notifications and through their transitions, including severance benefits informed by local laws.

These changes are not a reflection of the creativity and skill of the talented individuals at these teams or the risks they took to try new things. I acknowledge that these changes are also disruptive to the various support teams across ZeniMax and Bethesda that bring our games to market. We are making these tough decisions to create capacity to increase investment in other parts of our portfolio and focus on our priority games.

Bethesda remains one of the key pillars of Xbox with a strong portfolio of amazing games and thriving communities. As we look to the future, there is an impressive line-up of games on the horizon. In 2024 alone we have Starfield Shattered Space, Fallout 76 Skyline Valley, Indiana Jones and The Great Circle, and The Elder Scrolls Online’s Golden Road. As we align our plans and resources to best set ourselves up for success in this complex and changing industry, our teams across Arkane Lyon, Bethesda Game Studios, id Software, MachineGames, ZeniMax Online Studios and the Bethesda publishing and corporate teams will be well-positioned to build new IP, explore new game concepts, and expand on our existing franchises.

– Matt

Microsoft’s announcement of the cuts at Bethesda come over three months after the company announced plans to cut 1,900 staff from its video game workforce, and amid a boom time for Bethesda’s Fallout series following the breakout hit Prime Video TV show. The closure of Tango Gameworks hits just over a year after the launch of Hi-Fi Rush, what many considered to be one of the best Xbox games in recent years. Hi-Fi Rush launched on PS5 as part of Microsoft’s new multi-platform push in March.

Microsoft plans a June showcase event to reveal its upcoming slate of games and potentially Xbox hardware plans.

“Great teams are sunsetting before our eyes again, and it’s a fucking gut stab.

In a series of tweets, Arkane Lyon chief Dinga Bakaba hit out at the cuts, calling them “absolutely terrible.” “To any executive reading this, friendly reminder that video games are an entertainment/cultural industry, and your business as a corporation is to take care of your artists/entertainers and help them create value for you,” Bakaba continued.

“Don’t throw us into gold fever gambits, don’t use us as strawmen for miscalculations/blind spots, don’t make our work environments darwinist jungles. You say we make you proud when we make a good game. Make us proud when times are tough. We know you can, we seen it before.

“For now, great teams are sunsetting before our eyes again, and it’s a fucking gut stab. Lyon is safe, but please be tactful and discerning about all this, and respect affected folks’ voice and leave it room to be heard, it’s their story to tell, their feelings to express.

“Inside baseball, but if I read ‘immersive sim curse’ from the community, especially from a fellow dev, I swear to God… Please, let’s talk about the *real* challenges instead of rehashing irrational anxieties of the past.

“Even more inside baseball, but with a very, very wide range, as a wise and sorely missed man said: ‘Please Stop.’ “

Layoffs are sweeping the video game industry, with a number of high-profile studios cutting staff or shutting down. In stark contrast to a year of blockbuster video game hits, one of the biggest ongoing industry trends in 2023 was the prevalence of mass layoffs, and they have continued into 2024. While actual figures are difficult to obtain, estimates suggest the number of workers laid off in games last year approached or exceeded 10,000. A recent GDC survey of developers suggests one-third of all game developers were impacted by layoffs last year, either directly or by witnessing them happen at their company.

Developing…

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Gray Zone Warfare is deploying hotfixes, but performance remains grim

Hardcore tactical FPS Gray Zone Warfare is proving to be yet another of 2024’s unexpected successes, shifting over half a million copies when it launched into early access last week. Unfortunately, in its attempt to eat Escape from Tarkov’s lunch – a timely one, given that game’s self-inflicted DLC misery – it’s currently choking on the wishbone of some truly dire performance issues. Even players with tip-top graphics cards are seeing heavy stuttering while out in the field, and none of the updates released thus far, including today’s Hotfix #3, have done much to soothe it.

Said hotfix does include some fixes for other widespread problems, including a second attempt at preventing players from becoming headless when rejoining a server (an amusing though resilient glitch, given a previous hotfix had also tried to nix it). But having played a bit of this third patch on a usually reliable RTX 4060, there’s clearly an awful lot of work left to do before Gray Zone Warfare performs acceptably.

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Review: Another Crab’s Treasure (Switch) – Great Ideas, Crabby Performance

Oh Crab!

Over the years, many games have tried to recreate the precise, difficult nature of FromSoftware’s Dark Souls, a revolutionary title that created the aptly named Soulslike genre. Another Crab’s Treasure, from developer Aggro Crab, is another one of these endeavours, albeit with a significantly more colourful approach compared to the usual intensity of many Soulslikes.

