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Super Smash Bros. director's Kirby Air Riders will come to the Switch 2

Super Smash Bros. director's Kirby Air Riders will come to the Switch 2

Yahoo02-04-2025

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The Switch 2 Nintendo Direct has officially come and gone, leaving in its wake some big news about the system and its upcoming games. One of arguably the cutest announcements came courtesy of Kirby Air Riders, a new game from Super Smash Bros. director Masahiro Sakurai. So, while there's sadly no new Smash game on the horizon, you can glide around with Kirby and friends.
Kirby Air Riders comes over two decades after Sakurai designed Kirby Air Ride for the GameCube. Yes, you can now take a moment if reading this has made you feel old. After nearly a minute of build-up, the trailer shows Kirby riding along on the Warp Star machine, through a pleasant looking valley. It ends with the "rs" being dramatically attached to the original Kirby Air Ride title.
We don't have an exact release date for Kirby Air Riders yet, but Nintendo says it will be sometime this year. As for the Switch 2, you can pick one up for $450 on June 5, along with new games like Mario Kart World.

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I played 'Mario Kart World,' and I believe it can carry the Switch 2 launch on its back
I played 'Mario Kart World,' and I believe it can carry the Switch 2 launch on its back

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I played 'Mario Kart World,' and I believe it can carry the Switch 2 launch on its back

All products featured here are independently selected by our editors and writers. If you buy something through links on our site, Mashable may earn an affiliate commission. When the Switch 2 made its grand debut in a lengthy Nintendo Direct livestream six weeks ago (so much has happened in those six weeks), a lot of gamers had two major questions concerning the console's impending June 5 launch: Is Mario Kart World really worth $80? Is Mario Kart World enough to justify getting the console on day one? Though Nintendo has tried to answer that first question, many of the fans I know still aren't convinced. However, after getting roughly six hours of relatively unconstrained hands-on time with the game recently, I think I can answer the second one. In short, yes, I absolutely think Mario Kart World has enough meat on the bone to keep Switch 2 early adopters happy until more first-party games like Donkey Kong Bananza start dropping later in the summer. (And if you're looking for more Switch 2 launch titles to play, I have some recommendations.) The iconic kart racing series' first foray into open-world design carries a ton of promise, and after getting to spend a huge chunk of time roaming around its giant world, I think people will find plenty to do for the first few weeks after launch when there may not be a lot of other new games to play. Also, did I mention that I got paid to play Mario Kart World for six hours? The lengthy pre-launch demo event I attended included a pretty comprehensive look at what Mario Kart World has to offer. Let's dive in. The world feels very lively, with lots of NPC traffic and even wildlife. Credit: Nintendo In case you've been living in the jungle or something since early April, you should know that Mario Kart World's big change to the series is the inclusion of a seemingly very large open world that players can roam around at their leisure. Every racetrack is contained within this world, and in the classic Grand Prix mode, you actually have to race other drivers to the next track after you finish one. This flagship Switch 2 launch game didn't take long to make me grin like a child, as I realized early in the demo that you can seamlessly enter free roam from the game's main menu without any kind of loading screen whatsoever. You can actually see Mario idly driving around the world behind the menu, and pressing the Switch 2's plus button removes the UI, places the camera behind him, and sets you off on your adventure instantly. It's a really neat trick. But what matters most is what actually happens once you're in free roam. This isn't necessarily like other open-world racing games such as Burnout Paradise or Forza Horizon where you drive up to an icon on the map to start