[0:00] This video is brought to you by Dbrand [0:01] and their summer sale. Do you want to [0:02] get up to $55 off the best Switch 2 case [0:05] money can buy their world famous kill [0:07] switch? If so, visit dbrand.com/skillup [0:10] or just stick around to the end of the [0:11] video to learn more. Okay, Star Fox, [0:14] they remade it again. Can you believe [0:16] it? Yeah, you can. Remakes are all [0:17] getting these days and this is the next [0:19] one. So, buckle up and keep limbs clear. [0:21] I think a really interesting starting [0:23] point for this review is to explore that [0:24] question more earnestly. Why the hell do [0:26] they keep remastering or remaking this [0:28] game since this is literally the fifth [0:30] time they've done it depending on how [0:32] you categorize each retelling of the [0:33] original Lilat Saga? Well, the truth is [0:35] Star Fox 64 was an instant stone cold [0:38] classic that sat on the absolute cutting [0:40] edge of game design, presentation, and [0:42] technology. Hell, this was the game that [0:43] came bundled with the Rumble Pack. The [0:45] next time you're enjoying the haptics in [0:47] your fancy PS5 Dual Sense Pro, remember [0:49] the debt we all owe to Fox Mloud and his [0:51] squad. Star Fox 64 was a near flawless [0:53] arcade game at a time when it was novel [0:55] and interesting and desirable to have [0:57] arcade experiences playable in our [0:59] living rooms. Its pick up and play [1:00] gameplay made it immediately accessible, [1:02] but its intricate level design and tight [1:04] difficulty tuning created a vast skill [1:05] ceiling that rewarded those willing to [1:07] invest proper time into it. Its [1:09] run-based branching path structure made [1:10] the game even more enticing to play and [1:12] replay, following your nose on each run [1:14] or focusing on specific objectives and [1:16] pathways to really push yourself. It [1:18] also had a surprising amount of gameplay [1:19] depth and diversity across its mission [1:21] design and its range of vehicles such [1:23] that no two missions ever felt the same. [1:25] All these years later and recreated with [1:26] such obvious love and care for the [1:28] source material, all of these elements [1:29] hold up brilliantly. If you know what [1:31] this game is and you remember playing it [1:33] and enjoying it back in the day, you're [1:34] almost certainly going to love this [1:36] because developer Villain Studios has [1:37] done a wonderful job in bringing it to a [1:39] modern presentation standard, complete [1:41] with some new game modes that are sure [1:42] to appeal to longtime series fans. [1:44] Alongside that though, sits another more [1:46] interesting question. How much appeal [1:48] might Star Fox hold for the person who [1:50] has never played it before? Has its [1:52] structure and its gameplay aged in such [1:54] a way that it feels contemporary even [1:55] today? Or does it feel like a retro [1:57] novelty that reminds us how different [1:59] modern games are today? Well, it's going [2:00] to sound like a bit of a copout, but I [2:02] honestly think it's kind of both. I do [2:03] think there are elements of Star Fox [2:05] that feel fresh even in 2026. Like its [2:07] inviting premise, like its brilliant, [2:09] snappy controls, like its clever mission [2:11] design, like its branching pathways and [2:12] objectives based gameplay. All of this [2:14] sings as loudly as it did 30 years ago, [2:16] and it feels particularly at home on a [2:18] handheld device, which encourages pick [2:20] up and play experiences. And the [2:21] inclusion of couch co-op makes it really [2:23] easy to play alongside kids. But there's [2:25] no mistaking that this was a game that [2:26] was made 30 years ago. You can feel it [2:28] in the short mission duration with some [2:30] of them being as short as around 3 [2:32] minutes long. You can feel that in the [2:33] linear level structure where it feels [2:35] like the agile Rwings are aching to [2:36] stretch their wings more than the narrow [2:38] levels allow for. You can feel it in the [2:40] lack of progression or upgrade economy, [2:42] which is a feature that most modern [2:43] games have. And please, for the love of [2:45] God, do not clip this and make it sound [2:47] like I think this stuff should be