#oneaday Day 455: The Last Banana

I finished Donkey Kong Bananza this evening. I know I said I did that the other day, but I properly finished it this evening — all 777 collectible bananas and all the fossils (collecting all of which is, I was dismayed to discover very late, a prerequisite for getting all of the bananas) then completing the game’s monstrously difficult final challenge in order to get… a slightly underwhelming “true” ending, to be honest, but I don’t begrudge the game the additional time I spent with it. In fact, some of the game’s best platforming challenges are found in the endgame sequence, so it’s very much a case of “the journey is more important than the destination” here.

I mostly stuck to my desire to not use a guide for Donkey Kong Bananza, and I’m glad I did that, because dear Lord, a lot of the guides, even from “big” sites out there, are full of wrong information, or outright handwaving away the possibility of providing helpful information, largely because I suspect the author hadn’t actually completed the game in some cases. I know this because the absolute final challenge in the postgame is something that could really do with a helpful walkthrough, and all one guide from a big site offered was a paragraph basically saying “use everything you’ve learned to clear these challenges” without going into any detail whatsoever. Good job!

Another guide even promised to “explain the ending”, after there was some pre-release discussion on where this game might fit in “Nintendo canon”, if such a thing even exists — then went on to post an entire article that basically shrugged its shoulders and went “I dunno, it’s all speculation really”. Clickbait at its absolute finest. No wonder the games press — and indeed the whole Internet — is dying.

But anyway. One of the nice things about Donkey Kong Bananza is that it has built-in hint functions. You have to pay the in-game price for them, but by the time you’re doing the “cleaning up” required for the postgame, you will generally have plenty of the currency required to purchase these hints, along with a selection of powers that make 1) searching for hidden items and 2) acquiring more of said currency much easier. Consequently, on the few times I did peep at a guide, I found it didn’t really help matters, and I inevitably found myself better off just exploring the game for myself and stumbling across things. The game is well-designed enough that you can just piss around and discover pretty much everything it has to offer, and that’s testament to Nintendo’s skills at making games like this — even with the added wrinkle of almost entirely destructible levels.

So, yeah. I really enjoyed Donkey Kong Bananza. I’m glad. I had a feeling it would be good, because I really enjoyed Super Mario Odyssey, and the same team worked on this. I had my misgivings, because I’ve never really had a lot of time for Donkey Kong as a character, but I must say, spending a considerable amount of time in his company has brought me around on him. Granted, he’s almost as much of a blank slate as his stablemates Mario and Link in terms of characterisation — he has no dialogue whatsoever, despite the other “Kongs” you encounter being able to talk — but his goofy facial expressions and his interactions with Pauline are consistently delightful. Not only that, but they evolve over the course of the game as a whole; the eventual close relationship between Pauline and DK by the end of the game is rather heartwarming to see — even if in the “normal”, pre-postgame ending, DK comes across as a bit of a selfish dickhead. It’s at times like that you have to remember that he is, in fact, a gorilla.

Donkey Kong Bananza is a great addition to Nintendo’s pretty flawless record of first-party games, then. It’s definitely a good showcase of the Switch 2, even if other titles in this regard are a bit thin on the ground, and absolutely worth the money, time and effort to fully enjoy it. I’ll remember this fondly for a very long time, I feel. But now I need to go to bed!


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#oneaday Day 450: Ooh, banana

I finished the main story of Donkey Kong Bananza last night, and I’ve been playing through the postgame today. I will do a proper full post about the game as a whole over on MoeGamer in the not-too-distant future, but suffice to say for now that I have had an absolutely lovely time with this game, and I’m very likely going to “100%” it. Or, at the very least, get all the collectible bananas; I haven’t decided if I’m going to try and max out the skill tree (which requires a touch of grinding other collectibles to purchase even more bananas that aren’t scattered throughout the game world) — probably not.

Donkey Kong Bananza is one of the best examples to date of how Nintendo still understands what makes video games a distinct medium all their own. It tells a story, sure, but that story is brief, to the point and never obtrusive. There is no point in Donkey Kong Bananza where more impatient types will find themselves mashing buttons to bypass dialogue; the emphasis is firmly on keeping you playing, exploring and having a good time.

