Connect with us

Technologies

Hands On With Nintendo Switch 2: I Played All the Games and Wonder if It’s Worth It

Nintendo’s $450 Switch 2 is almost here, and I spent a day playing the new games. Here’s what I think about the second-gen console.

When I say I got plenty of hands-on time with the new Nintendo Switch 2, I don’t mean that I got to just check out the slightly-larger unit and play demos of a few games. I worked gaming muscles I didn’t know I had.

Pushing my hands around a fabric-covered table while holding two mouse controllers is surprisingly tiring. I was playing Drag x Drive, a new wheelchair sports game coming for the Nintendo Switch 2 that uses one of the console’s new features: Joy-Cons that work like computer mice. I felt vibrations under my hands as though I was spinning my wheels. But I wondered: Who will play the Switch 2 while seated at a table? I realized later that you can also rub them on your pants legs to make them work. So I did that, too. It was a little less tiring. 

This was just one weird part of a long day playing the Nintendo Switch 2, the $450 sequel to one of Nintendo’s most popular game consoles ever, arriving June 5, with preorders opening soon. I’ve loved playing games on the Switch, just like many people. However, the Switch 2, while being a new console, feels a lot like an updated version of a system many people already own. 

Much like the PlayStation 5 or the Xbox Series X, it’s betting that playing games that look a little better matters enough to upgrade. But Nintendo’s also laying down some side bets on new features that could make a difference: in-game voice chat with friends at the press of a button, a plug-in camera that can work with wacky party games and, yeah, new controllers that double as mice.

So here’s the question: Is this more fun than the existing Switch and its games? I’d say the Switch 2 is a better piece of hardware, no doubt, but the upgrade proposition feels pretty uncertain until Nintendo shows many more games that make it worth it.

That being said, the Switch 2, as a bigger, better version of the existing Switch, could make a lot of sense for those who can afford it, especially since there’s still nothing quite like it out there. At $450 (£395, AU$699), plus $70 or $80 for its two biggest launch-window games, Mario Kart World and Donkey Kong Bananza, this is an expensive proposition for any family right now. A CNET survey recently found that affordability is the top concern for US gamers considering making the purchase. Then again, as a handheld game console with its own included dock that can also play games in 4K on a TV, it’s actually competitively priced versus the Steam Deck and Windows gaming handhelds

I played Mario Kart World. I played Donkey Kong Bananza. I played remastered versions of Zelda: Breath of the Wild and Tears of the Kingdom, and Kirby and the Forgotten Land. I played Cyberpunk 2077 and Split Fiction. And I played Mario Party Jamboree with new mouse-Joy-Con and camera-optional modes that projected me onto the TV. It was all fun, and the Switch 2 is the handheld I’d prefer to play my library of Switch games on. But I don’t think it’s a necessary upgrade for anyone right now. That said, your kids will probably ask for Mario Kart World and a Switch 2.

Hands-on with the handheld: Nice screen, larger feel, similar buttons

The Switch 2 is big, and feels dense. It’s not that much bigger than the Switch OLED, to me, but that larger 7.9-inch screen feels welcome. I play on a large Steam Deck a lot lately, and the Switch 2 feels sort of like that, but actually thinner. It’s about the same thickness as the Switch in casual holding-and-looking comparisons. 

The Switch 2 has an LCD, not OLED, like the last iteration of the Switch, which went on sale in 2021. But honestly, it looked great to me in the hours I tried it. The 1080p resolution, HDR capabilities and refresh rate that can go up to 120Hz, depending on the game, stood out while playing. I’d take this over the Switch OLED display right now.

The larger Joy-Cons now magnetically snap in and out but have little release buttons on the back. They snap in smoothly, and then you eject them with the trigger release and remove them. It’s a smooth action and a lot easier than pressing that small button on the current Switch Joy-Cons. The controllers, though sturdy-feeling, have a surprisingly similar feel. The analog sticks felt like existing Joy-Cons, and the buttons clicked similarly. I’m bummed that there’s no analog rear trigger.

Instead, these triggers click just like the older Switch — something that the Switch 2’s producers and directors, in a round table chat during my New York demo day, said was decided upon because they offer a more immediate response in games. I think it’s a miss since every other console I’ve played has analog triggers, and they work well. Putting analog triggers on a Switch 2 would have made previous Switch games feel different on the Switch 2, though, and maybe that’s where the challenge lay.

