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Splatoon 3 is a lot like its predecessor, but that’s okay

Why change a formula that wasn’t broken to begin with?

This is the crucial fact to note about Splatoon 3, Nintendo’s very familiar sequel to Splatoon 2. While the inventive third-person shooter is a clear step above 2017’s entry in the series and 2015’s Splatoon on the Wii U, it’s also not that different. You’re still a squid kid, and your ultimate goal remains splatting brightly coloured ink across the map.

First, let’s take a look at Splatoon 3‘s single-player mode, a feature I was equally impressed and disappointed with. My dream of an open-world Splatoon based on early teasers was quickly dashed as I realized the title’s campaign is very similar to Splatoon’s and Splatoon 2’s. There’s a gated overworld where you progressively unlock new areas by removing the ooze covering the map, alongside the familiar, traditional level structure and upgrade system I’ve come to expect from the series.

Without giving anything away, there’s a substantial story focused on the world Alterna, but if the series’ narrative hasn’t clicked with you in the past, don’t expect Splatoon 3 to change that. Still, it’s compellingly weird, and its new characters are memorable. This time around, boss battles feel more inventive (and difficult) than the big baddie foes in Splatoon and Splatoon 2. You also get access to a new “Smallfry” fish-like companion that helps you ink hard-to-reach areas on the map and take out certain enemies. While a welcome twist on Splatoon 3‘s core gameplay, the new Smallfry doesn’t do much to shake up the series’ formula.

For better or worse, there are also several features borrowed from Splatoon 2‘s substantial Octo Expansion, like taking levels on with less powerful weapons for higher rewards. Speaking of level goals, I found Splatoon 3‘s tasks to be more varied and challenging than what I’ve encountered in past Splatoon titles. There’s genuinely genius-level design in Splatoon 3, and I even managed to find myself stuck on several stages, only to encounter the coveted “ah ha!” moment after a dozen or so minutes of experimentation (usually, this involved falling through a grate I didn’t initially notice).

It’s worth noting single-player mode still works as a great intro to Splatoon 3‘s core mechanics, including getting the hang of new weapons like the extremely fun ‘Splatana,’ an ink-covered katana that flails paint around and the ‘Tri-Stringer,’ a timed weapon that shoots out three projectiles (echoing what Brad Shankar said in his hands-on, the Tri-Stringer will likely become my favourite multiplayer weapon). Overall, Splatoon 3‘s single-player is lengthier and more substantial than what’s been offered in past entries in the series, but it still feels like an elaborate training exercise designed to prepare you for the game’s main multiplayer attraction.

I need to spend far more time with Splatoon 3‘s multiplayer mode. While I have logged a few hours in ‘Turf War,’ the game type that tasks you with painting the map in your team’s colour, and played around with ‘Salmon Run,’ the title’s horde mode that returns from Splatoon 2, Nintendo’s press multiplayer play sessions were limited. What I can say is that I’m fond of the ability to select where you want to spawn in your starting area since it helps prevent base camping, a frequent issue in the first two Splatoon titles.

I’ll add more to this story when Splatoon 3 is publically available and I can get into more multiplayer matches. That said, the groundwork for an excellent multiplayer title seems to be present, although you’ll still be forced to deal with Nintendo’s archaic online service to get in on the splatting action. It’s also unclear if Splatoon 3 builds meaningfully on Splatoon 2‘s multiplayer.

On the same note, I also haven’t spent time with Splatoon 3‘s ‘Table Turb Battle,’ a Tetris-inspired card game, but I will add my thoughts on the feature alongside my multiplayer impressions in the coming days.

There are a few notable missteps in Splatoon 3, unfortunately. The game doesn’t feature local co-op or multiplayer, though you can play locally across two different Switch consoles if you both own a copy of the game. This, once again, has killed my dream of playing the game with my partner. I understand not adding local co-op/multiplayer is likely tied to the Switch’s hardware limitations, but it still doesn’t make the feature not making it into Splatoon 3 any easier to swallow. More so than ever before, Splatoon 3 feels like a game designed to be played locally with friends.

On the plus side, the third entry in the Splatoon series is one of the best-looking titles on the Switch. Everything from its bright-coloured ink to its inventive maps looks incredible, and at times, it’s difficult to believe Splatoon 3 is running on the rapidly aging Switch.

