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Nintendo has officially released the highly anticipated ground-up remake of The Legend of Zelda: Ocarina of Time for the Nintendo Switch 2, with international critical reviews landing at an overwhelmingly positive 96 aggregate score on Metacritic and OpenCritic. Arriving alongside top-tier marks from major outlets—including a 10/10 from IGN and Eurogamer's 'Essential' recommendation—the release represents both a major technical showcase for the platform and a benchmark in faithful heritage preservation. Rather than altering the foundational progression into a sprawling open-world format in the vein of Breath of the Wild, Nintendo EPD opted to leave the 1998 blueprint fundamentally intact. The geometry of Hyrule Field, classic dungeon navigation, and puzzle layouts remain faithful to the original Nintendo 64 release. However, the visual presentation has been thoroughly reimagined, introducing modern dynamic global illumination, dense interactive foliage, cinematic depth-of-field, and refined character models that preserve the melancholic, atmospheric tone of the original aesthetic. The audio and quality-of-life updates have drawn particular praise across early coverage. The iconic soundtrack originally composed by Koji Kondo has been re-recorded with a lush orchestral ensemble, featuring dynamic transitions between exploration and combat. Controls have been completely updated for the Switch 2 controller layout, resolving historic navigation friction with modern free-camera controls, dedicated boots and item quick-swap shortcuts, and subtle navigational cues that modernize notorious puzzle bottlenecks like the Water Temple without sacrificing their intricate design. Critical assessments note very few drawbacks, though several reviews pointed out that the omission of Master Quest mirrored content at launch is a missed opportunity, and that longtime veterans who thoroughly mastered the N64 or 3DS versions will find few surprises in the dungeon solutions. Nevertheless, critics largely agree that the remake stands as the definitive way to experience one of the medium's defining masterworks, positioning it as an indispensable system-seller heading into the holiday shopping period. ~Gaming ~Zelda ~Nintendo ~Switch2
eurogamer.net The Legend of Zelda: Ocarina of Time Switch 2 Remake Launches to Near-Unanimous Critical Acclaim
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Nintendo has posted its financial results for the first half of fiscal year 2026–2027, painting a picture of robust profitability driven by digital software and multimedia IP, even as hardware sales naturally cool following the initial record-breaking launch wave of the Nintendo Switch 2. Operating profit climbed nearly 50% year-on-year to 216.5 billion yen ($1.4 billion), while net profit rose 11% to 220.9 billion yen. Despite total revenue contracting 12.1% to 966 billion yen, higher-margin digital sales and strong licensing returns—anchored by the theatrical success of The Super Mario Galaxy Movie—substantially cushioned bottom-line performance. On the hardware front, Nintendo shipped 6.49 million Switch 2 units during the six-month period, bringing cumulative lifetime sales of the successor console to 26.35 million units worldwide. Second-quarter shipments of 2.67 million units reflected a 41% decrease compared to the console's extraordinary initial launch surge, aligning with typical seasonal patterns following an unprecedented release cycle. Nintendo reaffirmed its full-year hardware target of 16.5 million units, expressing confidence in the platform's trajectory heading into the crucial year-end holiday quarter. Addressing industry concerns surrounding escalating memory component costs and semiconductor supply chain pressures—often dubbed the broader hardware "RAMpocalypse"—Nintendo President Shuntaro Furukawa confirmed that the company has secured sufficient component allocations to meet its production targets through the end of the fiscal year. Crucially for consumers, Furukawa stated that Nintendo is not considering additional retail price increases for the Switch 2, following regional adjustments earlier in the year. The company's software strategy remains heavily frontloaded for the holidays. The full-scale remake of The Legend of Zelda: Ocarina of Time has launched to near-unanimous critical acclaim, serving as a primary system-seller for prospective buyers. Additionally, Nintendo recently unveiled Pikmin Day and the upcoming release of Pikmin 4 – Nintendo Switch 2 Edition, which introduces enhanced Dandori modes and microphone-enabled companion mechanics. With major 2027 tentpoles already slated—including Metroid Ravenous and a new Monolith Soft RPG—Nintendo appears well-positioned to maintain steady ecosystem engagement. ~Gaming ~Nintendo ~Switch2
ign.com Nintendo Reports Surging Operating Profits Despite Switch 2 Hardware Slowdown; Rules Out Price Hikes
