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Indiana Jones and the Great Circle Switch 2 File Size Revealed

Originally published on: May 4, 2026
▼ Summary

– The user criticizes game companies for not offering multiple game cartridges, citing Nintendo’s multi-game carts for Switch 1 as evidence that it is feasible.
– The user argues that physical game releases remain important for retail presence and consumers, even with low physical sales.
– The user notes that large games have historically used multiple discs (CDs, DVDs), but companies now avoid multiple carts or 4K Blu-rays for modern games.
– The user blames both console makers and third-party companies for failing to negotiate deals for more cart cases or storage sizes, hindering physical multi-cart releases.
– The user claims that complaints about cartridge speeds are excuses for poor optimization, using FF7 Rebirth on PS5 as an example of efficient loading compared to other games.

The upcoming Nintendo Switch 2 release of Indiana Jones and the Great Circle has sparked fresh debate about physical media and file sizes, particularly regarding how large-scale games will be handled on the new console. While the exact file size for the Switch 2 version hasn’t been officially confirmed, the discussion around it touches on a broader issue: the industry’s reluctance to use multiple game cartridges.

Historically, major titles have shipped on multiple discs. Final Fantasy VII Rebirth on PS5 required two discs, a rarity for that generation. Yet when it comes to the Switch 2, critics argue that publishers are simply unwilling to invest in multi-cart solutions, despite Nintendo proving it’s feasible. During the Switch 1 era, the company released multi-cart collections for Pikmin and various Sega titles. So why the hesitation now?

Part of the problem lies in storage speed demands. Some third-party developers insist on faster cartridge read speeds, yet they fail to optimize their own code. Poorly designed open worlds, inefficient asset streaming, and lazy checkpoint systems all contribute to bloated file sizes and performance issues. Rather than refining their algorithms or level design, these studios blame hardware limitations.

The financial and logistical hurdles are real. Cartridge manufacturers, case producers, and console makers all need to coordinate production volumes and storage tiers. But when neither Nintendo nor third parties are willing to push for that collaboration, physical releases suffer. Retailers also demand a tangible product to advertise, so a “digital-only” strategy with a poster isn’t enough to maintain shelf presence.

Even among physical collectors, there’s frustration. The casual buyer may not care, but informed consumers notice when a game that could fit on multiple carts instead forces a download. Capcom, for instance, has released collections where some titles are digital-only downloads, even when physical space existed for them.

Ultimately, the blame is shared. Nintendo could push for more cart options. Third parties could optimize better. And both sides could negotiate fair deals for production. Until then, games like Indiana Jones and the Great Circle will continue to raise questions about whether physical media on the Switch 2 can truly keep up with modern game sizes.

(Source: Nintendo Life)

Topics

physical game media 95% game cartridge capacity 90% console manufacturer responsibility 85% third party publisher practices 83% digital vs physical distribution 80% game optimization 78% loading speed expectations 75% retail physical presence 72% multi-game collections 70% cross-generation compatibility 68%