Gaming

I traveled with the ROG Flow Z13 (2025)  

Work, play, chill.

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A big privilege and challenge of the work I do is that I get to travel quite a bit. Sometimes it’s for an entire week, while other times it’s for just a few days. Despite having gone on many such trips, it’s still always a challenge figuring out my tech loadout for each one. That wasn’t the case for my latest two trips as the ROG Flow Z13 (2025) simplified things for me.

You see, I no longer have the bandwidth to game as much as I did in my youth. But every now and again, I get the urge to zone out, stay in the moment, and just press buttons. This is why I’m always excited about PC gaming handhelds. It’s a category that I’m keeping my eye on and one that still has plenty of room to grow.

But it’s these ‘portable’ AAA gaming machines that have complicated my tech loadout quite a bit. They’re not exactly compact and I’ve had to expand and retool my carry-on setup because of them. Unfortunately, I don’t always find time to play during these trips. So, they end up essentially, becoming dead weight. 

Then, a few things happened that led to me taking the ROG Flow Z13 on the trips with me. First, the MacBook I use for work started to show signs of aging. I had to start getting used to using Windows again. Soon after, the ROG Flow Z13 came into my life.

Simplifying my tech loadout for travel

ROG Flow Z13 (2025)My tech loadout has varied somewhat over the last year and a half of my work travels. For instance, I’ve carried a different laptop on nearly every trip. Whatever I was reviewing at the time, that’s what I ended up carrying. 

Then, there’s the usual two to five smartphones– an iPhone, main Android, and whatever else I’m reviewing or need to take sample and/or comparison photos of. I’ve also started carrying a tablet for each trip. Save for one trip where I carried an 11-incher, I have mostly settled with the iPad Mini 7 as my main travel tablet. 

Then there are the essential accessories like powerbanks, power bricks, cables, and more. Most of which are Anker things which I will talk about more in detail in a separate article. 

Only after packing the essentials do, I decide if I will bring with me a PC gaming handheld or not. Deciding whether to do so or not depend on a number of factors. These include how hectic the schedule is, how long the flight is, do I have a lengthy layover, and what not. 

In 2025, I’ve mostly sacrificed gaming and have just gone with a media-consumption loadout. The urge to push buttons hasn’t been as much. Additionally, the laptops I’ve reviewed of late aren’t geared towards gaming, so I didn’t even bother playing on them. 

Everything changed when the ROG Flow Z13 (2025) arrived. Everything’s an exaggeration, but it did simplify my tech loadout for travel. With it, I left behind the PC gaming handheld and just carried a Bluetooth controller instead. 

Like carrying a gaming console

ROG Flow Z13 (2025)

I got the ROG Flow Z13 roughly a couple of days before one of my work trips. So, outside of setting things up and installing some games, the first time I actually used it was during the first night at the hotel. 

In my excitement, I posted the setup on my IG story – the ROG Flow Z13 hooked up to the hotel TV via HDMI and neatly tucked to the side, Steam Big Picture mode on and controlling everything with the GameSir Super Nova controller. 

I belatedly realized that I looked like someone geeking out about connecting a ‘gaming laptop’ to the hotel TV. What I failed to communicate due to my overeagerness to post is to fully explain what’s at the heart of it all– the ROG Flow Z13 which is, in fact, a gaming tablet and not a laptop.

This was SO COOL.

Why does that distinction matter? With laptops the engine of it all is located underneath the keyboard. The bulk of the heft is situated there. Meanwhile, with the tablet, all that processing power is packed right behind the display. This means the ROG Flow Z13 is literally just a slab with a kickstand whereas a regular gaming laptop has more of a clamshell like form factor. 

The slab form factor means a keyboard that can be taken away. This opens up the ROG Flow Z13 to a variety of stances for various ways of content consumption methods. More on that later. 

Unique form, unexpected power

ROG Flow Z13 (2025)

Let’s first focus on its main draw– gaming. 

Do a quick look-up of the ROG Flow Z13 (2025) and you’ll learn that it’s billed as “the most powerful PC gaming tablet.” That’s a unique proposition made possible by what’s at the heart of the machine– the Ryzen AI Max+ 395 processor. 

What the processor with a mouthful of a name allows is high performance gaming without the need for a dedicated GPU. That’s virtually unheard of. If you look at the spec sheet, you’ll see that the Flow Z13 (2025) only has integrated graphics. Usually that’s the tell that the machine you’re looking at isn’t built for demanding gameplay. 