The adventure begins with the introduction of protagonist, Kril, a Hermit Crab living above the surrounding ocean in a small tide pool. Before long, Kril is removed from his precious shell, as he now seemingly owes money to a creature by the name of the Duchess due to new tax laws. A Loan Shark — who takes the form of a plastic Shark-head-on-a-stick toy with a top hat — takes Kril’s shell as collateral, sending the adorable young crustacean on a journey to the depths of the ocean to retrieve his shell and return to his lovely tide pool. The writing is charming and full of witty remarks from the game’s cast of characters, resulting in an engaging narrative that will provide a few laughs here and there.

Read the full article on nintendolife.com

Feel the Burn Today with the Fire Vapor Special Edition Controller

Xbox Wireless Controller – Fire Vapor Special Edition Hero Image

Feel the Burn Today with the Fire Vapor Special Edition Controller

Introducing the Xbox Wireless Controller – Fire Vapor Special Edition, the latest and boldest addition to our Vapor Series alongside Stormcloud Vapor, Dream Vapor, and Nocturnal Vapor. Inspired by flames, every red and orange color swirl is an expression of blazing fire with a mesmerizing design that’s unique to each controller. Feel the power of fire in your hands and hold on to the heat with rubberized, red diamond-pattern grips on the back case. With vibrant flashes of color, the Fire Vapor controller is guaranteed to add some heat to your gaming setup. Get your today exclusively at the Microsoft Store.

Xbox Wireless Controller Vapor Collection

Experience peak performance and style with the Fire Vapor controller. With textured side and back grips, it ensures a firm hold during intense gameplay. Seamlessly connect to Xbox Series X|S, Xbox One, PC, iOS, and Android devices via Xbox Wireless and Bluetooth technology (see xbox.com/controller-compatibility for more details) and enjoy up to 40 hours of battery life (varies with usage and other factors). Utilize the 3.5mm audio jack to plug in your favorite compatible headset, perfect for listening to your game or chatting with friends. Share your gaming moments effortlessly with the dedicated share button, and customize your experience with the Xbox Accessories app, giving you endless potential to elevate your play.

Elevate your Xbox experience with Fire Vapor’s exclusive dynamic background! Simply connect your new controller to your Xbox Series X|S console to unlock a vibrant display of red and orange swirls, instantly adding a fresh, exciting theme to your gaming setup. To access this feature, select the Settings button on your console dashboard. Under the General tab, hit the Personalization button and find the “My Background” button. Once there, you’ll be able to see Dynamic Backgrounds and can choose between this or other dynamic looks to customize your Xbox experience even further.

The Xbox Wireless Controller – Fire Vapor Special Edition is available today in select Xbox markets worldwide and sold exclusively through the Microsoft Store at $69.99 USD ERP. Visit Xbox.com or Microsoft.com for more information.

The post Feel the Burn Today with the Fire Vapor Special Edition Controller appeared first on Xbox Wire.

Hades 2 Early Access More Than Doubles Original Game’s Steam Concurrents in a Day

Hades 2 is now available through Steam Early Access and in just a single day it’s more than doubled the original game’s lifetime concurrent player count.

As reported by VGC, the May 6 Early Access launch of Hades 2 reached a peak of 79,276 concurrent players within 24 hours, according to tracking website SteamDB. The original Hades reached a lifetime peak of 37,749 concurrent players, meaning the sequel has already crushed its popularity on the platform.

Hades 2, which arrives as a sequel to the critically acclaimed Greek mythology themed roguelite, returns players to the world as they meet legendary figures like Odysseus, Nemesis, and Dora through a blend of storytelling, action gameplay, and dungeon crawling.

Its Early Access version has received positive critical reception too, earning a 9/10 from IGN. “Even in its Early Access state, Hades 2 is just about everything one could ask for in a sequel to one of the best roguelites of all time,” we said.

“Featuring excellent refinements to its roguelite progression, a fantastic new main character in Melinoe, and two unique sets of levels that have you fighting foes on the surface and in the underworld.”

Hades 2’s full release date is yet to be announced, as have its platforms beyond PC despite the first game being available on PlayStation 4 and 5, Xbox One and Series X and S, and Nintendo Switch. It likely won’t arrive elsewhere until 2025, however.

