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The Nintendo Switch 2's launch title offers breathtaking tracks, a gorgeous open world, an incredible 24-player racing mode, and much more. Here's everything you need to know!

Welcome to Switch On, the series where we bring you the latest news and talking points about the Nintendo Switch 2.

Video by Hal Dimond
Additional material: Maddy Kendall-Murray and James Daly
Transcript
00:00We previously talked about how crucial a major first-party title is to a successful launch of
00:05a new Nintendo console, and this time around Nintendo looks to have delivered. The Switch 2
00:11will launch with Mario Kart World, and while I'll admit I was skeptical at first, following both the
00:17Switch 2 and dedicated Mario Kart Direct, and being lucky enough to actually get my grubby mitts on
00:23the game at the London Switch 2 hands-on event, I'm now convinced this was a great call. Mario
00:29Kart 8 Deluxe continues to be the best-selling original Switch title, so the choice to launch
00:35the Switch 2 with its successor is an easy and sensible one, but that doesn't mean Nintendo's
00:40been resting on its laurels. So let's take a look at the Switch 2's all-important launch title,
00:46see what's new, what's been left out, and why this will be a great game to help launch Nintendo's
00:51next console. Hal from GamesRadar here, and welcome to Switch On, where we talk all things Nintendo Switch 2.
01:00Let's kick off with the karts themselves, and how they've changed over the years.
01:04After Super Mario Kart, 64, and Super Circuit all had the default karts, Double Dash introduced
01:10different karts inspired by the cast of characters, which DS expanded upon. We introduced motorbikes,
01:177 introduced driving underwater and gliding, alongside deeper kart customization, which 8 doubled
01:24down on, while also adding funky gravity hover modes. In World, it looks like we're taking a bit of a
01:29step
01:30back. Kart customization is gone, but there are still tons of vehicles to choose from. Driving underwater
01:36is out too, replaced with driving on water, Sonic All-Stars racing style. And gliding seems to be
01:43upgraded to full-blown flying, or at least in free roam mode. As for the anti-grav hover mechanic,
01:50that's gone too. Which I don't think is a major loss. Aside from purely visuals, and from getting a
01:57boost from Bumpy into other races, there wasn't really a gameplay benefit. Instead, we have interesting
02:03traversal tricks. There's a manual super jump, grinding on rails, barriers, and wires, and of
02:09course, wall riding. It all feels a bit Tony Hawk's Pro Skater, adding so much more opportunity for
02:15experimentation and verticality during races. And the tracks themselves seem tailored to make the
02:21most of these. We saw quite a few courses in 8 have multiple routes to add a bit of variation
02:26and
02:26chaos. And this looks to take it to a whole new level. The items are a pretty standard affair for
02:32a
02:32new Mario Kart. Some new additions, some returning favorites, and some omissions from the previous game.
02:39There's also the Dash food. Glowing to-go bags containing meals that, once eaten, don you in
02:45costumes inspired by the cuisine, which in turn seems inspired by the encompassing region. Not too
02:51dissimilar to our favorite plumber's various outfits in Super Mario Odyssey. Character-wise,
02:56we have a lot of new and returning faces, but interestingly exclusively from Mario's catalogue,
03:02no longer sharing the universe-blending Smash Bros approach of Mario Kart 8. Link, Isabelle,
03:09Inklings et al are gone, and it seems to tie in with the new theme of world, which is just
03:14that,
03:14the world of Super Mario. The tracks themselves are what we've come to expect. Well-thought-out circuits
03:20and sprints, both returning and lovingly updated, and brand new, with interesting obstacles and
03:26absolutely stunning backdrops. And talking of those. With each installment, the details, references,
03:34and overall quality of these backdrops has only gotten more and more impressive, hinting at the
03:39worlds that stretch beyond the tracks you're racing through. And finally, in world, we can leave the
03:44tracks and explore what lies beyond, with each track nestled in one big connected island. Not unlike
03:51how Super Mario Odyssey showed all the kingdoms in relation to one another on one nondescript planet.
