As a long time Nintendo fan since the NES, Switch 2 is the first Nintendo console (except Virtual Boy, I suppose) that I did not go out and purchase day 1. I still have no real interest.
I like physical carts and the idea that a cart is really just a license key to download a game is a no-go for me right from the start. $80 games. So heavily tied to the online account that any ban, accidental or otherwise, effectively bricks the console. No games that interst me (other than Metroid, which I just bought for Switch 1).
Add all that together and I don’t know if/when I will ever get a S2 at this point. Maybe in a few years second hand. We’ll see.
Played several games this year I liked.
Hollow Knight with the release of Silksong I figured I should probably finally play this. Great game and deserves the praise it gets. Didn’t get anywhere near 100% completion on it but I am OK with that
Strangers of Paradise played on PS5. Once I figured out the battle mechanic I fell into a rythem with this game and really liked it. Ended up getting the platinum for it because I wanted to keep playing.
Iron Meat finally got a chance to play this. Really fun if short contra style shooter game. Ticks all the right boxes.
Lately I have been playing some classic games and getting retro achievements for them. Fun way to experience my old favorites again with new challenges. I recently played Zelda LTTP and got all the RAs for it. Some fun challenges for the game
Honorable mentions: Cyber Shadow, Firewatch, Mario & Luigi: Brothership
If this article is any indication of the state of phsyical media, then I’d expect the next generation to simply not have it at all
gbatemp.net/…/new-fiscal-report-shows-that-physic…
Nintendo is already flirting with this with game carts that are just license keys to download the game.
Physical media continues to hang on. But a recent sales report from PlayStation shows just how little of an impact it has to the company's revenue. The document details the composition of PlayStation's earnings for the 2024 fiscal year. The biggest driving force was add-on content, which made up...