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I Played Hours of Mario Kart World and Used GameChat on the Switch 2. I’m Hooked

From the chaos of 24-player races to the fun of group chats to the shrug that is Welcome Tour, the Switch 2 holds a lot of potential. But is it enough to buy right now?

Mario Kart World on the Switch 2 is a lot more interesting when you can see your friend’s face floating over the kart you’re trying to beat. I’m sitting with some folks from CNET’s sister site IGN and someone from Nintendo as I’m desperately trying to hang in a Knockout Tour competition, and we’re playing with the Switch 2 Camera connected and tracking our faces. Each of our four faces ends up broadcast into the game, floating over our respective vehicles. It’s live video, too: You can stick out your tongue or roll your eyes. Or, as one person did, zoom in on just your ear.

Nintendo is trying its best to show off how its new console is better than the first-gen Switch models. After a full day playing the Switch 2 a couple of months ago, I recently got a second full-day dive ahead of its June 5 launch — more time with Mario Kart World and Nintendo Switch 2 Welcome Tour, Nintendo’s only exclusive first-party Switch 2 games at launch. And I finally used GameChat, the console’s new multiperson audio/video chat feature.

I don’t have a Switch 2 to review yet, so I can’t really nail down my feelings about the full experience just yet. But in these early looks, I’m getting a sense that the Switch 2 is a console that, while showing promise, is something you can also easily wait on. That said, GameChat’s a welcome new feature; camera-connected play is surprisingly addictive (and sort of magical), and Mario Kart World is a blast, especially in wild multiplayer matches. After trying 24-player multiplayer, I don’t know if I can go back.

GameChat: Nintendo’s audio-video hangout zone

My 12-year-old tends to play games by starting a FaceTime chat with his friends, and then playing games while keeping his chat on. Sometimes they’re playing together, sometimes they’re not. I kept thinking about that when getting a brief chance to try Switch 2 GameChat at a Nintendo demo event, which basically aspires to do the same thing.

GameChat, which you start by pressing the right Joy-Con’s new C button, connects up to 12 players via audio (or four with video) into a little group. Friends have to be preinvited to GameChat via your own friends list on the Switch 2, making it a deliberate process that’s parent-friendly but not that spontaneous-feeling. Once that’s done, though, chats are fast to start up. 

You can control turning your microphone, camera feed or game feed on and off while in chat. You can also hide your menu screens and just show your game once you’re playing it. You’re either just hearing friends, or seeing split-screen views of up to three others showing their faces, or the games they’re playing, or both.

The $55 Switch 2 Camera is sold separately, and it adds your face. There are a few clever modes that can either show your whole background in a picture-in-picture, cut out your face and body to overlay onto the game footage or zoom in to frame your face (or another part of your face/body you want to track) in a circle. 

Video quality for both your face and game footage isn’t great, but it’s enough to feel connected to see what your friends are doing (and emoting). No one has to be playing the same game together, so it’s more of a way to just share what you’re up to at the same time. It’s really more of a hangout room where you can chat and maybe also play games together.

I got a second demo of camera-connected multiplayer in Mario Kart World, which we did in the same room, but it shows the possibilities of GameChat and multiplayer in other ways. Cleverly, the camera could track and zoom in on all four of our faces at the same time, displaying them separately on-screen as overlays on our karts. It almost felt like augmented reality magic, and reminded me of some of the other tricks I saw in Mario Party Jamboree, which is getting a camera-focused update over the summer.

Mario Kart World: Multiplayer is a blast, so is wandering

I still don’t know if any new Mario Kart game can truly top Mario Kart 8 Deluxe’s 96 courses (including DLC), but Mario Kart World is a lot of fun… and something I can’t wait to explore more.

I spent some time with Nintendo’s big Switch 2 launch game in April, but got hours more to dive into wandering around, trying out all the modes, and playing online with 23 others. I got hooked.

Mario Kart World’s best feature is its wandering style: Everything is spread across a huge land, and you can just tool around and discover secrets or suddenly end up on other courses, or parts of courses. In its Free Roam mode, I just kind of tried to find things, mainly P-Switch challenges, which start up little timed events to earn awards, similar to challenges in Super Mario 3D games. 

