Toxic Commando is also wearing a very specific name on the box. John Carpenter’s filmography sits in a particular register. It is lean, atmospheric, occasionally absurd, and always committed to its own internal logic. The banter lands, the one-liners cut through the tension, and the dread is real enough to hang in the air.
Toxic Commando brings that sensibility into game form. It feels like it could sit comfortably alongside The Thing, Escape from New York, They Live, Halloween, and Big Trouble in Little China. Carpenter’s presence is not just branding. He contributed to the game’s narrative and helped shape the tone it operates in. He also produced the main title track along with his son Cody and Daniel Davies, which sets the mood immediately.
Leon Dorsey, the CEO of a tech company called Obsidian, sets out to do something that sounds noble on paper. He greenlights an experimental drilling project in the near future meant to harness the power of the Earth’s core. It does not go that way. The project awakens an ancient threat known as the Sludge God, and the fallout turns the world into a toxic nightmare filled with undead horrors. Dorsey’s first attempt to contain what he unleashed fails, and the situation escalates fast.
Toxic Commando’s real focus is the squad. The game supports up to four players online with cross-play across PC, PlayStation 5, and Xbox Series X|S, and its mission structure assumes teamwork rather than solo play. If L4D is the blueprint for co-op as the main event, Toxic Commando is clearly operating in that lane. That is a meaningful design choice. It is not a solo game with co-op functionality. It is a co-op game that tolerates solo play (with AI companions). This distinction has consequences. Teamwork is the foundation, and the moment your group is separated or out of sync, the game makes sure you feel it.
Saber Interactive is not new to this space either. World War Z proved the studio understands swarm pressure, the horde model where sheer enemy volume becomes the point. Toxic Commando inherits that expertise directly. Enemy density stays high, fights are built to overwhelm lone players, and even coordinated groups can get buried when the pace spikes. It is common to finish a mission with a kill count deep into the hundreds, and sometimes higher, depending on how aggressive your squad plays and which difficulty you select.
Gunplay is a big reason those swarms stay fun instead of turning into noise. Shooting feels responsive, and the game makes small quality choices that keep you locked into the fight. The best example is that you can stay aimed down sights while reloading, which keeps your focus on the lane in front of you instead of forcing you to break posture every time you top off a magazine. When the screen is packed and you are trying to manage space, that one detail does more for the moment-to-moment flow than a dozen flashy effects ever could.
There are four difficulty settings, and you can squeak out wins on the lower two without another human player. The AI teammates are adequate, but not remarkable. They follow you, shoot whatever is closest, and teleport into vehicles if you drive off without them. They will use class abilities, revive downed players, and you can direct them to spend spare parts to repair turrets, fix vehicle engines, set traps, and open weapon crates. That is where the intelligence ends. They will use mounted turrets on vehicles, but I have never seen one use a fixed-position turret, and they will not pick up the special heavy weapons. Anything that requires real coordination is still on you. The bots do not think ahead, they do not improvise, and they do not cover the gaps a human teammate would.
The campaign is split into nine missions. The first is an introductory tutorial that you play solo, but it can be replayed online once you are in the full loop. From there, each mission pushes the narrative forward through Act 3 until you reach the conclusion. What sets Toxic Commando apart is the way Saber blends its swarm combat experience with a more open-ended level design that actually supports vehicles and long-distance traversal.
The mission regions are large and open, with hazards, zombies, mutated threats, and enough points of interest that you can spend a long time just clearing fog and checking every corner of the map. Exploration does not feel like filler, either. Points of interest and key locations shift between runs, including where you spawn and where certain objectives take place, which keeps repeat plays from feeling locked to one memorized route. Visually, the environments lean into a Pacific Northwest look early on, with tall green trees, cliffs, and mountainous sightlines. As you push deeper into the campaign, the world starts to warp around you. The Sludge God’s influence becomes more obvious, with thick swamps of sludge, darker skies, and an atmosphere that feels increasingly poisoned.
Main objectives stay varied enough to keep missions moving, and without spoiling specifics, you are often defending locations against swarms, escorting fragile equipment, and fighting to hold space long enough to survive the next push. Each mission also layers in a secondary objective that encourages you to explore instead of beelining the finish. These side tasks have you hunting down specific high-value mutated enemy types or destroying sludge growths hidden around the map. They are not always marked clearly, and that is another reason it pays to sweep the region instead of treating it like a straight line.
Usually you will come across two marked vehicles on a map, and they are a smart first stop before you start exploring. The vehicles are randomized across the six standard options, so do not expect to find the same one each time you play. Even then, they are not a free advantage. You still need to protect them and scavenge enough resources to keep them fueled and stocked with ammunition if you want the best chance of surviving what the game throws at you.
Each vehicle brings its own utility. That can be as simple as a four-door sedan outfitted with a nitro acceleration system, or as dramatic as the police car, which can use its siren to pull zombie attention before detonating. Some are built for traversal. The Maverick comes equipped with a winch, which makes it much easier to pull yourself out of thick mud and other terrain traps. Then there is the pickup truck with its infinite respawning gas canisters, but no mounted weapon.
With a full party of four, it often makes sense to split across two vehicles so you can support each other instead of moving as one easy target. The ambulance is a great example of why the choice matters. It restores health, which is perfect if nobody is running a medic, but I could not rely on it alone, especially compared to some of the more defensive options.
All of the vehicles can be customized cosmetically, whether you are changing light colors, adding graffiti tags, equipping novelty horns, or swapping in new skins. Toxic Commando also runs on a simple currency economy, with three main currencies earned through play and exploration.
Sludgite is the common one, and you will collect it in huge quantities. You can pick it up directly from the ground, usually in areas covered with sludge that tend to kick up trouble when you get too close. You also earn Sludgite at the end of missions based on performance, including kills and profile progression. Anything collected during a mission is shared across the group, so there is no need to worry about one player sprinting ahead to vacuum up loot. If you go down and the run falls apart, especially on higher difficulties, you only earn a small slice of what you collected. It is not ideal, but it is better than nothing.
This currency is primarily used for weapon attachments and tier upgrades as you level up your weapons. The other two currencies, Residium and Mortite, are much rarer. Mortite does not even enter the picture until you bump the difficulty to Hard or above. Both are mainly spent on cosmetics, whether that is a new outfit for a character, weapon skins, or the broader vehicle customizations.
Classes are where Toxic Commando’s build identity actually lives, and it is worth clearing up one thing early. You can select a preferred character when you queue up, but there is no guarantee you will get them. If someone else is already using that character when you join, the game assigns you someone else. More importantly, character choice is mostly cosmetic. Your class is selected separately and evolves as you level up, and that is what defines how you contribute to the squad.