a series of races, as far as I could tell. Instead, the rhythm of free roaming revolves around simply driving until you see something fun to do. In my experience, this happens about every 30 seconds or so. Starview Peak was my favorite track I saw in the demo. Credit: Nintendo The fun largely involves big blue P-switches that you can drive over to start little bespoke challenge missions. Each one of these takes about 30 seconds at max to complete if you do it right, and they come in a handful of different flavors: collecting blue coins, driving through a series of checkpoints before time comes out, or even completing something akin to a 3D platforming challenge with a kart. If you're coming to this game looking for something more weighty than that, I don't know if you'll find it here; I don't think Mario Kart World is aiming to wrap the player in the mystery of its world the same way The Legend of Zelda: Breath of the Wild did when the first Switch came out. That's fine, though, because what it is aiming to do is give you a lot of fun, bite-sized activities that you can do between intense online races. It's an easygoing, stress-free experience, one that will make for a perfect couch companion while a baseball game is on the TV. Need to kill a couple of hours on a flight? Perfect, just go into free roam and keep hitting blue switches until you can't anymore. I don't know how many of those are in the game, but you get the impression early on that the number is huge. Another important thing to note is that there is more to the free roam mode than just P-switches, as I encountered special collectible coins and even some other things I won't spoil that I couldn't even really explain if I wanted to. In total, I got about 90 minutes with the free roam mode, and it left me wanting to play a lot more. Crucially, it seems like free roaming is something you can simply choose to do if you want to, not something you have to do to have fun with Mario Kart World. All of the traditional modes (as well as new ones like the battle royale-esque Knockout Tour) are here too, and you can access them the same way you always could from a menu. Put simply, this is going to be the perfect podcast game. That's a cool dude, right there. Credit: Nintendo Real quick, I'd like to acknowledge that this isn't just Mario Kart 8 Deluxe with an open world jammed into it. Nintendo has actually made some really meaningful changes to the core mechanics. As you may have seen in various promotional materials, karts can now grind on rails and even ride on walls, both things that are new to the series. Of course, every track and even the non-track parts of the open world have been meticulously constructed with those mechanics in mind, and mastering them will be key to putting yourself in the position to a blue shell ruins everything. What impressed me the most about this is that there's legitimate technique to it. Nintendo has added a new move to every racer's toolkit, where if you hold down the drift button without turning in a particular direction, your racer will charge up a little vertical jump. This jump is how you get onto rails and walls in the first place, and I was told you can also use it to avoid certain obstacles and even shells coming your way. What makes this work so well is that it takes a few seconds to prime the jump, so you can't just decide on a whim that you'd like to ride the wall next to you. You need to learn each track and plan ahead, and this is something that I think free roaming will also help with, since you can drive freely on each track without worrying about other racers. To wrap back around to my original point, I'm no longer worried about whether or not I'll be satisfied with Mario Kart World as the Switch 2's only big first-party launch game. For starters, there are other games to play, contrary to what some people might say online. Beyond that, I got the distinct impression that there's a ton to see and do in Mario Kart World, and all of it can be seen and done at as leisurely a pace as you would like. There aren't even a bunch of overwhelming icons on the world map, if that helps. Of course, to enjoy all this, you have to complete a very important challenge first: Actually securing a Switch 2 preorder. Opens in a new window Credit: Nintendo 'Mario Kart World' $79.99 at Target Pre-order Here