The courses I tried looked to be unique from lap to lap, unfolding over territory that eventually can lead to other courses if you’re playing in Versus or Knockout Tour modes. Once a race is done, your trip to the other course is still part of the race. It adds variety and changes up how some races even feel, depending on which one you’re heading to next, but also feels like it’s a departure from the more static lap-based courses from older Karts. It’s a lot more like Forza Horizon games in style, which I actually love.

Multiplayer in 24-player modes is total chaos. Many of the courses are wider than previous Mario Kart games to accommodate all those karts, and it can get pretty Mad Max. It also makes surviving feel even more victorious. Knockout Tour is the star of the show. This new mode, which I tried in April, is a survival race that eliminates a certain percentage of players every course. It feels like a 99-player-type survival game, but I like this even better. I once made it to sixth place among a bunch of game journalists, which was enough of a win for me.

Also, the characters? I love them. I played as a cow. I played as a dolphin. I played as a crab. There are so many weird options. It’s lovely.

I also tried Battle Mode, where 24 of us zoomed around pretty large course maps to either collect coins as fast as we could, or try to pop each others’ balloons. It was fun too, but felt more random, less purposeful than the races.

I mostly played in TV-docked mode, which showed off the Switch 2’s graphics quality: clearly better than Switch 1, but not shockingly so. I also tried handheld mode, and I’m impressed by the quality of the Switch 2’s LCD 1080p display, even if it isn’t OLED. 

As good as it all is, though, I don’t think it’s enough on its own to justify a Switch 2 purchase. Not yet. Still, if you’re getting a Switch 2, this game is obviously your must-get, and it feels like it earns that label.

Switch 2 Welcome Tour: It should’ve been free

I spent more time in the weirdly charming Welcome Tour (about an hour and a half), and still can’t tell how much content this «game» has in it. Welcome Tour is literally a walk-through of the Switch 2’s features, accompanied by quizzes, demos and some minigames to try. It clearly should’ve been included on the Switch 2, much like Astro’s Playroom on the PS5. Instead, Nintendo is charging $10 for it — that’s absurd.

Then again, I’d be tempted to get it at launch just to have some things to play with that show off the Switch 2 extras, like mouse mode. Welcome Tour also has lots of weird facts about the Switch 2’s construction and design, like how its speakers are designed and housed. Lots of deep, nerdy stuff, and why is this presented in an app like this? I don’t know, and I wish Nintendo had just made a weird collection of mini-games like 1-2 Switch instead. 

I unlocked some of the areas in the game, finished some quizzes, tested Joy-Con haptics, looked at frame-rate and HDR demos, and did some arcade-ish minigames using the Joy-Con as a mouse. I want to play it more, but I can’t justify the existence of this as a standalone paid game at all. Neither should Nintendo. There’s still time to change course and make this a free download.

Switch 2 still seems great, but not necessary yet

One final note: I walked away from my day of play feeling like I’d be happy to carry around a Switch 2, but unable to justify to friends why they should get one now. It doesn’t feel like a console that demands to be bought yet, and it’s too much of an «enhanced Switch» type of experience at the moment. That will certainly change once more exclusive and enhanced games emerge, but that could take another year. I’ll have more thoughts when I review the Switch 2 soon, but I do see more potential in GameChat and the connected camera than I expected.

Technologies

The Agony and the Ecstasy of Endless Gaming Crossovers

In navigating my own love-hate relationship with this phenomenon, I talked to some of the devs behind them to get a better sense of how these crossovers work and why companies pursue them.

When my friends want to play Magic: The Gathering, I wade through my two-dozen or so decks built for Commander — the card game’s casual, multiplayer format. I might choose the deck built around Elenda, the Dusk Rose, a vampire saint who can create legions of vampires. Maybe I’ll take my Narset, Enlightened master deck, which lets me cast powerful spells for free when she attacks. Both Elenda and Narset are original characters from Magic: The Gathering.

Or maybe I’ll grab my Lightning, Army of One deck, constructed around the Final Fantasy 13 character, so I can attack people for absurdly high amounts of damage. Maybe my Godzilla deck will engage in glorious combat against my friends’ decks led by characters from Dracula or Warhammer 40K. Would Eowyn from Lord of the Rings be a better match-up against the forces of the Imperium?

It’s a double-edged sword, this impulse toward crossovers. And it’s happening in games far beyond Magic: The Gathering.