And the very nature of Donkey Kong Bananza’s mechanics means that it is more of a toybox than even the most recent Super Mario games. The fact that a significant portion of each level is completely destructible means there are a lot of challenges you can approach in very different, creative ways. There are obvious “intended” ways for you to solve things, but the game is open to you trying other things and experimenting. Even more so than Super Mario Odyssey, Donkey Kong Bananza rewards you for asking questions of it and going in search of answers. Almost everything you do will reward you somehow; curiosity and creativity are encouraged, and it’s very difficult to get “stuck”.

That’s not to say it’s easy. It strikes a good balance between accessibility and challenge factor. Blasting through the main story will probably be fairly breezy for most players, but each of the game’s areas has numerous optional challenges that test all sorts of different skills. Donkey Kong is capable of quite a few different actions by the end of the game, but crucially, the game never overwhelms the player with options and obtuse button combinations. Instead, the control scheme is simple and straightforward, and new mechanics are introduced gradually, one at a time, with plenty of opportunity to practice them in a “safe” environment before having to contend with them under more challenging circumstances.

This is, of course, the same philosophy that modern Super Mario games are designed around, and there’s a reason: it works. It gives the game a good sense of pace, means it never gets bogged down, but also keeps things constantly interesting. And, by the end of the game, having all these options available to you doesn’t mean “pick the right one to succeed”; it instead, under most circumstances, means “pick the one you think will succeed, and you can probably make it happen”.

It’s a truly magnificent game, and absolutely a good reason to grab a Switch 2 — even if other reasons to have one are still a little thin on the ground right now. (That said, don’t discount the Switch 2’s improved performance on a significant number of Switch 1 games as a selling point; it really does make a difference, and is a worthwhile upgrade for that alone.)

I’ve got a week to finish the postgame before we go on holiday. Nothing bad will happen if I don’t — and I will probably be taking the Switch 2 with me — but it would be nice to have it all wrapped up before then. I think I’ve done a lot of the hardest, most challenging/annoying (delete as applicable) postgame objectives already, so now it’s just a case of working my way through and cleaning up the remaining objectives on my way to the grand finale. Easy, right…?


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#oneaday Day 406: Kong for me

My copy of Donkey Kong Bananza arrived today, and I’ve spent most of the evening playing it. It’s really good! As with most things video game-related, I’ll likely do a full write-up on MoeGamer once I’ve beaten it, but for now I wanted to give a few immediate impressions based on a few hours’ play this evening.

The first thing I’ll note is that in exploratory games, I am almost certainly absolutely insufferable to watch, because I will never go straight for where I’m “supposed” to go. You drop me into a discrete level, the first thing I will do will be turn around and see if there’s anything behind the starting point. I will deliberately run off in the opposite direction to any objective markers, and in many cases find myself running into obstacles well before the game considers that I’m “supposed” to encounter them, often resulting in me having to work out how to use controls that haven’t been explained to me yet — or in some cases, finding creative exploits to overcome obstacles without the player’s full toolset available.

The reason I note this is because Super Mario Odyssey, the spiritual precursor to Donkey Kong Bananza (they’re by the same people), was absolutely built for me. At every point I went climbing around the levels into places I wasn’t “supposed” to be going, I’d find a Moon waiting for me, rewarding my curiosity. It felt like the game’s designers had anticipated players like me exploring the game to the fullest, and they had ensured that there were plenty of rewarding things available if you did choose to play that way.

Donkey Kong Bananza is, it will doubtless not surprise you to learn, exactly the same. Only this time, you have the option of pummelling a significant portion of the level geometry into oblivion while hunting for hidden secrets. While bashing a tunnel through a mountain often isn’t the best way to get somewhere — and the game does have enough “indestructible” materials to mean you can’t just dig your way around the whole map — it is often an option. If you have a general idea of where to go but are struggling to find the route you’re “supposed” to take… just make your own. Nine times out of ten, you can do that.

Another Nintendo series that I’m very fond of due to it catering to my very worst, most obsessive tendencies in this regard, is Splatoon. While the various single-player campaigns in the Splatoon games and their DLC were all discrete, relatively small levels, they again rewarded player curiosity and willingness to diverge considerably from the critical path. There’s some of that DNA in Donkey Kong Bananza, too, because as well as the large, quasi-open world “layers” you explore for the majority of the game, there are also a variety of special challenge missions that you access through special doorways and hatches around the place.

