Latest news with #GameCube
Yahoo
2 days ago
- Yahoo
Nintendo GameCube Controller
Over the last few years, I've been loving my wired GameCube controller: it's served me well in intense rounds of Smash with friends and felt great to use with, say, Super Mario Sunshine. I also enjoyed being able to connect it with devices such as a PC and Steam Deck with relative ease. Nevertheless, I've never quite liked the dongle needed with it, which was practically a bulky piece of plastic which eventually broke on me for no reason and which prompted me to buy a third-party one since Nintendo stopped making theirs years ago. Suffice to say, then, that I was thrilled to hear that, together with the Switch 2, the GameCube controller would be receiving the Nintendo Classics treatment, i.e. it would have full compatibility with the latest Nintendo console, and, more importantly for me, it would probably have Bluetooth functionality with little fuss and, of course, no dongle. Sadly though, especially for the price of 84.99 CAD (if you can even find it at this price to begin with), the end product is rather disappointing since the features lost in the process of modernizing the controller hardly make up for the convenience of having it work flawlessly with the Switch 2. As you can probably tell from the images included, this new GameCube controller stays very faithful to the design of the old one. The only two components missing are the metal braces/brackets that were used with the shoulder buttons and the notches needed with them. This is likely to be one of the reasons that the new controller is slightly lighter than the original. On the other hand, the new GameCube controller brings with it features and buttons which put it in line with the other pads, such as the Pro Controller 2, meant for dedicated use with the Switch 2. Namely, the sync, home, capture, C (meant for Game Chat) buttons, player indicator LED and USB-C port are all added to the top of the controller whereas an almost comically small ZL serves as a shoulder button on the left side. To my understanding, the ZL is tiny on purpose in order for users to avoid accidentally pressing it when playing GameCube-specific games, for which ZL is 'pause'. But, when playing any other title native to the Switch family of systems with this controller, which, yes, for the record, you can absolutely do, despite Nintendo's mixed messaging, the small size of the button is obviously an annoyance at best. The only button found on the Pro Controller 2 but not here is the '-' button, which leads to complications when trying to open the map in Breath of the Wild, for example. Surprisingly, given that Nintendo seems to have had only GameCube games in mind when launching this controller, it actually supports motion controls thanks to a built-in gyroscope. After actually using the GameCube controller—it's definitely become my go-to pad for Smash and/or the three games included in the 'GameCube Classics' catalogue: F-Zero GX, Soulcalibur II and Wind Waker. And…that's about it. This is because, at least at the time of writing, this new GameCube controller is exclusively compatible with the Switch 2—it's not even compatible with the first Switch! And, yes, before you ask, some sleuths online have already figured out how to kind of get it working on PC, but, and I can't believe I'm writing this, for anything but the Switch 2, I have no choice but to keep my original wired controller and the dongle, warts and all. Everything considered, save for enthusiasts, I don't think there are a lot of people for whom this new GameCube controller would be my first recommendation: at 84.99 CAD, not to mention availability issues and needing an active NSO account to even be eligible for the purchase, most players would be better off with the Pro Controller 2 and/or an original wired GameCube controller paired with a dongle. If/and when Bluetooth connectivity issues are resolved, this will be an easy buy. Until then, the new GameCube controller is unfortunately a missed opportunity.


