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Dave the Diver's In the Jungle DLC may not arrive until 2026, but Godzilla is back

Dave the Diver's In the Jungle DLC may not arrive until 2026, but Godzilla is back

Engadget29-06-2025
Dave the Diver just marked its two-year anniversary, and the team behind it has a bunch of updates to share about its future. While it's mostly good news, there is one little hiccup: the upcoming In the Jungle DLC , which was announced a few months ago and was expected to arrive later this year, now isn't likely to launch until 2026. But everything else announced in the 11-minute anniversary video should make up for it. That includes the return of the time-limited free Godzilla DLC , which is now back on all platforms until at least the end of 2026. If you missed out on it the first time, here's your chance. To view this content, you'll need to update your privacy settings. Please click here and view the "Content and social-media partners" setting to do so.
Mintrocket Studio Head Jaeho Hwang also said the team is extending the availability of the recent DLC, Ichiban's Holiday , which will remain available through next year as well. After hearing feedback from fans about the pricing, that pack will get "regular discounts" to make it cheaper.
The game just landed on the Epic Games Store and according Hwang, a free upgrade for Nintendo Switch 2 is coming "in a few months" and will bring a higher frame rate. More info on that is coming soon, Hwang said. In the meantime, you can catch a sneak peek of In the Jungle about four minutes into the anniversary video.
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‘Kirby Air Riders' on Switch 2 Makes a Better Case for the GameCube Than Nintendo Ever Did
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'I have no idea what is happening right now.' I sigh several variations of that phrase in the hour I spent playing through a sliver of Nintendo's upcoming Switch 2 exclusive Kirby Air Riders. I'm tired after a full day's work—somewhere between fried and manic—but the racing game, which director Masahiro Sakurai quipped in his Tuesday Nintendo Direct was 'basically Mario Kart,' is akin to being thrown hurtling down the mouth of a kaleidoscope at 200 miles per hour. I know I won some races and battles and lost in others, but if I try and recreate the scene of my pink puffball hurtling down a track or smacking other racers, it turns into a vague, vibrant blur in my memory. Like Nintendo's 2001-era console itself, the original Kirby Air Ride for the GameCube was an odd duckling when it hit the scene in 2003. At the time, critics were surprised by the game's simplicity. Unlike most other kart racers, you didn't need to press any button to speed off at full tilt—the game did it for you. Air Rider used a single button for controls alongside the thumbstick to turn left and right. Players only had a single racer to choose from at the start (Kirby, in pink or a variety of pastel shades) and a paltry few characters to unlock later. That earlier title was limited by its system and its scope. Kirby Air Riders on the Switch 2 can make use of the necessary processing power for more action on-screen, and it seems the scope for this sequel has expanded beyond anything Sakurai and his old compatriots at the studio HAL Laboratory could ever consider two decades ago. Kirby Air Riders gets its name not just through the old Aliens gimmick of adding an 'S' to a sequel title, but because you now have a full selection of different characters and your riding 'Machines'—both air and land-based—to choose from. There's the expected Meta Knight and King Dedede, but if you never played another Kirby game, you may be confused by characters such as Chef Kawasaki and Knuckle Joe. Each character has different stats, such as weight, speed, and flight, as well as a special ability that changes how each plays. Similarly, each craft offers a unique twist. The 'Winged Star' may be able to glide for longer, but the tank lets racers drive in one direction and boost in another. While the original Kirby Air Ride notoriously only used a single button for controls, the big landmark addition to the controls is the second button. Now, when your special meter hits a peak from defeating on-track enemies or smashing your fellow racers, you can hit Y to unleash a special move that's different for every racer. Otherwise, you flick the joystick around to attack opponents and enemies as you rocket through each track. Pulling back on the stick off a jump allows most craft to glide for a certain amount of time, and landing perfectly offers a small boost. Still, you're only ever focusing on the joystick and a single button at any one time. 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When Nintendo revealed the Switch 2, the one thing nobody saw coming was a sequel to Kirby Air Ride on the GameCube. Though the imperfect lens of time may have endeared some people to the game, it wasn't exactly beloved upon its release more than 20 years ago. The existence of this new installment, Kirby Air Riders, seemed even more confounding in the context of Mario Kart World's presence on the system's launch day. But Kirby Air Riders is coming this year—on November 20, to be precise—and it's worth keeping an eye on, after this morning's 45-minute Nintendo Direct on the title led by its director, Masahiro Sakurai. Many Nintendo fans know Sakurai as the architect behind the Super Smash Bros. series, but he's also the father of Kirby, and, apparently, was asked to create a sequel to Air Ride by Nintendo's software development chief some years back. This seemed to surprise Sakurai, given the similarity to the publisher's other, enormously popular racing series. 'You might be asking yourself if it's basically Mario Kart,' Sakurai said at the start of the presentation, which is embedded below. 'You race and battle with familiar characters around courses with different features, or so they say. OK, so it basically is like Mario Kart. I even mentioned this when I received the request to make the game.' Isn't he the best? Anyway, in the broadest strokes, yes—they don't seem too different from one another. But pick up and play them, and it should be immediately apparent that Air Riders' control scheme and mechanics are fundamentally unlike Mario Kart's. Acceleration happens automatically and, in the original, you really had just two inputs to worry about: the control stick, to steer; and the 'Boost Charge' button, which was B on the GameCube pad. This slowed your craft down as you held it, allowing you to drift around tight corners. Upon releasing it, you'd get a burst of speed proportional to the length of time you charged for. 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I have played a little of Mario Kart World, and while I had a decent time, it did sort of confirm my fears that the switch to an open world would dull the series' imaginative courses a bit, which used to be its strength. The environments we saw in this Air Riders Direct, though, seem extremely dynamic and lively by comparison. The Waveflow Waters course, which starts by driving through a parted sea and dives in and out of whirlpools and massive waves, is magnificently chaotic. There's also the City Trial, a hybrid sandbox and mini-game mode where players roam around a small map for five minutes in search of building the best possible machine through power-ups, then compete in a range of challenges well beyond basic racing. Those who played the original Air Ride seem to be more excited about this party-style mode than anything else, and it seems perfect for endless, addictive online multiplayer sessions—something that wasn't possible in the GameCube version. 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