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Mario Kart World feels like it really could last the full Switch 2 lifecycle

Mario Kart World feels like it really could last the full Switch 2 lifecycle

Digital Trends03-06-2025

For me, no video game is inherently a slam dunk. I never feel comfortable making a judgement call like that in earnest until I've gotten significant hands-on time with a game. Will Grand Theft Auto 6 make a boatload of money? Yes. Do I have any reason to think it will be 2026's Game of the Year before playing it? No. Even one demo isn't enough to convince me, and that was true when I played Mario Kart World in April. While it offered some reliable racing fun, the jury was very much out on its open-world pivot, its wider tracks, and 24-player modes. I needed to play a whole lot more.
Now, just days ahead of the Nintendo Switch 2's June 5 release date, I've gotten to spend significantly more time with the system's big launch game. I spent several hours with Mario Kart World, playing everything from Free-Roam to Coin Runners. That gave me the clearer picture I needed to confidently predict that the multiplayer game will be an immediate staple of the Switch 2's library. While there are still pieces I'm not entirely sold on, the combination of tense multiplayer modes and relaxing solo exploration makes for a promising launch game that could comfortably occupy hundreds of hours of playtime.
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Wherever I roam
My demo was split up into several sessions. The back half was all about multiplayer, as I toured every mode alongside other press members. The first half was what I really came to see, though. I'd get plenty of time to do whatever I wanted in single-player mode. I used that time to win two Grand Prixs, race against a ghost in a Time Trial, and spend some significant time exploring the open-world. That last piece was a bit of a make or break detail, as I walked away from my April demo a little worried that Free-Roam didn't have much to offer.
And for a moment, that still held true as my demo began. Here, I was free to go anywhere I wanted on the map. I could drive through tracks or go off defined roads entirely and simply explore the scenery. That continued to feel like a novelty at first as I cruised through some detailed, but ultimately empty environments. What this did give me space to appreciate is just how powerful the Switch 2 really is. At one point, I found a ground rail that took me all the way up to the top of a mountain. Naturally, I drove off it once I hit the top. I could see incredibly far off in the distance, with details on the ground in full focus as I glided overhead. It's a far cry from Pokémon Legends: Arceus, which could barely load textures from that height. As impressive as that was, it didn't feel like there was much to do initially aside from driving through some stray enemies or getting sucked up by a stray UFO.
Thankfully, I found much more to do as I began to discover the flow of exploration. There are three primary collectibles players find in Free-Roam mode. Peach coins are collectible tokens hidden in hard to reach places. I'm not exactly sure what they do, but they're a shiny thing to grab. Then there are question mark panels that are hidden throughout the world. Again, I couldn't figure out what the ultimate goal of driving over them was, but each section of the map does have a few and my progress is tracked on the map screen. It seems like there's some kind of reward for finding each set housed in and around a track.
The real meat of Free-Roam comes from P-Switches, little blue switches that are found all over the map. When I drive into one, I begin a short challenge in the world. One had me racing behind a pick-up truck and trying to drive into its bed. Another had me grinding up into the sky on vines. Most missions are either coin collecting affairs or races to some sort of nearby finish line, and the ones I played could be completed in no more than a minute, if not seconds. There are hundreds of them to find and their locations aren't always obvious. Sometimes they're out in the middle of a desert. Other times, they're tucked away in a nook on a track. They can seem few and far between at first, but that actually speaks to just how densely designed World's map is. It's not that the map is gigantic; I drove from one edge to another in roughly nine minutes. It's more that it contains a lot of verticality that comes from environments that twist in on themselves. Finding each one seems like a long-term challenge akin to discovering all of Breath of the Wild's Koroks.
What initially felt a little boring became meditative by the end of my demo. Anytime I had downtime as demoists set up a multiplayer session, I kept naturally popping back into Free-Roam to do a little more. Doing so gave me stickers that act as a sort of in-game achievement system. I can even set one to appear next to my name during races, letting me put some bragging rights on display. I could also pick up stacks of coins here, which go towards unlocking new karts (I unlocked one at 100 coins collected, and then 300, 300, and so on). That goes hand in hand with some other progression hooks, as characters also need to be unlocked whether by racing in Grand Prixs or discovering additional outfits in the world.
That's where the open-world idea finally came together for me. I can now see the scenario in which I'd want to roam around. Maybe I'm waiting for a friend to log on and have a few minutes to kill. Maybe I just want to drive around, but don't feel like doing a whole cup. It's not so much the focus of World as it is something to pick away with years of downtime. That makes Free-Roam feel like a mode that's built to last an entire console lifetime rather than something that's meant to be completed all at once.