Overwatch featured skins from Persona 5 in September, Halo armor and weapons showed up in Helldivers 2, and edgy looter shooter Borderlands 4 is showing up in… golf game PGA Tour 2K25. The crossover crown lies eternally with Fortnite, thanks to its never-ending influx of skins from games, movies, comics and real-life celebrities — leading players using the Sabrina Carpenter skin to stop shooting each other and, say, hold impromptu concerts instead.

When the elements fit each other are handled with care, it’s a fun way for fans to engage with multiple interests simultaneously. But when it feels carelessly thrown-together or when the elements don’t mesh, it can feel like a cash grab that hollows out the original property. And what works for one player might feel egregious or immersion-breaking to another. 

«Am I the problem?» I ask myself, as I work on a fourth Magic deck built around a Final Fantasy character, after spending hundreds of dollars on cards and accessories from the set. 

I do realize that the money I spent on the release event and weekly drafts screamed to Hasbro, «It’s working!» At the same time, playing with cards from that Final Fantasy set was also the most fun I’ve had with Magic in several years. 

Corporations betting big on brand crossovers feels like the unavoidable consequence of a world in which players look more and more for customization and ways to show off their personalities and interests, which dovetails with companies looking for lucrative ways to attract new players and increase revenue in ongoing games. Is other media filtering into popular games about the joy of including familiar faces, or does it turn characters into digital bumper stickers, starved of their identity from their original context? 

The answer, like it or not, is both. 

Money is a big part of the motivation, but expanding reach and offering customization also factor in

Blending different properties together generally requires an intense collaboration between the property owners and the game inviting the crossover. So what makes these gaming collaborations worth it for those parties? 

There’s a financial incentive, to be certain, as Hasbro has made astonishingly clear. In its second-quarter 2025 earnings call, CEO Chris Cox noted that Magic: The Gathering’s Final Fantasy set made $200 million in revenue in one day, while it took the Lord of the Rings set six months to hit that milestone. To put those two collaborations in the context of original Magic: The Gathering sets, the bestselling Magic set before Lord of the Rings was Modern Horizons, which made $200 million over two years. 

Admittedly, $200 million in 24 hours is performance that Magic: The Gathering will likely struggle to replicate, even with the overabundance of outside properties coming next year: Teenage Mutant Ninja Turtles, The Hobbit, Star Trek and Marvel. Still, Cox said the company feels good about the collaborations set to launch next year in terms of pleasing players and bringing in revenue. And Final Fantasy ultimately points to the financial power of a good gaming crossover, one where the properties are handled thoughtfully and intentionally (even if some of that intention is making the collaboration more collectible).

To better understand how and why these crossovers happen, I talked with some of the people powering these gaming collaborations. 

There were «a lot of clues» both internally and externally that Magic could support these kinds of crossovers in the game, said Aaron Forsythe, Magic: The Gathering’s vice president of research and development.

Sets like Lord of the Rings and Final Fantasy can also help funnel new players into a game that has been around since 1993.

«With Final Fantasy, we have seen a marked increase in play participation, especially among players who haven’t previously participated in our Organized Play programs,» said Rebecca Shepard, the vice president of franchise for Magic: The Gathering. That participation also extends after the launch of sets based on the other properties, which Magic brands Universes Beyond.

She noted that Universes Beyond releases also lead to increased interest in older products, demonstrating the crossovers’ ability to drive interest in the game’s original creations.

Magic’s designers have spent decades creating multiple in-game worlds or «planes» with their own lore, characters and mechanics. To a certain degree, crossovers are baked into its premise. 

But what about something with a considerably smaller scope, like the hero shooter Overwatch 2? The team-based game is set in nearish future Earth, where other Blizzard games like Diablo and Starcraft are minimal parts of the world as references and outfits. But aside from a small Lego crossover, other external properties were mostly only winked at… until the game introduced skins from the popular manga and anime One-Punch Man back in 2023.

The game’s collaborations started out as infrequent events, but now show up roughly every season.

The Overwatch team was nervous for its first collaboration and took a cautious approach, said Aimee Dennett, Overwatch’s associate director of product management. Devs wanted to ensure that heroes were still recognizably Overwatch characters while also maintaining the integrity of the game’s lore. The solution was described as «our characters are cosplaying,» meaning that the Overwatch heroes maintain the iconic parts of their visual identity, while incorporating elements that are recognizable as the characters from the crossover properties.

There are also internal motivations for these opportunities.