While the combat-centric challenges are usually pretty straightforward — and there’s usually a “trick” to each one to complete it efficiently — the more “platformy” challenges typically have three Banandium Gems, the game’s main doohickey, to find. Two of these will usually be straightforward: there’s usually one at about the halfway point of the challenge and one at the end, the other one is typically concealed a little more deviously. You’ll need to peer over the edge of levels, look under things and get creative with your exploration, just like tracking down the optional objectives in Splatoon campaign levels. And it’s great.

So yeah. I’m having a lovely time so far. Down to the second “layer” now — didn’t quite get all the bananas in the Lagoon layer, but I think I was only missing about four or five in total, so I’ll go back for them at some point. That’s my weekend sorted, I guess!


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#oneaday Day 401: Kountdown to Kong

I’m looking forward to playing Donkey Kong Bananza. I say this as someone who has always found Donkey Kong himself to be one of Nintendo’s least appealing characters, and who has never played any Donkey Kong games past Donkey Kong 3. Yes, that’s right; I am a bad enough person to have never played any Donkey Kong Country games, nor did I ever play Donkey Kong 64 back in the day — although there are, I’m sure, some who would say that, DK Rap notwithstanding, I dodged a bullet on that one.

But I’m finding a lot appealing about Donkey Kong Bananza. Chief among this is the fact that it’s the Super Mario Odyssey team working on it, and Super Mario Odyssey was superb. Not only was it simply an excellent Super Mario game, but it also remains one of the most technically impressive, visually stunning Switch games. Given how good that game looked on the original Switch’s underpowered hardware, I’m confident that Donkey Kong Bananza is going to be particularly pleasant to look at.

It also looks like it’s going to be really fun. The super-destructive nature of the gameplay and the fact that you can seemingly smash the absolute shit out of each level is very appealing to me, but it seems like there’s going to be plenty of depth and exploration, too. With the various special abilities and collectibles on offer, the game looks almost like it’s going to hew closer to a Zelda than a Super Mario game — or perhaps it will be its own distinct thing, which I’m suspecting will be the most likely outcome.

The trailers so far have been pretty spectacular, too, and it sounds as if the music is going to be outstanding. Since the game features a teenage Pauline, whose song Jump Up Super Star! from Super Mario Odyssey was a real highlight of that game’s soundtrack, I’m anticipating that there will be at least a few vocal numbers, and indeed the trailers would appear to back that up. In fact, and this feels like a very strange thing to say about Donkey Kong, it looks like this game might actually be quite emotionally engaging.

To be clear, Nintendo is absolutely capable of making a game that can grab you in the feels and make you cry. It’s just the absolute last place I would expect to encounter such a game would be in the Donkey Kong series — but you watch the most recent trailers and listen to the soundtrack revealed so far and you tell me that there won’t be at least a couple of tearjerker moments throughout.

On top of all that, if the Nintendo eShop is to be believed, the whole thing fits into just 10GB, which is dinky wee tiny by modern game standards, particularly on a 4K-capable console. (For context, Super Mario Odyssey is 5.7GB, so if Donkey Kong Bananza is a project on a similar scale, being roughly twice the file size would track considering the jump in hardware generations. For further comparison’s sake, The Legend of Zelda: Breath of the Wild is about 15GB, as is Xenoblade Chronicles X.)

Given modern triple-A games typically break the 70-100GB boundary these days — and even smaller-scale affairs such as the Tony Hawk remakes are pushing 40GB — it’s impressive to see what Nintendo is apparently capable of with a fraction of that file size. Because I’m willing to bet that 10GB will have plenty of substance to it.

Having finished the Switch version of Link’s Awakening today, I now have a few days to burn prior to Donkey Kong Bananza arriving. Perhaps it’s high time I actually tried some of those older Kong games…?


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#oneaday Day 363: It’s Switch Twoursday

Come on, Nintendo, “Switch 2sday” was right there and you blew it. Sega had this shit sorted back in the ’90s… although given the trajectory they took shortly afterwards, probably best not to take too many cues from them on the hardware front.

Anyway. Yes! It is the Nintendo Switch 2 launch day and I have been fortunate enough to get one on launch day. I ordered from Argos when pre-orders first went up, and I was half-expecting my order to be cancelled. But no! It arrived mid-afternoon today, so I went through the whole “transfer” process from my original Switch, and I’ve been happily enjoying Mario Kart World and Ridge Racer this evening.