Gizmodo
2 days ago
- Entertainment
- Gizmodo
Nintendo's Revitalized GameCube Controller for Switch 2 Is Somehow Better Than the Original
2025 Nostalgia should not be enough to give any tech a passing grade. But let me come clean. I wouldn't have dropped $65 on the revitalized GameCube controller for Switch 2 if I hadn't spent my preteen years beholden to Nintendo's boxy console. With improved buttons, the new version is better than anything from 2001. After so many years, I've come to see the gamepad as a unique device that's enhanced by its limitations. Instead, it's constrained by Nintendo's own restrictions on where and how you can use it. See Nintendo Switch 2 at Walmart See Switch 2+ Mario Kart World Bundle at Walmart The Switch 2 GameCube controller is exclusive to Nintendo's online storefront, and its availability keeps fluctuating to the point we can't tell when or if it will be back in stock. You can find plenty of recreations that try to emulate the look and feel of the 24-year-old controller all the way down to the nubby, yellow 'C' button. Nintendo still allows adapters to connect up to four GameCube controllers on Switch 2. So why would you want the official recreation? Because it works as seamlessly as a Joy-Con or Pro Controller, and compared to many third-party emulations, this is the most pitch-perfect accurate device in terms of raw feel. The big problem is, you can't use it for any other device but the Switch 2. Sorry, you won't be emulating GameCube games with Nintendo's own tech (at least until somebody inevitably hacks it). Nintendo GameCube Controller for Switch 2 It's an improved rendition of Nintendo's classic controller from 2001 with better buttons and wireless connectivity. I just wish I could use it on other devices. Pros Improved buttons and D-pad Improved buttons and D-pad Home button makes it easier to use with Switch 2 Home button makes it easier to use with Switch 2 Perfect for playing GameCube games Cons Very few GameCube games available on + Expansion Pack Very few GameCube games available on + Expansion Pack Won't work well with modern titles Won't work well with modern titles Only works with Switch 2 I have hung onto the same original black GameCube and wireless WaveBird controller from my childhood—the joysticks so mangled with caustic adolescent fingers they were worn down to nubs. I'm amazed at how much attention Nintendo paid to improving the new controller while keeping the same feel as the original. I'm comparing a brand-new device to one that's nearly as old as I am, but it appears that Nintendo replaced the squishy rubber pads of the original controller's face buttons with something that's far more snappy and clicky. The switches on the D-pad are far better than on the 24-year-old controller. That directional pad is still small, so I won't be using it for a fighting game anytime soon, but it's a better option for some retro titles. For launch, Nintendo released just three games for $50-per-year Switch Online + Expansion Pack subscribers, including The Legend of Zelda: The Wind Waker, Soul Calibur II, and F-Zero GX. You can't play them on the original Switch, and you can't use the new controller on the old handheld, either. Wind Waker is a classic in every sense of the word, but it's the only game on the list that takes advantage of the controller's unique design. I would love to see deep cuts of the GameCube library make their return, like Eternal Darkness: Sanity's Requiem and TimeSplitters 2, or other exclusives like Metal Gear Solid: The Twin Snakes. Nintendo hasn't offered an idea of what will come out next, but I wouldn't advise that you buy this controller in the mere hope we see the return of Killer 7. The GameCube controller was an odd duckling in 2001 at the release of Nintendo's boxy sixth-gen console. While Sony standardized the twin-stick layout of its DualShock, Nintendo—being Nintendo—crafted a controller that forced developers to design around its oddly shaped buttons and pressure-sensitive trigger buttons. Take Metroid Prime, for example. It was a first-person shooter where that secondary nipple-like C stick went unused in favor of tank controls with a lock-on mechanic. The design lent itself to entire gaming subgenres. Super Smash Bros. Melee's controls emphasize the 'A' and 'B' buttons for attacks, while the C stick was geared for hitting quick directional 'smash' attacks. In competitive Smash Bros. circles, the GameCube controller is still the gold standard. Nintendo's design ethos clearly hasn't changed much in the 24 years since the original GameCube's launch. Mario Kart World is made to be played with a single Joy-Con, which only requires one joystick, four face buttons, and triggers. The only issue playing the latest Mario Kart with the GameCube controller is that the game doesn't recognize the pressure-sensitive triggers. To drift, you need to press the R button fully until it clicks. Still, I found I preferred the GameCube controller's thick primary joystick and its octagonal restrictor for precision in Mario Kart. For this plasticky, ultra-purple controller, $65 was a hard pill to swallow. I knew going into it I couldn't use