2025 is over. Its big gaming showcases and grim real-world events are now all in the past. It’s far too early to say how 2026 will shape up by comparison. But before we move on to the future, it’s worth taking one last glance at the past, lest we be doomed to repeat it. And I don’t think anyone wants to repeat 2025, unless they spent all of their time playing video games which, depending on who you ask, were some of the best and most varied we’ve ever gotten in a single 12-month span. Here’s our definitive round-up of the year that was, beginning with:
“A common response to negative reviews, no matter the subject, goes something like this: ‘Well, what would you do to fix this?’ Normally, I would answer this with some kind of rude joke about how the purpose of criticism is not to tell you how to fix your sink, or capitalism. I leave that work to the YouTubers. But this time, I’ll make an exception. I will tell you what I am doing to fix all this. The answer is: Nothing. 2025 is over! It can’t be fixed. Isn’t that nice? Did you fuck it up? Cool. So did I. I could’ve done so much more. I could have been more kind, less lazy, more engaged and involved. I could have written a better goddamn review.”
“Xbox has promised that it is working on a new console, but it sounds like it might be a pricey high-end PC and not a traditional gaming device like those we’ve come to expect from a console maker. It’s the kind of move that reinforces what many have already declared: Xbox is dead.”
“We’re five years into the PS5 generation, and despite it being the ‘most successful‘ console ever in Sony’s line-up, the company has remarkably little cultural cache to show for it beyond the PS5’s name becoming the video game equivalent of everyone calling a bandage a ‘Band-Aid.’ And hey, it looks like you can iron out all those wrinkles, quirks, and charms and still make it to the top of the video game food chain. In two generations on top, PlayStation has achieved the kind of ubiquity the Sony higher-ups probably wanted, and all it cost the brand was its soul.”
“Nintendo’s latest flagship console doesn’t break the mold. It remains, first and foremost, a machine for playing Nintendo games, most of which are sequels to franchises that have been around since the last millennium. And it does that splendidly, even if the games themselves haven’t always cleared the lofty bar set by the Switch 1’s first year. Do I sound a little disappointed? I’m trying not to be.”
“2024 was a bad year for physical media, and 2025 just brought more bad news on that front. Some physical game releases on the Switch 2, the hottest new console around, make use of Game Key Cards, which are basically little pieces of plastic that don’t contain the game, but instead a digital DRM key that lets you download and play a specific game. They rely on the internet and Nintendo’s servers, and that should make everyone nervous.”
“A mini Fortnite season based entirely onThe Simpsons could have been a disaster. But despite the odds, Epic was able to make it work and delivered what might be my favorite season of Fortnite in a long time. The Springfield island map was incredible to explore. The visuals felt very cartoonish and Simpsons-y without looking too garish, and all the Simpsons Easter eggs and characters that appeared throughout the event were a treat for fans. And on top of all that, this season included funny animated segments featuring Simpsons characters that were written by the staff of the show. Is this just one more sign of all of pop culture merging together into a grey slurry? Sure. But whatever, man, I can now play as Moe in Fortnite. I’m happy.”
“Dispatch’s cast of weirdos features an assortment of ex-villains so distinctive and memorable that each is primed to be somebody’s favorite. Robert Robertson III, an ex-hero damned to a life behind a desk, could have become a cynic discouraged by his new office job. Instead, he becomes a leader to a bunch of criminals who would not have cared if he was found dead in a ditch at the beginning of the game. The guy formerly known as Mecha Man has spent his life being a hero, and if he can’t be on the field with his mech, he decides he can make just as much of a difference by leading a new generation of heroes. Even though these menaces are a handful, he perseveres through his personal hardships and shows up as a leader to help his teammates through their own, proving you don’t need to be out in the field to be a hero.”
“Despelote is an autobiographical game about a young Ecuadorian boy’s experiences during the nation’s qualifying run for the 2002 World Cup. Over the course of the game, we’re immersed in the specificity of Julian’s experiences, understanding how soccer, and the excitement around his country’s chances to qualify for competition on the global stage, electrified him as an individual and made him feel more deeply connected to his fellow Ecuadorians. Finally, the country’s qualifying efforts all come down to a match against Uruguay on November 7, 2001. Narrating as we play, the real-life Julian says, ‘We tried every single way to depict this moment, but nothing felt like it did it justice. So just watch it for yourself.’”
“I didn’t expect *takes a deep breath* Brazilian Drug Dealer 3: I Opened A Portal To Hell In The Favela Trying To Revive Mit AIA I Need To Close Itto be a game I would genuinely enjoy. The clips I saw made it look like a fun shitpost of a game. Something I’d play for a few minutes, chuckle, and then never think about again. That’s not what happened. Instead, I played a lot of BDD3 and enjoyed every moment of it. The Brazilian Quake-engine FPS is a wild fever dream of a game that contains well-designed levels buried in some of the strangest visuals you’ll see in 2025. It’s also only $5. And worth every damn penny.”