The Ryzen AI Max+ 395 processor bucks all of that as it has been tested by many other reviewers to deliver a gaming performance akin to having an RTX 4060 GPU. That’s nothing to scoff at. An RTX 4060 is better than the PS4 and Xbox One and can somewhat be comparable to the PS5 and Xbox Series S. 

We’re not the benchmarking type so if you’re skeptical, just check out this video from Digital Foundry and extensive benchmarks by Gadget Pilipinas. 

Current gen console level for travel

Not needing the GPU made the form factor possible. The processor is able to pump out enough power to deliver quality gaming while keeping it a PC gaming tablet. This is the true evolution of the Flow Z13. 

Previously, the Flow Z13 needed to be hooked up to the ROG XG Mobile. It’s ROG’s own eGPU that I admittedly thought was fascinating when it was first introduced with the ROG Flow X13. The novelty got the better of me. In practice, it can be a clunky set-up. While the 2025 edition of the Flow Z13 can still be hooked up to the latest ROG XG Mobile, it’s no longer a “need.” 

ROG Flow Z13 (2025)

This is why I was geeking out so much. I practically traveled with a machine that’s smaller than the PS5 but can appropriate its performance especially with the right settings. 

And the kicker is that it’s not just a gaming machine. It’s great for work and all kinds of video viewing. 

Work and chill machine 

Stromile Swift highlights, anyone?

Having a machine that can handle play, work, and chill time is such a boon for travel. Whether I choose to carry it around or make it my home-base machine, the ROG Flow Z13 (2025) is great for any and all of these. Its versatility is off the charts. 

The ROG Flow Z13 (2025) generally won’t leave you wanting for ports but I wish they could fit in a full-size SD card slot in the next one.

I typically don’t do much on my laptop anymore. I’ve developed a personal workflow where I can get a lot of work done just on a foldable smartphone and/or a tablet. Having the ROG Flow Z13 made me excited to make it as my main work machine though. 

I do a lot of typing, and the keyboard feels great to type on. There’s more than enough click, and the travel feels satisfying despite the overall footprint feeling thin. 

However, I wish that outside of the POGO Pins, it can also be connected via bluetooth. That would have unlocked a few other setup possibilities for it. 

I need to catch-up on Season 2 of Shangri-la Frontier

With the keyboard removed though, the ROG Flow Z13 becomes this really chill video viewing machine. It’s great for watching the regular 16:9 videos. 

ROF Flow Z13 (2025)

솔직하게, si, c’est moi. Si, c’est moi, si, c’est moi. Yes, it’s STAYC Isa.

But stand it up and it becomes this oversized K-Pop fancam viewing machine. It’s not out of this world or anything but you gotta admit it’s pretty darn cool. 

Still pretty hefty 

ROG Flow Z13 (2025)

While it’s a 13-inch tablet, it still has a fair amount of bulk and heft. Carried with the keyboard, it weighs a little over 1.2Kg. That really isn’t a lot on its own but on the first trip down, I stupidly decided to carry it along with its pretty hefty power brick with a tote bag. 

It wasn’t any flimsy tote bag but a pretty rugged one. The problem was more with weight distribution. In addition to the aforementioned, that day I also carried my Sony a6500 along with a couple other phones. These contributed to the weight significantly which isn’t great for a sling or shoulder bag.

Whipped it out at an airport lounge too and got a good bit of work done. This was the second trip and carried it on a backpack this time.

The ROG Flow Z13 (2025) is best carried on a backpack. Totes, Messenger bags are fine but will cause some strain after some time. Keeping this in mind, I decided to buy a shoulder-pad reinforcement as I’m bullish about not carrying a backpack anymore. 

I didn’t make the same mistake on my next trip. I left behind the hefty power brick and instead decided to carry the Anker 140w GaN charger. It’s good enough to charge and power the device at a respectable speed tdp when gaming. 

Is the ROG Flow Z13 (2025) your GadgetMatch?

Personally, the ROG Flow Z13 (2025) fits seamlessly into my lifestyle. It’s a perfect match for the kind of work, chill, and play loop I throw myself into. 

The AMD Ryzen AI+ 395 processor powering this machine is promising. It’s already impressive as it is, but it’s bound to get better over the years. I’m excited for its potential and what other possible form factors it can manifest into in the near future. 

 

It’s a SuperSwipe for me but its USD 2799.99/ PhP 174,995 price makes it a little tough to recommend. I can think of a few other ways to spend that sum that would satisfy my personal work, chill, and play loop in a different way on a platform I’m more comfortable working on. So, for now, it’s objectively just a Swipe Right.