I’m going to write something more substantial about both of those games over on MoeGamer at some point in the very near future, so I thought today I’d talk a little about my initial experiences with the Switch 2 in general.

Overall, my impressions have been very positive. Outside of the thing refusing to connect to my Wi-Fi on one side of my study (a problem that is by no means exclusive to the Switch 2), everything has gone pretty much as smoothly as you would ever want.

If you’re upgrading from an original Switch, there’s a straightforward transfer process you can run. This involves putting the two consoles physically close to one another, presumably so they can establish a direct wireless connection between one another, and then triggering the transfer process from both ends, perhaps with a login or two along the way depending on how you have your accounts set up. It even asked for the microSD card from the original Switch to transfer over captured screenshots and videos.

When it was finished (about 15-20 minutes later), all of my saves, settings and account details had been transferred over to the Switch 2, and the Switch 2 made a start on redownloading all the digital software I had on my original Switch. This was fine for my purposes, though those who have larger digital libraries may have run into issues, since the largest microSD Express card you can get for Switch 2 (and it will only take microSD Express, except for the aforementioned screenshot library transfer process) is 256GB. OG Switch, meanwhile, would happily take 512GB or more.

The auto-download thing was fine, but for some reason it did stop partway through and didn’t resume. I assume this is because I started doing something that talked to online — that’s what generally happened with downloads on the original Switch — but I would have expected it to start downloading again afterwards. This didn’t happen. Not a huge issue, since I can easily manually redownload anything I want to put back on the system, because the icons for those pieces of software are there, but it would have been nice for that to be fully automated.

One of the biggest upgrades is to the eShop. No longer a slow, annoying mess to navigate, the Switch 2’s eShop seems perfectly functional, and it already has some hentai shovelware games ready to go. So the curation issue isn’t exactly solved, but the painful user experience side of things is, at least, fixed now.

I briefly fired up the new Gamecube app you get with a Nintendo Switch Online subscription, and boy, those games sure do look lovely all HD-ified. I’m looking forward to having a play with Soul Calibur II and F-Zero GX in particular; I’m in no hurry to replay Wind Waker, meanwhile, since I played the Wii U version a few years back and while I enjoyed it, I also don’t have much desire to play it again just yet.

Handheld, the screen looks lovely. While not OLED, it’s bright, large and smooth. Games look great on it. I haven’t tried any original Switch titles on it as yet, but Switch 2 stuff looked pin-sharp and super-slick. It’s also a bit bigger than the original Switch, meaning it’ll probably be more comfortable to play more complex games in handheld mode than the original Switch was. I will likely still keep it connected to the TV for the vast majority of the time, but I feel more inclined to play handheld with that lovely screen than I do the original Switch. No shade on those who primarily played OG Switch handheld; I just preferred the TV experience by quite a considerable margin.

Thus far, then, I’m happy with my purchase. I still have plenty of concerns about things like Game Key Cards, software prices and suchlike, but we’ll see how things pan out long-term. I do find myself wondering if Nintendo will be able to capture the same lightning in a bottle that the original Switch was — historically speaking, they’ve tended to follow an astronomical success (Game Boy, SNES, Wii) with anything from middling-to-solid commercial performance (N64, Gamecube) to catastrophic failure (Virtual Boy, Wii U), so it will be interesting to see where Switch 2 falls on that spectrum… or if it will continue a run of good luck for the company.

Anyway, it doesn’t really matter. I have one, I like it and I’m looking forward to playing with it some more. So I’m going to do just that before I head to bed. Mario Kart World calls me!


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#oneaday Day 350: What I’m doing this weekend

I think I pinned down what I want to do for some videos. As I’ve noted a couple of times recently, I’ve been feeling a bit short on inspiration and motivation of late, and I’ve been wondering how I might shake things up a bit for myself.

The answer is to do something a bit different to usual! So I’m going to do just that. Specifically, I’ve set myself the goal of doing two main things this weekend: one, a pre-scripted video on the subject of PS3 racer MotorStorm, which I’ve only just played for the first time and really like, and secondly, an “Exploring Together” Let’s Play-type video on one of the Game Boy games that has just been added to Nintendo Switch Online: a Kemco title called The Sword of Hope.

I’m really interested in the latter. I’ve never heard of it before — although I must confess that’s not hard with me and Game Boy games, since I only had a limited library when I was younger — but I saw someone describe it earlier as a cross between a conventional RPG and the Icom Simulations adventure games. You know, Deja Vu, Uninvited and Shadowgate.