in the [2:48] game because that's not what I'm saying. [2:50] I'm just saying that games back then [2:52] were built very differently to the way [2:54] they're built today. The arcade game [2:56] doesn't really exist anymore, at least [2:58] not like it used to. And playing through [3:00] Star Fox reminds you of that because it [3:01] doesn't feel like anything you've played [3:03] recently. That's going to mean that Star [3:04] Fox is going to hit really hard with [3:06] some and it's going to be a total [3:08] moonball miss for others. And honestly, [3:09] both reactions are perfectly justified, [3:11] and I'm going to be really interested to [3:12] see where the balance on that lies. [3:14] Separate from that fundamental question [3:16] about the game's enduring appeal, [3:17] there's also going to be commentary [3:18] about how much this remake does or [3:20] doesn't change versus the original. [3:22] Purists will appreciate that the core [3:23] gameplay and most of the level design [3:24] remains untouched, but they may bristle [3:26] at new cutscenes that offer a radically [3:28] different tone for the crew, not to [3:29] mention those controversial character [3:31] models. Personally, I would have liked [3:32] to have seen Villain push the level [3:33] design further since I think the narrow [3:35] levels do feel a bit long in the tooth [3:37] at this point, and I would have loved to [3:39] have seen some wider arteries, more [3:40] optional pathways, and some more [3:42] demanding flight sequences that rewarded [3:43] precision flying. I'll put it this way. [3:45] I do recommend this, but not to [3:47] everyone. And ultimately, I found myself [3:49] wishing that Nintendo gave Villain a [3:51] little more latitude to expand this [3:52] offering because 30 years on, it does [3:54] feel like some aspects of this package [3:56] could have been refreshed without [3:57] upsetting the delicate balance that made [3:59] the original so wonderful and so loved. [4:02] >> Nice job, team. Status check. So many [4:06] targets up here, you're missing out. [4:14] >> Starbucks completed the objective. [4:17] For those of you who are unfamiliar with [4:18] Star Fox, let's cover the basics because [4:20] I think that understanding what this is [4:22] may quickly filter out some people who [4:24] are like, "No thanks, that's not for [4:25] me." Star Fox is primarily an on rails [4:28] arcade shooter that's mainly spent [4:30] flying an Rwing, but there are some [4:31] levels involving a cute little tank and [4:33] a sprry little submarine. Most of the [4:35] levels you play through are strictly [4:36] linear in that they guide you on a very [4:38] specific path, though some levels do [4:39] have branching pathways that open up [4:41] depending on which objectives you hit. [4:43] There are also some all range mode [4:44] missions where you fly the Rwing in a [4:46] limited 360° space, either in dog fights [4:49] with an enemy squad or with specific [4:51] objectives in mind, like taking down a [4:52] satellite array or defending your [4:54] capital ship from oncoming missiles. [4:56] >> 5 seconds for impact. [5:00] >> Beautiful shot, Bob. I'm impressed. [5:03] >> Each mission runs for about 3 to 6 [5:04] minutes, and a full run of the game is [5:07] seven missions. So, you can knock over a [5:09] run in anywhere from an hour to an hour [5:10] and a half depending on how good you are [5:12] and which paths you take. And that's an [5:14] important point because while a run [5:15] consists of seven missions, there are [5:18] actually 16ish missions in the game. And [5:20] each run you'll choose a path based on [5:22] your performance in a given mission. Hit [5:24] specific objectives and you'll unlock a [5:26] certain path. Fail to achieve those [5:28] objectives or make different choices and [5:29] you'll unlock a different path. This [5:31] naturally lends itself to a lot of [5:32] replay-ability since each run is like a [5:34] playlist that you can remix on the fly. [5:36] Over and above finishing a run is [5:38] finishing it well, maximizing high [5:39] scores, keeping all of your crew mates [5:41] safe, earning medals, and later on [5:43] completing challenges in the dedicated [5:44] challenge mode which offers you even [5:46] more intense objectives per mission. [5:47] Finally, sitting