“Octopath Traveler 0 is proof that Square Enix had no reason to make Octopath Traveler: Champions of the Continent a gacha game when it could have easily made it an exceptional RPG without all the gacha elements dragging it down. Octopath Traveler 0 is a game saved from obscurity, as Square Enix has stripped Champions of the Continent of its live-service trappings and revived it as the proper turn-based RPG fans wanted in the first place. It is a beefy monster of a game that will take up nearly a hundred hours of your time, but that’s the consequence of adapting what was once meant to be a forever game into something that feels complete. Octopath Traveler 0 feels like a prodigal son returning after being shut down due to Square Enix’s short-sighted hubris. And it sure is nice to have all the best parts of the game preserved when they were once thought lost.”
“When Disney announced a Star Wars TV show all about Cassian Andorfrom Rogue One, I remember barely caring at all. ‘Cool, I guess that dude from Rogue One gets a show, too.’ Then I watched Season 1 in 2022 and was completely enthralled by its depiction of rebellion and fascism. This year’s season two was even better, featuring more moments than I can count that made me sit up in my chair, hold my breath, and wait for the next scene or piece of dialogue to either break me or let me cheer. I say this as someone who loves the franchise dearly: Star Wars has never really been this good before, and it will likely never reach these heights again. And that’s fine. Star Wars can keep being a campy sci-fi series about space wizards that kids love, because we can always rewatch Andor whenever we want.”
“Fire Emblem Shadows, 37 Metascore: What if Among Us, but Fire Emblem? That was seemingly the pitch for this mobile-only Nintendo-published dud. Even the few good ideas are overshadowed by free-to-play garbage and a lack of content. I’d probably just play Among Us instead.”
“So when you push the narrative to the side with all your might, what is Clair Obscur: Expedition 33? It’s a turn-based RPG that marries Final Fantasy’s grandiose storytelling and magical battle systems with Paper Mario’s timing-based mechanics to make something that is both strategic and engaging enough to make even the classic RPG grind entertaining and rewarding. Its grief-driven story is filled with misdirection and twists that have divided player opinion, but those divisions are rewarding to consider and debate, and it culminates in a devastating decision in its eleventh hour that fans are still talking about months later. The game’s cast of sad boys and girls walking into what is ostensibly a suicide mission have endeared themselves to fans of a genre that will carry their flags for years to come in art, cosplay, and other fan creations.”
In a June interview with Rolling Stone, the musician Woodkid spoke about working with Hideo Kojima to create the soundtrack for this year’s Death Stranding 2. Asked what he’s learned from his time with the veteran game director, Woodkid shares an illuminating anecdote about a time when Kojima approached him with a concern. According to the singer-songwriter, Kojima said, “I’m going to be very honest, we have been testing the game with players and the results are too good. They like it too much. That means something is wrong; we have to change something…If everyone likes it, it means it’s mainstream. It means it’s conventional. It means it’s already pre-digested for people to like it.”
I’ve been thinking about this quote now for months. As a player, as a reader, as a movie lover, I value work that has some integrity to it. I don’t like it when I’m playing a game and I can feel the designers straining to make it all as convenient and frictionless and pleasant as possible. That doesn’t mean that I like having my time wasted either, or that I don’t value good design. I just don’t like it when things feel focus-tested, sanded down, made all glossy for the masses. Sometimes I will think a popular, mainstream work is very good, but it won’t be because of the ways in which I sense it calibrating itself for mass appeal. It will be in spite of them.
This year, I played a number of games I thought were fine, and a few I didn’t like very much. I didn’t play many that I found really special or exciting, so this list is a top five, not a top ten. That’s not a commentary on the overall quality of the year’s games. It’s just a reflection of the fact that I played fewer games overall this year than I sometimes do–I’m trying to make more time for books, movies, and so on than I have in the past, and to spend more time with people I care about, too–and that, of the games I happened to play in my limited time, not all of them were winners. But I did still play some very good games this year. Let’s get on with it, shall we?
Honorable Mention: Death Stranding 2
Man, what a frustrating game for me to grapple with. The original Death Stranding is an all-time favorite of mine, a bold, bracing experience that was truly unlike anything I had played and that has only become more strangely resonant in the years since its release. This sequel, despite that secondhand Kojima quote I shared above about him apparently not wanting it to be too “mainstream,” felt to me very safe, leaning into conventional combat and away from the kinds of environmental friction that made forming connections in the first game so rewarding. It also, as Maddy Myers so effectively noted in a piece for The A.V. Club, exemplifies Kojima’s tiresome tendency toward gender essentialism.