“We expect Hades 2 to be in Early Access development at least through the end of 2024,” developer Supergiant Games. “Given the nature of Early Access development, we don’t have a specific end date planned at this time.”

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

Leila is a dreamy puzzle adventure with shades of Gorogoa

I’m not sure how to classify Leila, a hand drawn, sort of point and click, sort of puzzle adventure out this summer. I’d say it’s maybe a Gorogoa-like, but the demo is also a series of little vignettes that sort of reminded me of Edith Finch, but way less in depth. It’s about a middle aged woman navigating her past and present by taking a closer at her mind, which means sorting through a load of magical realist meldings of memories. It’s very pretty, and I liked the demo a lot.

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V Rising Review

The true test of a vampire game isn’t so much in the ways it lets you do the cool things vampires do – it’s in how it portrays the classic vampire weaknesses, forcing you to live a vampire lifestyle. V Rising does a pretty good job of this, with banes from sunlight to garlic represented, while also featuring a striking and memorable art style alongside exciting and tough ARPG combat. Many of the gripes I had in my Early Access review have been addressed without changing the heart-pounding identity of the experience, especially when playing in a customized single-player world.

As a newly-resurrected vampire in a world where humans have mostly chased your kind into the shadows, this mashup of Diablo and the survival crafting genre doesn’t spend a lot of time on up-front storytelling. The descriptions for its varied bosses give some sense of how the world is put together, but there’s not really a main plot to follow until much later. You build a blood altar, you get a list of special enemies you need to kill to unlock new abilities and better technologies, and you’re off on the hunt. This doesn’t bother me too much, and I did enjoy piecing together how little bits of lore were connected, discovering new areas and factions along the way.

In Early Access, I had a hard time with the amount of resource gathering and waiting around for ore to smelt that you had to do. But with 1.0’s extensive game setup customization, I found that I could dial things like resource yields and crafting speed in to the point where there was really no drudgery involved at all. Some high tech recipes still take longer than I’d like to finish, but there is generally always something rewarding I can be doing while I wait, so it’s not that big of a deal.

Designing and detailing your massive vampire castles can be highly entertaining. On a private server, they can be built up to six stories high, with a huge variety of functional and cosmetic items to unlock – from eerie, floating candelabras to a hungry treasure chest that recycles unwanted items into their component materials. You do have to continue feeding your castle blood essence to keep it active, which comes from just about any enemy you kill. This isn’t much of an issue in an offline game since essence will only be consumed when you’re playing, and you can save up hundreds of real-world days’ worth, so you’re unlikely to ever run out. But on a public server, depending on its settings, your castle could eventually crumble or even be captured by enemy players, causing you to lose that spot on the map if you don’t log in at least once or twice a week to top it off. That can start to feel like a chore after a while.

You’re never splitting hairs between 12 versions of the same axe.

I’m also a little bit disappointed that my castle couldn’t have a basement. Especially when I started imprisoning foolish mortals to use as blood cattle – what? Don’t look at me like that. I longed for the ability to stick them underground in an elaborate dungeon, but had to settle for an above-ground jail.

The other welcome addition since Early Access that cuts back on the downtime of building and crafting is Rift Incursions, which are timed events that pit you against a unique roster of enemies to earn Stygian Shards, which play into a new mid-to-late-game progression system. Among other things, they let you craft more powerful versions of all the base weapons using ruined weapon templates, which can be bought or found in random drops, with modifiers that can vary in strength.

This adds a little bit more of a feeling of personalized loot and progression without being overly random. You’re never going to be splitting hairs between 12 different versions of the same axe, which would have been a bit too much Diablo for me. But there is a reason to keep hitting up rifts if you want the absolute best gear for your build, which is nice.

The fast-paced but deliberate ARPG combat is the star of V Rising, and it’s honestly some of the best in the genre today. The broad array of flashy, fun, and deadly active abilities to unlock allow for some awesome builds. I particularly liked the Blood tree, which focuses on healing yourself throughout battle. I would have appreciated a stamina bar or more ways to get additional combat dashes, because basically everything is cooldown-based, and it can feel really bad in those moments when you don’t have any buttons to push. I prefer more fine-grained resource management and builder-spender combat, myself. But it also encourages you to think carefully about when to deploy your defensive and movement abilities, which keeps bigger fights from feeling too button-mashy.