the GameCube controller for every single new Switch 2 game. In place of a proper L1 button, it has a small, flat, square-shaped bumper button. Its top portion, which used to sport a power connector, now has a Home button and 'C' switch for GameChat. It has gyro controls that work for some Switch games, but it won't really work as a stand-in for the official Switch 2 Pro Controller or any other third-party gamepad complete with all the bumpers, triggers, and back buttons you need for modern games. Trying to play Split Fiction with a GameCube controller forced me to remap several buttons to get around the lack of click-in sticks. There's no way you can play a first-person shooter like Cyberpunk 2077 without access to those extra buttons. The GameCube controller was full of small innovations we take for granted nowadays. In 2002, Nintendo introduced the WaveBird. It was a radio frequency-based wireless controller that required you to connect it on a specific channel. There was no need for line of sight like earlier wireless infrared-based controllers, and it was so good we all cried crocodile tears when it was discontinued in 2008. Nowadays, where Bluetooth and 2.4GHz connectivity are standardized, the wireless connectivity isn't anywhere near unique, but it's far more convenient than plugging your controller into an adapter for every play session. The addition of a Home button adds the convenience of easy access to your in-game screenshots or sleep mode. The GameCube controller wouldn't be enough if all you used it for were just three games and the hope you'll get to play more later. The significant restrictions Nintendo placed on its functionality with other devices are more than a little frustrating. It's far less versatile than most controllers, but in a way I appreciate it more because of that. If other controllers are a multi-tool, the GameCube controller is a scalpel made for specific use cases—like beating the ever-living snot out of friends in Smash. See Nintendo Switch 2 at Walmart See Switch 2+ Mario Kart World Bundle at Walmart


Arabian Post
4 days ago
- Entertainment
- Arabian Post
RetroArch Rises as Premier Emulator Hub on Linux
RetroArch has emerged as the pre‑eminent solution for classic gaming on Linux, offering enthusiasts a polished interface and extensive emulator support. This open‑source frontend consolidates numerous 'cores' — modular emulators encapsulating consoles such as NES, SNES, PlayStation, GameCube and more — under a single, unified environment. Linux users benefit from seamless installation via Snap, Flatpak or official repositories, enabling easy access to stable versions across x86‑64 and ARM architectures. The front‑end integrates advanced capabilities: multi‑pass GPU shaders for authentic retro visuals, netplay functionality, frame‑accurate rewinding, run‑ahead to reduce input latency, and peer‑to‑peer rollback networking akin to GGPO. Accessibility is enhanced through auto‑configured gamepad inputs and Blind accessibility options, widening its appeal. Compared with standalone emulators, RetroArch delivers unified settings and consistent functionality — savestates, cheats, rewinds — across all supported systems. It can even play original media such as CDs, while offering built‑in game metadata retrieval and playlist generation. However, this breadth of features entails a steeper learning curve. Community voices point out that RetroArch's interface is less user‑friendly than single‑system emulators, often fine‑tuned by users comfortable with technical configuration. ADVERTISEMENT Widening adoption of Libretro cores across platforms such as Lakka — a Linux distribution tailored for retro gaming with a full RetroArch interface — and even Kodi's RetroPlayer further underscores RetroArch's dominance in multi‑system emulation. Critically, the precision of emulation continues to improve. Popular cores like Beetle PSX now rival dedicated emulators with smoother visuals and features like enhanced texture filtering — upscaling capabilities that sometimes surpass original hardware. On Android, RetroArch stands out as the leading cross‑platform choice, bolstered by integrated broadcast tools for services like Twitch and YouTube. In parallel, alternatives like Lutris cater to users who wish to manage retro titles alongside modern PC games and Wine applications, but they lack RetroArch's deep integration with hundreds of console cores. Meanwhile, standalone emulators such as PCSX2 or Mupen64Plus remain choices for users prioritising simplicity or system‑specific optimisation. Recent enhancements to RetroArch's Linux offerings underscore its growing polish: version 1.21.0 released via Flathub includes improvements to PipeWire audio integration, camera driver support and optional audio muting during rewinds. These refinements enhance the user experience for desktop and ARM‑based hardware alike. Looking ahead, active contributions from the community, funding via platforms such as Patreon and continuous development through nightly builds suggest sustained innovation. Experimental features like AI‑driven in‑game text translation in 2024 signal ambitious new directions for the software.