But amidst the typical AAA gunfights and deeply disappointing narrative decisions, there were still some cool discoveries and memorable moments. I loved it when I hopped in a hot spring only to find that taking a bath in one can transport you to another; this felt to me not like another “quality of life”-oriented fast-travel option, something non-diegetic you select in a menu, but a feature of the world, the way Warp Zones used to be. And as I wrote about in our piece on the year’s best moments, the game’s big reveal near the end is goofy, exuberant, and audacious, a reminder of what Kojima can do when he’s truly willing to take risks.
Honorable Mention: Avowed
Obsidian’s first-person fantasy RPG was refreshingly distinctive, with a world recalling that of Morrowind in its originality rather than more traditional swords-and-sorcery settings. I enjoyed wandering around and seeing who and what I would find more than I have in a game like this in a long time. It also tells a tale in which, depending on your actions, some pretty major events can happen or not happen, and I appreciated that it found ways to confront some pretty big themes and incorporate some impactful choices while working within some clear limitations of budget and scope. Avowed punches above its weight and proves that big mid-budget adventures still deserve a place in today’s gaming landscape.
2020’s Streets of Rage 4 was the best damn beat ‘em up I’d played in a long time. With it, co-developer Guard Crush demonstrated a real knack for the fundamentals of the genre, delivering clobbering action that was accessible, nuanced, and so, so satisfying. This year’s Absolum sees them take all that savoir-faire and apply it to fantasy beat ‘em up action with roguelike elements, and it works as well as ever.
I really dig a good fantasy beat ‘em up (Capcom’s D&D games of the ‘90s are particular favorites), and Absolum makes great use of its setting, peppering in just enough lore to tell us what we need to know about its central conflict and to understand the personalities of its four terrific playable characters. It also benefits from a striking art style that had me feeling like I was playing a lush fantasy cartoon from the 1970s. Random events and hidden secrets keep the world feeling lively, and going toe-to-toe with its terrific bosses is as enjoyable on your 20th run as it is on your first.
When you have a passion for something, especially when you’re young, it stays with you everywhere. It’s with you when you’re wandering the halls of your school, when you’re hanging out with your friends, when you’re lying in bed at night. Some passions separate you from others; my high school obsession with Peter Gabriel wasn’t something I could really share with my friends who were into Nirvana and Pearl Jam, for instance. But sometimes, a passion binds you with others. Sometimes, it binds a whole nation together.
Despelote is a slice-of-life game about an Ecuadorian boy named Julián and the weeks surrounding the country’s qualifying run for the 2002 World Cup. Julián loves soccer. At home, his parents make dinner and talk about the changing state of the world and the latest challenges in their careers, but Julián just wants to play the soccer game on his console and hog the family TV. During recess at school, he and his classmates immediately seize the opportunity to kick the ball around. Everywhere you go in Despelote, soccer is woven seamlessly into life. People are still going on dates and exercising and walking their dogs, but soccer is in the air, inescapable. The game doesn’t need to didactically explain to you what qualifying for the World Cup would mean to the country, to these people. Thanks to Despelote’s brilliant blend of realism and surrealism, you’re there, in that space, living it. You can feel it yourself.
There’s a common misconception about “relatability” which says that the more generic a work is, the more relatable it is because it means that we’ll all be more readily able to project ourselves onto its characters and connect to its situations. I find it’s almost always the opposite that is true. The more specific something is, the more precisely it captures an experience that is not my own, the better I’m able to feel connected to it as well, to appreciate both how it differs from my own experience and how it reflects the things that bind us all together. I’m not a soccer fan, and I’m sorry to say that I know woefully little about the history of Ecuador. But when I reached the game’s incredible climactic moment, which I wrote about here, I practically stood up and cheered. I get it now. Sometimes, soccer really is life.
Finally, we have the game that James Cameron’s seminal sci-fi flick has always deserved, a game that truly captures the movie’s pulse-pounding action and distinctive visual sensibilities. More than just a good licensed game (which is rare enough in itself), No Fate immediately establishes itself as one of the best arcade-style run-and-gun action games of all time.
I’ve heard a few people criticize the game for its brevity. It certainly is short, but I wouldn’t want it to be longer. A full playthrough of Contra III: The Alien Wars, one of the other greats in the genre, takes maybe 30 minutes, but it’s so jam-packed with showstopping setpieces and memorable moments that half an hour feels like a perfect length to me; after that, I’m ready to try for a higher score or tackle a tougher difficulty. The same principle applies here; a runthrough of No Fate might take 45 minutes or so (there are three possible routes through the game and some are longer than others), and when it’s over, I’m ready to catch my breath and then give it another shot. No Fate makes repeated attempts rewarding with a scoring system that sees you keep building up a multiplier as long as you don’t take damage; I’ve already seen some amazing efforts to get high scores that show off some really skilled, high-level play. No Fate also makes harder difficulty options worthwhile, changing enemy placement and behavior to make the game tougher in an interesting way rather than just going the route of giving enemies more health.