The more than 50 challenging bosses are really the highlight of V Rising. From zealous human hunters to creepy necromancers, no two feel alike in fighting style or personality, and almost all are very well-designed encounters. The later ones can be cleverly and mercilessly difficult, which is generally a good thing. My main criticism is that some of them feel like they have too many defensive and area denial abilities, to the point that you don’t get enough opportunities to attack them in melee. I can switch to my pistols, sure, but I prefer to slice my food to pieces. Luckily, each one has a fairly unique set of tricks, so it never feels like V Rising is leaning on one thing too much to dial up the challenge.

The survival mechanics really sell the vampire fantasy.

I really like the art direction overall. It’s a bit stylized and cartoony, but not in a way that detracts from the horror aspects. Whether I’m exploring a misty, haunted forest, slashing my way through a skeleton-infested graveyard, or sneaking into a pastoral human village – bundled head-to-toe in rags, which isn’t suspicious at all – everything is very readable and eye-catching. It’s never a pain to figure out what’s going on in combat, and the environment artists have made great use of color to create a range of moods and vibes. This is only helped by the soundtrack, which does generally fit what I’d call stereotypical vampire music – all mournful strings and melodramatic piano melodies – but it’s executed well.

The survival mechanics really sell the vampire fantasy, too. There is a full day/night cycle, and standing in the sun will start to drain your health quickly after a short grace period. Moving about by day is still fully possible if you’re careful, thanks to the fact that anything that casts a shadow in the environment can serve as a safe haven, including passing clouds. That’s a really cool touch. Shadows even shift throughout the day, so noon is a more dangerous time to be outside than dawn or dusk.

Keeping your blood supply topped up is also appropriately essential, as it’s your main way of healing outside of combat. What’s even better is that the blood type of the last enemy you fed on temporarily gives you a character class, which comes with handy bonuses like increased critical chance for rogues or damage resistance for brutes. How much of a bonus is based on the Blood Quality of your victim, which is semi-randomized and encourages you to seek out particularly tasty prey. I enjoyed how this system let me customize my fighting style on the fly and encouraged me to act like a discerning hunter.

There are also rich options for multiplayer, for everything from building a big castle in a private world with a few of your friends, to PvP free-for-alls with capturable castles and siege golems. I personally prefer the former. But even on public servers, I found a lot of the issues with balance in Early Access – like all of the good plots of land being taken, making the whole world feel like more of a Gothic suburb – have been alleviated quite a bit. The official servers have been very stable during the beta as well. I never felt like I lost a duel because of weird ping or anything like that.

Broken Roads: The NPCs We Love to Hate

Broken Roads Hero

Broken Roads: The NPCs We Love to Hate

Summary

  • Broken Roads was released on April 10.
  • This party-based RPG takes place in a post-apocalyptic Australian setting.
  • Come and meet the most controversial characters in the game.

Broken Roads is the recent party-based RPG released by Australian studio Drop Bear Bytes. In this game, players meet all sorts of characters along their journey, and not all of them are a pleasure to be around. There are distant parents, egotistical buffoons, narcissistic mercenaries, and unfeeling killers out on the roads. Most of them wouldn’t look at you twice, but some would be more than happy to put you in the dirt.

As the game’s narrative designer, I have worked with the team to pick just a few of the NPCs we love to hate, and give you a taste of some of the characters you’ll meet in our post-apocalyptic world.

Louise Evans

As a meat and produce merchant for the farming town of Aldersyde, Louise Evans has never been shy about saying what she thinks in the most uncharming, inflammatory way possible. Louise has always considered everyone to be beneath her, especially her son, Charlie, and his run-away father. She only ordered the Alderman of Aldersyde to take over the town’s leadership because she got sick of the farmers and their endless whinging.

Louise never wanted to stay in Aldersyde, and if you ask her, it was all Charlie’s fault that she was even in this dung-smelling town to begin with. To Louise, Charlie is spineless, useless, and a waste of space.

Louise is a (not so) shining figure of motherhood and kindness in the world of Broken Roads. And, depending on your choices, you may get to discuss the moralities of parenthood and what it means to be a ‘good parent’.

Malcolm Hogan

Malcolm Hogan, of the Hogan House in Merredin, is a boastful man who has only gotten so far in life thanks to nepotism. If he was outside the walls of Merredin, someone would’ve shut his gob with a bullet a long time ago.

Malcolm is always scheming and on the lookout for a lackey he can use to strengthen his election campaign against Governor Angela Smith. He’s a man who relies on confidence and “charm” to cover up his stupidity and inability to really do anything right, besides getting on everyone’s bad side.