I really like those games! And I really like the NES and Game Boy ports of them, even if they lack a fair old chunk of the text found in the computer originals. So the idea of playing something that appears to be inspired by them, but which adds some additional mechanics over the top rather than just killing you every five seconds, sounds very appealing to me indeed.

I’m going in as blind as possible because I want to include my immediate reactions to the game in the video. And I think, long-term, I’d like to cover some more Game Boy stuff — not just the stuff on Nintendo Switch Online, but in general, too. The Game Boy, Game Boy Color and Game Boy Advance each have vast libraries, and there are some thoroughly interesting titles among them. Presumably because development for these platforms was so cheap — and because they didn’t have nearly as much critical scrutiny on them as the TV-connected consoles — developers were, seemingly, quite keen to be very creative with their work on the system. So there’s some wonderfully experimental Game Boy (Color/Advance) games out there, and I think there’s plenty of scope to explore those through both Nintendo Switch Online and the MiSTer Multisystem 2.

So that’s my plan for this weekend. Some of it, anyway. It’s a long weekend here in the UK, so I can take my time and enjoy it, then it’s back to the ol’ grindstone from Tuesday. We’ve been enduring a particularly busy and stressful period at work for quite some time now, so it’s nice to have an extra day off to decompress a bit. It’ll all be worth it in the end, though.

Before that, though, bed. Sleep! Sleep is good.


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#oneaday Day 321: My Switch 2 concerns

I still have my preorder in for a Nintendo Switch 2 and I’m looking forward to having a play with it. But I am quite concerned about some things that seem to be cropping up in these initial pre-launch months.

Chief among these is the “Game Key Card” thing. For the unfamiliar, this is effectively a replacement for the “code-in-a-box” nonsense some publishers pulled with Switch games, where you’d buy a “physical release” and get nothing more than a box with a voucher for the digital version of the game in it. The box was then completely useless because there was nothing to put in it. The sole justification for this, one might argue, is that it allows “digital” games to be given as gifts. But only the ones that have actually had this treatment, of course.

Game Key Cards is… possibly a step forwards from this, but still not in any way desirable. Effectively how they work is that they’re a cartridge you put in your Switch 2, and this then automatically causes the digital version of the game to download from the eShop. There are a few justifications for this: it keeps costs down while still allowing for a boxed release of sorts, which in turn can be given as a gift just like code-in-a-box.

Unlike code-in-a-box, however, Game Key Cards are transferable. They need to be in the Switch 2 to play the game even once it’s downloaded, and they can be loaned, traded or sold to others. This is arguably an improvement in that they make digital purchases more portable — you can take a game over to a friend’s house, for example, although one might argue the inherently portable nature of the Switch 2 makes this a moot point anyway — but one suspects it is going to be used by a lot of companies as an excuse for cost-cutting.

We’re already starting to see a number of games that have announced their “physical” release will be on one of these Game Key Cards, with no other option than the digital-only version. As a collector of physical media, neither of these options are desirable.

Some have conjectured that this situation has arisen because Switch 2 carts are, supposedly, expensive — like, $16 a unit expensive. That means once companies have paid their cut to Nintendo, paid manufacturing costs, paid marketing expenses and everything else that goes into making a game, there potentially won’t be much left for games sold around the £30-40 mark. This is, apparently — and remember this is mostly hearsay at the moment — the reason that physical releases like Mario Kart World are £70 or more.

Thing is, I’m not sure I understand why they’re so expensive. They’re essentially flash carts. Admittedly, in the case of Switch 2, they’re high-speed flash carts, which are slightly newer (and thus more pricey) tech. But $16 a unit for something that supposedly only goes up to 64GB seems… high. (Oh yes, that’s seemingly the other reason some are going for the Game Key Card approach — games such as Street Fighter 6 flat-out won’t fit on one.)

I’ve long said that if a console generation arose that was digital-only, I would probably bow out and stick to my existing library of games — which, as most of you probably know, is pretty enormous. Nintendo, whose consoles have long been a champion of physical media — Switch 1 carts are the only releases of the current(ish) generation that don’t require lengthy installs before you can play — seem to be pushing towards that all-digital future that I’m not sure anyone really wants, particularly those involved in a hobby that has always been, to some degree, about collecting.