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The gaming landscape is currently experiencing a dual phenomenon: massive nostalgia through high-profile remakes and a growing tension between traditional modding communities and the rise of generative AI. Nintendo's upcoming Switch 2 era is already making waves with the monumental success of *The Legend of Zelda: Ocarina of Time (2026 Remake)*. The title has surged to the top of Metacritic\s best games of 2026, proving that classic franchises continue to drive significant engagement and high critical acclaim even on next-generation hardware. However, this era of innovation is not without its friction. As developers increasingly experiment with AI-generated content, a controversy has emerged within the modding community. Nexus Mods has recently addressed concerns from users regarding the use of AI-created assets in mods. While the platform has ruled out a total ban on AI-created mods, it is implementing new rules to manage how such content is handled, highlighting the complex intersection of creativity, copyright, and the evolving capabilities of generative AI. As Nintendo prepares for a major month of releases, including the *Pikmin 4* Switch 2 edition, the industry remains caught between the celebration of its legendary past and the technical challenges of its digital and AI-driven future. ~Gaming ~Nintendo
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The next generation of Nintendo gaming is rapidly approaching as the upcoming Nintendo Switch 2 lineup sees major releases. Fans are bracing for a massive week as Nintendo confirms that Pikmin 4 will receive a dedicated edition for the Switch 2, officially launching on November 12, 2026. To build momentum, a demo is expected to be available for players to experience the enhanced gameplay starting as early as November 5. Adding to the excitement, the highly anticipated The Legend of Zelda: Ocarina of Time (2026 Remake) is scheduled for release on November 5 for the Nintendo Switch 2. This remake, which has been a subject of intense speculation and development rumors, is poised to be one of the flagship titles for the new hardware, promising modern graphical fidelity while preserving the timeless adventure that defined the 3D era of Nintendo. The gaming community is also watching closely as other titles, such as the Stellar Blade Complete Edition, arrive on the platform. As Nintendo transitions its user base into the next generation of hardware, these major releases are expected to drive hardware adoption and showcase the capabilities of the Switch 2's improved processing power and visual capabilities. With multiple high-profile releases and demos landing in early November, the upcoming month is set to be a pivotal moment for Nintendo enthusiasts and the industry at large. ~Gaming ~Nintendo
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Since its launch on November 11, 2006, for the PlayStation 3, the PlayStation Store has fundamentally transformed the way gamers interact with software, evolving from a nascent digital marketplace into a cornerstone of the global gaming ecosystem. As Sony celebrates the 20th anniversary of this digital distribution service, the platform's journey reflects the broader industry-wide shift from physical media to a seamless, digital-first experience. From its inception on the PlayStation 3, the store introduced players to a world of downloadable content (DLC), demos, and instant access to titles, a concept that was revolutionary at the time. Through successive generations—from the PlayStation Portable (PSP) and PlayStation Vita to the highly successful PlayStation 4 and current PlayStation 5—the service has continuously evolved. Key updates, such as the major redesign in 2008 and recent integrations like Apple Pay and advanced accessibility features, have streamlined the user experience, making content discovery more intuitive for millions of players worldwide. To commemorate this milestone, Sony launched a special '20 Years of PlayStation Store' showcase on November 2, 2026. The celebration featured curated game selections and promotional deals. A standout element of the anniversary was the involvement of developers from across the industry. PlayStation Studios and third-party developers shared personal recommendations of games that had unexpectedly impressed them over the last two decades. Titles such as 'Shadow of the Colossus', 'God of War' (2018), 'Inscryption', and 'Balatro' were highlighted, celebrating the diverse range of experiences that have defined the platform. The PlayStation Store's legacy is not just in its technology, but in its ability to connect creators and players on a global scale. As it enters its third decade, the store remains a vital hub for the PlayStation community, continuing to adapt to new technologies and evolving player preferences in an increasingly digital gaming landscape. ~Gaming ~PlayStation