The C button on the right Joy-Con launches Game Chat, a new mode that allows four-player audio chats with trusted Switch friends (that can be parent-approved). These chats can also become grainy video chats with an optional plug-in camera that can be used with the Switch when docked. Nintendo sells its own stand-like camera for $50, but you could also use a third-party camera (mileage may vary, according to Nintendo). 

I didn’t get to try Game Chat during the demo day, but I’m curious about how good the audio quality and noise cancellation are. Nintendo says it’s good enough to filter around room noise while talking from across the room. The Switch 2 has a microphone, but the Joy-Cons don’t. A new $80 Switch 2 Pro Controller, which feels similar to the previous Switch Pro Controller with two added rear paddle buttons, does have a headphone jack that can be used to connect a microphone-enabled headset, though.

The new Switch 2 dock has its own fan system and looks chunky. It’ll sit near a TV, so you probably won’t mind, but it’s a bigger unit than before and, like several accessories, won’t work with the first-gen Switch. It enables 4K gaming modes on TVs, though, so that’s the reason.

There’s a new Switch 2 kickstand, which tilts at a wider range of angles. But it’s made of plastic and feels a bit flimsier than I expected, although it holds its position well. And there are two USB-C ports now — one on top, one on bottom — but it turns out the top port won’t do video-out. Nintendo’s creative team told me at a developer round table that there are no plans to support plug-in display glasses such as the Xreal One, a trick the Steam Deck and Windows handhelds can pull off. 

I like the way the Switch 2 feels, though. It seems like it’ll be easier to travel with than Windows handhelds and the Steam Deck, which have bulky side grips that add to the system’s case size needs. The Switch 2 rides somewhat flat, although it’s bigger and longer.

OK, at this point, you’re probably saying, «Scott, please, just talk about the games.» So, I played each game in roughly 20-minute sessions as we were shuttled around different stations in the New York exhibition space that will host the public Switch 2 Experience. It’ll work similarly at other Switch 2 Experience locations, too.

Mario Kart World: Open-world Mario Kart madness

I have no idea how big Mario Kart World is. I drove around freely for a few minutes before a race mode started, and I madly rambled from a town to a farm to an arena to mountain roads, jumped on train tracks, hopped on a power line and rode it up in the air, knocked down a lot of fences and found some sinister Bowser-ish castle. The newest Mario Kart game, a Switch 2 exclusive and launch title, is clearly the «game to get.» What I love is the sense that this racing game could be as full of surprises as an open-world Mario game.

It’s Grand Theft Mario, or Mario Horizon, or whatever you want to call it: This open expanse game’s real estate makes it far vaster than existing Mario Karts. But I played two races, mostly. I don’t even remember exactly what the course looked like because I was so busy navigating against 23 other players. The 24-player gameplay is new, and combined with wider, more expansive-feeling tracks, it’s a lot to take in. There are lots of new characters to choose from — I picked Luigi with a gondolier outfit and later a hamburger-hatted Toad and Donkey Kong with battle armor. There are bikes, cars and all sorts of other familiar vehicles.

A new knockout tournament mode has players racing across multiple tracks in a world-spanning rally to win. You’re eliminated if you’re in the bottom four. I thought I came in first and got way too excited, but I was one lap short of the actual end. I came in 16th. Competitiveness in a field full of this many cars reaches total absurdity.

I want to play more. The game looks great and handles like classic Mario Kart, but it’s the extras that make me curious.

Donkey Kong Bananza: Showcase for smashing stuff

Nintendo doesn’t have a new 3D Mario game for the Switch 2 yet, but Donkey Kong Bananza looks like a solid replacement. It’s the first open-world (sensing a theme here?) Donkey Kong game in years. It’s also a Switch 2 exclusive, coming July 17. Nobody saw this game coming (well, almost nobody), and I liked what I tried.

The game’s biggest mechanic is digging and destroying nearly everything. Donkey Kong can burrow through walls or the ground, and, depending on the level, you can burrow far. I started digging into a wall in my first cave-like level, got lost in my tunneling, then burst out again. Some areas have you digging all the way down to new depths, almost like Tears of the Kingdom (but not really). Where does the madness end?