Splatoon 3 often feels like elaborate Splatoon 2 DLC, but is that such a bad thing? The series’ core swimming, inking and splatting mechanics work so well for a reason, and in an industry full of very similar shooters, its simple yet deceptively deep and competitive gameplay manages to stand out.

Despite Splatoon 3‘s shortcomings, the third entry in the series cements the franchise as one of Nintendo’s best recent original franchises.

Splatoon 3 releases on the Nintendo Switch on September 9th for $79.

Image credit: Nintendo

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Nintendo has no plans to increase Switch cost amid PS5 price hike

On the heels of Sony’s completely necessary PlayStation 5 price hike, Canadians wondered if other consoles would be next. Microsoft indicated it didn’t plan to change the price of the Xbox Series X or S, and now Nintendo has said it doesn’t plan to raise the price of the Switch.

Nintendo’s U.K. arm reiterated in a statement to Video Games Chronicle (VGC) that its existing plan to maintain Switch prices was still in effect:

“As our president Mr Furukawa stated at the 82nd Annual General Meeting of Shareholders in June:

“‘While we cannot comment on pricing strategies, we currently do not have any plans to change the price of our hardware due to inflation or increased procurement costs in each country. We will determine our future pricing strategies through careful and continued deliberations.’

“While the final price to consumers is always determined by retailers, as Mr Furukawa stated, Nintendo has no plans to increase the trade price of its hardware.”

Moreover, MobileSyrup reported earlier this month that Nintendo had no plans to raise the price of the Switch because the company wanted to “avoid pricing people out.”

So, that leaves Sony as the only major console maker currently jacking prices — something it calls “a necessity.”

Source: VGC

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Wave Race 64 is coming to Nintendo Switch Online’s Expansion pack on August 19

Just when I started to regret upgrading my Switch Online subscription to the ‘Expansion Pack’ tier, one of my favourite Nintendo 64 (N64) games makes its way to the service.

Wave Race 64, one of the first titles released for the N64, is a pretty straightforward racing title, only instead of cars and asphalt tracks, it features jet skis and tropical locales (and several dolphins). The game will make its way to Switch Online’s Expansion Pack tier on August 19th and follows last month’s Pokémon Puzzle League.

In a sense, Wave Race 64 was almost like a tech demo for the N64 when it was first released in 1996, showing off the console’s impressive water and physics tech. Though the game is simplistic by modern standards, it’s still remarkable a title this good-looking was one of the first games to release on Nintendo’s 64-bit system back in the mid-90s.

It’s worth noting that unlike its Wii and Wii U virtual console re-release, this version of Wave Race 64 still features the original’s Kawasaki jet ski branding. The game features four modes: ‘Championship Mode,’ ‘Time Trails,’ ‘Student Mode’ and a two-player versus option.

Nintendo’s ‘Expansion Pack’ online tier costs $63.99 for a 12-month individual membership (one account) or $99.99 for a 12-month Family Membership (up to eight accounts).

Image credit: Nintendo

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Xenoblade Chronicles 3 is the game I needed right now

Xenoblade Chronicles has always felt like a strange fit in the Nintendo first-party catalogue. It goes against every Nintendo design principle with long cutscenes, unintuitive systems and controls, and adult themes. Despite that, the series has managed to find a sizable audience. And I count myself among its loyal fans.

Even with its hit-or-miss voice acting — or possibly because of it — I fell in love with Shulk and the crew of the original Xenoblade Chronicles. There aren’t many games that I stick with for more than 30 hours, let alone 100, so it says something that I’ve played the entire game twice. When Xenoblade Chronicles 2 launched, it felt like I was hanging out with a friend that I hadn’t seen in years. There was a lot to catch up on, but once we were past the initial awkwardness, it was just like the good ol’ days.

To say that I was excited when Xenoblade Chronicles 3 was announced would be an understatement. The initial trailers showed a game that had a more mature art style, a combat system that borrowed from both its predecessors, and an emotionally charged story. But they didn’t prepare me for the game that I’d play.

Xenoblade Chronicles 3 is the culmination of the Xenoblade trilogy — and it wrecked me.