But ultimately it’s the stage design, pixel art, and wonderfully precise controls that make this game a masterpiece. It constantly keeps you on your toes, tossing you from future war run-and-gun scenarios to breathless vehicle chases to stealthy prison escapes, all animated beautifully and moving along at an exhilarating pace. A number of fairly high-profile games this year tried to recapture and build on the excitement offered by some of the best 2D sidescrollers of the ‘80s and ‘90s, but for my money, this is the only one that really knocked it out of the park. It’s a total banger.
I watched some crap on TV when I was young of course, He-Man and Knight Rider and whatnot, but TV also often felt like a way to broaden my horizons. In the ‘90s, I think channel surfing and stumbling on cool, random shit was a pretty common experience for people, and it was certainly one I had time and again. I liked venturing into the world of TV without consulting a Guide and just seeing what I’d find. Maybe Huell Howser would show me some aspect of California history I was unfamiliar with, or I might catch the end of an R-rated movie, all the swears hilariously dubbed over for broadcast TV, that blew my mind. TV was a gateway to learning about nature, being exposed to art, and sometimes just seeing human beings doing weird and interesting things.
Blippo+ recaptures that feeling of just flipping through the channels and stumbling on good stuff. Its varied assortment of programs–ostensibly signals from an alien planet much like our own–includes game shows, talk shows, cooking shows, science shows, news programs, and more, each with its own distinct vibe, yet united by a cohesive aesthetic that gives the whole thing the fuzzy warmth and genuine humanity of, say, old Bob Ross episodes or other PBS programming funded by viewers like you. But Blippo+ is more than just a collection of TV shows, it’s also a fascinating narrative experience that immerses us in a culture on the brink of potentially radical change. A better world is possible, and the revolution just might be televised.
Okay, I need you to understand something. I was very young when Pac-Man became the world’s first video game superstar, but I do remember it. And look, Pac-Man was everywhere; in cartoons, on t-shirts and magazine covers, in hit pop songs. But here’s the thing: there was no one singular image of Pac-Man. On arcade cabinets, he looked like an armless yellow blob. In the box art for the Atari 5200 version, he looked like a sleek floating sphere. In this stunning envisioning by Japanese artist Hiro Kimura, apparently rejected by Atari due to its terrifying rendition of the ghosts, Pac-Man is a little metallic robot man gobbling wafers and wearing track shorts and a Pac-Man t-shirt.
Nowadays, established video game characters often have their appearance totally standardized, and every incarnation of them has to be “on-model.” Earlier this year, for instance, when Donkey Kong started sporting a slightly altered look, we all took notice, and knew that this decision had been made and approved by Nintendo on high. But when I was young, video game characters were in flux. I was free to imagine Pac-Man in any number of ways, none of them “canonically” accurate but all of them feeling like they reflected, in some way, the strange, abstract experience of playing Pac-Man. I miss the feeling that game characters exist as much in the realm of the imagination as they do on the screen.
Now I need you to understand something else. When I was young, the world was just trying to figure out what video games meant, how they might function as part of our society and our artistic landscape. TRON, a formative viewing experience for me, imagined worlds within our computers in which these games actually played out, while The Last Starfighter suggested that an arcade cabinet could be an intergalactic test of skill, a way to find the fighter pilot who could accomplish in real life what the game asked them to do onscreen. And I was a kid with a very overactive imagination. My home life was, shall we say, not great, and at school I mostly felt like a weirdo who didn’t really understand how to interact with the world around me. But in games, I could be capable, heroic even. And so, at six or seven, I would sometimes imagine that, as in TRON, whatever I was seeing on my screen was actually happening in some other realm somewhere, and that maybe my actions were making a difference.
When you first fire up Shadow Labyrinth, the start menu screen shows a figure in a city on a rainy night, sitting on a bench and playing a gaming handheld. As soon as you launch the game, the figure disappears, their device abandoned on the ground. The game’s intro, a cavalcade of over-the-top anime nonsense, shows a human soul being summoned from beyond into the body that will serve as the game’s player character. To me, the implication seemed clear: the game is suggesting that we and the player character are literally one, that we have been summoned into the world of the game to help right whatever might be wrong in this strange world. And though I no longer give myself over to my imagination the way I did when I was six, I enjoyed the imaginative playfulness of this choice, the way it seemed to ask me to remember that part of myself that once believed that video games were one part technology, one part magic. Games don’t always activate that part of me anymore. It’s a nice surprise when they do.
From that point on, Shadow Labyrinth continued to surprise me. I went in expecting a modest game, one that might take me 12 hours or so and offer some standard Metroidvania enjoyment. Instead, its world kept expanding beyond my expectations, surprising me both with its scale and its strangeness. Not since my first time playing Symphony of the Night has a game’s world impressed and bewildered me so much.