alongside all of that [5:49] is the option for co-op play during the [5:51] campaign where one person controls the [5:52] ship and the other acts as the gunner, [5:54] as well as a dedicated multiplayer mode [5:56] that is surprisingly cool. It's 4v4 [5:58] versus either bots or other players [6:00] using either online or game share. It's [6:02] PvE VP where you have to accomplish [6:04] specific objectives like capturing [6:06] points, collecting things laying around, [6:07] as well as a capture the flag mode that [6:09] I thought was a real highlight. [6:11] >> Star Fox completed the objective. [6:17] >> So, that's an overview of what this [6:19] package is, but let me put it to you [6:20] another way. In the modern era, we [6:21] typically play through a single player [6:23] game for multiple hours, expecting to [6:25] experience new content throughout that [6:26] play time, and we typically stop playing [6:28] the game either when we finish it or [6:29] when we get bored of it. Even the single [6:31] player games that we are expected to [6:33] replay, like rogue likes for example, [6:35] even they slowly meter out new content, [6:37] typically in the form of upgrades or [6:38] endgame challenges, people criticize [6:40] Resident Evil games for their short 8 to [6:42] 10 hour run times, and the response is [6:43] often they're meant to be replayed. But [6:45] even then, there's still a critical mass [6:47] of people who are happy to play through [6:48] a Resident Evil game just once, and [6:50] they'll feel like they got their feel [6:51] because 8 to 10 hours was enough for [6:53] them. Saravox is a totally different [6:55] value proposition, a more throwback [6:58] retro proposition that says, "Hey, we [7:00] got about 3 hours of content here if you [7:02] string all the missions together, but [7:03] the appeal is replayability and mastery. [7:06] You don't pick up Star Fox expecting a [7:08] 15-hour campaign. You pick it up [7:10] expecting a 1.5hour campaign that you [7:13] play again and again, getting better at [7:15] it each time, discovering new secrets [7:17] and efficiencies that help you chase [7:18] higher scores and more medals. Now, [7:20] immediately some people are going to [7:21] hear that and say, "Lol, what?" And I [7:23] get it. Expectations about the structure [7:25] and content offerings of games have [7:26] changed considerably in the last 30 [7:28] years. And where back then Star Fox 64 [7:30] was the sort of game you'd immediately [7:31] and enthusiastically recommend to [7:33] anyone, in 2026 is a decidedly more [7:35] niche offering. But separate from the [7:38] enduring appeal of this formula and the [7:40] quality of this remake, there is [7:42] something else that modern Star Fox has [7:44] in its corner. And it's the hardware [7:45] that this is being played on. Sure, we [7:47] can play lengthy 80our RPGs on the small [7:49] Switch screen, but I'd argue that the [7:51] portability of the Switch is best [7:52] leveraged by shorter, more immediate [7:54] experiences that could be played while [7:56] on the train ride to work or during a [7:57] lunch break or whatever. The mobile [7:59] market is built on game sessions that [8:01] last 2 to 5 minutes. Now, just imagine [8:04] the best mobile game you've ever played [8:06] without any of the in-game spending [8:07] [ __ ] That's kind of what Star Fox [8:10] is. To hell with Candy Crush, this is [8:11] the [ __ ] you should be playing on the [8:13] toilet. Okay? And believe me, I mean [8:14] that in the most complimentary way [8:16] possible. [8:23] >> I teach you kids some respect. [8:27] Obviously, there's more to Star Fox's [8:28] appeal than just its brevity. Its core [8:30] gameplay really is pretty timeless. [8:32] something that becomes immediately [8:33] apparent to you once you pick up the [8:34] controller and start flying. The Rwing [8:36] is the foundation. It's the thing that [8:37] you're piloting the most, and it handles [8:39] the same as you remember if you played [8:40] it back in the day. The simple move set [8:42] of boosting, breaking, banking, and [8:44] barrel rolling is all there. Incredibly [8:46] responsive, really snappy, just super [8:48] fun to glide around with. To see Star [8:50] Fox is to want to grab the controller [8:51] and play it. That was true 