The darkest Xenoblade game to date

The story of Xenoblade Chronicles 3 takes place in a world at war. Two nations have been locked in the same conflict for a thousand years with no end in sight. People aren’t born to live; they’re born to fight. Soldiers’ lives are tied to a “flame clock,” a device that absorbs the life force from humans upon their death. If their flame clock runs out, they will perish. A soldier’s only purpose is to collect the life force of others.

If that sounds heavy, it’s because it is. Death isn’t just common; it’s essential. Even if they don’t die in battle, people in the world of XC3 only live ten years. It’s something that the characters are constantly aware of. They’re just waiting for their time to run out.

You play as a group of soldiers from opposing sides of the war: three from Keves and three from Agnus. When they’re shown an alternate future where they don’t have to kill to survive, they need to decide whether to trust each other and work together for that future, or accept their current reality. And that’s where our story begins.

The storytelling in the series has always been strong, and XC3 raises that bar even higher. It manages to balance the intimate interpersonal relationships of the main party while telling a story that’s grand in scope and ambition. If you aren’t a fan of JRPG writing — specifically anime tropes and on-the-nose dialogue — it might not be for you. If you can look past a few instances of rough dialogue, though, you’ll experience one of the most epic stories of the past few years.

The characters are endearing and manage to go beyond the two-dimensional caricatures they might initially appear to be. Five hours into the game, I was invested in the individual stories of the characters. At 50 hours, my jaw was on the floor as a series of twists and turns shifted the entire story’s direction. And at hour 100, I was still unlocking new depths to the world and characters.

This is largely thanks to great cutscenes and gripping relationships in the main party. There are some scenes that could easily fit into an anime, and a good one at that. There are epic fight scenes, emotionally raw moments, and deception galore. It’s everything I wanted from the story. Past Xenoblade games have had slow beginnings to their stories, but that isn’t the case here. Right out of the gate the game sets up the story with meaningful moments that set the stakes for the characters.

Reviewing a game can often lead to burnout, especially for a game of this length, but Xenoblade Chronicles 3 left me wanting more at the end of every session. There’s always a new revelation just around the corner. Whether it’s a piece of backstory for one of the characters, a new party member, or a big boss battle, Xenoblade strikes the right balance between story, exploration, and mechanics to keep you invested.

The best combat system to date

The combat in XC3 iterates on the timing-based system of its predecessors with a slew of improvements that make it one of my favourite RPG combat systems ever.

Monolith has managed to fix the age-old problem of choosing which party members to include in combat by just including all of them. All six party members join the fray, creating encounters that are equal parts chaotic and strategic. If you’re familiar with XC1 and XC2, you’ll pick the system up quickly because it’s a perfect marriage of the two. Members of Keves have arts (abilities) that recharge over time like the first game, while members of Agnus have arts that recharge by using basic attacks like the second game. But its greatest strength is how deceptively deep it is without the needless complexity of the blade system from XC2.

Abilities are tied to the face buttons on the controller, so once the cooldown is over, you just need to press a button to use it. They’ve finally done away with unnecessary menus and other complicated elements to get to the best parts of combat. You start with just four abilities per character, but over the course of the game, you’ll have up to eight abilities equipped at a time. Best of all, characters can learn any class, and there are a ton of classes. Each class has unique abilities, and once they’re learned, characters can use them along with their current class abilities, making customization nearly endless.

And if you were as obsessed with collecting blades in XC2 as I was, you’ll love gathering heroes in XC3. Heroes can be added to your party by completing their loyalty missions. Some are found through the main campaign, while others through exploration. Each hero brings a new class to the mix, and while some are stronger than others in terms of their story, all of them bring abilities to combat that are worth going out of your way to collect.

On top of the real-time combat, XC3 has completely revamped the chain attack system. This card-like system has you assigning characters to build up their attacks to meet certain requirements. It felt overly simple at first, but once I wrapped my head around it, I was chaining together combinations that dealt millions of points of damage.

The one area that feels like a missed opportunity is the interlinking system. Characters are able to link together to create a mech known as an Ourobouros. The designs are impressive, and they’re important to the story, but playing as them feels clunky.