I’m willing to give Switch 2 a chance. I’m even getting the bundle with the digital version of Mario Kart World included — I figure as a game with an online component, it’s probably going to have regular updates and/or DLC, making the physical edition useless after a while anyway — but I’m still a bit concerned.

I guess one thing worth waiting to see is what the limited-press physical houses do — if anything — with Nintendo Switch 2. A significant portion of my Switch 1 library consists of limited-print physical releases of games that would have otherwise been digital-only. If that situation continues, then I think I’ll be all right. I know some folks hate the limited-print stuff, but I suspect it’s going to become an increasing reality of video game collecting in the coming years. We’ll have to see, I guess.

I wish we could just be excited for New Thing. It feels like a long time since we’ve been able to be unreservedly excited for New Thing. The last few New Things we’ve had — particularly in gaming — seem to have had particularly big caveats involved, and Switch 2 is no exception.

Think back to the run-up to the PlayStation 2’s launch. Nothing but excitement. A new system that could produce incredible visuals, could take full advantage of the new DVD format for storage, and which was fully (almost) backwards-compatible with the previous PlayStation? Sure, the price was a sticking point for some, but that came down. And the PS2 went on to be one of the most beloved systems of all time, with good reason.

I wonder if the last couple of generations of console hardware are even going to have a legacy to leave behind once their digital services are turned off.


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#oneaday Day 316: Mario Kart World looks like fun!

You will doubtless be aware of the impending release of the Nintendo Switch 2, and its launch title Mario Kart World. You may also be aware of the fact that people are complaining about the price (not unjustifiably). And you may even have sat down and watched the Mario Kart World-centric presentation the other day.

Some people seem to be a bit down on Mario Kart World. I had to banish a video from my YouTube recommendations earlier for it claiming to offer “the unfortunate truth” about the new game, when said “truth” was just that the video maker, who hadn’t played the game, didn’t think it going open world was a good idea.

I’m not going to get into whether he’s right or wrong (he’s definitely wrong, though), but instead I want to talk about my own personal response to what I’ve seen of Mario Kart World so far, with the caveats that I haven’t played it, I haven’t been to any of the “Nintendo Switch 2 Experience” events, and that have preordered the Switch 2 bundle that comes with a digital copy of Mario Kart World, so I am perhaps predisposed to like the thing I’ve spent money on.

Basically, I’m well up for what Mario Kart World has to offer. I like common-or-garden Mario Kart to a decent degree, and it usually comes off the shelf any time friends are over. But despite the improving tech, visuals and course design with each new installment, the overall structure of the game hasn’t really changed all that much since the SNES original. Mario Kart has always had a bit of a problem with its single-player modes being a bit bare-bones, and this is something that has never really been fixed over the course of 8 mainline installments. It was particularly apparent in the Nintendo 64 era, where Rare’s Diddy Kong Racing offered an impressively substantial single-player “Adventure” mode that really made Mario Kart 64’s paltry grand prix offerings look a tad weedy.

Granted, today the enduring appeal of modern Mario Kart games is in playing online, where you get the performance and visuals of single-player but the thrill of competing against real opponents. But that’s not something that everyone enjoys — particularly since, as a popular game, it’s filled with people who have no-lifed their way into mastering the most important “skills” (and/or exploits) in order to win every time. Playing Mario Kart online as a casual player is a great way of testing whether or not you really believe that “it’s not the winning that counts, it’s the taking part”. Because after myriad sessions of seeing the frontrunners scream off over the horizon, never to be seen again, and not really knowing why or how they did that, it gets a bit old.

Mario Kart World, now, though, that’s different. Online is still going to be an important part of the experience, and with the Nintendo Switch 2’s GameChat feature, it looks like a potential return to the early days of Xbox Live, when it’s easy to get folks together to shoot the shit while you’re playing games — and not necessarily the same games. The key difference, this being Nintendo, is that GameChat is restricted to your friends, so no jumping into public lobbies and immediately being screamed at or called a racial epithet, unless that’s what your friends are like. In which case you should find new friends.

But perhaps more importantly, judging by what we’ve seen so far, is that Mario Kart World offers a substantial single-player experience, and it’s all down to that open world. Driving games are one type of game where it makes perfect sense to have an open-world map, and theming the game around rough-and-ready vehicles such as go-karts and motorcycles makes it feel less weird to go off-road exploring. One of my favourite games in this regard is Codemasters and Asobo Studio’s Fuel, which has an absolutely vast open world filled with events to participate in and things to find. Plus it’s just plain fun to drive around and see how a variety of different vehicles handle the various terrains.

