The Switch 2 has been out for 2 weeks now and it's as good a time as any to give some general impressions.
I got about an hour or two per day with the system, since I share it with others. I mostly use it for playing Rune Factory: Guardians of Azuma, which probably puts me in a minority. But I enjoy the game and the system a lot at this point.
Tried out some of my Switch 1 games and I think it's going to be my main device for playing that collection I have. That backlog is going to come in quite handy as the next game that really interests me and that I have a budget for, Donkey Kong Bananza is almost a full month away and I think Rune Factory will keep me busy until the end of this month.
Gamecube games are a neat addition but the selection is so small, I can't say all that much. The emulation seems to be quite good though, even if there's no rewind function. Revisiting Soul Calibur 2 is a blast!
Fast Fusion is the other game I spent some time with and it's a great one. While the upscaling makes it look messier than it needs to, it still is decent fun.
Mario Kart is there too. It's fun with other people. Rosalina's costumes are very cute.
It's a console with a lot of potential, that much is sure. If nothing else it's a great replacement for my old Switch since it plays those games better.
With Donkey Kong Bananza and Metroid Prime 4 there are at least two games on the horizon that I really want this year.
The remaster of Raidou would be a good stopgap too, but as I said, that Switch 1 backlog is going to keep me busy for decades.
@weebdeluxe The funny thing is that Guardians of Azuma actually runs pretty surprisingly well on the Switch 1. Other than a few hitches here and there (mostly loading in areas) it's really pretty much fine performance wise.
Though there was one hilariously bad FPS drop to like 15 during the scene with the spring goddess as it looks up into the tree and the system just tanks, lol.
Other than that though it really is just when I warp to an area, there's a few hitches for a moment as I first step into view of things and then it runs fine after.
(I just hope this doesn't lead the team to think Unreal Engine is the only way to go. The issue with RF5 wasn't Unity, it was the way they used it. God I'm sick of UE's stuff like forced TAA...)