And now I want to go back to that Kojima quote I kicked things off with. At no point, in any way, did Shadow Labyrinth ever feel “pre-digested” for my enjoyment. Its moment-to-moment gameplay felt fine, but it didn’t have that luscious quality that so many games strive for. And I like this about it. If you transport me to some other world, I’m not gonna be some badass ninja. It felt like some situation I had stumbled into and was making the best of; what I never felt was the concern of the developers, obsessing over some need to make the game feel the way games like Hades or Hollow Knight do. It felt as if the controls simply…were.
Similarly, Shadow Labyrinth never seemed concerned with me understanding exactly what I needed to do next, or with me being able to conveniently find a save spot, or with me understanding its strange story. It all felt, top to bottom, like a true journey of discovery, in ways that games, in my experience, so rarely do these days. I loved simply stumbling upon references to Bandai Namco properties other than Pac-Man. (The first time I found myself in an area with the enemies from Dig Dug, I gasped in delight.) I loved needing to remember for myself where I might find some type of enemy I needed to fight to acquire some item. I loved figuring out for myself how to hunt down and defeat a boss who looked like a physical manifestation of Pac Man’s famous killscreen glitch.
I’m very well aware that Shadow Labyrinth was made by developers. But I admire this game so much more because they worked so hard to make it feel as if it wasn’t, as if this really is just a strange, hostile world that we’ve been thrust into. The part of my imagination that this game reawakened likes to think that perhaps this game is the “true story,” the real place where games like Pac Man and Galaga and Dig Dug all come from, and those arcade games were little echoes of this world, little dreamlike manifestations of it, brought into our world by the Namco game designers of the 1980’s.
With Shadow Labyrinth, Bandai Namco eschewed the tendency toward safety and standardization that sometimes limits games themselves and how we allow ourselves to imagine them. I never once felt the developers looking over my shoulder, worrying about whether I was getting frustrated or finding it all “well-designed” enough. This is a game in which the rules that say a character needs to be a certain thing or look a certain way don’t apply at all, an expression of that wild range of possibility that surrounds games when we set them free from specific ideas of appearance or genre and let them coalesce into something strange, risky, and new.
It doesn’t feel like Nintendo just released a new console. Last year around this time we were inundated with weekly leaks about the Switch 2. They all pointed to the same thing: it would be a bigger, more powerful version of the console we already knew and loved. Nintendo kicked 2025 off by showing us a Switch 2 that was exactly that. It launched in June to significant fanfare and hype, and there has been surprisingly little to say about the Switch 2 ever since.
It looks lean, feels sleek, and runs older blockbusters and even some newer ones surprisingly well. But its boldest innovation is a video sharing feature that feels plucked out of 2006 and which I never hear anyone talk about. The quintessential smartphone upgrade of video game consoles, the Switch 2 set launch sales records but dominated the conversation less than anyone expected.
Nintendo’s latest flagship console doesn’t break the mold. It remains, first and foremost, a machine for playing Nintendo games, most of which are sequels to franchises that have been around since the last millennium. And it does that splendidly, even if the games themselves haven’t always cleared the lofty bar set by the Switch 1’s first year. Do I sound a little disappointed? I’m trying not to be.
2025 was a transition year for Nintendo’s hardware; one that feels less like a clear passing of the baton than an extended farewell where everyone spends an extra 15 minutes gossipping at the door while putting on their coats before actually saying goodbye. The Switch 1 was a must-buy in 2017. In 2025 the Switch 2 is more of a nice-to-have.
The Hardware
You can tell when a certain line of hardware has matured by what people focus on. The raw specs? A refined form factor? New software features? With the Switch 2, it’s a satisfying but mostly inconsequential gimmick. One of the first things anyone will do with the new device is feel the tug of magnets as the new Joy-Con click into place on the sides of the console. A hundred times later, it still delights me and yields an unwarranted flash of joy. If only the thumb-stick nubs weren’t still garbage.
The other thing that stands out most about the Switch 2 is how much faster it charges. While the battery life overall isn’t very impressive, and is still sapped surprisingly quickly even in sleep mode, it’s now possible to get a mostly full charge in just one hour. This isn’t a reason to upgrade a console, but it’s one of the things I spend the most time doing with my Switch 2 besides playing it.
The screen, slightly larger than that of its predecessor, also feels surprisingly revelatory. It’s like you’ve been driving with the sun visor down and then you lift it up to reveal the rest of the horizon. The addition of those few inches of space feels like having a blast shield lifted from your face. It’s not OLED, but the resolution is sharp, the colors are vibrant, and the overall build quality feels nice. Setting HDR correctly, though, is a pain.
Kotaku
Most importantly, the guts of the machine delivered the type of next-gen upgrade you’d want from a device that costs $150 more than its predecessor did at launch. It kept up well with modern third-party blockbusters like Cyberpunk 2077 and Star Wars Outlaws, and ran first-party Nintendo games with sprawling worlds, like Mario Kart World and Donkey Kong Bananza, with no major issues, at least in docked mode.