30 years ago, [8:53] and it's still true today. It's a simple [8:55] gameplay formula, but one that works [8:56] well because of really smart mission [8:58] design and difficulty tuning. Most of [9:00] the time, you're just flying in a [9:01] straight line, dodging various obstacles [9:02] while trying to shoot down as many [9:04] enemies as possible. But that's not as [9:05] easy as it sounds given the very [9:07] specific placement of these objects and [9:09] enemies and how hostile some of these [9:10] levels can be, particularly on the [9:12] harder pathways. What doesn't jump out [9:13] at you immediately just by watching this [9:15] gameplay is how clever the underlying [9:17] mission design here is. It may all look [9:19] like you're just flying in a straight [9:20] line and shooting stuff, but nestled [9:22] into each mission are a number of big [9:23] and small objectives that affect things [9:25] like your squad's health, the medals [9:26] you'll unlock, and the pathways you're [9:28] able to open up. For example, one [9:29] mission sees you trying to stealthily [9:31] infiltrate an enemy stronghold, and in [9:33] order to do that, you need to take out [9:34] every single radar sensor along the way. [9:36] Failed to do that, and a certain [9:38] completion path is closed off to you, [9:39] forcing you toward a different mission [9:41] route and potentially a different game [9:42] ending. [9:43] >> Guess we'll have to take them all out. [9:47] >> Another smaller example happens in the [9:49] very first mission where Falco tries to [9:50] test my flying skills by asking me to [9:52] fly between a number of archers. Miss [9:54] one of these and the mission proceeds as [9:55] normal. But nail all of them and Falco [9:57] invites you down a secret path that you [9:59] can't access without his invitation. [10:01] >> I've got eyes on a high value target. [10:02] Follow me. [10:05] >> You'd better be right about this, Falco. [10:08] I say we trust Falco's instincts. [10:10] >> After you finish the game the first [10:11] time, a challenge mode opens up that [10:13] offers even more objectives to complete [10:14] during missions. Nintendo have asked us [10:16] not to share those objectives, but they [10:17] aren't too surprising. They're really [10:19] just about pushing committed players [10:20] further, giving them an even higher [10:22] skill ceiling to pursue. There are [10:23] plenty of more ways that Nintendo keeps [10:25] this formula interesting across the 16 [10:27] missions. One of them is the all range [10:28] mode where the Rwing can fly in any [10:30] direction in a limited open space. These [10:32] missions are often highlights since they [10:34] see you dog fighting with the Emperor's [10:36] Chosen. And these dog fights can be [10:37] really tough because the enemy AI is [10:39] really good at this video game and once [10:41] they get on your ass, it can be really [10:42] hard to shake them. [10:43] >> This can't be happening. [10:46] Not so tough now, are you? [10:50] >> Teamwork. Got to love it. [10:52] >> Experiencing the Rwing like this with [10:54] its wings at full stretch with so much [10:56] more room to move around, it did awaken [10:58] in me a longing for more of this. And [11:00] this is sort of my biggest [11:01] disappointment with the remake. See, I [11:03] kind of feel like the Rwing is too quick [11:04] and too maneuverable for how narrow [11:06] these main linear levels are. I hit the [11:09] screen edge too often, and I feel as [11:10] though I don't have enough choice with [11:12] regards to my flight path. I want to [11:13] really put the Rwing through its paces, [11:15] but the levels just aren't big enough to [11:17] let me do that. I'm sure this is going [11:18] to be a controversial opinion with [11:20] Purus, but if I was remaking Star Fox, I [11:22] would have looked to have addressed [11:23] this. I would have kept the same [11:24] missions, the same objectives, the same [11:26] scenario design and beats, but I would [11:28] have given people a little or a lot more [11:30] space on either side of that central [11:31] artery such that the original experience [11:33] is still protected, but each level also [11:36] offered more. More secrets, more [11:37] challenges, more interesting flight [11:39] parts, more space for the Rwing