CNET
5 days ago
- Entertainment
- CNET
Mario Kart World: How To Unlock Mirror Mode Tracks
Have you already mastered Mario Kart World's new brand of racing? Have you practiced every wallride and time skip in the game? Maybe it's time to try something new and take on the Mirror Mode challenge. Mirror Mode was introduced in Mario Kart 64 and has shown up in every entry in the series since the GameCube-era Double Dash. This mode flips every race track across the y-axis so that left turns become right turns and vice versa. For gamers who have already mastered the perfect way to drift around every corner, this reimagining of every course interrupts muscle memory and makes old races feel new again. In Mario Kart World, players are able to unlock a version of Mirror Mode that lets them flip each cup around for a different racing experience. You'll also get a chance to mirror the Free Roam area, drastically changing one of the biggest new Mario Kart features. These Mirror Modes unlock in two different ways. Here's how to unlock Mirror Mode races and Free Roam in Mario Kart World. Keep an eye out for Free Roam collectibles. Knocking out P-Switch challenges is important if you want to unlock Mirror Mode. Nintendo/Screenshot by CNET How to unlock Mirror Mode races in Mario Kart World There's a small laundry list of requirements that you'll have to knock out if you want to unlock Mirror Mode races in this game. You'll have to master the existing in-game cups as well as extensively engage with Mario Kart World's new Free Roam feature. Here's everything you need to complete in order to unlock Mirror Mode races in Mario Kart World. Complete all Grand Prix Cups and Knockout Tour Rallies in 150cc You'll have to beat every race in the game at the current fastest speed in order to unlock the Mirror Mode for their tracks. Interestingly, you don't actually need to place first in these cups to fulfill the requirement -- just make sure you've completed these races in the 150cc mode, as the slower races don't count toward unlocking Mirror Mode. Collect 10 Peach Medallions and ? Panels Peach Medallions and ? Panels can be found in the nooks and crannies of Mario Kart World's Free Roam mode. Peach Medallions are often hidden in corners or off the beaten path, whereas ? Panels are more likely to be found in open areas or on wallriding sections of racetracks. You'll need to find at least 10 of each of these collectibles in order to unlock Mirror Mode. Finish 10 P-Switch challenges In addition to picking up collectibles throughout the world, you'll have to find and complete 10 P-Switch challenges. These big blue buttons unlock special timed courses to complete in the open world. You need to fully complete 10 of these challenges to fulfill the Mirror Mode requirement. Complete the Special Cup on 150cc (again) This is the last step to unlock Mirror Mode in Mario Kart World, and you can't complete it before wrapping up the other requirements. If you've already beaten the Special Cup on 150cc before beating the other races and picking up all of those collectibles, you'll have to complete this set of races again. The good news is that you don't need to get first place to unlock the special mode. Just like with the Grand Prix Cups and Knockout Rally Tours, completion is what matters here. Once you finish the Special Cup on 150cc, you'll get a notification alongside a small icon of the Peach Stadium's stained glass window that informs you that you've unlocked Mirror Mode. You'll be able to choose Mirror Mode from the race selection screen -- and this notification gives you a hint about how to enter the new mode in Free Roam. You'll have to pop on top of Peach's castle and enter the stained glass window (top left) in order to enter Mirror Mode in Free Roam. Nintendo/Mixeli/Screenshot by CNET How to enter Mirror Mode in Free Roam in Mario Kart World Free Roam's Mirror Mode won't take nearly as much effort to activate. Instead of filling out a list of requirements, you only need to find a single secret in Mario Kart World's open world to activate this version of Mirror Mode. To flip Free Roam around the y-axis, you'll have to unlock the Mirror Mode for regular cup races first. After you've done that, visit the Peach Stadium track while exploring the world. There's a secret stained glass portrait of Princess Peach that you need to locate on this course. You can find this stained glass portrait on the roof of Peach's castle. Locate one of the parts of the racetrack where you can drive off and land on the roof and then climb toward the middle of the castle. The portrait is front and center on the castle roof -- you can't miss it. Drive through the stained glass to enable Mirror Mode in Free Roam. Disabling Mirror Mode is as simple as driving through the Peach portrait once again. What are the rewards for beating Mirror Mode? Once you unlock Mirror Mode, it's only natural that you blitz through the newly flipped race tracks in each Grand Prix Cup. Just know that there aren't any new racers, karts or tracks to unlock by beating the cups with Mirror Mode on. The only reward you'll earn is a renewed sense of pride and accomplishment for tackling this challenge.