«We’ve found that it has such a positive effect on the team,» said Overwatch’s Art Director, Dion Rogers. People who work on the game are also fans of these properties, and the opportunity to design those crossovers can be a creative spark for the developers. 

Fortnite didn’t start the party, but it did invite basically everyone

Fortnite is the de facto example of crossovers in gaming. It represents an astonishing evolution of a concept that kicked off decades ago. 

Video game publishers were firmly protective of their properties to keep their games unique, but gaming website Giant Bomb asserts that crossovers started in earnest with 1992’s Battle Soccer, where Godzilla could take the pitch against giant mech Gundams and superheroes from Japanese TV. A few years later, Marvel’s X-Men faced off against Street Fighter characters in a move that would eventually spawn the Marvel vs. Capcom series of fighting games.

Crossovers ramped up in the 2000s with Sonic the Hedgehog and Solid Snake as the first two characters not owned by Nintendo to show up in Smash Bros. Brawl, a few years before horror movie villain Freddy Krueger first appeared in a Mortal Kombat game. Thematically, these all make some sense — but Fortnite took crossovers to another level. 

The crossovers started with the Infinity Gauntlet limited-time mode, where players could transform into Thanos, the villain of the 2019 film Avengers: Infinity War. It was quickly followed by the first Marvel-themed skins for Black Widow and Star-Lord that any player could wear. That kicked off a wave of Fortnite crossovers that would grow beyond Marvel to also include DC Comics, Star Wars, celebrities and various other games.

More have followed in Fortnite’s wake. The jump to include characters from other media besides video games has proven popular, with games like Mortal Kombat bringing in the villainous superhuman Homelander from The Boys, and the asymmetrical PVP horror game Dead by Daylight leaning heavily into killers and survivors from various games and movies — and also Nicolas Cage as himself, delivering some truly amazing voice lines.

Still, when it comes to bringing in everything from everywhere, nothing tops Fortnite, where crossover events feel less like guest stars and more like the first stop for major franchise promotion. And the cumulative results are, for lack of a better word, bonkers. Now a squad of Ariana Grande, Billie Eilish, Lady Gaga and Sabrina Carpenter can face off against a squad made up of Darth Vader, the Joker, Thanos and Mortal Kombat’s Sub-Zero… and then perform *NSYNC’s Bye Bye Bye dance on the villains’ corpses.

Epic Games, the makers of Fortnite, declined to comment for this story. 

Convenience and customization… at a cost

While crossovers with other properties help bring revenue and new players into games, they also risk alienating players whose primary interest is in their games’ original concepts and who may feel the crossovers move the game away from its identity.

«We listen and learn more than folks realize but at the same time, our goal of making Magic for everyone — because it is — can also frustrate our existing players,» said Shepard in response to a question about the feedback to Universes Beyond and the seemingly polarized responses online.

You can see that frustration in videos from prominent Magic creators, with titles like «The Problems With Universes Beyond — Even if You’re NOT a Hater» and «Half of Magic: The Gathering Will Not Be Magic: The Gathering.» The discussions in those videos touch on multiple elements, but center around the proportion of and execution of Universes Beyond sets and how those sets do or don’t gel with the rest of the game. 

That tension exists with most gaming crossovers. I wasn’t initially a fan of Overwatch’s move into collaborations. For me, the image of Doomfist in a yellow suit and flowing cape cheapened a character who’s supposed to be a surly big bad in the Overwatch universe. To me, it felt tonally mismatched with his identity, and I feared Overwatch feeling less like Overwatch as a result.

But the response I saw was largely positive. A change being celebrated doesn’t mean it’s necessarily good for the game, nor does outcry mean a change is bad. But there were clearly people who wanted the customization and expression of anime skins, highlighting the tension inherent in gaming collaborations like this.

Magic’s Aaron Forsythe acknowledged the competing interests, saying, «Players that have been with us for a while don’t feel the need for a change of this magnitude, and I appreciate how this hits them. But we’re doing this both because we want to grow the game — and we are — and because we think it’s another really fun way to enjoy it.»

For longstanding fans who have played the game for years, perhaps even decades, it may feel like the resources for the game’s original ideas are being diverted to fuel crossovers. 

There are degrees, though. In the case of Magic: The Gathering, one-time Secret Lair drops like Sonic the Hedgehog that mostly show up in casual multiplayer formats may not seem as disruptive. But over the course of next year, Magic will release four more sets based on outside properties, bringing the total to seven such sets in two years. More than any individual card or set, that density of outside properties might feel particularly unwelcome, contributing to the feeling that it’s just Fortnite now.