Tense races
Free-Roam represents a more casual side of Mario Kart World, one that's great for lazy Sundays spent lounging on the couch in handheld mode. The multiplayer half of my day, however, showed me just how intense the other end of the spectrum can get. Knockout Tour continues to be the star of the show here, as the elimination mode had me swearing up a storm as I tried to survive to the end. As is the case with Mario Kart, I loved it when I was doing well and cursed it when I wasn't. When I could lock into a race and show off my drifting prowess or clever mushroom use, I felt like I was playing a very skill-heavy game with lots of nuances.
For instance, power jumping is a new maneuver with lots of potential for hardcore players. If players hold the drift button without pressing the joystick, they can charge a jump. Doing so lets them get up on rails to grind them and ride on walls. It can also be used to give players constant boosts, as landing a jump always gives a burst of speed. I can see a world where high-level players are jumping as much as possible during races to smash time trials. It's not an easy trick to pull off, though. Even the slightest joystick touch while pressing the trigger will initiate a drift. I found it hard to remember that and often ended up drifting instead of jumping, something that scared me off from using it too much in my demo. I wish there was a separate button dedicated to jumping, but I'm sure I'll get the hang of it with time.
While winning thanks to high-level tricks can be euphoric, losing can be a mixed bag. The more I played, the more I felt like World is tuned closer to Mario Kart Wii than any other game in the series. That game was more casual friendly by making it so items could very drastically alter positions in a race. That held true for me in Knockout Tour especially, as having 24 racers on screen at once means that players' fortunes can change in an instant. I'd be handily riding in first place only to get nailed by a blue shell, lightning bolt, and Bullet Bill in rapid successions. That's always been the chaotic ethos of Mario Kart, but the mosh pit of items turns the dial higher than ever in tighter portions of tracks. Sometimes it's funny. Sometimes it's a bit of a pain.
That little detail did cause me to do a U-turn on one feature I've been skeptical of since April: the wider courses. To accommodate so many players, most tracks feature much wider roads to avoid a 24 car pile up. I feared that would make races boring, but I'm now in support of it after seeing just how overtuned items can be. The wider courses mean that I have more space to swerve away from an incoming Bullet Bill, letting me sacrifice some momentum to avoid a crash. That adds a smart bit of risk-taking that gives me more ways to manage the chaos. Tools like the power jump add to that, as it can be worth storing up a jump and using it to strafe away from an incoming shell. In my most heroic moment, I saved a feather I picked up from an item box and used it to hop over a golden shell as it crept up behind me. There's more room for big moments here that go beyond simply tossing items and drifting well.
I got to see that in action even more during the balloon-based Battle Mode and Coin Runners, a multiplayer mode where players have three minutes to grab the most gold. Both put me in more contained maps – seemingly eight in total – and tested my ability to maneuver. After a few failures, I started to pick up the nuances of nailing someone with a boomerang head-on or saving my flying hammers for when I could rain them down on two cars instead of one. While these are more stress-free than Knockout Tour, they still show just how tense any World session can be when going up against players who have all of its tricks mastered.
Even after all this time, I'm still not ready to make a final judgement. I'm saving that for my full review, which will come after the Switch 2 launches. While I do feel like I have a good handle on most modes, I need to spend more time with the new tracks as some feel less cohesive than others due to the way they are designed to fit into an open-world. I need to spend way more time in Free-Roam too, as I still haven't fully shaken my feeling that the novelty will wear off sooner than I'd like.
What I can say without question as of now, though, is that Mario Kart World is a blast whether you plan to play it casually or at a high level. It has a big responsibility as Switch 2's launch game, but I don't see it failing to deliver. I already know that it will be the first thing I'll fire up on June 5 even though I've already played it for hours. I'm only starting a new chapter of my stories kart racing career, after all.
Mario Kart World launches on June 5.