Fuel is a semi-realistic game, though; Mario Kart World, meanwhile, is not beholden to the laws of reality, being a game set in a cartoonish fantasy world. That means we can have a map with incredible geographic diversity, weird and wonderful things to discover and a real sense that you might find anything around the corner. For all I love Fuel, its overriding colours are dull green, grey and brown, and any changes in the map you encounter as you pass from region to region are gradual rather than drastic. Not so in Mario Kart World, and I think that’s going to be a lot of fun.

One of the things I really like the sound of is how the races link together, with circuit races leading to point-to-point races that take you to the next course in the sequence. I absolutely love point-to-point races — a side-effect of growing up with games like OutRun and Lotus Turbo Challenge — and Mario Kart World sounds like it’s going to implement them not only as interstitial races in the main Grand Prix events, but also as non-stop “knockout” rally competitions that unfold as one long race taking you between multiple areas, with the bottom [x] participants being knocked out at every checkpoint.

But then the open world is filled with collectibles to find — the exact function of which we don’t know just yet — and “P-switch challenges”, which task you with completing various missions that test your driving skills. It’s this exploration aspect that I think I find most exciting, particularly as you can not only play it solo, but you can bring friends along, too. Burnout Paradise was excellent fun in its multiplayer free-roam mode — sadly, I only ever really got to play it with friends once — and I can see this being very enjoyable; a great way to virtually hang out with friends over GameChat while having a meaningful, but relaxing and not-too-demanding, gaming experience.

Whether or not all this is really “worth” £75 for its physical RRP remains to be seen, and “game worth” is a completely subjective thing anyway. But I know that after seeing the announcement and the subsequent Direct, I’m very much on board with Mario Kart World, and I’m looking forward to getting stuck into it when June finally rolls around.


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#oneaday Day 300: Paying the tax

I make no apologies for admitting that I preordered a Switch 2 today, even after everything I said yesterday. I thought about it a bit, and I basically came to the conclusion that I was almost certainly going to get one regardless of how much I complained about certain elements of it — and that in doing so I may well be Part of the Problem — and so I might as well just get it out of the way and do it.

So I did. Someone I know happened to spot that Argos had preorders go live today, so I snagged one. I went for the one with Mario Kart World pre-installed, so I basically get that game for £30 instead of £75. Not having a physical copy sucks a bit, but at the same time, Mario Kart World is one of those games that is going to get lots of updates and DLC, making a physical version arguably useless in the long term. That’s a thing that happens these days, and that’s not going away, so I may as well just enjoy the things while they are current, and I may well be dead by the time it’s no longer possible to access the online elements. (Not that I’m planning on being dead any time soon, but you know what I mean.)

There’s enough about Switch 2 that I like to make it worthwhile. The “Switch 2 Versions” of original Switch games are compelling, for one; I haven’t yet played The Legend of Zelda: Tears of the Kingdom, and now it will be nice to be able to do so at higher resolutions and frame rates. I’m by no means a frame rate and resolution snob — I was eminently satisfied with how Breath of the Wild looked and performed — but if the option is there to make it better officially without getting into hacking, modding and piracy territory, I’m all for it.

There’s also some of the multi-format “big” games that are quite appealing. I might finally play Cyberpunk 2077 on Switch 2, for example, or Hitman: World of Assassination. The nice thing about Switch 2 versions of these coming so late is that they should be “complete” versions with all their additional DLC, updates and what have you baked into the Switch 2 version from day one. And hopefully with a physical release.

One thing I’m not super enamoured with is this “game key card” business. If you haven’t seen it yet, it’s the replacement for the “code in a box” system, whereby you could buy a Switch case that contained nothing more than a download code. This new version actually has a Switch cart in it, but the cart doesn’t have the game on it; instead, it lets you download the game and play it while the cart is in. I initially thought this was utterly stupid, but if you read the fine print on the Japanese website (which a pal graciously translated for me earlier) it became clear that this is not the same as redeeming a game on your account from a code; it is transferable, so you can lend it to others, take it round to a friend’s house, all that sort of thing. It’s still a bit of a weird way of doing things, but I don’t hate it as much as code-in-a-box.