Donkey Kong is full of goofy expressions, and enemies look dynamic in a way that feels almost like Sony’s Ratchet and Clank games. It’s a loud and fun action adventure, but I have no idea how long the game actually is. It did showcase a lot more particles of stuff flying around than the older Switch has pulled off, and the graphics kept a crisp frame rate.

Metroid Prime 4 Beyond: A technical showcase for graphics (and the mouse mode)

My 20 minutes or so with Metroid Prime 4 made me realize how good Switch 2 games could look. Running at 1080p and 120Hz on a big TV, it moved extremely smoothly and was as impressive a shooter as I’ve ever seen on a Nintendo console. From landing on a barren planet to firing through waves of creatures, rolling around in ball mode and losing a tough battle against a big ugly boss, it won me over.

I played on TV mode only, using the Joy-Cons in standard controller mode and then a mouse-and-controller mode. You can put one Joy-Con down at any time and make it a mouse for controlling movement, just like on a PC. I loved the fast reaction feel of it, and I also liked that I could just lift my hand up and go back to analog stick controls if I changed my mind midstream.

Switch 2 Welcome Tour: Why isn’t this free?

I was expecting a dose of the weird at Nintendo’s Switch 2 event, but this wasn’t it. Still, the idea of Welcome Tour isn’t bad. Much like Valve’s Aperture Desk Job and the PlayStation 5’s Astro’s Playroom (or several tutorial apps for the Meta Quest), this looks like a guided tour of the Switch 2’s features, complete with insights from Nintendo and minigames. I played a few, some of which were more like glorified demos at best. 

I dodged asteroids using a Joy-Con in mouse mode, played the first level of Super Mario Bros. in pixel-accurate mode on a 4K TV setting to show how much screen real estate is available and played a guessing game for what frame rate a bouncing ball was moving at. One «game» showed me HDR on and off while launching fireworks. The problem is, this is a paid digital game, instead of the freebie it clearly should have been. I can’t understand why this probably helpful system tutorial isn’t just included on the Switch 2, and I never will.

Drag x Drive: Nintendo’s wild-card game

Somewhere between Arms and Rocket League, Drag x Drive is a Switch 2 exclusive that uses the Joy-Cons in mouse mode to control wheelchair-using players in an intense hoop-shooting sports game. Moving each wheel requires pushing one Joy-Con forward and backward. It gets intense fast. 

The feeling ends up being a bit like rowing, and my arms tired out; you have to keep wheeling around and moving your arms rapidly, pretty much nonstop. One neat thing is you can feel rumbling haptic clicks beneath your controllers as you «wheel,» making it feel more convincing. Racing to the ball, hitting other players, and shooting baskets felt as chaotic as a game of Rocket League. I’m not sure if I’ll ever find this game fun to play because of its seemingly high exertion requirements, but I enjoyed trying it for a while.

Mario Party Jamboree flexes camera, mouse modes

The most wacky stuff I tried were probably the new mini-games for the Switch 2 update of Mario Party Jamboree, which add mini-games that work with the Joy-Cons’ new mouse features and a game mode that uses the optional plug-in camera.

Bridget Carey and I revved little wind-up cars by pulling back on the Joy-Con mouse and releasing it to launch forward, with vibrating haptics to add clicking feedback. We played air hockey by pushing our Mouse-Cons around the table to hit the Koopa shells flying back and forth. And then we screamed and danced and balanced shells on our heads in camera mini-games that made us look like we were transported into Mario Party, popping out of warp pipes.

The camera-based games were flashbacks to the days when the PlayStation had a TV camera, and the Xbox had the Kinect, which both did similar things. It was definitely fun, and it makes Mario Party Jamboree even better, but I don’t know how much I’d feel compelled to play the new modes long-term.

Updated Switch games look better — for a price

I played a handful of games optimized for the Switch 2, which will be sold in Switch 2 Editions at a higher price or existing game owners can buy a digital upgrade. The upgrades can come for free in some cases if you have the Nintendo Switch Online Plus membership, while others will cost you extra, regardless.