Everyone is here (and here to stay)

I think a lot of the response to crossovers comes down to two things: how well the concept fits and how good the execution is. Fortnite itself has become a conglomeration of various game types — from Battle Royale to Lego to Ballistic, festivals and Creative modes — so the game featuring skins from all kinds of movies, games and celebrities sort of fits into that «everything for everyone» idea. 

Something like Dead by Daylight is an example of using crossovers with a narrower focus, incorporating horror icons that fit its gameplay and lore. Resident Evil characters trying to escape from Halloween’s Michael Myers doesn’t make total sense, but there’s enough of an internal logic in the genres of slasher films and survival horror games for it to work. 

And, despite my initial reservations about Overwatch’s collaborations, I was immediately enthralled when I saw Kiriko’s Suki skin from Avatar: The Last Airbender. In addition to giving me a new outlet for my favorite character from the show, it just fit the visual identity and the concept of the Overwatch hero, a protector in her own right.

The people behind the games acknowledge how much that matters. «If we don’t do this right,» Overwatch’s Rogers told me, «the fans will call us out.» Players have their own ideas of what fits and what doesn’t, and they aren’t shy about voicing those feelings. But Rogers said that getting it right instead helps maintain the identity of the game’s heroes.

Similarly, Magic’s Shepard said one step in the process of evaluating potential crossovers is feeling out whether it feels like «an authentic relationship» for the game and its players. The challenge, however, is that each player’s mileage will vary when it comes to that authenticity. 

There’s no putting these crossovers back in the box, for better and worse. We’ll continue to have more options to play as our favorite characters across a variety of games. Right now, if I wanted to, I could fire up Street Fighter 6 and play a game as Chun-Li in the context of her original series. I could then swap over to Fortnite and run around sniping people as Chun-Li before logging into Overwatch and playing as Juno in her Chun-Li skin, healing people with a Martian mediblaster. And then over the weekend, I could play Magic: The Gathering with my friends and pull out a deck built around a Chun-Li character card.

For Chun-Li superfans, that’s great. At the same time, my Magic opponents may be sick of playing against characters from Stranger Things, Jurassic Park and Marvel, which might break the immersion of the game for them. 

The demand is there and the complaints are valid. Companies will follow the money. But each game’s developers have to find their own way of squaring the crossover — justifying (or not) how another creative world collides with theirs. 

For Overwatch’s Dennett, as the game grows and changes, so does the team’s philosophy about collaborations — because pushing the boundaries of what’s possible in the hero shooter sparks the imaginations of its player base. 

«It’s sort of a self-reinforcing cycle, where our players grow and change so much, and so do the types of collaborations, and the types of collaborations change, which grows and changes our players.»


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Today’s NYT Mini Crossword Answers for Friday, Nov. 21

Here are the answers for The New York Times Mini Crossword for Nov. 21.

Looking for the most recent Mini Crossword answer? Click here for today’s Mini Crossword hints, as well as our daily answers and hints for The New York Times Wordle, Strands, Connections and Connections: Sports Edition puzzles.


Need some help with today’s Mini Crossword? It’s not too tough today, but read on for the answers. And if you could use some hints and guidance for daily solving, check out our Mini Crossword tips.

If you’re looking for today’s Wordle, Connections, Connections: Sports Edition and Strands answers, you can visit CNET’s NYT puzzle hints page.

Read more: Tips and Tricks for Solving The New York Times Mini Crossword

Let’s get to those Mini Crossword clues and answers.

Mini across clues and answers

1A clue: Pump iron
Answer: LIFT

5A clue: Peer
Answer: EQUAL

7A clue: Like the music of Rick James and James Brown
Answer: FUNKY

8A clue: Animal that can’t change its stripes, per an old adage
Answer: TIGER

9A clue: Pointed part of a fork
Answer: TINE

Mini down clues and answers

1D clue: Dominant hand for Shohei Ohtani when batting, but not pitching
Answer: LEFT

2D clue: Resignation proclamation
Answer: IQUIT

3D clue: Mushrooms, mold, mildew, etc.
Answer: FUNGI

4D clue: «Is this seat ___?»
Answer: TAKEN

6D clue: U-shaped instrument in ancient Greece
Answer: LYRE

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