Still, it’s a unique device. There’s literally nothing quite like it in the market right now that offers the same overall package. That’s why it deserves the GadgetMatch Seal of Approval. 

ROG Flow Z13 specs

  • CPU: Up to AMD Ryzen AI Max+ 395 with Radeon 8060S Graphics
  • Display: 13″ ROG Nebula Display (2560×1600, 180Hz/3ms touchscreen)
  • Memory: Up to 128GB LPDDR5X-8000
  • Storage: Up to 1TB PCIe Gen4 SSD
  • Connectivity: WiFi 7, Bluetooth 5.4
  • I/O: 2x Type-C USB4 (DP 2.1 + PD 3.0), 1x Type-A USB 3.2, 1x HDMI 2.1, 1x microSD (UHS-II), 1x 3.5mm audio jack
  • Battery: 70Wh
  • Dimensions: 30 x 20.4 x 1.29~1.49 cm
  • Weight: 1.2kg (without keyboard cover)

Gaming

Marvel’s Wolverine review: When the claws come out

A brutal, cinematic superhero adventure

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Mravel's Wolverine

There’s a very specific thought that came to mind the moment I finished Marvel’s Wolverine.

“Damn, we finally have a pretty darn good Wolverine that’s not Hugh Jackman.”

I have nothing but respect for what Hugh Jackman has done with the character over the past two decades. His portrayal has shaped how a lot of people see Wolverine. But after all that time, it’s refreshing to see another actor take a proper swing at James Logan Howlett.

Liam McIntyre is fantastic here.

This isn’t exactly a live-action adaptation, but it’s about as close as you can get to having an actor perform Logan and Wolverine without putting a camera in front of him. And my god, does he perform.

McIntyre gives Logan a range of emotions that I wanted to see from the character. He isn’t just a dude acting all tough. He’s a man piecing together broken memories, balancing found-family relationships, and trying to be kind and helpful without ever becoming sappy.

For a story-driven action game like this, that’s important. Your lead can’t be insufferable when you’re going to spend more than 20 hours with him.

Thankfully, Logan is someone you can root for while he’s being a total badass.

That’s really what Marvel’s Wolverine is: a blockbuster you get to play.

A formula that works

Marvel's Wolverine

When I first started playing Marvel’s Wolverine, I wasn’t convinced it was particularly great.

It felt familiar. Formulaic, even.

But then, after a while, I couldn’t put the controller down. That changed my mind pretty quickly.

I’m a binge watcher. If a narrative is engaging, I’m hooked. This is why I gravitate toward story-driven games, especially the kind of games that have become the money-makers for PlayStation.

Marvel’s Wolverine scratches that exact itch.

The story pulled me forward. The characters kept me invested. The combat was fun. And the set pieces are absolutely bat-shit insane.

It’s a perfect blend of all of those things.

The 21-hour campaign didn’t feel like a 21-hour campaign. It felt like I was binging an interactive, movie-quality TV series with hour-long episodes. I kept telling myself I would stop after a chapter, only to find myself wanting to see what happens next.

There were nights when I stayed up longer than I normally would just to make sure I reached a natural break point.

That’s a pretty good sign.

The funny thing is that I could still see the formula while playing it.

There are story beats you can probably figure out ahead of time. If you’ve played Insomniac’s Marvel’s Spider-Man, you might even recognize some of the ways the studio likes to structure its stories. As someone who’s been exposed to plenty of superhero stories, there isn’t much here that I would call life-changing or groundbreaking.

But it doesn’t really need to be. The execution is what makes it work.

Insomniac understands how to make these games feel like movies that you play. It understands compelling storytelling, character work, proper pacing, and dynamic gameplay.

More importantly, it understands when to let you breathe.

Knowing when to slow down

Logan and Raven (Mystique) at a bar in Madripoor

The rhythm of Marvel’s Wolverine is one of its biggest strengths.

You’ll go through a quiet character moment. Then you explore a little. There’s some dialogue. The action picks up. A fight escalates. And suddenly you’re in one of the game’s massive set pieces.

Then it lets you breathe again.

That sounds simple because it is. But getting that rhythm right is harder than it looks.

There were moments when I thought a fight was going to go on forever. Then it would stop right when I started thinking that.

The game knows when you’ve had enough.

That matters because Wolverine’s combat can get pretty intense.