to [11:40] operate in. I get why that might [11:42] endanger the careful balancing of this [11:44] game, but I think it's a risk worth [11:45] taking because it feels as though the [11:47] Rwing has more to give and a remake [11:49] would have been the perfect opportunity [11:50] to let it give it. [11:52] >> Something's wrong with my cheetah [11:53] diffuser. [11:55] Fox, use your boosters to catch up. [11:58] >> Similly, I do think a few of the [12:00] missions could have done with some [12:01] updating. Most of the missions have aged [12:03] beautifully since their layouts and [12:04] objectives still feel really engaging at [12:06] every moment. Some of them though, like [12:07] the all-range Area 6 mission, is just [12:10] really boring since it's sort of just [12:11] flying in a circle, hitting static [12:13] targets, and that's about it. I [12:15] appreciate the fact that Villain are [12:16] going for a faithful remake, but there [12:18] is such a thing as being a little too [12:20] faithful, I think. [12:23] >> I've got you covered, Fox. [12:27] >> These complaints aside, Star Fox is [12:29] defined by the cleverness and diversity [12:30] of its mission design rather than any [12:32] shortcomings we might nitpick at. The [12:34] tank and submarine missions are [12:35] particular highlights. Remixing the [12:36] experience in clever ways. The Defense [12:38] of the Great Fox is another highlight. [12:40] That mission where you need to shoot [12:40] down the missiles before they hit your [12:42] capital ship. Incredibly tense. Very [12:44] cool. You know what it reminds me of? [12:45] Ace Combat. That is a game where you [12:47] look at it and you think, "Oh, you're [12:48] just dog fighting the whole time, [12:49] right?" No, you were definitely not. You [12:51] were doing a whole bunch of different [12:52] stuff from strafing runs to precision [12:54] flying to escorts and so much more. That [12:56] mission design ingenuity combined with [12:58] precise difficulty tuning combined with [13:00] the demanding objectives and challenges [13:01] combined with the branching mission [13:03] structure means that even though [13:04] missions and runs are short, they're [13:06] incredibly dense and diverse and they do [13:09] keep you coming back so long as you're [13:10] the type of player that's after that [13:12] focused old school challenge. [13:14] >> Report in everybody. [13:16] >> That bomb could have been bad news. Nice [13:18] work, Fox. When [13:20] >> you next take flight, you take the hoax [13:23] the entire system with you. While [13:25] Villain obviously had pretty strict [13:26] marching orders for keeping the core [13:28] gameplay and mission design intact, they [13:30] were clearly given a lot more freedom to [13:31] refresh other aspects of this [13:33] experience, namely visuals, music, [13:35] voiceover, and storytelling. Visually, [13:37] man, you can see for yourself this is [13:38] just a really lovely looking video game, [13:40] though some levels do a better job of [13:42] showing it off than others. Sure, you [13:43] can be out the lava level or the [13:44] asteroid field and be a little [13:45] unimpressed, but the real story of the [13:47] visuals are the more detailed levels [13:49] sporting more terrain, buildings, and [13:50] spaceships. They look great, made all [13:52] the better by some responsive lighting [13:54] and particle effects that add a lot of [13:55] pop and sizzle to the action. Nintendo [13:57] has also commissioned the recording of [13:58] all new music for the game. Gone is a [14:00] digitized soundtrack of yesterday year [14:02] replaced with a fully orchestral [14:03] soundtrack that honestly sounds [14:05] incredible. I absolutely love it. [14:11] >> Nice little block you've got here, [14:13] Lombbertie. [14:15] >> You built a good crew, Fox. [14:16] >> Something I'm less in love with are [14:18] these new character designs. And look, I [14:20] don't want to make a big deal of it [14:20] because it's all personal preference, [14:22] but for me, these characters look a [14:24] little too serious compared to the more [14:25] stylized art direction of the past or [14:27] even more recent Nintendo games. And [14:29] yes, I know these designs are based on [14:31] the original 1993 designs. I get that. [14:33] But I don't know