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Metro
2 days ago
- Entertainment
- Metro
Survival Kids review - lost in blue on the Nintendo Switch 2
The only full price third party exclusive for the Switch 2 launch is a reboot of Stranded Kids, which Konami has turned into a co-op game. For a long time, we thought we were the only people that remembered Survival Kids on the Game Boy Color (or Stranded Kids as it was known in Europe). The game was always fascinating to us, as its open-ended gameplay arrived years before the modern concept of survival games and yet it's never credited for inspiring the likes of Don't Starve and DayZ. Perhaps it didn't, perhaps it was just parallel evolution, but we were glad to see it return for the Switch 2 launch. We came away quite optimistic about it when we played a press preview earlier in the month, but that was when we were surrounded with other experienced players, who knew what they were doing. Sadly, the reality of playing the game in a more ordinary setting is that it's not the jolly co-op adventure that was intended. Konami and developer Unity were clearly aiming for an Overcooked! style game of organised chaos but while Overcooked! is like a fun kids' party, with everyone running around and having fun, Survival Kids is more like an awkward family get together, where no one is talking and you can't wait to leave. Despite its name, and the franchise's origins, Survival Kids is not a survival game. You do play as a kid stranded on a series of islands (which are actually the backs of giant turtles) but you can't die and you don't have to worry about your health or hunger. Instead, there's a very regimented approach to surviving your predicament, that plays out in an identical manner from one island to the next. There's virtually no story, but you do get constant commentary from comedian Marcus Brigstocke, who does his best to seem interested in what's going on, helped by a script that does have a few mildly amusing lines. Survival Kids can be played by up to four players online or two locally, but the whole thing is also perfectly playable on your own – although that magnifies the amount of backtracking you'll have to endure. You start off, washed up on the beach and have to collect the three principal resources of wood, stones, and vines, in order to build a base camp – which houses a cooking pot and workbench. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. The cooking pot takes both fruit and fish, in order to boost your stamina bar, which runs out whenever you do anything straining, including chopping down trees and dragging objects. The stamina bar, represented as a circle constantly hovering by your character's face, is hugely irritating, as it runs out quickly and slows you down to a crawl, as you wait for it to recharge. It's clearly meant to encourage co-operation, by two people carrying larger objects together, but that just ends up with you getting frustrated at them as well. A lot of things in the game seem purposefully designed to irritate, especially the fixed turrets that appear in later stages, and having to go back to base camp to change tools – since you can only carry one at a time. The problem here is that games like Overcooked! and are based around organisation and simple action skills. Survival Kids has none of the latter and while you do have to organise other players, it's less a case of prioritising tasks and more just encouraging them to focus on helping you. Besides, the game makes it clear what you're supposed to be doing at every point, while your overarching goals are always just activate an elevator and/or rebuild your raft, which gets damaged every single time you go to a new island. Instead of action, Survival Kids is puzzle-based, with walls to knock down with exploding flowers, objects that get blown around by the wind from your fan, and various switches to push and pull. A few of the puzzles are quite clever, in a sub-Zelda kind of a way, but they're not the sort of thing that really lends itself to a four-player co-op game, especially when the intended audience is presumably meant to be children. Having one person climb up a ledge, so someone on the ground can throw items up to you, or moving a platform to get someone to an inaccessible location is mildly satisfying, but it never seems worth the trouble of setting up a co-op game in the first place. If anything, playing in co-op is longer and more time consuming than on your own, because you've got to wrangle the other players into doing what's needed. As well as the umbrella, you get a small variety of other tools, including a fishing rod, fan, and a cannon that shoots objects a long distance, but these require blueprints and, maddeningly, these are 'lost' every time you go to a new island. This combined with the constantly breaking raft and faulty elevators, makes the game far more repetitive than it needs to be, especially as there's not actually that many islands. More Trending For a full-price game this is extremely short and while it forces you to collect more stars (given to you for how quickly you complete an island and how many secrets you find) to unlock the final section it still has little replayability once you know the solution to the various puzzles. As one of only two exclusive third party games for the Switch 2, Survival Kids is a huge disappointment. The co-op options are welcome, but the graphics are extremely unimpressive and clearly could've been done on the original Switch. The very bland, cartoon art style also seems a big mistake, as no kid – certainly none we've tried to get to play it – is going to enjoy what is at heart a fairly slow-paced puzzle game. While there are plenty of ports of big name third party games for the Nintendo Switch 2 launch, this is currently the only example of an exclusive