A big part of my enjoyment came from experimenting with all four classes, so I do not want to spoil every unlock. Instead, I will keep it to the basics. As you earn skill points, your abilities evolve in ways that let you lean into your preferred play style. Strike is the pure offense option, built around harnessing the infection to launch fireballs that can wipe out clustered groups when the horde starts stacking. Medic is the safety net, with a healing aura that can stabilize a fight quickly, but it is far more effective with real teammates than with bots that refuse to step into healing range when it matters. Operator adds utility through a drone that follows you, targets nearby threats, and can ignite enemies, while also bringing helpful support tools like vehicle repair. Defender is the backbone of a coordinated team, deploying a barrier shield that protects allies from projectiles and punishes anything that pushes through it. The best part is that you can respec skill points back at the base before jumping into a mission, so you are never locked into early choices if you want to experiment or pivot once the higher difficulties start demanding more from your build. With a good squad, the classes feel like roles. With bots, the game becomes less about synergy and more about damage control.
Weapons in Toxic Commando level up through simple use, and that progression is more than a cosmetic number. As you build XP on a weapon, you can upgrade it to the next tier, moving from green to blue to purple, with each tier improving the underlying stat profile. Attachments are where the tuning really happens, affecting stats like accuracy, range, damage, handling, and fire rate, and they are not always pure upgrades. The catch is cost. Attachment purchases can get expensive fast, often running over 10,000 Sludgite for a single piece, so do not expect to be buying multiple attachments every successful run. Realistically, you are usually looking at one meaningful purchase at a time.
Once a weapon hits the top tier, you can prestige it, and that is where the system turns into a long-term grind. Prestiging resets the weapon back to level 1, which means you are starting over and giving up the comfort of a fully built gun for a while. You lose access to the attachment unlocks you had earned on that track, but in return you get exclusive skins and a stat profile you cannot access otherwise. In practice, it is not something I would recommend doing right before pushing a mission you still need to clear. Prestiging is better treated as a replay decision, a way to keep the loop fresh after you have finished the campaign and are running missions again for upgrades, cosmetics, and better builds.
Cosmetics also go deeper than a single weapon skin. Once unlocked, you can equip charms that dangle off your guns, and skins can be applied either to the weapon as a whole or to individual parts. It is a small touch, but it goes a long way in a co-op game where half the fun is showing up with a loadout that looks like it belongs to you.
Sludge is not just set dressing, either. It is an active system you are constantly routing around. Puddles slow you down, contamination climbs as you wade through it, and the game makes sure you feel the cost of taking the shortest path instead of the smartest one. Too much exposure starts to chip away at your health, and your vision clouds over with a red haze that makes it harder to read the space in front of you. It is one of the better tools Toxic Commando has for turning open maps into decision spaces. Do you push straight through a sludge-soaked shortcut to save time, knowing you are going to arrive compromised and slower to react, or do you take the longer route, stay cleaner, and keep your mobility for when the swarm hits. In a co-op game built around momentum, that choice matters more than it sounds.
That same theme carries into the defense and scrap economy, and it is also where solo play starts to fall apart. There are missions where you are asked to set up defenses and hold a location against sustained pressure, and those moments are some of the most fun Toxic Commando has to offer with real teammates. With bots, it turns into damage control. You spend more time directing the AI and babysitting their decisions than you do focusing on the zombies trying to chew through your jugular. In one run, I was tasked with setting up defenses at a church, and every placement required spare parts. I had already spent scrap earlier in the mission opening weapon caches, and because the AI will not venture off to hunt for additional scrap or grab special weapons, I hit the defense phase underprepared and stayed underprepared. The horde came anyway. Hundreds on screen, bodies stacking, and a timer ticking down while the defenses melted.
It gets even worse when the special mutated enemies show up. Those larger threats hit harder, soak up damage, and punish hesitation in a way basic zombies simply do not. In co-op, that is where roles and coordination matter most. Solo, it is another layer of pressure on top of an already compromised setup. That is the difference between “co-op supported” and “co-op designed.” The game is not unfair. It is simply honest about what it expects from the team.
The UI and quality of life design are mostly strong, but there are a few friction points worth calling out. The biggest one is that the entire game is always online, even if you are running solo, which means there is no true pause. When you are in a mission, the world keeps moving. If you step away, the swarms do not politely wait for you to come back.
Where Toxic Commando does shine is in how it communicates results and progression. Missions end with multiple summary screens that break down everything you just accomplished. Weapon XP, profile XP, class XP, kill counts broken out by enemy type, and any weapon attachments you unlocked along the way. The only catch is that unlocked attachments still need to be purchased, so the end screen is a progress report, not an instant upgrade.
Loot rules are also mostly cooperative-friendly, but not everything is shared equally. A lot of pickups are handled in a way that avoids drama, and ammo is easy for everyone to stay topped off, but medkit crates and combat gadget crates (grenades and the like) are different. Those have a limited pool of grabs that the team shares, which means you do need to be mindful about who is taking what, especially on higher difficulties when resources start mattering more.
If you are not using voice chat, the game does include a standard radial communication wheel that covers the basics, and it helps keep random squads moving in the same direction. It also has a solid ping system that lets you point out almost anything in the world. A location on the map, hidden ammo, a vehicle, a threat you want the team to focus, or a dangerous enemy that just entered the fight. Those tools go a long way in a co-op game where not everyone is going to be on mic.
That said, voice chat is a godsend here, whether you use the in-game option or your platform’s party system. The maps are open, the objectives encourage detours, and the pressure spikes fast. Being able to call out a vehicle, a secondary target, or a resource need in real time makes a bigger difference than any UI prompt ever could.
The base helps smooth that loop out. It is not just a menu hub. It is a functional space where you can test weapons and throwable gadgets before committing to them, and it even includes a target practice minigame that makes loadout experimentation feel quick instead of tedious.
On PS5 Pro, performance is mostly solid. The game defaults to its quality mode, which runs at 30fps, and that is a no for me. Performance mode is the way to play and delivers a much smoother, more responsive experience. Load times were heavier than I expected early on, but most of the hitching and stuttering I ran into at the start of my review period had already been patched out prior to release. Online, I had no real complaints. Whether I was playing with the SelectButton crew or jumping into Quick Match with randoms, I did not run into noticeable lag, disconnects, or the kind of teleporting enemies that can ruin a co-op shooter.