It’s also worth noting that if you aren’t into combat with spongy enemies — enemies that can take a lot of damage — you may not enjoy the encounters in XC3. Average encounters take a couple of minutes, and legendary enemies can take upwards of ten minutes depending on your level and damage output. I find it to be a system that rewards careful positioning and timing, but it just won’t be for everyone.

Escaping open world fatigue

Monolith is largely responsible for the open world design of The Legend of Zelda: Breath of the Wild, a game that managed to cleverly circumvent the fatigue that has plagued many open world games in the last decade. I enjoyed my time with Horizon: Forbidden West, but I quickly found myself focusing solely on the main story because I was so intimidated by all of the icons on the world map. Xenoblade Chronicles 3 falls somewhere in the middle of those two.

I loved exploring the open areas in the game. There are more enemies on the fields than ever before, which makes traversing feel more dangerous, and the world more alive. There are plenty of hidden caves and passages to discover, too, but unlike Breath of the Wild, there’s rarely a payoff for your efforts. There’s the occasional hero and legendary enemy, but ninety percent of the time, it was just an equippable item that wasn’t worth it.

Xenoblade games are infamous for having too many side quests. And to its credit, XC3 avoids falling into the same trap. Instead of hundreds of side quests, there are only a few dozen. It didn’t fully learn its lesson, though. Most of the side content amounts to fetch quests with very little in the way of context or emotional payoff.

While the team has taken the feedback about side quests to heart, they went in the opposite direction with items. There are hundreds of items in the game to keep track of. Sometimes you’ll need to collect five of an item with no indication as to where they’re found. Even equippable items lose their value after a few hours. When you have dozens in your inventory, it’s hard to get excited about a two percent increase to your aggro.

“I don’t need multi-page relationship charts. Just give me meaningful characters.”

And don’t get me started on the economy in XC3. It’s broken.

I was a millionaire by the time I was halfway through the game, mainly because there was nothing to spend my money on. I filled up my ether to the cap when I was just 15 hours into the game. And there are three different currencies in the game for seemingly no reason.

That’s just one example of XC3’s greatest weakness: unnecessarily complicated systems. Even 80 hours into the game, I was still getting new tutorials. I love deep systems as much as the next person, but this is a bit much. I don’t need multi-page relationship charts. Just give me meaningful characters.

To its credit, the game does an excellent job of explaining each system. There are hundreds of gameplay tips in the menu in case you forget how to do something. It’s no wonder some people are intimidated by JRPGs, though. There are just too many.

With all of that said, XC3 is one of the most approachable JRPGs I’ve played. The combat is only as challenging as you make it. If you want to take on a legendary monster that’s five levels above you, you’re likely going to be facing a quick death unless you have a clear strategy, strong party composition, and the correct abilities in place. If you don’t mind grinding, you can consistently stay above the level of the enemies you’ll be facing in the story and breeze through battles.

A beautiful game that’s stuck on the Switch

Xenoblade Chronicles 3 is easily one of the best-looking games on the Nintendo Switch. The character designs are striking, the depth of field effects are cinematic, and the colour palette is gorgeous. Even compared to much higher fidelity games on other systems, the sheer scale of the world impresses.

But there’s a caveat: the game’s performance is inconsistent at best.

While it runs at a noticeably higher resolution than XC2 did, the frame rate has trouble keeping pace at times. On the whole, I was pleasantly surprised by how consistent the frame rate was. When it drops, though, it really drops.

There was a section in the back half of the game where I needed to put the controller down and walk away because the choppiness of the frame rate was giving me motion sickness. It was short-lived, but it’s been a while since I came across an area in a game that was so poorly optimized.

Considering the scale of XC3, both in terms of length and ambition, it’s a remarkable effort. I just long for the day when Monolith can create a game with hardware that can keep up with their vision.

An emotional journey that’s worth taking

Whatever issues I had with it, Xenoblade Chronicles 3 is an achievement. It’s the best game in the series and one that I highly recommend to fans of the genre.

If nothing else, I urge anyone reading check out the soundtrack for the game. This is possibly the best video game soundtrack since Persona 5 Royal. It’s an incredible blend of Xenoblade Chronicles 2: Torna-style jazz, symphonies, and electronic music. Those tracks amplify the already impactful narrative. I’ve always enjoyed the stories in the series, but I’ve really come to love for the characters in XC3.