The old Switch, meanwhile, is harder than ever to go back to. The screen is small, the bezels feel that much larger, and the OS lags more than my two-year-old on a one-mile walk around the neighborhood. The hardware has held up well mechanically, but is hanging off the edge of a cliff when it comes to actual game performance.
Fans have been seeing the original Switch show its age with new releases for years now, but Pokemon Legends: Z-A and Metroid Prime 4: Beyond are likely to serve as the final nails in the coffin for anyone trying to stick it out on the less capable last-gen machines. Are the games busted on Switch 1? Not at all. Can you enjoy them? Definitely. Would I recommend just holding off until you eventually buy a Switch 2? Absolutely.
It’s worth noting that, like the Switch 2, the original Switch also saw a price hike in 2025. It now costs $40 more than it did at launch. The used prices for the old hardware, thankfully, have remained surprisingly low. A secondhand Switch Lite for $100 was probably the best deal in games this year.
The Software
The Switch 2 interface remains stubbornly barebones in an era when the Xbox Series X/S and PS5 continue to add new bells and whistles to their home screen experiences. Customization options are minimal. The row of icons constantly jiggles around based solely on what you played last. Tons of blank real estate above and below is still a wasteland, with no backgrounds to swap to besides night mode.
GameChat, the Switch 2’s actual big back-of-the-box feature, performs fine, but feels unmoored from the broader console experience. Meanwhile, the console itself can play Fortnite, Apex Legends, and Minecraft better than its predecessor, but compared to PS5, Xbox Series X/S, and PC, the Switch 2 remains just as fundamentally uninterested in being a social hub as the Switch was.
It’s the only major gaming platform not to be integrated with the biggest communication platform for gaming: Discord. Sharing game capture and images now requires a dedicated smartphone app from Nintendo’s ever-growing repository of console features outsourced to second screens. It’s not a terrible idea in principle, but it doesn’t feel sane or streamlined in practice.
Kotaku
2025 was the year that Nintendo tried to divorce itself from the increasingly unstable broader internet. It set up a dedicated Nintendo Today! news app that is sometimes the only place to find out about things like the upcoming Zelda movie, but is more often than not just a glorified calendar for sharing existing character art.
There’s also a dedicated app for parental controls, music, and more. None of it is organically integrated into the actual device fans just spent a ton of money on. The whole setup is, frankly, insane.
There were some bright spots for Nintendo’s on-system user-experience in 2025, however. It established virtual card sharing to allow users to lend out digital games across different devices as long as they’re linked by a family group or share a user profile. It’s a process that looks more complicated on paper than it feels in practice.
It makes the experience of jumping back and forth between the original Switch and the Switch 2 a lot more seamless than it was with any previous generational leaps in Nintendo’s history. The only downside is that cloud save syncing can’t always keep up. It’s a step in the right direction, but still a far cry from Microsoft’s brave new “play anywhere” future.
Another bone Nintendo threw to older Switch owners was GameShare, a way to use multiplayer across multiple devices in the same room. While GameShare works online via GameChat for Switch 2 owners, it also works locally for those with the old handheld hybrid. It works surprisingly well for things like Hyrule Warriors: Age of Imprisonment multiplayer, streaming the game to an old Switch for player two. It runs at lower resolution and framerates, but is a nice option that adds utility to the older hardware, even if it’s probably going to stay a niche feature over the long run.
The Services
Switch Online expanded in a big way this year with the addition of GameCube games. Exclusive to Switch 2, the new classic console experience kicked off with F-Zero GX, Soulcalibur II, and The Legend of Zelda: The Wind Waker in June, followed by Super Mario Strikers in July, Chibi-Robo! in August, Luigi’s Mansion in October, and Wario World in December.
Games like Super Mario Sunshine and Fire Emblem: Path of Radiance remain MIA for now, and it’ll be interesting to see how much the library expands into third-party releases. It added a lot of value to the existing $50-a-month Expansion Pack subscription, which also gained access to paid Switch 2 upgrades for Switch games like The Legend of Zelda: Breath of the Wild.
Nintendo
But one thing Nintendo didn’t do was bring back Virtual Console, or some other mechanism for buying old games a la carte. Entire months still go by without any new classics added to any of the console back catalogs. And glaring omissions like Super Smash Bros. 64 raise questions about whether some games will ever be added to the service.
Switch Online, which is still just $20 a year, will become mandatory for GameChat access starting after March 31, 2026. At the same time, users are getting other benefits like new music in Nintendo’s Spotify-like app for game soundtracks. Practically every week gets new tracks for games ranging from Metroid 2 to Captain Toad: Treasure Tracker, though obvious albums like Mario Kart World are still missing.
Meanwhile, other benefits have been dropped from the service. Just in time for the new console’s release, Nintendo ditched its gold coins system that gave players cash back on eShop purchases, and is similarly sunsetting its Switch Game Vouchers program, a series of coupons that let fans get new games at a discount. Done right, it was one way to keep gaming on Switch more affordable. Instead, being a Nintendo fan is only getting more expensive amid tariffs, $80 games, and Switch 2 upgrade fees.