03:56The landscapes are beautiful, and feature various biomes reflecting the tracks scattered amongst
04:02them. The tracks themselves seem to act as fast travel points too, so you can warp to a course,
04:07get in a practice lap, or run a race, then hop the fence and go explore. It's a gameplay loop
04:12reminiscent
04:12of Burnout Paradise or Forza Horizon, and I think it'll work perfectly for Mario Kart. The open world is
04:19peppered with P-switch challenges and hidden coins and panels to root out, so free roam is ideal for
04:25lazy jaunts, a nice change of pace from the frantic standard racing. I got a brief test of the open
04:30world while it served as its secondary purpose, one big waiting room for matchmaking, and it handles
04:36really well. It took a second to get out of the drive as fast as you can way of thinking,
04:41but once you do,
04:42it feels pretty natural and easy to explore. Now onto the racing mode, starting with Grand Prix, which works
04:48really interestingly. The first race is a conventional three lap gauntlet around the first course, or
04:53whatever is the norm for that particular track, just like the previous games, but then races two,
04:59three and four are a little different. In these, you race from the previous track across the open world
05:04to the next course, completing one lap to finish that leg. Now I have mixed feelings about this. While
05:11driving from course to course is a really fun premise, it does mean you spend less time actually on
05:17these incredibly detailed and beautiful tracks. When I played it, after the first race, the subsequent
05:22tracks felt like they were over in a flash, even though including the commute, the leg was just as
05:27long as a standard race. I realised it's exactly how I felt when I discovered that the Mario Kart 8
05:33remake of M64 Rainbow Road is a single lap sprint. It's all over before you've really had a chance to
05:39appreciate it. However, in the Mario Kart Direct, my concern was addressed with Versus mode. Essentially,
05:46the custom rules mode, where we have even more options now. You can play worlds versus mode just
05:52like previous games. Play three laps of a track, then three laps of another, and so on and so forth.
05:57Or you can choose to race between each track GP style. Now back in Mario Kart 8, you could select
06:0348 races as an option in the custom rules. So before the booster course pass, you could race every single
06:10track in the game in one long cup. Me and a mate did this once on a stream and it
06:15took us over three
06:16hours. Now that was an odyssey. But as the direct says, you can create routes that aren't featured in
06:22either GP or knockout modes. So that begs the question, how many races can you do in a row,
06:29and can you race every single track in world racing between all of them in one long marathon tour?
06:34Right, let's talk that new elimination mode, Knockout Tour. This I reckon will be extremely popular in
06:42online play, purely due to the chaos. 24 players take part and are gradually shaved off over one long
06:48race. And I mean long. The rallies, the series of routes these knockout races take place over,
06:54span six courses and the stretches of road in between. They make three laps of N64 Rainbow Road look
07:00like a brisk jaunt to the shops. After each stretch, the finish line of a track hosts a knockout checkpoint,
07:06whittling the players down from 24 to 20, to 16, 12, 8, then the final four in one last all
07:14-out sprint.
07:15Against human players, these are manic. I was lucky enough to give this mode a go,
07:19and each checkpoint felt like a final lap, nail-bitingly grueling as each one of us frantically
07:25threw everything we had to claw our way back up to a safe place. I made it to the penultimate
07:30cutoff,
07:31ultimately finishing third. And I gotta say, it was one of the most intense gaming experiences of
07:36my entire life. Open world aside, Knockout Tour is the big new selling point for world,
07:42especially from a competitive standpoint. The amount of drama that could be unleashed from this
07:46onslaught of a mode could fill an ocean with salt. I mean just think about it, 23 other players
07:51all hostile towards you as you're constantly fighting for a safe position. Let's round out
07:56multiplayer, as the recent Direct outlined just how comprehensive world's social capabilities are.
08:02Online, races and battle modes support up to 24 players, who can be divided into up to four teams.
08:08A 24-player free-for-all balloon battle sounds absolutely terrifying, and I am all for it.
08:14Free Roam also seems to support eight players too, for those casual Sunday drives. Over local
08:19wireless up to eight players can play, with each system supporting up to two players. And for those
08:24good old couch competitions, the standard four-player split screen holds true. And let's not forget
08:30its camera integration that plasters your mug on top of your racer for real-time reactions. And let's
08:35face it, we're all going to be channeling our inner sasspot Luigi here. I honestly wondered what
08:41Mario Kart could really do following 8 Deluxe. All in, it has 96 courses, 48 characters,
08:48over 13,000 kart combinations, and pretty much every gameplay mode you could think of.
08:54Mario Kart 8 Deluxe was seemingly the ultimate Mario Kart experience. And aside from remastering
09:00every single track that's ever been, and Super Circuit has five Bowser castles, so good luck with
09:06that, I didn't think there was anywhere of note the series could really go. But boy am I glad to
09:11be
09:11proven wrong. With this open world, racing modes that aim to utilize it to its fullest potential,
09:17and dedication to uphold what makes Mario Kart such a staple, World is a really interesting and
09:23exciting step forward for the franchise. I spent hundreds of hours getting lost exploring Mexico
09:29and Great Britain in Forza Horizon, and I can very easily see myself doing exactly the same in Mario's
09:36new racing landscape. And considering Nintendo has been supporting Mario Kart 8 Deluxe for 8 years now,
09:42World certainly has potential to rack up those hours. You know what? I am looking forward to it,
09:47and it genuinely feels great to be excited about a Mario Kart game again. But what about you? Are you
09:54eager to play Mario Kart World? Will you be picking up a Switch 2 day one to play it? Let
09:58us know in the
09:59comments, and we'll see you next time for Switch On.
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