All of this adds up to a game that knows exactly who it is for. Toxic Commando is at its best with friends, when you are splitting across vehicles, calling out secondary objectives, and recovering from the moments where everything goes sideways. The open maps and shifting points of interest make replaying missions feel worthwhile, the class system gives squads real identity, and the progression loop has enough depth to keep you chasing upgrades long after the campaign credits roll. If you are planning to play solo with bots, you can get through the lower difficulties, but you are going to see the seams quickly. This is a co-op shooter that comes alive when you have real teammates making real decisions.
John Carpenter’s Toxic Commando is the best game in years to carry the Left 4 Dead torch forward, not because it copies the formula, but because it understands why that formula worked and builds on it with open regions, vehicles, and swarm pressure that feel purpose-built for co-op. The bot experience is serviceable on easier settings but cannot replace human coordination when the game demands real teamwork, and while the cosmetic economy can get a bit pricey, it never gets in the way of the core progression. At $40, it punches above its weight, and with the right squad it is exactly the kind of co-op shooter that sinks its hooks in and does not let go.
]]>Pre-Orders
Tony Hawk's Pro Skater 3 + 4 hits Nintendo eShop for pre-order ahead of its July 11 launch. The collection remasters both games in HD with cross-platform online multiplayer for up to eight players. Expect new skaters, parks, tricks, and music alongside returning game modes and classic locations from the original releases.
Father's Day Digital Showcase
Nintendo's pushing family-friendly titles for Father's Day weekend. Super Mario 3D World + Bowser's Fury gets a free Switch 2 update, while Mario Kart World (read our full review) and Super Mario Party Jamboree offer local multiplayer options. For retro-minded dads, Nintendo Switch Online provides access to classic NES, SNES, and Game Boy libraries, with the Expansion Pack tier adding GameCube games on Switch 2 plus enhanced N64 features.
This Week's New Releases
Switch 2:
Switch: Notable releases include:
Plus 30+ additional titles including Arcade Archives Ridge Racer, Kingdom Rush Vengeance, and various indie offerings.
Nintendo Switch Online Updates
The service continues to expand with GameCube titles now available on Switch 2 through the Expansion Pack tier. Switch 2 users also gain access to GameChat for voice, video, and screen sharing during the open-access period ending March 31, 2026.
Check the full list of this week's deals at nintendo.com/store/sales-and-deals.
]]>Let me be clear: I don't hate Welcome Tour. In fact, I found myself genuinely enjoying large chunks of it. Welcome Tour acts as a digital exhibition, presenting numerous mini-games and demonstrations that highlight the Switch 2's new features. HD Rumble 2 delivers impressively precise vibrations. The magnetic Joy-Con 2s snap together with deeply satisfying clicks. The 120Hz display capabilities genuinely impress when you see them in action.
The mini-games surprised me with their depth. What starts as simple diversions gradually ramps up into legitimate challenges. Piloting a UFO through obstacles with the new Joy-Con mouse controls starts easy but becomes genuinely demanding. Successfully completing the mini-game where the strongest vibration is located, like finding the strongest rumble along a line, demands focused attention on the controller's feedback. Getting all the medals on some of these activities requires actual skill and practice.
Navigating a maze using the mouse controls presents a challenge requiring precision and speed, demonstrating the fine control offered by this new feature What's clever is how Welcome Tour teaches you that these mouse controls without needing a traditional desk setup. The included attachments let you use the Joy-Con as a mouse on whatever surface is handy. The innovative mouse control feature allows you to use the Joy-Con on a variety of surfaces, offering remarkable flexibility in gameplay. It functions decently enough for these mini-games, though I'm skeptical about playing a full-length title this way. These mini-games are more than just simple demos; they're thoughtfully crafted challenges designed to showcase the hardware's capabilities while offering genuine gameplay.
Even the educational aspects have their moments. Seeing World 1-1 from Super Mario Bros. displayed at true one-to-one pixel scale across an entire 4K screen is genuinely cool, though Nintendo inexplicably didn't include the full game. Learning about the dock's engineering proves fascinating. For instance, one rubber foot features a special plastic section designed to stay put normally but slide rather than topple if a cable gets yanked. These engineering insights make you appreciate Nintendo's attention to detail.
Not everything lands. Stamp collecting remains the worst offender. You hunt for hidden stamp locations that only appear when you're practically on top of them. Some celebrate exciting features like the magnetic connectors, while others discuss the various ports, buttons, and triggers. The mechanic tests patience more than it educates. The quizzes feel more like memory tests than actual learning opportunities, asking you to regurgitate facts you read moments earlier. There's a paint-themed activity that somehow makes using the touchscreen feel like a chore rather than a showcase.
During an extended session, I found myself surprisingly absorbed. I methodically worked through Welcome Tour's checklist, chasing three-star ratings and uncovering every secret. The completionist structure can be oddly satisfying when you dedicate focused time to it. Each medal earned and challenge completed feeds into that "just one more" mentality.
But this is fundamentally a one-time experience. Unlike proper games, nothing here warrants revisiting once you've seen everything. The activities that seemed engaging during that initial playthrough feel thin when competing with actual Switch 2 games for your attention.
The real issue isn't quality; it's principle. Sony bundled Astro's Playroom with every PS5, treating it as a celebration and thank-you to early adopters. Nintendo's decision to charge for Welcome Tour, especially given the Switch 2's high price point, feels like a missed opportunity for goodwill. This is exactly the kind of thing that should have been a "thanks for buying our new console" gesture.
Some content requires additional accessories. You'll need the camera for certain demos. Either a Pro Controller 2 or Joy-Con 2 Charging Grip unlocks other activities. While slightly annoying to see locked content, the approach makes sense. Why demonstrate features for hardware you don't own?
Nintendo Switch 2 Welcome Tour is actually not bad. It's polished, occasionally challenging, and does an admirable job showcasing what makes the Switch 2 special. As interactive instruction manuals go, this is probably the gold standard. But that $10 price tag transforms what should have been a delightful bonus into a questionable purchase. After dropping $450 on the console itself, being asked to pay extra for the privilege of learning what it can do still stings.
For Nintendo diehards or anyone genuinely curious about their new hardware's capabilities, Welcome Tour delivers enough charm and substance to justify a few hours of your time. Everyone else should save their $10 for actual games, and that’s not a knock on the talented team that developed the package. Nintendo delivered a solid, enjoyable tech showcase. I can easily see this become an added bonus to either of the tiers of Nintendo Switch Online.
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There is no doubt in my mind that Mario Kart World is a worthy successor to its predecessor and best-selling entry to the franchise Mario Kart 8 Deluxe on Nintendo Switch, although some bewildered design decisions open the door for content updates to further enhance the overall package. World genuinely feels fresh and distinct compared to the previous entries, largely due to Deluxe being an enhanced version of the Wii U offering, which already felt and played quite similar to Mario Kart 7 on 3DS (still enjoyable to play online to this day). Its expansive open-world design (a first for the series), visually vibrant and varied environmental biomes, and engaging new gameplay mechanics clearly set it apart.