Zelda: Breath of the Wild and Tears of the Kingdom, the Switch’s two epic Zeldas, both have Switch 2 upgrades I briefly played. For sure, they look better, with better frame rates. I’d prefer to play them this way, but the difference wasn’t massive. The Switch 2 versions also gain compatibility with a new phone app companion called Zelda Notes that we didn’t get to demo. 

Kirby and the Forgotten Land has a new story mode and better-looking graphics on Switch 2. I had fun playing a bit of the new storyline, which involved a lot of freezing-up landscapes. Is it worth the upgrade price? Maybe, since it also has some DLC extras.

GameCube Mode… activated!

Nintendo is adding another bonus to the Switch 2 equation with a Nintendo GameCube virtual console library. It’s part of the Switch Online Plus Expansion Pack subscription, but Switch owners cannot play those GameCube games.

There are only a few GameCube games expected at the Switch 2 launch, but I gave a few a quick play to remind myself of when I played them back in my own GameCube days: Wind Waker and F-Zero GX. Wind Waker is a classic Zelda, and I loved F-Zero GX, which was co-developed by Sega. It still feels ridiculously fast. Nintendo’s selling a GameCube wireless controller, which I also tried out. The buttons and sticks feel just like they used to.

Ports of new third-party games: Are they good enough?

Part of the Switch 2’s appeal to other non-Nintendo gamers is its ability to play games that PC, Xbox and PlayStation folks could play but Switch owners couldn’t. Elden Ring, Madden, Cyberpunk 2077 and Split Fiction are some of the biggest newcomers. The performance, from my quick early plays, was a mixed bag. Split Fiction is a hit co-op game that debuted earlier this year, and I love it on the Switch, but the split-screen gameplay I tried had less than stellar frame rates and graphics quality. It was fun, but didn’t look beautiful. 

Cyberpunk 2077 shows off sprawling cityscapes, but again, on a big TV, it was clearly not as good as what you could get from a PS5 or Xbox. Madden and Elden Ring weren’t there.

I know what playing games like these feels like on handhelds, though. The Steam Deck already has Elden Ring, Split Fiction and Cyberpunk 2077 support. The Switch 2 looks like a strong competitor to the Steam Deck and current Windows gaming handhelds for a wave of third-party games that’ll finally play decently. Still, I’m not sure how much it’ll convince Steam Deck owners or Windows handheld owners since the whole appeal of those systems is they’ll play PC games you already own.

It shows some promise for the Switch 2 being a step up for playing current-gen games, but Nintendo didn’t share any details on how powerful the Nvidia processor onboard is. It’s capable of ray tracing and can upscale game graphics, but what are the limits?

Verdict for now: The best Switch, but not yet a necessary one

I wanted more from the Switch 2. More surprises, more wow factor. That being said, it looks like easily the best Switch upgrade since 2017. And yet why do I feel like it’s not a must-buy yet? Because the games, as fun as they were, weren’t doing anything totally new. Because Nintendo raised prices for a lot of things, including more expensive games, Switch 2 Edition modes and even that tutorial game. And because, well, the world’s not in a great economic place right now.

I still want one and want to play Nintendo’s new games, though. Nintendo brings joy and unique experiences. In 2025, it’s the biggest thing gaming has. And the improved Steam Deck-ishness of this Switch 2 is slotting right into my recent handheld gaming habits. I can’t wait to try more when it arrives June 5.

Technologies

Verizon Outage Caused by Software Issue, but Details Are Still Elusive

We’re still piecing together what caused Verizon’s extended service blackout, but network experts point to possibilities based on how it transpired.

After Verizon suffered a widespread, all-day outage this week that affected potentially 2 million customers, the cause still remains elusive. The company is offering a $20 credit to impacted customers, which appears to be trickling out via text message and in the myVerizon app.

Verizon hasn’t responded to a request for clarity about what happened. It did say that the problem was a «software issue» and that there was no indication of a «cybersecurity issue» in a statement to Mashable Thursday morning.

The loss in service was unique for its longevity. Unlike previous cellular outages, this one wasn’t region-specific and affected users across the US. When natural disasters take down cellular towers or hardware failures happen, the effects are felt in specific cities or areas. We saw reports (and CNET staffers chimed in) of service being down in New York, New Jersey, Florida, Hawaii, California and other spots.

Until Verizon shares more information, we can piece together some possibilities.