But because the combat sections are spaced out properly, I was almost always looking forward to the next group of enemies I could mow down.

The quiet moments are just as important. I absolutely loved them.

They give you a breather from the violence, but they also help steady you on where the story is going. The action, violence, character work, and jaw-dropping set pieces all serve each other.

It’s a balance Insomniac executed fantastically.

This is Wolverine as a combat fantasy

If there’s one thing I think Insomniac absolutely nailed, it’s the feeling of unleashing Wolverine in combat.

Playing as Spider-Man in Insomniac’s games gives you an especially strong connection to the character because his traversal is so unique. Swinging through New York is such a huge part of what makes you feel like Spider-Man.

Wolverine doesn’t quite have that.

He’s more ground-bound, and that means some of the experience feels closer to playing a traditional hack-and-slash character.

But when the fighting starts, it’s a different story.

I felt like a savage force of nature wailing on enemies.

Rage

The game gets the important parts of Logan’s physicality right. His aggression. His durability. His healing factor. His claws.

Even the Rage system makes sense.

I particularly love how Rage feeds into his healing factor. That gameplay loop feels like a fantastic implementation of his mutant abilities. You’re building Rage, using it to stay in the fight, and generally making Wolverine feel like the nearly unstoppable force he’s supposed to be.

I do wish Rage felt a little more feral, though.

Wolverine is still pretty much in control when Rage kicks in. You deal more damage, but I was hoping for something that made it feel like Logan was losing control a little bit.

Maybe that’s asking for too much. I’m no game developer.

But it would have been an interesting way to express what Rage means for Wolverine beyond simply making him stronger.

Getting better feels good

The combat has enough going on to support a campaign that stretches beyond 20 hours.

Techniques become instrumental in making you feel like you’re getting better at combat. Adaptations let you build Logan around how you actually play.

I’m not particularly good at dodging and parrying, so I leaned into a tankier build. I equipped Adaptations that helped me absorb hits and extended the parry window because parrying is an important combat mechanic.

And whenever I successfully pulled off a parry, I felt like a complete badass.

That’s a good feeling to have several hours into a game.

The combat loop itself can naturally become repetitive. You’re fighting enemies, building Rage, using Techniques, and mixing up your combos.

But I never really got tired of it.

The one exception was a wave-based challenge that asks you to fight through a ridiculous number of enemies. Getting to the highest rank takes around 45 waves, and I could already feel my hands hurting around Wave 30.

That’s the kind of challenge you need to prepare for. Take it on, then take a break.

Thankfully, that was the only part of the combat that felt genuinely tiring to me.

And yes, if you’re here for the blood and gore, you will not be disappointed.

I’m not even that big a fan of excessive violence, but it works here.

There’s a famous Wolverine line about being the best at what he does, even if what he does isn’t very nice. The violence in this game supports that idea to a tee.

Marvel’s Wolverine earns its M for Mature rating.

Logan’s story is more personal than it looks

Marvel's Wolverine

Wolverine being a superhero is the draw.

But underneath all the claws and mutant powers, this is really a story about a man trying to figure himself out.

It’s important to know going in that this is a pre-X-Men story. The game doesn’t immediately throw you into the familiar X-Men setup you might expect.

Instead, Logan is piecing together who he was, who he’s been, who he is, and ultimately who he wants to be.

It just happens to take place in a world where mutants exist.

I was never the biggest Wolverine fan. In fact, I hated how the live-action Fox movies treated him as the X-Man when the X-Men have always been an ensemble to me.

I say this as a Cyclops fan.

God bless Hugh Jackman and everything he has done for Wolverine, but his portrayal inevitably shaped the character’s place in popular culture.

Insomniac’s Logan feels a little different  — and maybe the fact that he’s canonically a “short king” here makes him seem more appropriate.

He’s a man trying to do right by the people around him while also trying to figure out how to do right by himself.

He’s broken. His memories are fragmented. He has people around him that he cares about. And underneath the rough exterior is someone who is simply trying his best to make sense of his present reality.

That made him surprisingly easy to root for.

Jean Grey is having a moment

Marvel's Wolverine

Best Jean Grey in modern media?

And then there’s Jean Grey.

I did not expect Jean to become one of my favorite parts of Marvel’s Wolverine.

But here we are.

I think a lot of people primarily know Jean through a few familiar ideas. The love triangle between Scott and Logan. The Phoenix. Getting overwhelmed by her powers.