The entire map is seamlessly interconnected, linking the entire continent together, helping with the illusion of it being alive and inviting. Buses wait for backpacking toads and other Mario franchise staple characters at bus stops, cheep-cheeps swimming in formations surrounding Koopa Troopa beach, and piranha plants scouring the hot sands of Desert Hills. Subtle shifts from daytime sunshine to nighttime glow add a natural rhythm to exploring the open world as well as during races. Dynamic weather, such as rain and snow, can alter the sensation of drifting around tracks, affecting kart handling. Thinking about using the lightning item to stun your opponents and you may end up triggering a rainstorm, along with more intense weather elements, hello tornadoes and are those item boxes raining down from the sky? I often found myself, across the dozens of hours I’ve already put into the game, lingering between races, soaking in the detailed environments and humming along to nostalgically remixed Mario tunes, a testament to Nintendo’s careful craft and rich history.
I’ve already briefly touched upon it, but Mario Kart World is the showcase title for Nintendo Switch 2, and it does not disappoint with unwavering 60fps performance when playing single-player docked or in handheld mode. This also translates into the smoothest online experience I’ve had with a Nintendo developed title to date (although it is not without faults), although local multiplayer drops down to 30fps with three or more players. The overall tone of Mario Kart World notably shifts away from previous entries, embracing a lighter and more playful mood with one of the most remarkable soundtracks to date. Characters are noticeably more expressive and cheerful throughout races, marking a clear departure from the intense and meme-worthy "death stares" from Mario Kart 8. Karts feel almost organic, further enhancing these playful sensations, dynamically bending, twisting, and bouncing as you race; perfectly complementing the whimsical charm that defines the game. Remarkably absent is any way to customize your kart (no optional wheels/tires and gliders have been removed for plane wings built into each kart), besides adding one of the hundreds of earnable stickers that may not even be visible on your kart of choice.
200cc doesn’t make an appearance in the game at least not yet, so you’ll have three different options when playing single-player; 50cc, 100cc, and 150cc. If you’ve been playing 8 Deluxe up until the release of Switch 2, you’ll find that drifting does not have the same tightness that it did, almost feeling more akin to the Wii version than anything else. Not that there's anything wrong, as it feels outstanding, once you’ve settled in after the adjustment period (we’ve been playing 8 for over a decade now!). Mario Kart World introduces a robust trick/parkour system that significantly expands upon the classic boost and power-slide mechanics. Players can chain tricks together, almost skateboarding-like, creating consecutive boosts and significantly enhancing gameplay depth. For example, a well-timed feather (a returning fan-favorite item) can propel you upward to reach a higher-tier grind rail, which can then be transitioned into a sideways leap to wall-ride off a ramp and flip through the air and back onto the track, ideally landing directly ahead of another driver (bonus points and a speed boost for landing on someone). Mastering these sequences feels rewarding and adds a genuinely fresh layer of strategy, skill, and luck to races.
This is where free roam shines, allowing you to experiment with various items, such as a mushroom granting a temporary speed boost and when it is the best moment to use it to cut corners of sections of tracks to come out on top of the competition. Yes, I’m sure influencers will ruin the surprise and mystic surrounding the gameplay by releasing “meta” videos, but I encourage you to try things out for yourself; sometimes the journey is more rewarding than the end goal. The included rewind feature, activated by holding down on the d-pad can only be used in single-player modes as well as free roam. There isn’t much use, as it doesn’t affect the CPU drivers, so only use it if you think it will be faster to reset yourself than waiting on Lakitu to come collect you after falling off the track. Sure, I’ve used it to avoid a blue shell if timed perfectly, but since no one else is affected, I still lost places during the race anyway.
Nintendo thoughtfully integrates assistive options like steering assistance and intuitive tutorials, ensuring Mario Kart World remains welcoming to players of all skill levels. Strategically timing a golden mushroom, allowing you to trigger multiple speed boosts over a set period, gives you ample opportunity to get back in races and swiftly climb the ranks. There are several notable new items that make their debut in Mario Kart World, along with returning favorites from 8 Deluxe. Coin shells, golden in appearance, leave a trail of coins in their wake, cutting through opponents before exploding and showering the track with coins. Ice flowers can freeze other racers with balls of ice, the antithesis to the classic fire flower power-up. Hammers may be my favorite new addition, as you toss multiple hammers in an arc, smashing through the ground, and forming temporary obstacles.
Kamek’s purple crystal needs a special mention, as once triggered, Kamek, Bowser’s right-hand man...err...koopa flies through the pack of racers, transforming them into various creatures or non-playable characters in the Mario universe (such as Spike, Penguin, Nabbit, Goomba, etc.), summoning obstacles in his wake along the track, such as multiple Spikes tossing spiked balls from their mouths. You may be transformed into Cow (the internet’s fan-favorite), and larger than life cows will litter the landscape as if every track is Moo Moo Meadows. Besides the characters unlocked by completing each cup in Grand Prix (nothing unlocks from Knockout Tour), Kamek’s magic is the only way to unlock these NPC characters, gating a sizable amount of them behind complete randomness. Not to mention, everything about Kamek is randomized, with no guarantee you will be transformed, not to mention you need to be on the right track for the specific characters you are missing.
Similarly, unlocking alternate outfits for characters is completely randomized, with no discernible pattern regarding why one food power-up (known as Dash Food) unlocks a new costume and another does nothing. Sometimes you are only on the receiving end of a speed boost from the exquisitely detailed and themed food power-ups tied to each region and circuit of the map, and other times you have a chance of unlocking a new costume, but also have a chance of transformation into one you already have. Once you unlock a bunch of outfits, the character selection screen turns into a slog, as you will have to scroll through page after page of these costumes to find the character you want. There’s an option to sort the costumes together, but it does result in a cumbersome menu experience, and one that could have easily been avoided by limiting the main selection by unique character and having a costume option after character selection. Many of the outfits come from Mario Kart Tour (mobile), and you’ll need to locate one of Yoshi’s eateries in the right region to unlock the outfit you are after. Mario and Luigi’s Happi outfits can be unlocked by locating a restaurant near Cheep Cheep Falls and eating a plate of Sushi, whereas a food truck parked outside of Boo Cinema is the only location selling Cinema Popcorn.