Analyst Roger Entner of Recon Analytics, a telecommunications research firm, suspects that a feature update went awry, based on how devices were affected. «It looks like their 5G SA (Standalone) core went down during a minor feature change,» he wrote to CNET.

Entner noted that the outage was limited to new high-end devices in selected markets where Verizon’s 5G SA core is deployed, which is why the outage wasn’t felt everywhere. The term 5G SA core refers to a network that uses only 5G technology and doesn’t rely on older 4G LTE infrastructure.

Entner also suggested the outage’s timing was unusual. «When carriers do massive upgrades, they do that between 2 a.m. and 4 a.m. in the morning,» he said, suggesting that it could be due to an input error or automatic failure. «A noon start for the crash indicates ‘fat fingers’ for a smaller change that cascaded through the system.»

Lee W. McKnight, an Associate Professor at Syracuse University’s School of Information Studies, believes the problem originated with a failed update to a Virtual Network Function (VNF), leading to «data overflows/cascading failures of other VNFs that were collateral damage from the first failure,» he wrote in an email exchange.

That also explains, McKnight theorizes, why many customers reported that their service resumed temporarily, only to fail again. «Like an engine stalling out, if all Verizon VNFs are not in sync [or] well orchestrated, the network is off-key,» he said.

A VNF is a virtualized service running on cloud platforms, versus on dedicated hardware. For this reason, McKnight’s proposed solution moving forward is that the big carriers need to provide more paid training for its technical staff «in what they are now: cloud software engineers,» he said.

Although we can’t confirm a specific cause for this outage, many Reddit commenters (some who claim to have worked at Verizon) lay some of the blame on Verizon’s recent layoffs that removed roughly 13,000 employees, many of them highly technical engineers with years of experience. Some discussions online speculate on what are frequent causes for network outages, like infrastructure damage, technical glitches or server failures, among others. 

This is a developing story. Follow all of CNET’s Verizon news for more about the network outage.

Continue Reading

Technologies

Motorola’s Moto Watch Is Officially Here With Polar-Level Fitness Cred

The $150 Moto Watch is built for work and workouts alike, and will be available for preorder starting January 22.

Motorola is adding more muscle to its smartwatch lineup. Unveiled at CES 2026, the $150 Moto Watch combines a polished design with Polar-backed health tracking, bringing the insights of a sports watch to to a smartwatch that looks just as much at home in the gym as it does at the office.

Instead of going all-in on a rugged sports-watch look, the Moto Watch is designed to feel like a jack of all trades, with advanced features like dual-band GPS and a battery life that lasts over a week, putting other flagships to shame.

But the Moto Watch isn’t exactly trying to go head to head with Android smartwatches either.  Like recent Motorola watches, the Moto Watch doesn’t run Google’s Wear OS. Instead it relies on Motorola’s own software, with support limited to Android phones. That puts it closer in spirit to brands like Amazfit or Withings, carving out its own lane between fitness-focused wearables and full-fledged smartwatches.

The Polar partnership brings health clout 

One of the biggest curveballs to come from the announcement is Motorola’s partnership with Polar, a veteran in the fitness world. Polar is known for its highly accurate heart-rate chest straps used by professional and serious athletes, as well as dedicated sports watches that compete more directly with Garmin than mainstream smartwatches.

By teaming up with Polar, Motorola is making it clear that it’s serious about health tracking and the partnership instantly brings credibility and expertise from a trusted name in the space. Motorola says the watch supports more nuanced fitness insights such as heart-rate variability, sleep stages and recovery. It’ll also support dual-frequency GPS for more accurate location tracking, a feature typically reserved for dedicated sport watches or higher-end models like the Apple Watch Ultra 3, the Pixel Watch 4 and newer Galaxy Watches.

Easy on the eyes, heavy on the battery life 

The Moto Watch looks like a blend of rugged sportwatch and polished analogue, and that’s no accident. Motorola designed it to be sleek yet tough, built to transition seamlessly from sweaty gym sessions to formal evening wear.

It has an aluminum frame, stainless steel crown and a 47mm (1.43-inch) round OLED display covered in Corning’s Gorilla Glass 3. The watchbands are meant to be interchangeable, with a stainless steel, silicone and leather-like options. It’s also compatible with third-party watchbands. The watch has an IP68 rating for water and dust resistance, which means it can be submerged under a meter of water for 30 minutes.