title from a major publisher. It's not a very encouraging start though and hopefully not a sign of things to come. In Short: A dull and frustrating co-op puzzle game, that has little chance of entertaining a younger audience and is too simplistic and repetitive for adult gamers. Pros: The basic concept is sound and some of the puzzles are quite clever. Cons: Extremely repetitive game structure. Stamina bar and fixed turrets are hugely irritating and traversal and puzzles just aren't fun. Single-player is even more long-winded. Score: 5/10 Formats: Nintendo Switch 2Price: £44.99Publisher: KonamiDeveloper: UnityRelease Date: 5th June 2025 Age Rating: 3 Email gamecentral@ leave a comment below, follow us on Twitter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: Nintendo can put your Switch 2 permanently offline if you use mods MORE: Games Inbox: Is the next gen Xbox a console or a PC? MORE: Hideo Kojima got upset because people thought Death Stranding 2 was 'too good'

Engadget
3 days ago
- Engadget
Framework Laptop 12 review: Doing the right thing comes at a cost
Earlier this year, Framework announced it was making a smaller, 12-inch laptop and a beefy desktop to go alongside its 13- and 16-inch notebooks. A few months later, and the former has arrived, putting the same modular, repairable laptop into a slightly smaller body. Unlike its bigger siblings, the Laptop 12 is a 12.2-inch touchscreen convertible clad in brightly colored plastic. It's aimed at students, with a focus on robustness and quality you won't see in the usual machines you find at the top of the bargain list. My initial impression is that it's a damn charming piece of gear, but I immediately wonder how many kids in school will actually get to use this thing given it's far pricier than its competitors. Framework's 12-inch laptop is an alternative to low-cost laptops, but it is too expensive to compete. $799 at Framework Laptop 12 is the first Framework machine clad entirely in ABS plastic, available in black, pink, lavender, gray and green. As soon as you open the packaging, you'll be instantly charmed by its look and feel given how different it is from the rest of the market. My green and off-white review unit (which the company calls 'Sage') stands out from the crowd almost by default. Framework founder Nirav Patel has long harbored dreams of bringing back the translucent and colorful aesthetics found in Nintendo's Game Boy Color. Here, the 12 reminds me of the OLPC XO or one of the fancier LeapFrog 'computers' that glowed up when you weren't looking. Daniel Cooper for Engadget Its footprint isn't dramatically smaller than the 13-inch model, but because it doesn't taper like its bigger sibling, it feels a lot chunkier. The chassis has a metal frame clad in two layers of plastic that, the company promises, will take whatever shocks and bumps you throw at it. It also has the same quartet of expansion card slots, which are now available in a variety of colors if you want things to match (or clash). Plus, all of those cards can be shared with the other Framework machines since they're all, mercifully, uniform size. Framework clearly learned from making its bigger machines, adding several quality of life tweaks to the 12 for both daily use and repair. The folks who regularly open and close their Framework laptop will instantly spot the changes that will make things a lot easier. For a start, the input cover is held in place with more screws (eight, compared to the 13's five), which better balances tension across the surface area. The input cover now slots into grooves on the front of the deck, making it easier to place than the 13. More importantly, the input cover connects to the mainboard via pogo pins rather than with a ribbon cable. I don't think I've ever damaged a ribbon cable myself, but it's always a worry if someone tries to yank off the lid without first disconnecting it from the mainboard. Daniel Cooper for Engadget Rather than screwing the SSD in place, Framework now uses a hinged plastic clip that you press in to secure the drive. Similarly, there's a little flip-down plastic cover to protect the RAM, with a large printed reminder to flip it back once you've installed the DIMM. Naturally, the board layout has changed, as has the battery — to a smaller, 50Wh cell — so the mainboard and battery won't work with its slightly larger sibling. (Aside: If you're a hobbyist hoping the 12-inch mainboard will be dramatically smaller than the 13-inch model to make smaller projects, expect to be disappointed. It is smaller, but not by such a significant degree that you probably wouldn't rather just use the 13-inch model instead.) Daniel Cooper for Engadget The power button has been moved from the keyboard to the right side of the deck, next to the expansion card slots. There's no fingerprint reader, either, which is one of several omissions you can attribute to 'cost saving,' 'this is a machine made for kids' or both . Would-be buyers get the choice of a 13th-generation Core i3-1315U or a Core i5-1334U, which can support up to 48GB of DDR5 RAM, albeit only at the slower DDR5-5200. You can throw in an M.2 SSD with up to 2TB of storage, and if that's not enough, you can get an additional 256GB or 1TB unit to sit in one of the laptop's four expansion card slots. Patel knows enough about keyboards and trackpads not to mess with what works, and what people like. The keyboard and touchpad are as robust and pleasing to use as you find on the 13-inch model. I'm not sure yet, but I might actually prefer typing on the 12-inch keyboard compared to the 13's, maybe because of the former's all-plastic build and the slightly louder, punchier keyclicks. Daniel Cooper for Engadget This machine was offered as a better, longer-lasting and more sustainable alternative to those dirt-cheap laptops sold to kids and