You’ll have multiple chances to morally agree or question Malcolm’s schemes and who he may or may not be benefitting with his choices that could change the entirety of Merredin. Vote for Hogan!

Ian Mason

The leader of the aptly named ‘Mason Gang’, Ian is the sleaziest of them all and would win first place five years in a row for the “most punchable face” award. A mercenary for hire, Ian is a narcissist who thinks everyone who doesn’t kiss his feet is jealous of him and wants him dead.

In reality, ‘Deadeye Mason’ as he’s called by everyone else (and not for his marksmanship), is the butt of everyone’s jokes and is only alive because no one reckons he’s worth the bullet. Alive or dead, Ian Mason is a waste of space, through and through.

You can use your Moral Leaning on the Moral Compass to intimidate him and discuss the meaning of contracts and obligations with him, though it may be more of a one-sided conversation.

James Wakefield

James Wakefield is a bad omen. Under all his bravado is a cruel man who kills without mercy, and it’s done in the name of his home city, Brookton.

The problem is, his unwavering loyalty to his people is the whole reason Brookton went up in smoke. If anything, the Brookton townsfolk should be grateful they got James knocking at their door: at least he killed them quickly.

Depending on how hellbent you are on finding him, you may just get the chance to put up your fists and settle the score


These are just a few of the colorful characters you’ll need to keep an eye out for during your time with Broken Roads. We can’t wait to see who else gets on our player’s nerves, and hope you enjoyed this look into the types of people that make up our narrative.

Xbox Live

Broken Roads

Versus Evil, LLC


19

$39.99

Born of a love for traditional computer role-playing, Broken Roads provides a rich, engaging narrative in which players make their way across a desolated future Australia. Blending together traditional and all-new role-playing elements on top of a classless system offering nearly unlimited character development options, Broken Roads presents players with an original morality system: the Moral Compass. This novel design sees dialogue options and questing decisions influence, and be influenced by, a character’s philosophical leaning.

Features

• All-new post-apocalyptic setting
• Unique morality system influencing dialogue, quests and character development
• Authentic Australian locations and environments
• Blend of traditional and original RPG mechanics
• Up to 5 party members
• Turn-based tactical combat
• Hand-drawn artwork
• A content-rich and densely-crafted world

The post Broken Roads: The NPCs We Love to Hate appeared first on Xbox Wire.

With Switch 2 Waiting in the Wings, Nintendo Believes the OG Switch Has Plenty of Sales Left in It

Nintendo still believes the Switch has plenty of life left even amid steeply declining sales and the console nearing its eight-year anniversary.

The Switch, which launched in March 2017, sold 15.7 million units during the last financial year ending March 31, 2024, a decline of 12.6% on the previous year. However, Nintendo enjoyed 123 million ‘annual playing users’ during the period, the highest figure ever since Switch launched.

For the current financial year ending March 2025, Nintendo forecast 13.5 million Switch sales, which would be a 14% decline on the previous year. The Switch is now up to 141.32 million units sold as of March 31, 2024. Add another 13.5 million on top and you get 154.82 million. If the Switch continues to sell well even after its successor launches, reportedly spring 2025, it may end up as the best-selling console of all-time, ahead of the PS2’s eye-watering 160 million sold.

On this financial year, it’s worth digging into how Nintendo will achieve its aggressive 13.5 million sales figure. In its fiscal report, the company offered a vague statement, similar to those it has issued in the past: “Nintendo Switch has entered its eighth year since launch, and while it will be challenging to sustain the same sales momentum as before, we will work to maintain high user engagement with the hardware and invigorate the platform so that more consumers continue to play Nintendo Switch for longer.”

Nintendo has just announced a Nintendo Direct for June, during which fans will get a better idea of the games to expect during the console’s twilight years. But to achieve such a high number of sales during a console’s eighth year, Nintendo may have significant unannounced games up its sleeve, or may be preparing a long-awaited price cut.

Meanwhile, Nintendo announced updates sales figures for many of its Switch games. The Legend of Zelda: Tears of the Kingdom is now up to 20.61 million sold, Super Mario Bros. Wonder is on 13.44 million, the eternally popular Mario Kart 8 Deluxe sold another 8.18 million during the year, and Nintendo Switch Sports shifted another 3.51 million units. Pikmin 4 has sold 3.48 million, and Super Mario RPG has sold 3.31 million. Princess Peach: Showtime!, which launched in March, hit 1.22 million, and Mario vs. Donkey Kong, which released in February, is on 1.12 million sold.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.