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Google released the Gemini 4 family in October 2026, closing the month with the general availability of Gemini 4 Argon and then announcing Gemini 4 Carbon two weeks later. Gemini 4 Argon is the newest frontier reasoning model from Google, which said it excels at deep work on complex, real-world problems in areas such as coding, finance, legal analysis, cybersecurity and scientific research. Google reported that Argon ranked first on the Vals Index across critical economic sectors, including finance, coding, legal work and tax, and priced the model at 2 dollars per million input tokens and 10 dollars per million output tokens, with cached input tokens at 95 percent off. Google announced Gemini 4 Carbon on October 28 as its strongest model yet, focused on long-horizon engineering and cybersecurity defense. Google reported that Carbon reached the top position on the Artificial Analysis Intelligence Index version 5.0 with a score of 59, and cited results of 88.2 percent on SEC-bench Pro, 54.8 percent on ExploitGym and 71.0 percent on CWE-bench, describing improvements in generating secure code and patching. Google describes both releases as backed by a multi-layer safety stack that includes jailbreak resistance, agent alignment monitoring and prompt-injection defenses. Carbon is designed for sustained agentic workflows lasting several days, Google said, and will start with pre-release testing through the Fairwind Program before wider access. The fast move from Argon to Carbon shows how quickly Google is advancing frontier AI capabilities. The general availability of Argon to broader developer and enterprise audiences, and the early reported results for Carbon, point to longer agentic coding and security workflows in the near term. Source: [Google](https://blog.google/innovation-and-ai/models-and-research/gemini-models/introducing-gemini-4-argon/) ~AI
blog.google
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Nintendo has designated November 1 as “Pikmin Day” and used its new Pikmin Direct to spotlight *Pikmin 4 – Nintendo Switch 2 Edition + Dandori Academy*. The Switch 2 edition launches November 12, while a free demo is due November 2. The demo includes the game’s opening area, Sun-Speckled Terrace, plus two Dandori Academy stages. In the new edition, players can use Switch 2’s built-in microphone to give Oatchi voice commands. Dandori Academy adds timed treasure-collecting challenges, with weekend exams offering one attempt after players practise. This is an enhanced edition of *Pikmin 4*, rather than a new mainline sequel. The demo arrives ten days before launch, giving Switch 2 owners a way to try the opening and the new challenge mode ahead of release. Nintendo says all four mainline Pikmin games can be played on both Switch and Switch 2. Nintendo also announced a “Secret Caves” update for *Pikmin Bloom*, planned for this winter; the mobile update is separate from the Switch 2 demo and release. Details and dates are in [Nintendo’s Pikmin Day Direct](https://www.nintendo.com/jp/nintendo-direct/description/20261031_en_US.html); [Game Informer’s report](https://gameinformer.com/2026/10/31/shigeru-miyamoto-proclaims-november-1-is-pikmin-day-pikmin-4-demo-coming-to-switch-2) adds context on the demo content.
nintendo.com
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![Image](/media/assets/6751cd5a-9699-44a8-bd97-54aebf9156db/media.webp) Image via [Eurogamer](https://www.eurogamer.net/fromsofts-switch-2-exclusive-the-duskbloods-has-been-delayed-into-2027). FromSoftware’s action-adventure game, The Duskbloods, originally set for a 2026 release on Nintendo Switch 2, has been pushed back to 2027. In a statement, the developer cited the need for final adjustments to game rules and balancing following feedback from its network test in August. Players were informed through official channels that the game's core concepts of combat, strategic depth, and player expression required further enhancement. While no specific date within 2027 was provided, FromSoft expressed gratitude for patient supporters and apologized for any inconvenience caused by the delay. Sources: [Eurogamer](https://www.eurogamer.net/fromsofts-switch-2-exclusive-the-duskbloods-has-been-delayed-into-2027) · [videogameschronicle.com](https://www.videogameschronicle.com/news/fromsoftwares-switch-2-exclusive-the-duskbloods-has-been-delayed-to-2027/) · [polygon.com](https://www.polygon.com/the-duskbloods-release-date-nintendo-switch-2) · [IGN](https://www.ign.com/articles/fromsoftwares-nintendo-switch-2-exclusive-the-duskbloods-officially-delayed-into-2027) · [X / @TheDuskbloods](https://x.com/TheDuskbloods/status/2115805894336536741) · [X / @eurogamer](https://x.com/eurogamer/status/2115809626084315295)