Visually, the game shines with vibrant environments (HDR really makes everything pop when properly set up in docked mode), detailed character animations, and standout moments like the genuinely astonishing redesigned Rainbow Road, which sets a new visual benchmark for the franchise. Vehicle handling remains accessible yet nuanced enough for both casual gamers and veteran players, striking a satisfying balance. The accessibility features, like smart-steering, and auto-accelerate genuinely help beginners join in quickly, though veterans may find some assists overly restrictive. There’s even an option to auto-use items, which appears to be timing based on the power-up. Smart-steering is turned on by default when you first boot the game, so ensure you disable it in the settings menu if you are not interested in using it.
Mario Kart World shakes up traditional Grand Prix events by mixing familiar three-lap races around dedicated circuits with single-lap, rally-style segments that seamlessly link the open world together. Only the first event of the four within each cup plays out in the traditional sense, as each subsequent race requires you to drive from track to track across open highway sections. There’s certainly been some heavy discourse with people voicing their displeasure, especially since there are zero customization options in Grand Prix to have four circuit events like in previous entries. I think the reaction to “change” in a longstanding formula is certainly overplayed at this point, as it certainly is a creative way to break up the monotony of simply doing the same circuits over and over, not to mention there are so many different shortcuts and locales to experience in these sections that I don’t hold any ill will towards them, but do understand the reasoning to want a more traditional setup.
Knockout Tour further ramps up the excitement, offering a marathon-style race that continuously eliminates racers at checkpoints, injecting constant tension and a sense of urgency throughout. This significantly improves the rally-style approach to the game that you simply don’t get in Grand Prix. This mode shifts racing tactics as players become noticeably more aggressive and defensive early on, making the race feel more like a strategic survival battle rather than a standard kart sprint. It makes you wonder if the open world was designed with Knockout Tour in mind, which seems to be the case, and begs the question why shoehorn the highway sections into Grand Prix at all?
Track selection is consistently strong, offering standout courses that range from thrilling snowy mountain descent of DK Pass, to the volcanic circuits of Bowser’s Castle and Dry Bones Burnout. The vividly detailed tracks are teeming with animated wildlife, each delivering unique visual flair and distinct driving challenges, with Acorn Heights being one of my absolute favorites. With 30 tracks already populating the entire map, it’s hard to see where and if Nintendo will expand the gameworld to add new or returning tracks or maybe DLC will exist on a new map entirely.
Similarly to Mario Kart 8 on Wii U (not as bad), Battle Mode fans will be disappointed that while it is serviceable in its current state, it almost feels like a complete afterthought. Only two modes exist, Balloon Battle and Coin Runners, excluding fan-favorites Shine Thief and Renegade Roundup. Options are almost non-existent, with no way to remove the required time limit, or customize the power-ups outside of two presets.
Free Roam is another new addition, available both solo and online, providing a rewarding downtime experience, albeit a bit dull. Players can leisurely collect Peach Medallions, drive over Question Panels, and tackle intricate P-Switch Missions requiring precision driving and perfect timing. These skill-based or time-sensitive challenges range from consecutive boosted jumps through rings up a cliff, to elaborate multiple rail-grinding sequences, to competing in a time trial on the SNES style Mario Circuit ot Ghost Valley 1, complete with the track's original musical score. Completing 10 of the over 300 available P-Switch tasks are necessary for unlocking Mirror Mode, alongside finishing all Grand Prix and Knockout Tours at 150cc, locating 10 Question Panels and collecting 10 Peach Medallions, so you'll definitely want to explore Mario Kart World's expansive map thoroughly. Curiously, the beloved 200cc mode is missing at launch.
Accessible via the game’s main menu or while waiting for the next race/battle to start in an online lobby, Free Roam has interconnected and enjoyable moments with those you are playing with, along with a couple caveats. There’s no way to enjoy multiplayer Free Roam locally without resorting to a workaround: when waiting for a race to start online or wireless, you can drive around with up to two players in split-screen. However, P-Switch Missions are removed when exploring the map online, and there's a limitation on how far players can stray from one another. There’s no online leaderboards for the challengers, no way to compare your time against a friend, or even a way to see your own best times.
There are over 100 Question Panels hidden throughout the various track circuits, all of which can be found offline or online. Peach Medallions are often located in tough to reach locations, requiring you to think about how to best use the environment, such as using grind rails to parkour up a wall, or using a ramp to launch yourself into the sky. While viewing the map, you can see how many panels you've collected (or missing) around each of the 30 track circuits, as well the alternate costumes per character. Despite these engaging exploration elements, some features underwhelm. Stickers, while plentiful, suffer from limited placement options; disappointingly shallow for a feature so central. Not every vehicle supports sticker placement, and even those that do offer only a single fixed location without customization options like resizing or rotation. This limitation becomes particularly frustrating when certain karts, such as those featuring character-themed liveries (like a giant W for Wario) on the classic Pipe Frame kart, don’t display stickers at all.
Additionally, the only navigational aid while exploring is a barebones mini-map, providing a top-down 3D representation of your immediate surroundings. Without a compass indicator, it becomes needlessly complicated to determine which direction you are heading. The game doesn't tell you, but you can access the map while in free roam using the Y button to get your current bearings. Rainbow Road, which has always been a fan-favorite track in every game (maybe not on Wii) can't be accessed during Free Roam. In fact, you’ll probably barely/never see it online as well, as it needs to be selected from a “random” track choice. I have yet to race on the amazingly designed track online, and it isn’t even an option in any of the seven Knockout Tours.
I do find the free-roaming experience of exploring the expansive game world thoroughly relaxing, particularly when paired with the exceptional piano lounge-style remixes of classic Mario Bros. music (please add a jukebox!). One standout moment nearly brought me to tears as an upbeat, piano-driven remix of the themes from Super Mario Land and Super Mario Land 2 flowed beautifully through my surround sound setup, capturing a perfect blend of nostalgic warmth and comforting exploration.
The online experience with friends particularly highlights how Nintendo still struggles to understand modern multiplayer expectations. In 2025, the inability to properly matchmake together feels archaic. Knockout Tour, despite being one of the game's standout modes, can only be enjoyed with friends if you're content with CPU opponents filling the remaining slots. This baffling limitation undermines the chaos and competition that makes 24-player races so thrilling. VS Races prove equally frustrating; attempting to join a friend often results in extended lobby waits or outright rejection if their room is full. The lack of basic party systems or group queuing that have been standard in online gaming for over a decade makes playing with friends feel like an afterthought rather than a core feature. It's frustrating to see Nintendo nail so many innovative gameplay elements while fumbling fundamental online functionality that other developers perfected years ago.
Mario Kart World is a visually stunning and exhilarating racer that delivers substantial innovations and some of the best gameplay mechanics the series has ever seen. The massive 24-player races justify the $80 price tag, even if it causes initial sticker shock. While held back by restrictive customization options, limited Battle Mode offerings, awkward online experiences when playing with friends, and an unintuitive character selection interface, the game still manages to deliver plenty of excitement and charm. Despite these notable caveats, Mario Kart World remains a must-buy title alongside the new system.