The Games
It was an eclectic year for Switch and Switch 2 releases, if not one that will be remembered like 2017, when Nintendo launched a new console into one of the best lineups in its history. Mario Kart World initially dazzled but doesn’t feel as full-bodied as Mario Kart 8 Deluxe does after years of post-release updates and DLC. Despite issuing a number of balance updates, the company has been weird about actually letting fans play the game the way they want to online.
New add-ons for Mario Party Jamboree and Kirby and the Forgotten Land were nice upgrade incentives but hardly groundbreaking. Kirby Air Riders, for all of director Masahiro Sakurai’s pre-release hype, was nice, fun, fine. Donkey Kong Bananza, an unexpected highlight, provided a novel gimmick and a crowd-pleasing ending to bookend an otherwise B+ experience. Metroid Prime 4: Beyond, despite the nearly decade-long wait, was also less than transformative.
Nintendo
Pokémon Legends: Z-A delivered for Pokémon fans, bolstering what would have been an otherwise disappointing inaugural holiday season for the Switch 2, but it did not quite transform the franchise the way Switch 1 iterations of some long-standing series did. There was certainly no shortage of new Nintendo releases in 2025, from Mario Galaxy remasters to Tears of the Kingdom upgrades, but nothing that quite lived up to the sky-high expectations attached to the new hardware around this time last year.
But Nintendo has done a good job of building up the Switch 2’s initial base of third-party support. Ubisoft showed up with ports that underpromised and over-delivered, even as others like Borderlands 4 were indefinitely delayed. Cyberpunk 2077, Hitman: World of Assassination, and Street Fighter 6 all showed the breadth of what fans might expect heading into this new Nintendo console generation, which is access to many of the biggest modern games around, available with fewer compromises than expected, at least early on.
If you look at the 10 highest-rated releases of the year according to Metacritic, seven of them are available on Switch and four of them, including Hades 2, are console exclusives. It’s not hard to see the rest, including Clair Obscur: Expedition 33 and Blue Prince, eventually coming to the platform in 2026. At least for now, Switch 2 is shaping up to have a broader powerhouse library of games than its predecessor. The only real question is whether Nintendo can raise the bar again, or has hit its current ceiling.
The Future
There were four things that made the first year of the original Switch so special: portability, indie games, a great Mario game, and a groundbreaking Zelda. The Switch 2 benefited from none of those things in quite the same way. It still feels like we’re in the warm-up phase. Nintendo isn’t one to rest on its laurels, but it’s also looking beyond just games these days.
Nintendo’s biggest release of 2026 probably won’t be on Switch 2. If it performs as well as the first one, The Super Mario Galaxy Movie will, in terms of cultural reach and box office prowess, outshine anything that the company can stick on a cartridge. It opened a new Super Nintendo World theme park location in Orlando this year, and continues branching out into real-world experiences, new stores, more toys, and other transmedia products.
The Switch 2 feels like the Switch 1 all grown up, and it is both more useful and more boring as a result. It wears a half-zip, pays its bills on time, and always shows up on time at the bar. It has its shit together. Give it your money. It’s the gaming equivalent of investing your 401k in an index fund.
But can Nintendo still flood it with imaginative possibilities that surprise and delight the way it did with releases like Labo and Ring Fit on the Switch in its early years? Will it give us fresh gameplay ideas and new franchises, or reinvent the old ones to the point where they feel almost unrecognizable? That will be the test for the Switch 2 in 2026 and beyond. Especially if Nintendo is going to start charging more for it, as some analysts are currently speculating aloud.
The Switch 2 is good enough, but it still has a lot to prove.
The thing that surprises me most about these personal GOTY lists, which I’ve been doing most years since I started working at Kotaku (including in the delivery room for my third child), is just how little I remember them after they go up. I could guess what was on the 2020 list, or the 2018 one, or my very first one from 2016, but I would probably get half of them wrong.
The dirty little secret about these lists, at least for me, is how fluid and ephemeral they are. What was in my top 10 shifted throughout the year and that variance didn’t stop once the list was published. I lock in my choice but always harbor doubts, not just about the games themselves but most of all about my own ambivalent feelings toward them. Those change, evolve, and usually just get more complicated over time.
Each of those lists would probably be different if I compiled them today. But that’s sort of the point. They are snapshots of what I thought I felt at the time. Maybe they help, even if only slightly, to clarify someone else’s feelings about one of their favorite games of the year. Or, even better, turn them onto something they hadn’t already tried. I know, though, that mostly we all just skim the lists to see how much they overlap with our own, and what we think that says about our own tastes and the other person’s. So if you haven’t already skipped ahead, here are my top games of 2025 in alphabetical order:
9 Kings
Sad Socket
A beautifully elegant mash-up of minimalist tower defense strategy and roguelike deckbuilding, 9 Kings is still in Early Access and already pretty much everything I want it to be. The introduction of a quest mode late in the year basically added an entire second game. Nothing brought me more joy this year than snuggling up on the couch and watching my brain-dead synergies scale in unexpectedly deadly ways.