Geek Girl Authority
13-06-2025
- Entertainment
- Geek Girl Authority
Switch 2 Doesn't Fix POKÉMON's Biggest Problem
Now that the Switch 2 is out, we're getting a lot of comparison videos of Pokémon Scarlet & Violet gameplay on Switch and the new system. And honestly? It doesn't look all that different. If you didn't tell me what was recorded on Switch 2, I'd assume most of the new footage is coming from the original console. Marginal graphics improvements that smooth lines and bump the frame rate up to 60 FPS are great. But I would love to see Pokémon bring back monster designs and detailed landscapes filled with the life and color that once defined the franchise. Pokémon has changed a lot since its 1996 debut. For the most part, it's been for the better. New monsters, regions and mechanics have strengthened the series and added depth to the canon. But the most recent mainline releases, Scarlet & Violet , were met with negative reception from players, both new and old. The problem? Poor image quality and non-stop glitching made the games tough to play. The Switch 2 launch finally made Pokémon's latest titles playable, but Nintendo's newest console merely offers a band-aid. Have 3D Graphics Helped or Hurt Pokémon? Pokémon Colosseum on GameCube. That seems to be the question to ask right now, huh? Many fans associate the introduction of 3D sprites in the video game series' sixth generation with a decline in the overall charm of their favorite monsters and the regions they inhabit, but the topic goes a lot further back than the release of Pokémon X & Y and the Gen III remakes Omega Ruby & Alpha Sapphire . In fact, many of the games that longtime players grew up with also featured 3D visuals. RELATED: Video Games Are Becoming a Luxury Few Can Afford Pokémon Stadium , Pokémon Colosseum and its sequel XD: Gale of Darkness remain some of the most beloved titles 20 years on — and they all gave us gorgeous 3D worlds and battle animations that outshine even the most recent games. So, is a 3D approach the real issue here? Or has the quality of Pokémon simply taken a dip, despite improved technology? Not Much of a Switch Flying on Miraidon in Violet on Switch. The power of Switch systems has been a major point of contention since the original console's launch back in 2017, and it's still at the forefront of discussions about the quality of Pokémon games. Many blame the console for frequent lag and frame drops. But others can't help but compare buggy titles like Scarlet & Violet to other AAA releases that feature stellar graphics and smooth gameplay on the same system. The Legend of Zelda: Breath of the Wild and its sequel Tears of the Kingdom are the gold standard when it comes to Switch titles; both are 3D and accomplish more in Hyrule than Pokémon has across four regions on Switch . Soaring on Latios and Latias in Omega Ruby & Alpha Sapphire on 3DS. The launch of the Switch 2 last week has only added fuel to the fire when it comes to these hot debates. Why did it take three years and the release of a more powerful console for Scarlet & Violet to run as intended? And why is it that these games still can't compete with past titles and other Nintendo releases? As players, we don't have all the answers. But we can all agree on what works and what doesn't. RELATED: Wholesome Games Direct 2025: 9 Games Release Today Smoothing Over the Details Looking back on classic Pokémon titles, the transition to 3D graphics was hardly a harbinger of lesser quality. Gen IV and V installments — Diamond & Pearl , HeartGold & Soulsilver , Black & White and Black 2 & White 2 — played around with implementing this new animation style. And they pulled it off while maintaining the integrity of past titles with a familiar pixel art style. The problem is that newer games on Switch (and by extension, Switch 2) have done away with the details that added charm to such a fantastical world created to highlight the magic of our own. The Paldea region of Scarlet & Violet , while based on the vivid and culturally rich country of Spain, lacks a lot of the life and color we saw in Sword & Shield's Galar just one generation prior. Hisui, the ancient Sinnoh region introduced in Legends: Arceus , was almost as sparse as Paldea. (Though the game's unique art style still managed to capture much of the magic and mystery of its setting.) The unique art style of Legends: Arceus. None of the Switch-era remakes — Let's Go! Pikachu & Eevee or Brilliant Diamond & Shining Pearl — were received particularly well, either. Many blame the return to a chibi art style. But if we're being honest, this change in artistic direction might not have missed the mark if more intricate details weren't sacrificed in favor of a cleaner image. After all, Gen IV and V gave us some of the best-looking games yet, and they utilized the same look. What's different? RELATED: Can Nostalgia Save the Games Industry? One criticism I often hear is that Pokémon's newer regions feel empty. That hasn't changed yet on Switch 2. The world of Pokémon has never been bigger, with Scarlet & Violet marking the franchise's first true open-world games. There's so much beauty to be found in Paldea. But its newly cleaned-up lines can also feel sterile. Fantasy elements have taken a back seat as a more realistic approach is solidified. And yet, forests are thin. Mud is … clean. Something is missing. Paldea is beautiful, but lacks the same detail as past regions. Fewer Opportunities for Community and Choice For one thing, you can't even enter most buildings in Scarlet & Violet . So, most don't stand out. Sprawling landscapes are virtually barren. There's no need to talk to anyone, since their thoughts conveniently pop up in bubbles above their heads in passing. This way, you find yourself ignoring most of the NPCs hanging around towns and