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‘People Are Going To See Something They've Never Seen Before': How Pixar's Next Hit Film Was Made
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Fans of laughing out loud one moment and crying into your popcorn bucket the next are in for a treat with Pixar's latest release. Elio is the newest offering from the award-winning animation studio, centring around a lonely boy who becomes obsessed with the idea of being abducted by aliens – and gets more than he bargained for when his dream comes true. As has come to be expected from the studio that gave us the likes of Inside Out, Coco and Toy Story 3, Elio dives into some pretty hefty themes, exploring everything from loneliness and grief to toxic masculinity, all with Pixar's signature sense of humour and adventure to keep younger viewers as gripped as everyone else in the cinema. In the lead-up to the film's release, we spoke to directors Madeline Sharafian and Domee Shi about how sci-fi horror had a surprising influence on Elio, creating something people have 'never seen before' with their unique take on space and releasing an original film in the current sea of sequels and live-action remakes at Walt Disney Studios… Right at the beginning of the film, there's a key scene soundtracked by Talking Heads' Once In A Lifetime. Why was that song chosen, and how easy was it to get? Madeline Sharafian: That scene and that song were in the film from the beginning that Domee and I started. That montage of Elio going out to the beach every day, desperately trying to be abducted, was almost the way that we explored his character as we changed his motivations to wanting to be abducted by aliens. And I think the song was [Domee's] idea of just a way to showcase that he's stuck in this cycle, and he wants to get out. It was a great idea. Domee Shi: Yeah, I always loved that song, I always felt like David Byrne kind of gave off alien boy vibes as well. And the way that the song starts always sounded kind of synthy and celestial and spacey in some way. I felt like there was a connection between Byrne and Elio, and it felt like a cool needle drop choice to put in this montage where we're introduced to Elio's obsession with getting abducted, but being unable to, every single day that went by. MS: It helped a lot that Pete Docter and Jim Morris, our company leadership, really like that song. So I do think that kind of helped us hang onto it and get it for the final, and we're very grateful that we got to keep it. It adds so much to the scene. DS: There was one moment where we did try another song… MS: Oh god, yeah… DS: I was like, 'what about Beastie Boys' Intergalactic?'. And then we tried that for a minute and we were like, 'no, I think we miss Talking Heads', and we went back to that. And also I feel like I haven't really seen [Once In A Lifetime] used a lot in media, in like TV or movies, whereas Intergalactic is used quite a lot. I love that song, though! But yeah… Something else people are going to pick up on is Elio's eyepatch. It really works as a plot device later in the film, but was that always going to be there, or were other ideas explored? MS: It was always an eyepatch, I'm pretty sure. I mean, the eyepatch was there in Adrian Molina's original version [Coco writer and director Adrian Molina originally conceived the idea of Elio to helm the film himself, but left the project halfway through to focus on Coco 2, at which point Madeline and Domee took over as lead directors]. When we took the story, we loved [the eyepatch], just as a way that it supports Elio's feeling of otherness, when he's on Earth, he feels even more out of place. 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We're both sci-fi horror fans, and I think there's a good balance between scary and fun – like a fun scary. There's a sweet spot that you can hit, and we tried to do that with all the scenes with Elio's clone, really pushing the clone's friendliness, but also upping the weirdness and the horror surrounding him, from Olga's point of view where she's slowly realising, 'am I living with a clone?'... MS: …which is a pretty crazy realisation for her! Especially since she starts off the movie as a sceptic of aliens, she doesn't really believe that they're out there, so to take her to becoming a believer… we almost talked about her B-story as in, 'she's in a totally different kind of movie', she is in a pod person movie, and I thought it was fun that we treated her sections almost like a different genre, a little bit. DS: And you know… we'll fine-tune the execution of it, just to make sure that the music isn't too crazy and the sound effects don't give you too much of a heart attack and we release the tension immediately with a joke or a gag or something. But I don't know – I remember being a kid and loving movies like A Nightmare Before Christmas and Coraline, where there is like a fun scare. I feel like the original Monsters Inc. taps into that a little bit, too. Elio is coming out at an interesting time for Walt Disney Studios, where there area lot of films coming up that are either sequels, live-action remakes and other ideas based on existing IP, so it's great to see an original story coming from the studio, too. Is that something that's important to you both as filmmakers? MS: Yeah! DS: Definitely. MS: And it's important to Pixar, too, I think. Even though we release our own sequels [Inside Out 2 was the biggest film of 2024, with follow-ups to Toy Story, Coco and The Incredibles currently in the works at the studio], we do talk a lot about how important originality is to us, just as a filmmaking culture, we have a lot of originals coming [Pixar's next release, Hoppers, is slated for 2026, followed by Gatto in 2027] and I would say, whether they're sequels or originals, we hold ourselves to the same standard for both. And our main goal is just to make incredible movies, and amazing stories. I love originals – but Toy Story 3 is one of my favourite movies that Pixar has ever made! So, as long as we're holding that standard of storytelling, hopefully we can make any kind of movie great. But it is exciting to have an original coming out. 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People Are Sharing The Not-So-Scary Movie Scenes That Absolutely Terrified Them As Kids, And I Guess We All Had The Same Childhood