how important that is. [14:35] I think a really good point of reference [14:36] to ground the discussion is to look at [14:37] the Fox Mloud design from the Mario [14:39] movie and compare that to the fox of [14:41] this remake. Personally, I think the [14:42] movie kind of nailed it. I want to give [14:44] Glenn Pal's Fox Mloud a hug, whereas I'm [14:47] kind of scared of this other fox. And [14:49] why does Falco look so prickly? What's [14:51] really interesting though is that this [14:52] more serious visual design was clearly a [14:54] deliberate choice to mirror the more [14:55] serious characterization and [14:57] storytelling going on. Arguably the [14:59] biggest change that Star Fox serves up [15:00] other than the visuals and music is the [15:02] fact that Fox Mloud is no longer an [15:04] enthusiastic dogooder who just happens [15:05] to be a mercenary. He's now a very [15:07] shrewd bottomline focused gun for hire [15:10] who seems to have very little interest [15:11] in anything other than his paycheck. [15:13] >> As promised, my crew is worth what [15:15] you're paying us, General. [15:16] >> But Fox isn't even the worst of it. [15:18] Before, Falco was a bit of a [15:19] wisecracker. But here, he's a straightup [15:22] [ __ ] [15:22] >> I've seen that thing in the hanger. [15:24] What's it made out of? Scrap metal and [15:27] chewing gum. [15:28] >> It makes for an entirely different [15:29] storytelling tone. One that I'm kind of [15:31] not on board with, to be honest. Like, I [15:33] don't like this Fox Mloud. I think he [15:36] kind of sucks. And I definitely don't [15:38] like this Falco. I'm not sure what the [15:40] goal was here except to maybe make this [15:42] appeal to a more mature audience. But if [15:44] that was the goal, then I think Nintendo [15:45] and Villain missed the mark here. [15:47] Thankfully, a lot of the other changes [15:48] to cutscenes and storytelling are really [15:50] nice and really additive. Where before [15:51] the game only had radio chatter between [15:53] missions, now it's got these beautifully [15:54] detailed, fully animated cutscenes that [15:56] allow the characters to shine a lot [15:58] more. Especially General Pepper, who [16:00] gets a lot more dialogue, these cut [16:01] scenes not only provide exposition, they [16:03] also respond to the branching path [16:04] structure of the game. As different [16:05] cutscenes roll based on which missions [16:07] are available to you next, and they do [16:08] an excellent job of framing why these [16:10] missions matter and why you might want [16:11] to choose one over the other. It makes [16:13] your decisions feel better understood [16:15] and more weighty. It sounds risky, but [16:18] ignoring that creature sounds riskier. [16:21] >> We'll be pushing the limits like never [16:23] before, but the Rwings are up to the [16:25] challenge, Fox. I know they are. [16:27] >> This new angle on characters and this [16:28] expanded storytelling secretly makes me [16:30] hope that Nintendo have plans for Star [16:32] Fox that go beyond this remake. Fox and [16:34] Falco being dicks in this game might [16:36] make for a great character arc in an [16:38] upcoming trilogy. Right. It'sium, sure, [16:40] but the Hopium flows because 30 years [16:42] on, Star Fox still holds up while still [16:45] also being full of potential. [16:54] >> Decent shooting, Fox, let's call it a [16:56] tie. [16:59] >> I think that's actually my biggest [17:00] takeaway from this latest remake. The [17:02] very core of the Star Fox experience has [17:04] long, long legs. 30 years later, it's [17:06] fun to fly an R-wing, to barrel roll, to [17:09] get a bogey off your teammate's tail, to [17:10] thread the needle through some narrow [17:12] gap and accomplish some tricky [17:13] objective. All of that stuff is here and [17:15] it all works. But it does feel a little [17:17] trapped in a game that in the modern era [17:19] could be more. You could expand these [17:21] levels to give the Arwing a little more [17:23] room to breathe. You could refresh some [17:25] of this mission design. You could add [17:26] some entirely new missions that feel [17:27] like they were designed with those [17:29] classic sensibilities while also showing [17:30] off some modern flourishes. Had you done [17:32] that, I think