Arc Raiders
Embark Studios
This is the first modern game to get me to break my “no mic with randos” rule. But Arc Raiders‘ real trick is just how rewarding it makes playing the multiplayer extraction format as a solo outsider. It does a wonderful job of blending immersive PVE encounters with unpredictable PVP run-ins in a way that adds to the richness of the sci-fi world rather than making it feel like a series of incentive-driven hamster wheels. Solid gunplay, great atmosphere, rewarding progression.
Citizen Sleeper 2
Jump Over The Age
Citizen Sleeper 2, a tight-knit sci-fi TTRPG, feels practically sprawling compared to the first game. That scope can occasionally get unwieldy or see the game run into pacing issues, but the fusion of dice-roll skill checks and light resource management with branching dialogue and player choice yields an unforgettably grim but evocative voyage through cosmic backwaters on the decline. Never have the stakes been so high for even the most trivial tasks. Citizen Sleeper 2 reminded me that letting go is often hard but necessary, and that knowing it isn’t the same thing as actually doing it.
Clair Obscur: Expedition 33
Image: Sandfall Interactive
Everyone’s favorite French-infused, Unreal Engine 5 reskin of Final Fantasy X is as good as they say. I’m not on board with all of the game’s narrative choices, and I’m less impressed by the apparent novelty of a good JRPG in the year 2025 than some, but Clair Obscur is rock solid in so many departments and sets a new gold-standard for (non-tactical) turn-based combat. The writing and performances are especially superb, and none of it would amount to a hill of beans without the (mostly) excellent soundtrack.
Donkey Kong Bananza
Nintendo
If we judged games by merely by the sum of the joy or boredom they produced moment-to-moment, Donkey Kong Bananza would not rank very highly. But games are more than just graphs of the emotions they produce across dozens of hours of playtime. Donkey Kong Bananza is an ambitiously chaotic action platforming collectathon that feels incredibly novel for the first five to eight hours, loses all steam and inventiveness in the second and third acts, and then comes roaring back with one of the best closers of any modern Nintendo game. Could Bananza have been more? Probably. Was it enough? Definitely.
Elden Ring Nightreign
FromSoftware
Nightreign is an excellent action-RPG but a top-notch multiplayer game. It uses the superficial trappings of a Fortnite-like battle royale to completely reinvent open-world exploration, problem solving, and the classic FromSoftware boss fight. It’s less like being thrust into an i-frame boot camp than embarking on a road trip where you know the car will lose a tire, run out of gas, and stall out in the worst possible place, but persevere and the place where you break down in the middle of the night will soon begin to feel like the home you never knew you missed.
Final Fantasy Tactics: The Ivalice Chronicles
Square Enix
The best RPG job system to ever do it, combined with an A-tier story and S-tier music, yields an all-time classic that never fails to prove why so many people are still obsessed with it, whether you give it one hour or 20. The remaster is overly cautious with improvements and stingy with new content, but it avoids the cardinal sin of trying and failing to improve on what was already a masterpiece.
Ghost of Yotei
Sucker Punch Productions / Sony
Last month I went to an Italian restaurant and ordered their Spicy Crab Vodka. The first bite was surprisingly delicious. Every bite after that was equally delicious. The fact that every bite from beginning to end effectively tasted the same did not diminish the dish’s overall effect, or how much I still think about it. Ghost of Yotei feels a bit like that. What it lacks in variety or novelty, it more than makes up for with quality, craftmanship, and the confidence to know exactly what it is and be the best version of that. It’s impressively huge and uncompromisingly slick, backed up by great writing and some incredible performances.
Hollow Knight: Silksong
Team Cherry
I played a lot of great 2D action games this year. None of them, in scope, precision, and ambition, ultimately held a candle to Hollow Knight: Silksong. It incorporates some of the tried-and-true elements of Metroidvanias and Soulslikes but transforms them into a unique, intimate, at times frustratingly galling journey that asks a lot of you but is generous with its rewards. It’s not perfect, but the flaws it does have only come into focus because of everything else it nails. On my deathbed a snow globe will slip from my hands and crash onto the floor as I mutter the name “Bell Beast.”
Split Fiction
Hazelight Studios
It’s never a good sign when I want to start off an entry with some sort of acknowledgement of a game’s biggest weakness, but maybe it’s a testament to just how insanely smartly designed Split Fiction is that its trite premise and often grating banter did not substantially detract from the whole experience. Split Fiction is so effortlessly good at what it does, it makes it easy to overlook just how infrequent it is to get such a tightly paced, well-balanced action-adventure, particularly one that keeps finding ingenious ways to one-up itself all the way through to the very end.