In a weird way, the story made me face some things that I had mentally locked away. I would dive into the game and completely zone out for hours at a time while I grinded, just enjoying my time playing. When it came time to do story missions, though, I was forced to face the realities of death, and that I didn’t expect.

Xenoblade Chronicles 3 turned out to be more than the game I wanted — it’s the game I needed right now.

You can play Xenoblade Chronicles 3 when it launches on Nintendo Switch on July 29th, 2022.

Image credit: Nintendo Co Ltd.

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If you want your Switch of Steam Deck to melt, take it outside in a heatwave

If you’ve ever looked at your Switch OLED model or Steam Deck and thought to yourself, “I wish I could make this gaming handheld device melt,” now is your chance.

Nintendo and Valve warned users not to take their respective portable consoles outside amid the ongoing heatwaves currently ravaging regions around the world, including Canada, the U.K., Japan and more.

Nintendo’s official Japanese Twitter account tweeted out a diagram to help prevent overheating that tells players they should only use the Switch in an environment between 5 and 35-degree Celsius and that they should avoid blocking the handheld’s rear intake and exhaust vents (via Nintendo Life).

Valve also recently tweeted a warning to Steam Deck users, stating that the console should be used in temperatures between 0 and 35 Celsius and that running the handheld in conditions warmer than this range above this will hinder the handheld’s performance. In fact, if the Steam Deck gets too hot, it will shut down altogether.

Given it sometimes feels like I could cook an egg on the Steam Deck’s back while playing resource-intensive games like Elden Ring, this isn’t surprising.

So what should your key takeaway be here? Don’t take your Switch or Steam Deck outside in the middle of a heatwave unless you want to watch it melt.

Source: @Nintendo_CS, @OnDeck Via: Nintendo Life

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The N64 Switch controller is in stock again at the Nintendo Store

If you’ve been waiting to get your hands on Nintendo’s N64 controller for the Switch, the gamepad is now in stock again in the Nintendo Store.

The somewhat awkward $64.99 gamepad is designed to be used with N64 Nintendo Switch Online Expansion Pack titles like Banjo-Kazooie, The Legend of Zelda: Ocarina of Time, The Legend of Zelda: Majora’s Mask, Super Mario 64, Star Fox 64 and several more.

The Switch N64 controller also features several quality-of-life improvements over the original version, including wireless connectivity, built-in rumble, a rechargeable battery (via USB-C) and overall, slightly more solid construction. I purchased one back when the gamepad initially released a few months ago, and though I don’t use it very often, it’s great for playing N64 expansion pack titles.

It’s important to note that you’ll need a Nintendo account to purchase the gamepad and that a Nintendo Switch Online subscription is required to use it ($24.99/year). Further, if you want to use the gamepad with N64 titles, you’ll need to subscribe to the Expansion Pack, which costs $63.99/year.

If you’re interested in buying the N64 Switch gamepad, you’ll need to move quickly as it typically sells out in a few hours. The N64 Switch controller is available for $64.99 in the Nintendo Store.

Source: Nintendo

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Telus, Koodo offering $100 savings to customers who switch

Vancouver-based national telecom Telus and its flanker brand Koodo are offering up to $100 in savings to new and add-a-line customers who switch to either provider by July 11th.

MobileSyrup received a tip about the promo, which is also live on both providers’ websites. Telus even squeezed in a cheeky shot at Rogers, saying “Join Telus and stay connected on an award-winning network that won’t leave you hanging.”

Telus is offering a $50 bill credit and will waive the $50 connection fee for customers who switch to the provider online. That totals $100 in savings. The fine print notes that:

“$100 savings include a $50 bill credit and a waiving of our $50 connection fee. Offer applicable online only on Mobility orders for smartphones and Bring Your Own Device plans. Offer applicable to Mobility consumer accounts only. Offer not applicable to business or Corporate EPP account types. Bill credit will be applied upon order completion and will appear on your first bill after activation. Bill credits are non-transferable, can only be applied to pay for services charges, and carry no cash value after deactivating your services.”

Koodo similarly offers a $50 bill credit and will waive the $50 connection fee for online orders. Koodo notes the offer is only applicable to new activations of eligible “4G LTE speed data plans.”