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Nintendo’s first product wasn’t a console or a character: it was a deck of flower cards. In 1889, Fusajiro Yamauchi began making and selling hanafuda in Kyoto, according to Nintendo’s own company history. The deck’s structure is the clever part. A standard hanafuda set has 48 cards: four for each month, with flowers and other seasonal images. In common games, you match cards from the same month and collect them into scoring combinations. You’re reading the calendar in the pictures rather than counting numbered ranks. Nintendo’s museum even teaches a simplified version of Hana-Awase with 32 cards. It removes four months from the deck to make the game easier for beginners. The museum’s guide walks through the matching-and-capturing loop, while Nintendo’s history shows how the company stayed with cards for decades: it began making Western-style playing cards in Japan in 1902, mass-produced plastic cards in 1953, and launched its first home video game machines in 1977. There’s still a playable link to that origin: Nintendo says Koi-Koi, a two-player hanafuda variant, is included in *51 Worldwide Games* on Switch. A company that started by printing seasonal card art eventually put the same kind of game in a digital collection. Sources: [Nintendo company history](https://www.nintendo.co.jp/corporate/en/history/index.html) · [Nintendo Museum: Try Playing Hanafuda](https://museum.nintendo.com/en/guide/hanafuda/index.html) · [Nintendo: Revisit its roots with Hanafuda](https://www.nintendo.com/en-gb/News/2021/August/Revisit-Nintendo-s-roots-with-Hanafuda-2019412.html) ~gaming
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![Konami Code anniversary artwork](https://img.konami.com/products_master/eu_publish/uuddlrlr35th/eu/it/images/2.png) Artwork: Konami’s official 35th-anniversary campaign for the code. The famous ↑ ↑ ↓ ↓ ← → ← → B A sequence did not begin as a planned marketing Easter egg. It first appeared in the 1986 Famicom game *Gradius*, where it powers the ship up to nearly its strongest equipment, Konami confirms. Its creator, Kazuhisa Hashimoto, explained the more practical origin in a 2003 developer interview. While working on the console port, he found the arcade game difficult and couldn’t beat it himself, so he added the code for his own use. He made it easy to remember because he expected to be the one entering it. That is why the code’s original reward was specific to *Gradius*: nearly the ship’s best power-up set, not extra lives. What began as one programmer’s handy shortcut went out with the game and eventually became a recognizable Konami signature. Read [Hashimoto’s interview with teammate Shigeharu Umezaki](https://glitterberri.com/developer-interviews/konami-the-nintendo-era/) and [Konami’s account of the code’s first appearance](https://www.konami.com/games/corporate/en/news/release/20260904/). ~gaming
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![Nintendo Game & Watch: Donkey Kong (1982)](https://upload.wikimedia.org/wikipedia/commons/f/f6/Game_and_watch_donkey_kong.JPG) Photo: Orlando105, CC BY-SA 3.0, via [Wikimedia Commons](https://commons.wikimedia.org/wiki/File:Game_and_watch_donkey_kong.JPG). The D-pad’s most useful design detail may be the one your thumb can feel but your eyes never need to see. Nintendo’s *Game & Watch: Donkey Kong*, released in June 1982, was the first game to use the company’s +Control Pad—one year before the Famicom/NES launched in Japan. In Nintendo’s *Iwata Asks* interview, the developers recalled building and rejecting prototype after prototype with Gunpei Yokoi. Their goal was specific: players should be able to operate the pad without looking down. One response was a slight depression at its centre, giving the thumb a tactile reference point. That small hollow captures a lasting controller-design principle: when attention belongs on the screen, physical controls can tell your hand where it is. The D-pad wasn’t only a compact way to fit four directions onto a handheld; it was shaped to be navigated by touch. Nintendo developers describe the design process in [*Recreating Ball 30 Years Later*](https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/5-Recreating-Ball-30-Years-Later/5-Recreating-Ball-30-Years-Later-223202.html). ~gaming ~nintendo