cities because, perhaps more conveniently, the ones offering items, services or battles are also color-coded. They might as well have signs on their foreheads that say: TALK TO ME! I'M USEFUL! Catching Pokémon feels a lot like that, too. Don't get me wrong; I actually love that Pokémon show up in the overworld now. You don't have to search for too long to find the ones you're looking for, and you do have a say in which Pokémon you battle. That being said, I also run straight past most of them. It kind of makes me miss the unpredictability that marked wild encounters back in the day. You can always tell which NPCs want to battle or have items and services to offer in Scarlet & Violet. There seem to be so many people and Pokémon I'll never meet. Call it a personal gripe, but to me, it sometimes feels like this system opposes the prioritization of community that Pokémon was founded on, despite a push toward narrative-driven gameplay in recent years. It's as though we're just passing through rather than embarking on a journey to take it all in. (Don't get me started on drive-thru-style Pokémon Centers.) When so much of these games simply fades into the background, the world becomes less immersive, its stories less profound. But there's a simple fix. RELATED: 10 Coolest Pokémon According to Someone Who's Never Played the Games More to the Imagination If you follow Pokémon discussions on social media, you might know where I'm going with this. The people want expressive monster sprites. They want dynamic battle animations, accessible cities and towns. They want to get lost in a world that welcomes them, not by force, but by fostering a sense of curiosity for the regions, people and Pokémon that await them. Fans want something left to the imagination. The franchise began with the originally black and white games Red & Blue (or Red & Green in Japan). But its colorful monsters and locations are what really drew players in and kept them coming with later installments. Animation improvements came with the release of Gen II's Crystal on the Game Boy Color. I'll never get over how cool it was to see Umbreon's rings glow for the very first time. It was just as exciting to see its attacks in action in Pokémon Colosseum . Sprites and moves only got better with each release — up until X & Y , that is. Swampert sprites in Ruby & Sapphire (left) and Omega Ruby & Alpha Sapphire (right). Kalos is still one of the most beautiful regions in all of Pokémon. But Gen VI infamously stripped monsters of their bright colors and expressions with the transition to more advanced 3D sprites. Most don't exactly look battle-ready when you send them out, either. No attack stance. No crossing the field to land a move. Three generations later, Scarlet & Violet didn't fix this problem. It looks like there's some hope for heated battles in Legends: Z-A , which will reintroduce dynamic animations and a new battle mechanic alongside familiar sprites on Switch and Switch 2. I'd like to see a return to the use of vivid color palettes, too, but that's only half the battle. RELATED: 6 Pokémon Ports Perfect for Nintendo Switch A Cultural Shift Pokémon once rewarded curiosity by placing items in trash cans. NPCs in random houses offered HMs that were required to progress. Routes to new cities were blocked by strange trees and boulders or a puzzle of some kind. This brought the world of Pokémon to life and kept players engaged, encouraging thoughtful interaction with the world around them. The Switch era has offered no such reward. The Kalos region's Pokémon League in X & Y. It's no secret that the video game series has endured a lot of criticism for being too easy in recent years. That's largely due to its removal of things like puzzles and tough battles that necessitate strategy. Some argue that the games are for kids, so they have to be easy. But I and countless other '90s kids grew up playing them, too. And honestly? It seems more likely that Pokémon has simply begun to reflect real-world cultural changes. RELATED: Mobile Game Monday: Medieval-Idle Prayer Fans Then and Now While older fans probably spent time outside playing classic games with friends on handheld systems, the Switch and Switch 2 aren't exactly built for outdoor play. That's because no one's taking their games outside anymore. (We have Pokémon GO for that.) This alone disrupts the connection between mainline Pokémon games and the world they're based on, as older titles and systems were designed to be played on the go. Why create forests, deserts, rivers or mountainsides alive with color and detail if your target audience isn't going outside to imagine exploring them? The Paldea region's Pokémon League in Scarlet & Violet. But that's the thing. Pokémon has always been about modeling and teaching appreciation for the world we live in. The Hoenn region was based on the Japanese island of Kyushu, where Ruby & Sapphire director Junichi Masuda would spend his summer vacations as a kid. Tapping into that sentiment is key. The Pokémon franchise has never been better equipped to bring this fantastical world to life on Switch 2. But its next entry, Pokémon Legends: Z-A , has already been met with the same criticism in development. I just hope a setting as bright and alive as Lumiose is done justice. June's Most Anticipated Video Games Olivia Rolls (she/her) is a weekly contributor at GGA, specializing in cozy games, anime and all things horror. Her byline has appeared at publications like The Mary Sue, The Escapist, GameSkinny and more. When she's not writing deep dives on her favorite games, shows, movies or characters, she's probably yapping about the latest pop culture trends or catching up on another Pokémon playthrough. E-mail professional inquiries to [email protected]. You can also find Olivia on Bluesky and LinkedIn.