students. But while everything already mentioned is more than good enough, we soon start to see where the cost-saving trims have been made. This is the first Framework to ship with a touchscreen, which is a 12.2-inch, 1,920 x 1,200 glossy LCD with a max brightness of 400 nits. In short, it's the same sort of screen you'll find on a lot of lower-end notebooks and so adjust your expectations accordingly. The gloss is an occupational hazard given it's a touchscreen, but the weaker backlight means you'll deal with the usual high-reflections and washed-out view in bright light. Framework is presently developing its own stylus, but until that launches, the laptop is compatible with any USI 2.0 or MPP 2.0 stylus. You'll have to source your own right now, and for the review, I was supplied with a Metapen M2 for testing. So far, however, I've found the pen experience to be more than a little frustrating, with the palm rejection a big issue. It needs a tweak — and I'm sure it'll be addressed swiftly — given the amount of times I prodded open a menu or closed a window with the flesh on the side of my hand. Similarly, the 2-megapixel webcam is a big step down from the 9.2-megapixel sensor found in the 13-inch model. Again, you can expect the same washed out, artifact-heavy video as you would find in many other low-cost laptop cameras. Framework has worked to improve its sound quality over the last few years but the size of the 12's chassis is a limiting factor. The pair of 2W speakers here are tinny and quiet even at full volume, but at least they don't rattle or vibrate with heavy bass. My review unit was equipped with a Core i5 with 16GB RAM, and it was more than able to handle the sort of stuff you'd expect to perform on a machine of this class. Writing the bulk of this review, watching videos, viewing and tweaking images are all well within this machine's reach. Hell, I even managed to get Hardspace: Shipbreaker to play, but not very well, and while Fortnite does run, it's janky enough to not be worth your while. Again, tweaked drivers will likely tidy those issues up, but I suspect this machine doesn't have enough grunt for doom room gamers. Of course, it's a Framework laptop, so you can already guess the one major issue that pops up whenever you put the silicon under load. As usual, the fan noise is pretty noticeable when the hardware temperature rises, and I wouldn't recommend you using this thing on your lap. And you should expect to have this thing plugged in for the duration of your time using it, as the battery life isn't stellar. If you're using this to run any sort of demanding app or game, you won't get more than four hours on a single charge. Daniel Cooper for Engadget Right now, you can only buy the pre-built edition in black, with the DIY version the only place you can pick your chassis color. It's available in gray, lavender, bubblegum and sage, and I'd heartily recommend you picking any of those options over the standard black. The pre-built edition starts at $799 with an Intel Core i3-1315U, 8GB of RAM, 512GB SSD and Windows 11 Home. If you want to step that up to the higher-end Performance model with an i5-1334U, 16GB of RAM and a 512GB SSD, it'll set you back $1,049. On the other hand, you can pick up the DIY edition for $549 (for the i3) or $699 (for the i5), leaving you to source your own RAM, SSD and OS. I'll admit I'm struggling to work out what the Framework 12's competitors are, since this is a tricky machine. When announced, the company said it was an alternative to the sort of entry-level laptops bought for kids and students, which are 'janky, locked-down, disposable, underpowered and frankly, boring.' This means it's going up against $500 notebooks and Chromebooks, the likes of which you'll normally find on sale at Best Buy. The ones that, you know, have a reputation for surviving until a week after the warranty expires, leaving you out of pocket until the next sale. From a utilitarian perspective, the higher price is offset by the knowledge it should outlast every other computer in your kids' cohort. Not only is it durable and repairable, but you should be able to swap out the mainboard in two or three years' time to keep pace with technology. But, by that same utilitarian argument, you could just as easily pick up a refurbished Framework 13 with a Core i5-1340P, when available, for just $779. Daniel Cooper for Engadget I'm fond of the Framework Laptop 12 because I can easily see it having a place in my life when I'm on the go. It's cute, good-looking and small enough you could easily throw it into a bag when you're in a hurry. The durability of the chassis and repairability, plus the swappable expansion cards, means it should run for years and years. And it's fun! I love the idea of a little laptop that stands out against the endless rows of cheap black plastic or silver aluminum notebooks. Those dirt-cheap notebooks built with low-end parts and sold to kids and students for $300 or so aren't much good for anything. If you want quality, you'll need to cough up for it, and this will at least last for years without endless replacements. But. The limited performance and battery life here gives me pause and I'm not sure a machine that, right now, needs a stretch to run Fortnite would be too popular. My gut tells me Framework had intended to sell this for less before tariffs pushed the prices up beyond what made sense. But as a consequence, the Framework Laptop 12 falls between two stools: Not cheap enough to be compelling to the price-sensitive buyers and not powerful enough for people with bigger budgets. Unless you happen to have a spare SSD, RAM and Windows license kicking around that'll bring the cost down to sticker price. My gut tells me that this laptop's real audience will be adults looking for a quirky second device to take on the go.