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When we watch movies as kids, sometimes the weirdest things scare scar us for life. On the popular r/AskReddit subreddit, u/GabeyTheArtist asked people to share an absolutely-not-scary movie scene that absolutely terrified you as a child. Some of the answers left me scratching my head (and remembering how messed up some of these movies were): 1."When the lights dimmed and the movie started, and the MGM lion roared, 4-year-old me screamed and crawled for my life over my father's shoulder and into the lap of the lady in the row behind us." —u/TurtleRockDuane 2."When Boo started crying in Monsters Inc. and the lights started flickering." —u/GreatXs 3."That scene in The Little Mermaid when King Triton discovers Ariel's collection of land junk, loses his sh*t and screams at her." —u/PigeonsInSpaaaaace 4."In Sesame Street Presents: Follow That Bird when they capture Big Bird, paint him blue, put him in the cage, and make him sing that sad song. Terrified me as a child. Still hate it." —u/Current-Slice9979 5."The nuclear bomb scene in The Terminator. Nightmares for weeks. I live in DC. Still live in fear that a bomb will vaporize us some day." —u/Asininephilosopher 6."For some strange reason, the heffalumps and woozles in the Winnie the Pooh movie terrified me as a kid. I can't remember anything about that movie or why I was so scared." —u/SadAioli3082 7."Jim Carrey's How the Grinch Stole Christmas, when he goes crazy in the mail room, wrapping up Cindy Lou Who." —u/bardcunninglinguist 8."In Ice Age: The Meltdown, when the iceberg slowly turns around to reveal the two water dinosaurs. I hid until I knew the next scene was playing, like the monster could see me." —u/AddictedtoSmirnoff 9."Aladdin, when he steps into the sand lion's mouth. I always had to cover my ears and my eyes." —u/Slowmotion_ii 10."The Fates in Disney's Hercules passing around (and at one point dropping) their shared eyeball." —u/Friendly_Coconut 11."The Bumble from Rudolph the Red-nosed Reindeer." —u/cjrjedi Related: "That Sentence Sat In My Head For Months": Men Are Revealing The Most Hurtful Things A Woman Can Say To Them, And It's Actually Fascinating 12."The end of the 'I Love To Laugh' scene in Mary Poppins, where the laughing people start to cry to get back to the ground. I thought crying was a horrible thing to show people doing." —u/Chafing_Dish 13."The furnace scene in Home Alone. 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Caitlin Clark's Personal Decision Turns Heads Before Aces Game
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Caitlin Clark's Personal Decision Turns Heads Before Aces Game originally appeared on Athlon Sports. Caitlin Clark had a disappointing performance in the Indiana Fever's 88-77 loss on Thursday to the Golden State Valkyries. Advertisement In her third game back from a quad injury, Clark had 11 points, nine assists and seven rebounds while shooting 3-for-14 from the field and recording six turnovers. "I'm not gonna play perfect for 44 games," the second-year guard conceded at Fever practice. "I didn't play very well at Golden State, and to me, I wasn't defeated after the game." In an attempt to turn things around ahead of a huge matchup with the Las Vegas Aces on Sunday, Clark made a noticeable change involving someone very close to her. Indiana Fever guard Caitlin Clark (22).© Darren Yamashita-Imagn Images In practice photos posted to Instagram by the Fever, fans noticed that Clark had changed shoes after Thursday's loss. Advertisement She was photographed wearing her custom Nike Kobe 6 Protro shoes featuring her dog, Bella, that she debuted in her comeback from injury against the New York Liberty on June 14. "Bella is coming back for round 2," said a popular comment on the team's Instagram post. "the bellas!" another exclaimed. "CC needs to retire the shoes she wore in San Francisco," added one fan. "The bellas 😍" said a comment. "I kinda think The Bellas are the official 22 lucky shoe," one reply said. "Bring back the Bella's tmrw," urged another fan. The shoes feature a printed image of the Clarks' family dog, a golden retriever. She joked with the media that her teammates thought Nike used a stock photo, but it was a real image of her beloved dog on the insole. The shoe's tongue is pink to match. Advertisement Clark put up a monster game in the "Bellas" with 32 points, nine assists and eight rebounds on national television as the Fever handed the Liberty a 102-88 loss, their first of the season. She did not wear them against the Connecticut Sun or the Valkyries this week. Whether or not she goes with them on Sunday against the Aces, fans were excited to see the personal touch return to the court with the Fever star. Related: WNBA Veteran Sends Clear Message on Caitlin Clark Incident Related: WNBA Fans Refuse To Accept Truth About Caitlin Clark, Paige Bueckers This story was originally reported by Athlon Sports on Jun 22, 2025, where it first appeared.

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