Battery life is another major selling point for Motorola. The company says the Moto Watch can last up to 13 days on a charge in raise-to-wake mode, or up to seven days with the always-on display enabled. If those claims hold up, the Moto Watch would leave most Android smartwatches from Samsung and Google trailing behind with their typical two-day battery life. Motorola also says the Moto Watch supports fast charging, adding roughly a day’s worth of charge in just 5 minutes.

Part of a broader Motorola ecosystem

Rather than positioning the Moto Watch as a standalone product, Motorola repeatedly framed it as part of its expanding Moto Things ecosystem. The watch integrates with Smart Connect, Motorola’s app for managing experiences across phones, tablets, and accessories.

Motorola also teased future alignment with its upcoming Qira AI platform, designed to work across Lenovo PCs, Motorola phones, tablets, and wearables. While there was no mention of any watch-specific AI features, Motorola says future updates could allow notifications, reminders and tasks to flow more seamlessly between devices.

Too soon to reach a verdict

Time will tell how the Moto Watch holds up in real-world testing. The watch will be available for preorders starting January 22 through Motorola’s website, and will officially go on sale on January 28.

For now, the Moto Watch offers a glimpse of Motorola’s vision for wearables, aiming to build an ecosystem of products that work seamlessly together. It’s not trying to pick up where it left off with its Moto 360 smartwatch (discontinued in 2019), but rather carve out a new lifestyle-focused niche backed by credible fitness tracking and long battery life.

For more announcements and first looks ahead of CES 2026, check out CNET’s full CES coverage.

Continue Reading

Technologies

Your Bluetooth Audio Devices Could Be at Risk of Hijacking, Researchers Say

Google says it has addressed security vulnerabilities that could affect Bluetooth products, but researchers contend that issues persist.

Researchers working at KU Leuven University in Belgium are warning people who use Bluetooth audio products that their devices may be at risk due to vulnerabilities in Google’s Fast Pair technology, a feature that makes it quicker and easier to connect Bluetooth devices.

Google says it has addressed issues that could allow hackers to hijack audio devices and track their location. But the researchers say the vulnerabilities, which it collectively refers to as WhisperPair, still affect products from device makers including Sony, Harman and Google itself. In their tests, the researchers found these products could be hacked from as far as about 46 feet away.

A Google representative told CNET that it has updated the software for some of its own audio products, including its Pixel Buds Pro, and that some of the vulnerabilities stemmed from other companies not properly following Fast Pair specifications. Google said it had informed companies about this in September.


Don’t miss any of our unbiased tech content and lab-based reviews. Add CNET as a preferred Google source.


«We appreciate collaborating with security researchers through our Vulnerability Rewards Program, which helps keep our users safe. We worked with these researchers to fix these vulnerabilities, and we have not seen evidence of any exploitation outside of this report’s lab setting,» Google said in a statement provided to CNET. «As a best security practice, we recommend users check their headphones for the latest firmware updates. We are constantly evaluating and enhancing Fast Pair and Find Hub security.»

In response to specific concerns about device tracking, Google added, «We rolled out a fix on our end to prevent Find Hub network provisioning in this scenario, which completely addresses the potential location tracking issue across all devices.»

Google has issued two security updates this month, one for Wear OS and one for Google Pixel devices. Each contains information about the company’s security patches.

The WhisperPair research group said it’s working on an academic paper detailing its findings. On its website, the researcher group said, «Our findings show how a small usability ‘add-on’ can introduce large-scale security and privacy risks for hundreds of millions of users.»

The research group released a YouTube video discussing problems with Fast Pair, a Google technology introduced in 2017 that connects Bluetooth devices with one tap across Android and Chrome OS.

The group said that it worked with Google after reporting its findings and was awarded a $15,000 bounty. The researchers said they agreed to a 150-day disclosure window in which Google would release security patches. However, the website points out that users of Bluetooth devices like earbuds may not be aware of security updates that could protect them.

The website includes a page where users can look up which audio products are vulnerable, with details on how to get them updated. Google doesn’t have detailed information about these vulnerabilities on its Fast Pair Known Issues page.

Continue Reading

Trending

Copyright © Verum World Media