Engadget
10-06-2025
- Entertainment
- Engadget
Palmer Luckey's ModRetro Chromatic portable console is now a thing you can actually buy
There's a new (ish) retro console on the block. The ModRetro Chromatic had a soft launch last year but is now "permanently in stock" for consumers. This is another machine that runs Game Boy and Game Boy Color cartridges, like the beloved Analogue Pocket and others. The Chromatic features a magnesium alloy build, so it should take a licking. It also features a backlit screen — something the original Game Boy lacked. As a matter of fact, Nintendo didn't fully embrace backlighting technology until midway through the life of the Game Boy Advance. The console was designed by Palmer Luckey and was originally sold in a limited run last year. Today's release includes a new colorway and the choice of a sapphire glass display for increased durability. There are also a bunch of new accessories, like a rechargeable power bank, and some nifty software features. It can now natively stream to Discord, Mac or PC, without any additional hardware and there's a new firmware tool to update games. The Chromatic runs proprietary cartridges, in addition to Game Boy and Game Boy Color titles. There are a handful of new games arriving with this release, including a metroidvania called Dark Plague . Each console ships with Tetris , just like the original Game Boy. The standard release costs $200, but the model with the sapphire glass display costs $300. New games price out at $40 and old-school Game Boy carts are available on eBay, at garage sales and maybe buried in ancient couch cushions. There are a couple of caveats here. First of all, this doesn't emulate games, as cartridges are required. It only handles Game Boy and Game Boy Color titles. The Analogue Pocket, for instance, can also play Game Boy Advance titles and a separate adapter brings other consoles into the mix. — Palmer Luckey (@PalmerLuckey) May 1, 2025 There's also the creator himself. Palmer Luckey is a controversial figure. He founded Oculus and helped bring VR to the masses, sure, but recent years has found him running a military defense contracting firm called Anduril Industries. This company has been involved with designing a "virtual" border wall complete with hundreds of surveillance towers, building AI tools for military use and, most recently, making wearables that allow soldiers to interact with AI-powered weapon systems. He's become a big player in the defense space, securing $6 billion in global government contracts. You'll have to decide if you want to indirectly contribute to that cause by giving him $200 or $300 to pick up a portable console. If you buy something through a link in this article, we may earn commission.


New York Times
05-06-2025
- Entertainment
- New York Times
Returning to Nintendo Games Helped Heal My Inner Child
When my atomic purple Game Boy Color was stolen in 1999, I tried not to cry. I was 9, and I already did that too often. And I didn't want to be seen as a child anymore. A couple of years later, in an attempt to be viewed as more mature, I was watching fewer cartoons and picking out polo shirts instead of graphic tees. When relatives said I was too old to be photographing Pokémon on my Nintendo 64, I pretended not to care, though my nonchalance masked my continued attachment to those types of games. Often anxious, I hoped to be perceived as tough instead, convincing myself that I wanted to play football in the streets and Madden 2000 with a controller. As part of my self-preservation, I distanced myself from video games that were considered childish by many. So I left Nintendo behind for nearly two decades, before returning in 2017 with a Switch, which was pitched as the portable device that you and your friends could enjoy on the go. This week's arrival of the Switch 2 has reminded me how getting back into Nintendo games as an adult helped me heal that inner child. While growing up in South Florida, I had embraced a false bravado with the hopes of fitting into a culture that dismissed softness. I took up karate, tried getting into competitive intramural sports and dressed in the baggy jeans, oversize basketball jerseys and bandannas folded like my favorite rapper. Want all of The Times? Subscribe.