]]>The original Switch sold 2.74 million units in its first month, meaning the Switch 2 has dramatically outpaced its predecessor's performance. The numbers become even more impressive when compared to Nintendo's troubled Wii U era, which sold a total of 3.5 million units over its first six months, the same amount the Switch 2 achieved in less than a week.
Industry analysts suggest this could be the biggest console launch of all time. The PS4 managed to sell 1 million units in 24 hours, while the PS5's launch was previously described as the "biggest console launch in history." Given the Switch 2 massively beat that figure in less than a week, the mantle appears to have been passed on.
The remarkable sales figures have come at a cost: widespread shortages across major retailers. Walmart, GameStop, Target and Best Buy were out of stock as of Wednesday. To get a hold of one, fans entered lotteries to buy consoles directly from Nintendo or lined up outside retailers when the Switch 2 went on sale.
Nintendo President Shuntaro Furukawa has acknowledged the supply challenges, apologizing to customers and asking suppliers to boost production. The demand exceeded even Nintendo's internal expectations, with 2.2 million people in Japan entering the lottery to purchase the Switch 2 on launch day.
Despite the explosive start, Nintendo has modestly set its predicted sales for the year at 15 million units through March 2026. Industry analysts believe this target is conservative. Serkan Toto of Kantan Games maintains that the Switch 2 will sell over 20 million units in its first 12 months, while MST Financial's David Gibson expects 20 million sales for the fiscal year.
The Switch 2's $449.99 price point ($499.99 for the Mario Kart World Bundle) initially drew criticism, representing a significant increase from the original Switch's $299.99 launch price. However, the record sales suggest consumers are willing to pay premium prices for meaningful hardware upgrades. The company has successfully positioned the Switch 2 as a true next-generation upgrade rather than an incremental refresh.
The Switch 2's phenomenal debut establishes it as a serious contender for one of the most successful console launches in gaming history, setting high expectations for Nintendo's ability to maintain momentum throughout 2025.
]]>Mario Kart World leads the charge as the system's flagship racing experience. This massive evolution of the Mario Kart series transforms the entire world into interconnected racetracks, allowing players to race seamlessly across new and reimagined courses. The game introduces the intense "Knockout Tour" mode, where 24 drivers compete in a battle royale-style elimination race, alongside a expansive Free Roam mode featuring hundreds of missions.
The Nintendo Switch 2 Welcome Tour serves as an interactive introduction to the system's features, offering tech demos, minigames, and quizzes that reveal the console's capabilities through hands-on exploration.
Nintendo has released Nintendo Switch 2 Editions of both The Legend of Zelda: Breath of the Wild and Tears of the Kingdom. These enhanced versions feature improved frame rates and resolution, faster load times, and HDR support for compatible TVs. A notable addition is the integration of the "ZELDA NOTES" service through the Nintendo Switch app, helping players track progress and locate Koroks and shrines. Nintendo Switch Online + Expansion Pack members can access these upgrades at no additional cost.
The platform launches with several high-profile mature titles, including Yakuza 0 Director's Cut and HITMAN World of Assassination – Signature Edition. The Yakuza title features never-before-seen cutscenes and a new "Red Light Raid" online multiplayer mode, while the HITMAN collection combines the best content from the entire modern trilogy.
Nintendo Switch Online + Expansion Pack members gain access to a curated selection of GameCube classics, including The Legend of Zelda: The Wind Waker, F-Zero GX, and SOULCALIBUR II. These additions significantly expand the retro gaming library available through the subscription service.
Pokémon Legends: Z-A headlines the upcoming releases, launching October 16th with a unique day-night cycle gameplay loop. Players will catch Pokémon during the day and compete in the "Z-A Royale" at night, marking the first time in the Pokémon RPG series to feature real-time catching, battling, and Mega Evolution.
The Nintendo Switch 2 introduces several new features, including dual mouse controls through the Joy-Con 2 controllers, demonstrated in games like BRAVELY DEFAULT FLYING FAIRY HD Remaster. The system also supports GameChat functionality, allowing voice, video, and screen sharing with friends.
Nintendo has confirmed that the system maintains backward compatibility with original Nintendo Switch games, while offering optional upgrade paths for enhanced versions of select titles.
The Nintendo Switch 2 represents a significant evolution of Nintendo's hybrid gaming philosophy, delivering both the portable convenience that made the original system successful and the enhanced performance that modern games demand. With major exclusives already available and a strong pipeline of upcoming releases, the platform appears well-positioned to continue Nintendo's recent momentum in the gaming market.
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At its core, RoadCraft is a satisfying fusion of Saber's previous hits. It borrows streamlined UI elements and gameplay cues from Expeditions, while infusing the infrastructure-repair mechanics popularized by the Runner series. However, RoadCraft significantly ups the ante. Instead of merely delivering a stack of lumber or steel beams and calling it a day, players are now actively involved in designing and constructing critical infrastructure. Need a bridge to cross that gorge? You're not just delivering materials; you’re planning its layout, choosing the path, and carefully assembling it piece-by-piece. Want to create a more traversable road through that swampy marsh? Lay out sand, flatten the terrain, pave it, and compress the ground through a methodical four-step process, turning previously impassable terrain into a reliable route.
Yet, your construction tasks don’t stop at roads and bridges. You’ll also replace broken pipes, carefully using crane trucks to remove damaged sections, recycling old materials, and hauling newly built pipes with cargo vehicles to complete repairs. Moreover, players will face the meticulous task of digging through challenging terrain to lay underground power cables, reconnecting power lines vital to restarting critical infrastructure like power plants.
Fundamentally, RoadCraft doesn’t stray far from the established formula—grab big truck, load a big truck, move cargo slowly and carefully to your destination. But it streamlines certain mechanics from the more intricate systems of SnowRunner. Gone are the detailed gear shifts and guesswork of terrain depth; now a quick press of a face button engages Low Gear, 4-Wheel Drive, or Diff Lock respectively, making navigation slightly more approachable without sacrificing the authentic feel of off-road traversal.

Customization takes a noticeable backseat this time around. While previous games allowed for detailed vehicle modifications, swapping tires, altering transmissions, or outfitting winches, RoadCraft opts for simplicity. You can purchase new models of vehicles as upgrades, but apart from cosmetic changes such as company liveries, customization options feel disappointingly sparse. It’s a missed opportunity that might disappoint enthusiasts who previously enjoyed tailoring their trucks to specific tasks.