According to the tip MobileSyrup received, the offer can only be applied to Koodo plans that cost more than $37.50/mo and to Telus plans over $45/mo. Moreover, the offer will expire end of day on July 11th.

Considering there will likely be a swarm of Rogers customers looking to switch after Friday’s outage, this may be a smart move on Telus’ part.

You can check out the Telus offer here and the Koodo offer here.

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Mario Strikers: Battle League is a great arcade sports game that’s lacking content

I’m surprised at how much fun I’ve had with Mario Strikers: Battle League, and, in fact, would go so far as to say that it might be my favourite Nintendo sports game yet.

But it does have several shortcomings.

Unfortunately, similar to Mario Tennis Aces and even Mario Golf: Super Rush at launch, Battle League is severely lacking in the content department.

In the same vein as its Wii predecessor, Mario Strikers Charged, Battle League offers arcade-focused, deceptively simple soccer gameplay — and when I use the word “arcade,” I really mean it. In Vancouver-based Next Level Games’ take on the beautiful game, you can literally tackle/bodycheck opponents, knocking them to the ground like it’s NHL Hitz 2003.

This is a strategy I’ve quickly leaned towards during my time with the game so far, resulting in Wario becoming my favourite character in Mario Striker‘s lineup. Mario’s nemesis is a ‘heavy’ that literally hits opponents with his rather large stomach, knocking them to the ground or into an arena’s electric fence.

Mario Strikers: Battle League screenshotWith this in mind, every character in Mario Strikers controls differently, though it might not seem like it at first. For example, Waluigi is speedy and great for breaking through a heavy defense line, while Mario and Luigi are relatively balanced when it comes to shooting, passing and speed. When playing through the game’s limited selection of single-player tournament ‘Cups,’ selecting the correct mix of characters capable of great passing, shooting, and, of course, hits, is integral to success.

As you earn coins by winning games and completing Cups, you’ll be able to buy new equipment for your squad that enhances their various stats. For example, if you like Toad’s speed, but aren’t fond of the fact that he gets knocked around like a rag doll on the pitch, just equip a ‘Muscle Helmet’ to increase his ‘Strength’ ability so he better suits your play style. Shifting to different equipment and characters based on the squad you’re up against is the only way to beat the game’s sometimes difficult AI opponents.

For example, the ‘Pipes’ team in Cup mode is full of heavies that body you around the field. This meant that my co-op partner and I needed to enter the match with an equally formidable squad of enforcers consisting of Wario, Donkey Kong, Bowser and, of course, Toad (we still needed at least a bit of speed).

It’s worth noting that Battle League‘s selection of characters is rather limited at launch, consisting only of Mario, Luigi, Bowser, Peach, Rosalina, Toad, Yoshi, Donkey Kong, Wario and, thankfully, Waluigi. It’s likely that more familiar Mushroom Kingdom characters are coming to the game in the future through free or possibly paid DLC, but the launch lineup is undeniably disappointing.

Mario Strikers: Battle League screenshot

This is where the lack of content comes in. The core gameplay Mario Strikers: Battle League offers is extremely solid and fun. What at first seems like a parred-down take on soccer quickly reveals ample depth thanks to Mario Kart-like power-ups and unique anime-inspired ‘Hyper Strikes’ that net you two goals if you nail the timing correctly.

But unless you plan to create a club and play online, the single-player experience consists of just six Cups and unlocking equipment for various characters. Ranked club play sounds appealing in theory, especially if you plan to play with friends, but I haven’t been able to test it out because while online multiplayer is available ahead of release, there’s no one to play with yet. I plan to update this story with my thoughts on the Strikers Club mode following Battle League‘s release since it has the potential to be the title’s main draw.

Mario Strikers: Battle League screenshot

In true Halo Infinite fashion, though, Mario Striker: Battle League‘s core gameplay is just too good to pass off, especially since it supports eight players offline in versus and four-player co-op for offline Cup battles.

Things can get a little hectic, especially when playing co-operatively on the same Switch with even just two people instead of a full team of four. This means you and your partner are controlling a team of four as two people, which can sometimes result in unpredictable character switches. Further, the player you’re controlling is only marked with a number, making it easy to lose track of who you are, especially during fast-paced games where both teams are wearing similar coloured jerseys.