Metro
02-06-2025
- Entertainment
- Metro
Survival Kids hands-on preview – the biggest Switch 2 third party exclusive
GameCentral speaks to the makers of Konami's latest reboot: a four-player co-op game that is the most exciting third party exclusive for the Nintendo Switch 2. No one can complain about the volume of launch games being released alongside the Nintendo Switch 2, but unfortunately they're almost all ports and remasters of existing third party titles. There's only two first party Nintendo games – Mario Kart World and Welcome Tour – and only two exclusive third party titles: this and future racer Fast Fusion, from Fast RMX maker Shin'en. That's a budget-priced indie title though, while this is a reboot of an old Konami franchise that we happen to have been fans of back in the late nineties. We're not even going to speculate as to why Konami keeps reviving smaller franchises like this, while leaving Castlevania on the shelf, but it's easy enough to see why a four-player co-op game with a family friendly vibe would seem like a good idea for a Switch 2 launch title. We got to play multiple levels from the game at a preview event last week, and it was a lot of fun. We're not sure it's rather basic visuals were the best idea, since they can seem rather cheap and childish, but this is a solid game with some enjoyably meaty puzzles, that might just end up as the Switch 2's first hidden gem. Survival Kids was originally released in 1999 for the Game Boy Color, although in Japan and Europe it was called Stranded Kids – for subsequent entries it switched to the name Lost In Blue in the West, the last of which was on the Wii in 2008. For once, the American name made more sense though, as the original is one of the very first entries in the survival game genre, more than a decade before the concept became more commonplace. As such, you foraged for food to keep you going, while trying to build structures and rafts in order to help you escape the desert island you were stuck on – think a cosy sim like Stardew Valley but with the ability to starve to death. 'We were looking through the back catalogue of Konami titles, looking for games that we thought would be ripe for doing an appropriate reinvention of. And you're absolutely right, the original game, on Game Boy Color, was an almost a template for what we now know as the survival game,' Konami creative director Richard Jones told us. 'It was very open-ended, it was very hard, there was a lot of trial and error – you really did have to bang your head against it, to actually get anywhere. But what we loved about it was the idea of kids on a desert island. 'You look on the cover of the original Game Boy Color game and there was always a boy and a girl, so there was always two kids but you only ever played a single-player game. So, one of the first thoughts was: 'How do we make this into a multiplayer game for modern audiences?'' The new Survival Kids has the same premise as the original, in the sense that it's also a Robinson Crusoe simulator, but it's not a survival game and nobody's going to be dying because they couldn't find enough coconuts. Instead, it's a co-operative puzzle game, with up to four of you stranded on a series of islands (which are actually giant turtles). There's something about collecting Harmony Stones as well, but basically you start off on one island and have to adventure across it to build a raft to get to the next. You have a little base camp you can build (and pack up to move elsewhere) where you can cook food to give you a stamina boost – which is need to move or dig up some heavier objects – and swap between various items like a fan (for producing wind), an umbrella (for gliding short distances) and a fishing rod (not just for fishing but snagging distant items and switches), whose blueprints you discover along the way. Raw materials such as wood, stone, and vines have to be mined but this is a trivial task, especially if someone else helps at the same time, to speed things up. Although if you're playing with young kids just bringing resources to the crafting box is useful busywork, that starts to become slightly reminiscent of Overcooked. These materials are often used to craft climbing nets and bridges, but you soon get onto more complex puzzles, that involve things like controlling platforms to access new areas and neutralising statues that spit projectiles at you. We never got stuck while playing but some of the puzzles did take some brainpower, which is encouraging for adult players. 'That's exactly the balance we were trying to make,' says Jones. 'We wanted the systems to be accessible, so the crafting box where everyone can contribute and throw things in, and then the item pops out. So rather than inventory management and having to go scrabbling around for loads and loads of resources we wanted to make the crafting simple and the stamina bar simple and very understandable.' 'But at the same time, you can still make puzzles challenging. The idea was never to make this something you could just breeze through. The idea was to make the systems and the gameplay easy to understand and then the challenge in the puzzle and the actual execution of it,' he adds. Although all the previous Survival Kids games were made in Japan, this reboot is by Unity – the makers of the Unity graphics engine, whose logo you will have seen before the start of many indie and AA titles. However, unlike Epic Games and their Unreal Engine, Unity has never made a game themselves before and this is their first proper foray into development. 