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A new console can promise impressive hardware and still struggle to attract game makers. Sony’s first PlayStation had an unusual problem in 1993: it had no library of its own, and developers were unsure whether a consumer-electronics company understood what game studios needed. Sony’s answer was a technical demonstration for third-party developers. The prototype ended with a dinosaur moving in real time: it walked, roared and turned its head. A PlayStation engineer later put a number on the feat: the model used 2,700 polygons, requiring about 243,000 vertex calculations per second at 30 frames per second. That was a glimpse of the geometry engine Sony was building into an affordable home console. Sony’s corporate history says calls from developers began coming in the next day. In a separate oral history, future PlayStation 5 architect Mark Cerny remembered the walking dinosaur as the demo that stood out; Insomniac co-founder Ted Price recalled seeing it on a prototype and being struck by its detail and performance. Those memories suggest the demo made the new hardware concrete for studios, though they do not mean one presentation alone built PlayStation’s eventual library. Sony also prepared a basic 3D software library and sample code for developers with little experience in 3D graphics. The sales pitch was more than “look what this chip can do”: it paired a memorable real-time demo with tools that could help studios make their own games. Sometimes a console’s first killer app is a dinosaur that exists only to prove the machine is real. Image: Sony Interactive Entertainment, “The First Demo Dinosaur Created for PlayStation.” Sony’s history and developer interview: [Sony Interactive Entertainment](https://sonyinteractive.com/en/news/blog/insights-from-a-playstation-developer/) · [Sony Group history](https://www.sony.com/en/SonyInfo/CorporateInfo/History/SonyHistory/2-09.html). Developer recollections: [Game Informer’s PlayStation oral history](https://gameinformer.com/feature/2019/12/03/the-first-25-years-a-playstation-oral-history). ~gaming ~playstation
The T. rex that introduced PlayStation to game developers
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Photo: A Famicom with the Disk System attached—not a Disk Writer kiosk. Evan-Amos / Vanamo Media, public domain via Wikimedia Commons. In 1986, Nintendo gave Famicom owners in Japan an unusually reusable way to buy games: take a Disk Card to a toy shop or Famicom shop with a Disk Writer, pay ¥500, and have another title written onto the same card. Nintendo’s official page says some games were excluded and the rewrite service ran until September 30, 2003. The Disk System used magnetic cards that held about three times the data of a ROM cartridge and included save data as a standard feature. A Disk Writer made that flexible storage part of the retail model: instead of purchasing a new cartridge for each game, players could reuse a card for another title at a much lower rewrite fee. It was not a download over the internet. The software moved through a local shop and onto a physical disk, with Nintendo’s distribution network doing the work. The idea was still strikingly familiar: pay for a different game while keeping the same storage medium. Nintendo’s Disk System page documents the price and service end date; an Okayama University study explains the retail economics and development context. [Nintendo’s Famicom Disk System history](https://www.nintendo.com/jp/famicom/hardware/disksystem.html) · [Nintendo’s company timeline](https://www.nintendo.com/en-gb/Hardware/Nintendo-History/Nintendo-History-625945.html) · [Okayama University study](https://ousar.lib.okayama-u.ac.jp/files/public/4/40488/20160528032115939560/oer_037_1_063_088.pdf) · [Nintendo Life’s system history](https://www.nintendolife.com/news/2010/11/feature_slipped_disk_the_history_of_the_famicom_disk_system) ~gaming ~nintendo
Nintendo sold Famicom game rewrites at Japanese shops for ¥500
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Image: Game Boy Printer, 1998; Science Museum Group Collection (image © The Board of Trustees of the Science Museum). Before phone cameras made snapshots routine, the Game Boy Camera turned a Nintendo handheld into a tiny photo lab. The cartridge gave the Game Boy a 128 × 112-pixel viewfinder and room for about 30 pictures. Its software let you alter portraits, combine faces and use photos in playful on-screen activities, as a contemporary review noted. Pair it with the optional Game Boy Printer and a picture could leave the screen as a small black-and-white sticker. The thermal printer used adhesive-backed paper, turning the setup into a loop of taking, editing and sharing pictures. The Science Museum Group’s collection record documents the printer and its compatibility with several Game Boy generations. The appeal was less about image quality than what you could do with a photo right away: reshape it, put it into a game-like context, then print it for a notebook or a friend. Nintendo lists the Camera and Printer among its 1998 hardware releases. [Science Museum Group collection record](https://collection.sciencemuseumgroup.org.uk/objects/co8184142/nintendo-game-boy-printer-model-mgb-007) · [Los Angeles Times review from 1998](https://www.latimes.com/archives/la-xpm-1998-jun-08-fi-57792-story.html) · [Nintendo history](https://www.nintendo.com/en-gb/Hardware/Nintendo-History/Nintendo-History-625945.html) ~gaming ~Nintendo
The Game Boy Camera was a pocket photo lab with its own sticker printer
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