Finally, while the game’s various animations are entertaining, they can get repetitive very quickly. The first time I watched Wario produce a piece of garlic from who knows where, eat it and then burp, made me chuckle, but on the 50th watch, the sequence had long lost its appeal. After just a few hours with the game, I found myself skipping nearly every animation.

Still, Nintendo and Next Level Games are on to something with Mario Strikers: Battle League that could evolve into a competitive esport if the title’s online mode ends up being as great as it’s poised to be.

Mario Striker: Battle League is available June 10th. You can order the game from Amazon, Best Buy or GameStop for $79.99.

MobileSyrup utilizes affiliate partnerships. These partnerships do not influence our editorial content, though we may earn a commission on purchases made via these links that helps fund the journalism provided free on our website.

Image credit: Nintendo

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Switch Sports recaptures the motion-controlled magic of its predecessor

Wii Sports was a cultural phenomenon when it released 16 years ago as a pack-in title for Nintendo’s Wii.

For a few years, the game was everywhere, including on mainstream news broadcasts featuring anchors awkwardly waving Wiimotes and talking about the latest “Nintendo,” retirement homes, and living rooms worldwide.

While the novelty of motion-controlled gaming has faded over the past decade, with a few Switch titles and virtual reality controllers being the notable exceptions, it remains the most pick-up-and-play way to control a game, especially for those not familiar with the medium.

Fast-forward to 2022 and we have Switch Sports, a reimagining of Wii Sports designed for the Switch. Though late in the home console-portable’s life, Switch Sports is, for the most part, just as compelling as its predecessor — especially when it comes to online and, more importantly, local multiplayer.

First, let’s look at the several sports included in Switch Sports. Currently, there are only six activities available: tennis, badminton, soccer, bowling, volleyball and chambara.

As you likely already assumed, all of these sports require you to perform some sort of physical motion with the Switch’s Joy-Con controllers.

Badminton plays like tennis, but feels faster-paced. 

For example, tennis plays very similarly to its Wii Sports counterpart, though with an added level of control. You really feel like you have the ability to shift the ball’s direction based on your timing and whether you opt for a forehand or backhand shot. Badminton plays similarly to tennis and offers real precision over the birdie’s direction, though it’s far more frantic and can only be played solo.

Soccer feels like the most full-fledged title in Switch Sports’ lineup, but it’s also an outlier. The game is controlled with two Joy-Cons, with one being used to move your player around and the other for motion-based kicking and the camera.

Soccer feels like a slightly less chaotic, albeit slower-paced, take on Rocket League, and has a surprising amount of depth and strategy to it, whether you’re playing 4-on-4 or 1-on-1.

Switch Sports bowling

Bowling is just as fun as you remember.

Because its controls are more complicated, soccer is also the most difficult sport to pick up and immediately understand. However, this makes it great for solo online play, and I can see it evolving into a go-to sport when I have time to kill and want to play on my own. If you’re deciding between the physical or digital version of Switch Sports because you think you need the included leg strap, just opt for the digital version. Soccer’s shoot-out mini-game is purely timing-based and isn’t very fun.

Next, there’s bowling, the true Wii Sports classic. Bowling is just as fun as it was years ago, but there’s an interesting twist this time around: you can bowl simultaneously against other players. This means there’s no waiting involved and everyone is bowling at once, making the game move much faster. Further, when you’re playing online, things become battle royale-like, with players with lower scores slowly being eliminated in subsequent rounds.

Switch Sports volleyball

Volleyball is nearly entirely focused on timing.

Chambara — which was included in Wii Sports Resort — is a strategic sword fight with either a single sword or dual-wielding swords. Though the sword is surprisingly responsive to my Joy-Con movements, I found that most games devolve into a flaying match devoid of blocking, similar to Wii Sports‘ Boxing. As a result, I’ve spent the least amount of time with chambara so far.