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Curious how the Switch 2 compares to the Switch 1? Tens of millions of gamers are asking the same question. Nintendo has officially launched its newest home console/handheld hybrid. You're probably wondering what makes it so different from the original Nintendo Switch console. After the Nintendo Direct Switch 2 livestream ended back in April, I got to spend several hours playing with the Switch 2 and upcoming games like Mario Kart World and Metroid Prime 4. After nearly five hours of hands-on time then, and much more in the time since, I came away very impressed with the Switch 2, but also concerned about a couple of key factors. Let's dig in. On the surface, Switch 2 seems like a fairly iterative upgrade. Fortunately, that's not really the ALSO: How to buy Nintendo Switch 2 online: It's all eyes on Target now It looks much more professional than the Switch 1. Credit: Alex Perry/Mashable First, I want to focus on the hardware and its new features rather than the software. 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I tried the Nintendo Switch 2 GameChat feature, and so far I'm impressed
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I tried the Nintendo Switch 2 GameChat feature, and so far I'm impressed

Let's get one thing out of the way early: Yes, I understand that voice chat in online console games has not only been possible, but has also been commonplace for two decades now. Nintendo is way behind the curve on this one. That said, I got to try the new Switch 2's GameChat functionality at a recent event ahead of the console's June 5 launch, and I came away pretty impressed, all things considered. I also got to spend six hours playing Mario Kart World, so all in all, a pretty awesome day. Nintendo hasn't really invented anything new here but rather has synthesized its family-friendly, intuitive sensibilities with the way people hang out with each other on Discord in 2025. Thanks to a dedicated button on every Switch 2 controller, a slick interface, and some pretty thoughtful accessibility features (that's new for Nintendo), I expect Switch gamers are going to love GameChat. SEE ALSO: Nintendo Switch 2 preorder guide: Track latest restocks, see our first-hand impressions As originally outlined in the big Nintendo Switch 2 Direct livestream back in April, GameChat is Nintendo's version of something you've been able to do on Xbox consoles since I was roughly 10 years old and playing Halo 2. Put simply, it's a way to create voice chat parties for up to 12 Nintendo Switch Online users. Take a moment to pick your jaw up from the floor. Nintendo is finally doing what Xbox Live users could do back in the Bush administration. Sarcasm aside, there are actually a couple of unique features that make GameChat stand out. One is that it's immediately accessible at any time via a new "C" button on every Switch 2 controller. This, of course, makes it very easy to bop in and out of chat rooms at will without having to go to the Home menu and spend a few seconds navigating a series of icons. The interface for all of this could not be more straightforward, in a good way. There's a button for creating a room, a button for joining an existing room (made by someone you're friends with, not strangers), and some settings for you to fiddle with. It feels very Nintendo-like in its simplicity and elegance. Another distinguishing characteristic of GameChat is that it's designed to be used with an open microphone that's built into the console itself. This has been, by far, my biggest worry with GameChat; some of us have to deal with noise complaints from neighbors, for example. I was also concerned this would inevitably create problems with game audio or miscellaneous real-life noises bleeding into voice chat. Granted, I was in a demo environment set up by Nintendo, but it was a very loud room with a lot going on and I gotta works. I could hear everyone clearly and, as far as I could tell, they could hear me without any problems. However, I'd like to acknowledge that I was told you can plug a regular headset into the Switch 2 Pro Controller's headphone jack and voice chat like you would on any other console. I will probably be doing that exclusively, to be honest. It's like Discord on your TV. Credit: Nintendo There are a few other odds and ends I noticed during the demo. One is that you can stream a live feed of your gameplay to anyone else in the GameChat room, and they can do the same for you. If you've seen any promotional footage of GameChat, you probably noticed that those video feeds are pretty blurry and run at a very low frame rate. You can blow one up to full-screen, but I wouldn't recommend it. Otherwise, they live in a horizontal row at the bottom of the screen. I can confirm that they look like that in practice, not just in marketing videos. I'm not sure how much I want to use that feature, especially given that it reduces the total amount of the screen I get to use for my gameplay purposes. With that in mind, though, there's something nice about being able to discern what your friends are doing at a glance. Our demo involved playing through a co-op level in The Legend of Zelda: Four Swords for Game Boy Advance, and it was kinda cool to know that one of my partners was in another room collecting Rupees without me needing to ask where he was. This feature seems built for that sort of cooperation, those little moments when you want to quickly check a friend's feed. I also noticed a pretty neat number of customization options for GameChat. You can turn off a friend's video feed, adjust the size of your gameplay window, adjust individual users' volume levels, and just play in a regular full-screen mode, if you want. Most surprising was the inclusion of a speech-to-text window you can optionally display on screen for users with hearing issues. In the very brief demo I got of that feature, it seemed pretty good at picking up what the demonstrator was saying, and it actually labeled individual speakers in the text window. Look, all of this could completely fall apart once it's in the hands of regular goobers like my friends and I, outside of an ideal demo environment. I also expect that parents will have a lot of questions about safety and CamgeChat parental controls. But I came away from my short time with GameChat feeling a lot better about the feature. The open-mic stuff works better than expected, but I'm also glad you can opt out of it. Streaming gameplay to other users does seem to have genuine use cases, but again, it's totally optional and decently configurable. And the inclusion of the speech-to-text window is so much more cognizant of accessibility issues than Nintendo has been in the recent past. In other words, Nintendo put a lot more thought into GameChat than I expected. This is just how people (gamers and otherwise) interact with each other now, and Nintendo is meeting folks where they are. I'm excited to try it out in real-world settings, at the very least.

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