Vehicle variety, however, remains impressively robust. Classic staples like scout vehicles, hefty transport trucks, cranes, and equipment haulers return, complemented by exciting newcomers such as steamrollers and asphalt layers. Each vehicle class presents distinct handling quirks, rear-wheel steering, treaded navigation, and specialized equipment handling, which constantly challenges players to adapt before inevitably ending up sideways in a ditch or submerged in a river.
RoadCraft expands the experience beyond just individual truck operation. Players manage a company responsible for reconnecting isolated areas devastated by a natural disasters, leaving roads destroyed, debris scattered everywhere, widespread flooding, and a complete loss of power. AI-driven companions deliver cargo along player-constructed routes, but this system introduces new strategic considerations: poorly built or inadequately maintained roads will lead to deliveries failing and routes deteriorating over time. The AI companions aren't perfect; their persistent mishaps and tendency to further damage terrain can occasionally feel more like babysitting than management. Still, successfully maintaining efficient routes provides a satisfying layer of depth, rewarding players with essential cash and experience.

A thoughtful addition is the recycling mechanic. Certain areas contain factories that convert collected debris into essential repair materials. Scavenging rusty cars, broken fences, and battered pipes not only cleans up the landscape but also directly contributes to your construction efforts. This feature elegantly combines environmental storytelling with practical gameplay rewards.
RoadCraft truly shines in multiplayer, featuring robust four-player cooperative play with full cross-platform support. Cooperation isn’t just encouraged; it’s integral. The four-step road construction process aligns ideally with having a full team online, efficiently dividing tasks among players. From laying down preliminary sand beds to the final compression stage, teamwork is crucial for smooth and rapid progression. Multiplayer quirks persist, however, particularly with physics synchronization. In one memorable session, Kevin’s mere presence caused my crane truck to perform a physics-defying breakdance routine, catapulting my scout vehicle clear across the map. Moments like these might technically be bugs, but they're undeniably entertaining, adding to the charm of co-op play.

What makes the multiplayer experience even more seamless is the excellent progression integration. When joining a friend’s game, you’re not just a temporary guest. You’ll work together on the host’s version of the map, completing objectives and tackling repairs, and when you leave, you have the option to save all the progress made during that session. This means you can pick up exactly where you left off in your friend’s world, now in your own session. It’s an elegant solution that respects your time and efforts, ensuring that no progress feels wasted.
RoadCraft delivers a compelling blend of strategic construction, management, and satisfying vehicular simulation. Though simplified mechanics and limited customization might frustrate hardcore fans, the game’s expansive co-op features, innovative recycling system, and dynamic road-building mechanics more than compensate. RoadCraft offers exactly what fans expect, engaging gameplay wrapped in delightful off-road absurdity. After all, who doesn’t enjoy watching trucks spontaneously dance up mountains?
RoadCraft blends satisfying vehicle simulation and thoughtful infrastructure-building mechanics with standout multiplayer gameplay, despite some minor simplifications and lingering quirks.
]]>Microsoft will also increase the price of select new first-party titles starting later this year:
“We understand that these changes are challenging, and they were made with careful consideration given market conditions and the rising cost of development,”
Microsoft stated in its official support update. The company emphasized its continued commitment to value and accessibility across the Xbox ecosystem.
This move follows similar pricing adjustments from competitors. Nintendo's upcoming Switch 2 games are expected to launch at up to $80, and Sony has previously increased prices for its PlayStation 5 hardware and software in multiple regions. Microsoft’s changes align with what has become a new norm across the gaming industry.
For more details, visit Microsoft's official pricing update.
]]>The Nintendo Switch 2 will launch at $449.99, with a Mario Kart World bundle available for $499.99, no surprise upcharges, no stealth hikes, just a reaffirmation of what was already announced. Likewise, first-party software pricing remains unchanged, with Mario Kart World at $79.99 and Donkey Kong Bananza at $69.99 - both available in physical and digital formats.
However, the accessory pricing has quietly crept up, and here’s where we feel a little deflated. The Switch 2 Pro Controller is now $84.99 (up from $79.99), the Joy-Con 2 Pair is $94.99 (up from $89.99), and the Charging Grip has risen to $39.99 (previously $34.99). Even the Camera and Dock saw increases, now priced at $54.99 (was $49.99) and $119.99 (was $109.99), respectively. While Nintendo cites “changes in market conditions” for the hikes, it’s clear that ongoing tariffs and supply chain issues are at play. Understandable, but disappointing for early adopters hoping to go all-in without sticker shock.
While the accessory prices are a little tough to swallow, it's nice to have firm details heading into pre-order week. Let’s just hope that availability isn’t the next hurdle when April 24 hits. We'll keep tracking which retailers open their listings and whether any launch-day bundles offer more value than what’s currently on paper.
]]>The Nintendo Switch 2 has finally been announced, and one of the most talked-about features is its use of microSD Express cards for expanded storage. This is a big shift from the original Switch and Switch OLED models, which used standard microSD cards for memory expansion.
What makes microSD Express cards stand out is their significantly faster data reading speeds compared to previous generations of microSD cards. This means that loading games and accessing data should be quicker and more seamless. But there’s a catch: the price.
Currently, microSD Express cards are quite limited on the market, and those that are available come with a hefty price tag. For example, a 256 GB standard microSD card might cost around $20, while a similar capacity microSD Express card can go for upwards of $70. This gap will shrink over time as the technology becomes more common, but for now, it’s something to consider if you’re planning to expand your Switch 2’s storage. Right now, the one I personally recommend, and already purchased, comes from SanDisk and can be snagged for roughly $60 right now on Amazon: SanDisk 256GB microSD Express microSD Card.
Another important point to note is that the Switch 2 will exclusively support these new Express cards, unlike the PS5 and Xbox Series X, which allow users to plug in a cheaper USB drive to store and play older generation games. That means you’ll need to invest in the faster cards even if you just want extra space for original Switch titles.
According to Nintendo’s official press release, the Switch 2 comes with 256 GB of internal storage right out of the box. That’s a substantial increase from the original Switch’s 32 GB, but considering the growing file sizes of modern games, many players will likely still look to expand that space sooner rather than later.
The Switch 2’s use of microSD Express cards is both a blessing and a potential headache. The improved speed is great for gameplay, but the higher cost and lack of alternative storage solutions might make some gamers hesitate. As the market catches up and prices (hopefully) come down, it will be interesting to see how players adapt to this new standard.