The 1990s animated series had plenty of moments where Jean felt weak, while the live-action movies eventually speed-ran toward the Phoenix side of the character.

Marvel’s Wolverine gives her room to simply be Jean.

She’s headstrong. She can take care of herself and the people around her. She has her own motivations and a steadfast desire to protect her found family of mutants.

She can hold her own in a verbal spat just as easily as she can throw down with her mutant abilities.

She could just as easily have been marketed as the second lead of this game.

She’s fantastic.

Easily one of my favorite versions of Jean Grey.

And I think she’s about to get a lot more fans.

Between Sadie Sink’s Jean in Spider-Man: Brand New Day and this version from Insomniac, Jean Grey is suddenly having a moment.

I just don’t think we’ve gotten enough versions of Jean where she gets to be her own person.

Here, she is.

And she’s also incredibly charming.

A world that doesn’t need to be open

One thing I appreciate about Marvel’s Wolverine is that it doesn’t feel like Insomniac looked at its previous games and decided everything had to become bigger.

This isn’t an open-world game and that’s perfectly fine.

Not everything needs to be openworld.

The structure actually reminds me more of Ratchet & Clank: Rift Apart than Marvel’s Spider-Man. You move through contained environments, but they don’t feel like one long tunnel.

The locations are distinct. There’s room to explore. There are things to find. And the optional activities are tied to gameplay mechanics, which makes them feel more useful than simple checklist items.

Madripoor was especially memorable to me.

Part of that is because it’s a Southeast Asian-adjacent location, and that’s where I’m from. I’d love to see a more fully explorable version of Madripoor someday.

The game’s global structure also reminded me a little of how Captain America: Civil War handled its different locations.

The game also has plenty of little X-Men winks that made me go, “I understood that reference.”

The Mission Replay screen also recreates that famous meme of Logan lying on his bed and staring at a framed photo. 


These touches never feel like they’re there just for the sake of checking a box. They add personality to the world and make it feel like Insomniac understands the character and the people who have grown up with him.

It makes the adventure feel bigger without forcing the game to become a massive open-world playground.

That’s the right choice for this particular story.

The blockbuster moments

The set pieces are where Marvel’s Wolverine really goes for it.

There are plenty of moments where you might just stop and think, “Woah.”

The action is high-octane. The spectacle is ridiculous. And there are sequences that genuinely made me want to shout at the screen.

The motorcycle sections are probably what I’ll remember most.

I sucked at them but they were fun as hell.

They should make the motorcycle sections playable separately.

That’s a pretty good description of a lot of the game’s biggest moments. They’re designed to make you feel like you’re inside a giant action movie, and they succeed.

What’s important is that the spectacle never felt disconnected from the rest of the game.

The quieter scenes prepare you for the big moments. The story gives them context. The combat gets you there.

Everything serves everything else.

And after 21 hours, I wasn’t thinking about which individual feature was the most innovative.

I was thinking about the experience as a whole.

A complete package

Another thing Insomniac gets right here is what happens after the credits.

Marvel’s Wolverine feels complete.

You can replay missions and go back for objectives you missed. There’s Photo Mode. There’s New Game Plus available right away. There’s optional content waiting for you.

You have plenty to do even after the credits roll.

That’s especially notable because the lack of New Game Plus and limited post-game content were among the major criticisms of Marvel’s Spider-Man 2. Wolverine addresses those concerns from day one.

Personally, I want to go back through the other missions before jumping into another full playthrough. And when I do replay the game, it won’t necessarily be because I want to discover some completely different combat experience.

I just want to experience the story again.

That’s something I tend to do with Insomniac’s games.

Not groundbreaking. Just really, really good.

Omega Red

If I had to point to the biggest weakness of Marvel’s Wolverine, it’s predictability.

Nothing here feels particularly groundbreaking or new.

The story doesn’t have a lot of twists that genuinely surprised me. There are plenty of story breadcrumbs that make it possible to figure out where certain things are heading.

But by the time I reached the end, I didn’t really care.

The execution was good enough that I was hooked regardless.

And the game leaves plenty of room for what Insomniac could potentially do next.

I can’t say much more without getting into spoiler territory.

Let’s just say I’m a thousand percent excited.

The one character I genuinely wish had gotten more to work with is Lady Deathstrike.

Her hatred for Logan makes sense within the story, but she felt too one-note to me. Her background suggested there could have been more there, and I don’t think the character quite got the material she deserved.

That’s about as far as my major complaints go.

Combat can be repetitive because combat is naturally going to be repetitive. The game isn’t reinventing the genre.