Star Fox might have found [17:34] some new broader currency in 2026, [17:36] whereas I think this package is going to [17:38] be quite niche. It's a really nice [17:40] package. Absolutely one I'd immediately [17:42] recommend to longtime fans or people [17:44] with kids who are looking for a really [17:45] accessible co-op game. But I do suspect [17:47] that modern audiences may not be won [17:49] over by its charms in quite the same way [17:51] we were 30 years ago. I also think that [17:53] Villain remaining so committed to the [17:55] source material is a bit of a missed [17:56] opportunity since this remake might have [17:58] been the chance for them to experiment [17:59] with some new ideas and technologies [18:01] that could then be redeployed in a [18:03] follow-up because I really really want [18:05] there to be a follow-up. The series is [18:07] too cool and has too much potential for [18:08] Nintendo to just keep remastering and [18:10] remaking the same game over and over [18:12] again. We need a proper Star Fox sequel. [18:15] But for now, 30 years on, there is still [18:17] a tremendous amount of fun to be had [18:18] with Star Fox. I recommend it. Oh, and [18:21] by the way, if you're planning on [18:22] picking up Star Fox or any other Switch [18:23] 2 game for that matter, there's one [18:25] essential add-on that I really couldn't [18:26] recommend more highly, and it's a Kill [18:28] Switch case from this video sponsor, [18:30] Dbrand. And wouldn't you know it, it's [18:32] on sale thanks to their annual summer [18:34] sale. Dbrand's kill switch is pretty [18:35] much the only must purchase add-on for [18:37] the Switch 2. And I am not exaggerating. [18:39] The Kill Switch is a case that not only [18:40] protects your Switch with a durable [18:42] travel cover that provides over 100 lb [18:44] of crush proof protection while in [18:46] transit, and not only is there an option [18:48] for a game card storage solution that [18:49] slots into the protective cover, but it [18:51] also adds ergonomic grips to the Switch [18:53] 2, taking it from being a device that [18:55] gives literal hand cramps to one that I [18:57] love picking up because it's just so [18:58] comfortable to hold for prolonged play [19:00] sessions. Oh, and by the way, those [19:01] Joy-Cons, they detach. The back of the [19:03] kill switch is made from a really sturdy [19:05] material that will protect from [19:06] scratches. And it even comes with a [19:07] cover made specifically for the [19:08] kickstand, so that won't get scratched [19:10] either. But wait, there's more. The kill [19:13] switch travel and ultra package comes [19:14] with stick grips, which are a [19:15] significant glow up, providing much more [19:17] tactile texture and height. The optional [19:18] screen protector comes with an idiot [19:20] proof installation tool that not even I [19:22] could mess up, and I have never once [19:23] been able to successfully apply a screen [19:25] protector to any product before this. [19:27] There are also optional skins to let you [19:29] customize the look of your kill switch. [19:30] But here's my favorite part. Every [19:31] single kill switch comes with a dock [19:33] adapter that lets you dock your Switch 2 [19:35] while it's still in its Kill Switch [19:37] case. And in fact, the adapter makes the [19:39] Switch 2 look cooler because it becomes [19:41] this sort of display item. I really love [19:42] it. Right now, you can get the Ultra [19:44] bundle of the Kill Switch for $55 off, [19:46] which is easily the most discounted it's [19:48] ever been. And don't forget, that's not [19:49] the only discount that Dbrand are [19:51] running during this sales. 60% off dark [19:53] plate bundles for your PS5, $10 off [19:55] prism screen protectors, $10 off phone [19:57] cases with even bigger savings if you [19:59] bundle it with a screen protector, and [20:01] $0 off their new Steam Machine companion [20:03] cube case. I mean, that thing's brand [20:05] new. They weren't going to discount [20:06] that. So, grab the best Switch 2 case [20:08] money can buy at an absolute steal by [20:09] visiting dbrand.com/skillup. [20:12] That link is below in the description [20:13] and the pin comment. Thanks, Dbrand for [20:15] sponsoring the video, and thank you for [20:16] watching it.