]]>The Switch 2 Game-Key Cards function differently from traditional physical game cards:
Key Features and Benefits:
We have reached out to Nintendo for further clarification regarding the lending and resale of Game-Key Cards. Specifically, we are looking to understand whether lending the card to a friend would allow them to download and play the game on their own system. Additionally, it remains unclear what happens if the Game-Key Card is lost or broken after the game has been downloaded – would a replacement card grant access, or is the license tied to that specific game-key card?
Traditional digital game codes are single-use (like the ones you can find in-store right now for the original Nintendo Switch) and permanently tied to an account. Are Game-Key Cards essentially physical versions of these codes, and if so, how do they differ in terms of ownership and sharing? Will these be sold at retail for a lower price point than traditional physical media?
Game-Key Cards for the Nintendo Switch 2 are a unique attempt to balance digital convenience with physical ownership. However, the approach brings up questions regarding long-term usability, game sharing, and whether they truly bridge the gap between physical and digital formats. As more games adopt this format, gamers will likely continue to debate whether this is a step forward or just a new twist on digital licensing (or a complete waste of money and e-waste).
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Mario Kart World is set to launch alongside the Switch 2 on June 5, 2025 and it's shaping up to be the most ambitious entry in the series in generations. Forget the classic circuit structure; this time, Mario and the gang are racing across an interconnected open world.
Imagine this: iconic Mario Kart courses stitched together into one massive world map, where races seamlessly transition from one biome to the next. Whether you’re tearing through Mario Bros. Circuit or navigating Crown City, the freedom to explore between races gives this game some serious staying power, the freedom to explore between races gives this game some serious staying power. Mario Kart x Forza Horizon? Yes, please. Plus, with support for up to 24 racers and new vehicle types (boats & planes! oh my!), it’s basically Mario Kart meets the ultimate road trip.
Next up is Donkey Kong Bananza, swinging onto the Switch 2 in July 2025, Donkey Kong hasn’t had a true 3D platformer since Donkey Kong 64, but this one looks like it’s worth the wait. The game’s setting is a groundbreaking action-adventure where DK smashes through terrain, and faces dynamic environmental challenges.
The mechanics look like a smooth blend of platforming, combat, and DK’s signature ground pounds, it's basically Donkey Kong meets Red Faction! It’s a mix of classic Kong charm with a modern twist, and we can’t wait to barrel blast our way through levels (literally).
The original Metroid Prime on Nintendo GameCube remains one of, if not, my favorite games of all time, and I can't believe that after years of silence Metroid Prime 4: Beyond has resurfaced, looking better than ever on the Switch 2. The latest Nintendo Switch 2 footage promises to make the wait worthwhile with enhanced visuals, faster load times, and a more immersive first-person experience.
Samus Aran’s latest adventure takes her to the hostile planet Viewros (weird name), where dark forces are gathering, and it’s up to the player to unravel the planet’s secrets. Expect classic Metroid Prime style exploration, fluid combat, and some of the most atmospheric settings in the series to date.

FromSoftware dropped a curveball with The Duskbloods, a dark fantasy multiplayer title exclusive to the Switch Coming in 2026, promising an intense PvPvE gameplay that mixes cooperative exploration with brutal PvP battles. The dark, gothic aesthetic and eerie landscapes give it serious Bloodborne vibes, but with the added tension of constantly watching your back for other players looking to end your run.
The community is already buzzing about the potential for tense multiplayer sessions and lore-rich storytelling, so I would consider this one the wild card on the list.

Directed by Masahiro Sakurai, Kirby Air Riders is a spiritual successor to the GameCube cult classic Kirby's Air Ride, but we were only treated to a cinematic trailer shown during the Direct, leaving us eager for more details. While details are scarce, it’s safe to expect online multiplayer, plenty of new power-ups, and a quirky cast of characters – just what we’d hope from a new Kirby racing game.
Simply put, the Switch 2 is off to a strong start with these five upcoming titles, and we can’t wait to see what else Nintendo has in store. Stay tuned to SelectButton for more updates and impressions as we get closer to launch.
]]>Virtual Game Cards are digital versions of physical game cartridges. They give you the power to move your digital game library between different Nintendo systems. It’s like swapping cartridges without actually having to swap anything.
1. Smooth Game Transfer Between Consoles: Got more than one Switch? No problem. As long as they’re linked to the same Nintendo Account, you can transfer digital games between them. After the first-time setup with local wireless and internet, all you need after that is an internet connection. Once you’ve loaded a game onto a system, it can be played offline, and other users on that console can dive in too.
2. Family Sharing with Time-Limited Lending: Got a family group on your Nintendo Account? You can lend Virtual Game Cards to other members for up to 14 days. Just connect the systems using local wireless and make sure both are online. After the two-week period, the game returns to your library. The cool part? Any progress they make sticks around if they decide to get the game themselves later.
3. Easy Management Through Your Nintendo Account: You can handle all your Virtual Game Cards straight from your Nintendo Account online, making it super convenient to keep track of your digital library.

Virtual Game Cards are a big step forward for Nintendo. They combine the perks of physical and digital games, making it easier to share, move, and manage your collection. It’s a move that shows Nintendo is listening to the community and finding ways to keep digital game ownership flexible. Whether you’re managing a multi-Switch household or just want to share your latest game with the fam, Virtual Game Cards make it simple.
]]>"In order to assess the potential impact of tariffs and evolving market conditions, we have decided to postpone US preorder availability," Nintendo stated. Despite this unexpected delay, the console’s release date remains fixed for June 5, with updated preorder timing expected to be announced in the coming weeks.
This unprecedented decision follows closely behind President Trump’s announcement earlier this week introducing extensive new tariffs, sending shockwaves through the tech industry and financial markets. These tariffs threaten to significantly raise the prices of imported goods, impacting everything from electronics to consumer products.
According to Mat Piscatella, a leading analyst at market research firm Circana, Nintendo was likely caught off guard by the severity and scope of the tariffs. "My best guess is Nintendo had some assumptions in place regarding what tariffs might look like, and the announced tariffs came in much higher and broader than anticipated," he explained.
The Switch 2 is already facing criticism for its high $450 price tag, and Piscatella suggested that this price could climb even further if companies like Nintendo need to offset increased production and import costs. “Every responsible business relying on international supply chains will now be reassessing US pricing strategies,” Piscatella noted. "They simply have no choice."
The Entertainment Software Association (ESA) previously warned in February that these tariffs could severely harm the gaming industry and negatively affect millions of American consumers. Nintendo’s preorder delay underscores just how disruptive these trade policies could be for the video game market.
"Historically, consumers in other regions have had to pay significantly higher prices for video games due to tariffs and taxes," Piscatella added. "Unfortunately, it appears the US may soon face similar circumstances."
Nintendo fans are advised to stay tuned as the company navigates these unpredictable market changes.
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