(And look, I get why code-in-a-box is a thing; it lets people buy digital games as gifts and give the person something physical to open on their special occasion. But it’s still a pisser to find what you think is a physical release of a game only to discover it’s… not that.)

I can sort of understand why the game key card thing is being used for stuff like Street Fighter 6, which is a game that gets updated regularly with balance patches, DLC and suchlike, and which has a massive filesize. I’m a bit pissed the Bravely Default remaster is using this system, though; there’s no way that game wouldn’t fit on a low-capacity cartridge. But oh well.

Like I say, though, there’s enough about Switch 2 that I do like to make it, I think, worthwhile. It will be interesting and fun to use the social features if (and that’s a big if right now, particularly with the chaos ensuing from Trump’s dumbshit tariffs in the States) my friends happen to pick a Switch 2 up; it would be nice to get some sort of regular “game night” going, and the built-in chat features could even be a decent means of recording a podcast or streaming something in collaboration with another person.

Plus Mario Kart World does look good. I’m still not convinced it’s £75 good, but I’m sure I can get £30 value out of it.

It’s certainly going to be interesting to spend some time with Switch 2 when it arrives in a couple of months. I’m looking forward to it. Yes, I’d love it to be cheaper. Yes, I’d love it if we had a 100% guarantee that original Switch games will work on it (which we don’t, yet, but they are supposedly working on it.) Yes, I wish I didn’t have to buy a new format of memory card for it.

But I also understand why all these things are the case, and moaning and complaining about them almost certainly isn’t going to change anything about them this close to release. So I may as well suck it up, pay the money and enjoy the thing I knew I was always going to enjoy anyway. And so that’s exactly what I’m doing!


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#oneaday Day 299: Switch 2 Tax

It was the Nintendo Switch 2 reveal today. And while there’s a lot to like about the system — 1080p and up to 120fps handheld, 4K docked, HDR, nifty online socialisation functions, upgrades to certain Switch games that include both a performance boost and new stuff for the games — one thing is giving me a lot of pause that I wasn’t feeling before the announcement.

And that one thing is the price of games. As someone who collects physical video games, I naturally will want to continue doing that for any new console hardware I pick up. But the new Mario Kart is seventy-five fucking pounds for a physical version, and the new Donkey Kong game is sixty-six quid.

Donkey Kong is just on the borderline of what I’ll consider paying if the game is legitimately good (and it’s a real borderline case here as I don’t really like Donkey Kong as a character), but more than £70 for a game that will almost certainly also have paid DLC is well over that line for me. I’m sure Mario Kart World, as the new game is called, will be very good, and I’m quite curious to play it — but £75 to have a copy on my shelf (and not much less than that for a digital-only version) feels… excessive. And I’m someone who voluntarily pays £35 to limited-print companies for £10 indie games just so I can have them on my shelf.

This feels like a mistake for Nintendo. It feels like it might put all the goodwill they built up with the Switch at serious risk of unravelling. I’m sure they will justify it by saying the new cartridges are higher capacity, the tech is more advanced or whatever, but it still feels like… a lot.

Couple that with the fact that while the launch lineup looked neat, there wasn’t a singular game that made me go “yes, give it to me, I need this right now”. We had a bunch of very welcome ports of stuff like Hitman: World of Assassination, Cyberpunk 2077, Final Fantasy VII Remake Intergrade (though no mention of Rebirth, interestingly) and numerous others, a Bravely Default remaster that I’ve been hoping we’d see for quite some time, the aforementioned new Mario Kart and Donkey Kong games, and a few other bits and pieces that were perfectly nice enough, but not really “system sellers” for me.

Not yet, anyway. I have no doubt I’ll probably end up with a Switch 2 eventually. But today’s announcement makes me feel like I probably don’t need one at launch. Probably. Probably.

There’s a few days until preorders open. I will have to mull it over quite seriously. Quite seriously indeed. In the meantime, though, it’s not as if I’m short of regular-ass Switch games to play, including a selection of pretty chunky RPGs I still haven’t gotten to.

So we’ll wait and see, I guess. It was a good presentation, and there’s a lot to like about Switch 2. But I feel like a lot of people who were all set to preorder day one are now having very serious thoughts about the situation, just like I am. I feel like this should have been an easy win for Nintendo, but as it stands, they could potentially have a problem here.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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