Finally, there’s volleyball, the most timing-focused of all of the title’s sports. When you’re playing with a partner co-operatively, volleyball can feel great as you time your bumps, volleys and strikes perfectly as a team, but solo, it quickly becomes repetitive. Unlike tennis and badminton, volleyball doesn’t seem to offer precise control over where the ball is headed and primarily emphasizes timing and rhythm. It’s worth noting that my partner is a big fan of volleyball’s focus on timing, so whether or not the sport appeals to you will come down to personal preference.

There’s a lot to like about Switch Sports’ various sports, but there are a few notable omissions, including Wii Sports’ favourites like boxing and baseball. Nintendo may have plans to bring these games to the title down the line, but nothing has been confirmed yet. So far, we only know that the ability to play soccer with the leg strap and golf are coming later this year.

Chambara is too chaotic for me.

Strangely, Wii Sports‘ ‘Challenges’ are absent from Switch Sports. As someone who spent most of his time playing Wii Sports solo, this is disappointing and a perplexing move on Nintendo’s part. Some of my fondest memories of Switch Sports involve various tennis challenges like returning a specific number of serves or hitting moving targets.

Like the arrival of additional sports, I wouldn’t be surprised to see Challenges make their way to Switch Sports in the future, but nothing has been confirmed yet.

Thankfully, what Switch Sports does feature is a surprisingly robust online mode that’s playable solo or with another player locally. I’ve spent most of my time online playing tennis and soccer with my partner and can confirm it’s a great experience. You can opt to play a specific sport or rank several different sports in the order of how interested you’re in playing them. After 10 matches in any given sport, you unlock a ranked mode that ensures play remains balanced and that gives you something to work towards, though I’ve only unlocked this feature with tennis and soccer so far.

Switch Sports Soccer

Soccer is great but more complicated than other sports.

Playing and accomplishing specific goals in sports, like hitting the ball on the line in tennis or even just winning, gains you points that let you earn new in-game items like rackets, swords, balls, reactions and player titles that can often be reworked into amusing phrases (for example, my partner’s title is ‘Former Child’).

It may sound silly, but this kept me playing longer than I expected as I continued to try to unlock that coveted black toque for my tennis pro. It’s important to note that these items can only be unlocked in online play and that there’s no way to get them offline.

I like to imagine that my character looks like they’re unapproachable and smokes roughly a pack of cigarettes a day, despite being a tennis pro.

Overall, the customization options for your character in Switch Sports are rather limited, but Nintendo could have plans to add more in the future (you’re likely sensing a theme here).

Switch Sports offers solid foundation that’s missing a few key features Wii Sports fans will likely wish were included in the game. That said, the sports that are here are great, especially classics like tennis and bowling. Hopefully, Nintendo has plans to continue to add new sports and challenges to the game in the future.

Switch Sports is available now for $64.99 on Amazon on Nintendo’s Switch.

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Nintendo Switch Online is getting awful platformer Earthworm Jim 2

Nintendo’s next set of Switch Online titles include NES classics Dig Dug II and Mappy-Land, but also abysmal SNES platformer, Earthworm Jim 2.

Though the 1995 title featuring a worm named Jim was a graphical achievement of the era, it offers wonky hit detection, confusing level design and humour that just doesn’t land in the same way it did 27 years ago (talking cows aren’t funny anymore).

With this in mind, unless you’re looking for a nostalgic blast from the past, Earthworm Jim 2 is not worth your time. There are much better platformers available on Nintendo’s Switch Online service.

In Japan Harvest Moon is coming to Switch Online instead of Earthworm Jim 2, which seems entirely unfair because it’s arguably the best entry in the long-running faring series. All of these new titles will appear automatically in the SNES or NES app on your Switch if you’re already a Switch Online subscriber.

Switch Online includes a collection of several SNES and NES titles like The Legend of Zelda: A Link to the Past, Donkey Kong Country, Super Metroid, Super Mario Bros., Kirby’s Adventure and more.

All three titles hit the subscription service on March 30th.

In Canada, the following Switch Online membership options are available:

  • One month (single account): $4.99
  • Three months (single account): $9.99
  • Twelve months (single account): $24.99
  • Twelve months family membership (supports eight Nintendo accounts): $44.99

Nintendo offers a more expensive Expansion Pack subscription tier that features Sega Genesis and Nintendo 64 titles for $63.99 for a 12-month individual membership.

Image credit: Nintendo