But nothing became egregious enough for me to point at and say, “This is a problem.”

That’s because Marvel’s Wolverine is remarkably consistent.

Wolverine knows what it wants to be

Marvel's Wolverine

Marvel’s Wolverine isn’t the game that will fundamentally change how we think about superhero games.

It doesn’t need to be.

It’s a pretty darn awesome action game that feels like a movie.

More importantly, it’s a game that understands the character it’s trying to portray.

When you’re watching Logan piece together his memories, trying to understand the people around him, or figuring out what kind of person he wants to be, the game gives you room to care about him.

When the claws come out, it lets you become a savage force of nature.

Then, when you’ve had enough, it gives you a quiet moment to breathe.

That’s the formula. It’s familiar. It’s predictable. And it works. Really, really well.

I started Marvel’s Wolverine thinking it was simply another polished PlayStation blockbuster.

By the time the credits rolled, I had spent 21 hours completely hooked.

I sat for about two hours afterward just taking the whole thing in and sorting through my thoughts.

Whew.

What an experience.

Marvel’s Wolverine reminded me why I keep coming back to story-driven action games in the first place. It doesn’t need to reinvent the formula. It just needs to execute it well enough that you forget you’re playing a game and get completely swept up in the experience.

That’s exactly what it did to me.

Marvel’s Wolverine isn’t groundbreaking. It doesn’t need to be. It’s just damn good at being the kind of game I want to play.

GadgetMatch verdict: Swipe Right.

Marvel’s Wolverine is one of the very best at what it does. And what it does is pretty astonishing.  It delivers a polished, cinematic, character-driven experience that makes it very easy to lose 20-plus hours to it.

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Kirby and the World Beyond is Kirby’s first open-world game

Kirby and the World Beyond launches in the spring of 2027.

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Apple isn’t the only company doing a “One More Thing” today. In today’s Nintendo Direct, Nintendo unveiled its next major project, Kirby and the World Beyond. To celebrate Kirby’s 35th anniversary next year, the lovable pink blob is getting an open-world game.

In the latest effort to make all of its franchises into open-world games, Nintendo is plopping Kirby into a much larger map. Now, if you’ve seen the trailer, you might have had a pesky thought: “Wow, for an open world game, this one seems… sparse.” After all, Kirby looks like he’s trapped in one small map with King Dedede as the sole boss.

Well, that’s because he is trapped. After an attack sends Kirby cannonballing into the clouds, his squishy exterior busts a literal hole in the sky itself.

Yes, Kirby is in The Truman Show. (Not really, but you get the idea.)

A mystical being appears and gives Kirby a magical sword, which he uses to completely dismantle the fake sky and discover the world beyond. The trailer conveniently cuts off as Kirby begins to explore this whole new world, but we’re beyond excited.

After the hero entered the 3D space in Forgotten Land, Kirby and the World Beyond takes the next step and gives the protagonist a much more massive playground to eat and fight. If Breath of the Wild, Mario Odyssey, and Donkey Kong Bananza are any indication, this should be a worthy addition to your Switch collection.

Kirby and the World Beyond drops on the Switch 2 sometime in the spring of 2027.

SEE ALSO: Metroid finally returns to its 2D roots in new Metroid Ravenous

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Metroid finally returns to its 2D roots in new Metroid Ravenous

The new 2D side-scroller comes out next year.

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Metroid, the iconic franchise that lent its name to the Metroidvania genre, is finally coming back to its 2D roots. In the latest Nintendo Direct, Nintendo unveiled the series’ latest 2D outing, Metroid Ravenous.

Sapped from her energy, Samus finds herself trapped underground by a group of mysterious kasa-touting beings. She must struggle against treacherous enemies and puzzles in a quest to emerge once again on the surface and face her foes.

But she won’t be powerless. She will have energy-sapping abilities of her own. The trailer even has her pick several creatures and seemingly drain them of their energy. Since this is a classic Metroidvania, this might be how Samus gets abilities to get her across the map.

It’s a unique take on the formula that will surely provide its fair share of epic moments, if the trailer can be believed.

Beyond that, the trailer reveals little more. Thankfully, the wait won’t be long. Metroid Ravenous will be available on the Switch 2 starting January 28.

In the meantime, Metroid Dread is still available on the original Switch and the Switch 2. The Switch 2 version even maximizes the console’s mouse mode.

SEE ALSO: Here’s a list of big games coming to the Switch 2

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