'We have, behind the scenes, for years, helped developers who are using Unity engine to achieve what they need to. So, we've helped with performance optimisation, porting Unity across to a new platform, and this is really helpful because it allows us to production verify all new versions of Unity,' studio head and producer Andrew Dennison told us. 'We can test them on customer projects, but there's a limit to that as the project's not yours and there's maybe only a narrow window of what you're looking at. 'So the opportunity we saw, probably about three years ago, was 'How could we do something bigger?' What if, for a publisher, we built an entire game and that would let us test the breadth of the engine, and particularly if we could – which we somehow managed to do with this game – align it with a new platform launch. Because we can prove that Unity is ready for Nintendo Switch 2.' 'We met at Gamescom in 2022 and Unity were looking for a project. I was looking for an external studio to work on Konami IP. It soon became evident that we had lots of shared goals, lots of shared appetites, for what we wanted to do. We both wanted to do multiplayer co-op, social game experience with all the family – so that was how it started,' adds Jones. 'The game started off completely platform agonistic. We knew what we wanted to make, we knew our target audience, and this time, in the planning stages, the next Nintendo console was way off in the distance, we didn't know much about it. 'It wasn't until we got a little further into that, after pre-production and into the early parts of development that the release window started to solidify and that aligned with our schedule. And that was when we first sat up and started thinking seriously that we could hit the launch date with this.' Maths fans will have already worked out that that means Unity made the whole game in less than three years. Just over two, in fact, according to Dennison, who reveals that full development only started in March 2023. Compared to the five or more years that a modern AAA game can take – and the terrible cost for the developer if it's not an instant hit – and suddenly Survival Kids' modest visuals make much more sense. 'I don't have an up-to-date reference for how AAA studios are running things but I know for sure that there are economies to be had by keeping a team tight, well-organised, and what was great working with Konami – and I genuinely mean this – is there was a ticking clock,' says Dennison. 'You have this much time and that forces you to make the right decisions. We knew a window, so we knew we had to have the game done by end of '24, so we'd have enough time. And it's really useful to have those deadlines, because it forces you to make those decisions.' The game features a relatively realistic physics engine, so that if something drops in a river it will float downstream and have to be collected later, while explosive fruits can be rolled or catapulted in the air. You can play on your own – and we did for about 20 minutes as a test – and it's fine, but it's much more enjoyable when everyone is running around, trying to grab the glory for themselves and blaming every mistake on someone else. 'Some of the emergent silliness comes out of the physics. When you cut a tree down it will roll down a slope into the water when you're you're trying to grab it,' says Jones. 'It's amazing how difficult it can be for two people to carry a log.' The game can be played by up to four players online and that was simulated at the event, by playing with other journos. There's also a two-player couch co-op mode which you can play on the same console and with only one Joy-Con each. This worked great too and means you can play it co-op without needing to pay for Nintendo Switch Online or anything else. More Trending We can't say how much longevity the game has until we've played the whole thing but there are various secrets and costume unlockables, which along with the time you take to finish determine how many stars you're awarded when you complete an island, with the biggest one we played taking over 30 minutes. Although we suspect the rather bland visuals, and a price tag that seems just a tad too high, are going to be obstacles, we enjoyed our time with Survival Kids and can't wait to play it more with friends and family. In terms of gameplay our main concern now is how the game balances it's very straightforward early levels with the more complex puzzles of later on, but as long as it's a smooth segue it should be fine. You can never have enough couch co-op games and while this doesn't necessarily seem like it needed to be a Switch 2 exclusive in order to exist, it certainly does fit Nintendo's vibe, while also being something novel and different compared to the other launch titles. Formats: Nintendo Switch 2Price: £44.99Publisher: KonamiDeveloper: UnityRelease Date: 5th June 2025 Age Rating: 3 Email gamecentral@ leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: Games Inbox: Will Nintendo games ever come to PC? MORE: The original Switch is still a better option than the Switch 2 – Reader's Feature MORE: Nintendo is bringing one of its exclusive games to PC claims Microsoft website