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The Nintendo Switch 2 Experience London

  • Writer: Elliott Beverley
    Elliott Beverley
  • 4 days ago
  • 19 min read
Is the Nintendo Switch 2 enormous, or am I just tiny? You decide.
Is the Nintendo Switch 2 enormous, or am I just tiny? You decide.

I was lucky enough to be selected (along with my lovely fellow Nintendo Online Family Members) to attend Nintendo's Switch 2 Experience event in London at the ExCel Centre yesterday. Nintendo had held a similar event the week prior in New York, and I believe they are headed to Paris next week, as part of their big Switch 2 pre-release marketing. These are my impressions from the experience, frantically jotted down while the event is still fresh in my mind. I believe I've kept a fairly close eye on announcements, news and specs, so I believe all of my rambling to be correct, but do not take it as gospel.


Overall Thoughts on the Event

The bulk of what I have to say will be reflections on the games I got to play, but I just wanted to note that I had an absolute blast, and that the entire event was very well-run. There were literally hundreds of staff around to help players feel welcomed, and every single Switch 2 system was manned so that players could receive guidance, help with controls or just chat with staff while they played. It's clear that not all of the staff at the event were experts by any means, but I had a good few chats with members of staff who were clearly Nintendo fans. We had complete free reign to play whatever we liked, and due to the staggered entry times for players, the venue never felt overly crowded. I never waited more than around 15 minutes to play a game, so I ended up getting to play everything I wanted in the four hours of game time that we were given. Those four hours absolutely breezed by, and we had time to play with a number of different controllers, see the system up close, try it both handheld and docked, and freely take photos and videos as we went. It was a very professionally-run event with no hiccups or issues, and we even got free goodie bags at the end with some nice Switch 2 swag. Props to everyone who helped pull the event together - gaming events in the UK are becoming increasingly sparse and barebones in the modern era, so it was really great to be able to attend a somewhat exclusive event and play a handful of unreleased games on a console that isn't even out yet for almost two months.


Initial Thoughts on Hardware


Different games had different setups and different controllers, but I think I got to use all of the available controllers, and to see the system in action in both docked mode connected up to a TV, and handheld. I will say that my first impressions with the Switch 2 were that it looked and felt physically very similar to the original Switch, moreso than any other Nintendo system has previously. This is the first time Nintendo has used the "2" moniker as part of their naming convention for a console, and this has led people to, rightly so, seek out justification as to what the Switch 2 offers over its predecessor. The system is the same width as the original, but has a considerably larger screen, sitting at 7.9 inches, much larger than the 6.2" screen of the original Switch, and even larger than the 7.0" screen of the more recent OLED model. More impressive, though, is the improvements made to the resolution and display. The screen resolution is now a hefty 1080p, and the screen uses HDR to display much more vibrant colours and contrast. I was immediately wowed when I saw the handheld display in action across a number of the games I tried, and I noticed a marked improvement in brightness too. I'm someone who plays almost exclusively docked mode for my Switch, but with this noticeable improvement to the handheld experience, this may well be changing!


Another thing to note about holding the system for handheld play is that it felt a little heavier and perhaps more deluxe. One of the critiques of the original console was that the JoyCons in particular felt of a lower build quality than Nintendo's usual controllers. I think the new ones (creatively named JoyCon 2s) do feel better than the originals, being slightly larger, slightly more rounded and with larger buttons and a more substantial control stick. I didn't play in handheld mode for long, but the new and improved JoyCons when attached to the device did feel a little more comfortable. They also have a number of new features included in them, which I'll go into when I discuss the games. In terms of the other controllers though, the highlight was the new Pro Controller. Whilst it was not wildly dissimilar from the original Pro Controller in terms of design, it again felt slightly heavier and of a higher build quality, and was extremely comfortable in the hands, and was definitely my favourite way to play, especially for playing games docked.


Speaking of docked mode, the majority of games on show were hooked up to TVs. The Switch 2 can output in docked mode in 4K for some titles, but it appears that 1440p is the most widely-supported resolution for games in docked mode. Either way this is a step up from the original console, and it was definitely evident in the games I played. Frame rates are also a marked improvement, with pretty much everything I saw running at a smooth 60fps or higher. There is clearly a lot more power inside this new console, and it is evident from the way that the games both look and play.


OK, so now on with the games!


 


Mario Kart World

It's Mario's World, we're just racing in it. 🏁


Mario Kart World is Nintendo's big flagship launch game alongside the Switch 2, and they absolutely wanted us to know that at the event. Whilst all of the other games were entirely optional and up to the players' own personal choice, everyone who came to the event had to play at least a quick race of Mario Kart World. There were 96 booths set up for players to jump into the Grand Prix mode, and we were all applauded by dozens of folks donning red Nintendo T-shirts and lanyards as we lined up to race. This set the tone for the day - enthusiastically welcomed by Nintendo staff, and encouraged to play lots and lots of Mario Kart.


It's a good thing, then, that the game is excellent. It straddles the line between familiar and fresh, feeling easy enough to pick up and play if you've played much of Mario Kart 8 (or 7, which handles almost identically to 8), but feeling flashier, more frantic and much bigger. Races now contain a whopping 24 racers, double that of the previous game and four times that of the first few titles. This increased number of racers not only meant that there was a large roster of characters to choose from, but it has also clearly shaped the track design of World. Courses feel expansive, with generally wider layouts and plenty of opportunities for shortcuts or alternate avenues that meander off from the primary routes. They're packed with enemies, obstacles, traffic and lots of dynamic elements which make them feel alive - like they are part of a World. And, given the name of this game, I imagine that was no mere coincidence. I sadly didn't get to experience much of the free-roam elements of the game as we were limited to playing Grand Prix races in our initial demo of the game, and then later had an opportunity to play the new Knockout mode, but even in these game modes it was evident that the new tracks are simply a small part of a much larger expanse that is the titular World that we're racing in.


In terms of the character roster, there is an enormous initial selection for players to choose from. All manner of critters and enemies from the Mario universe are playable now, ranging from Goombas and Hammer Bros. to Moo Moo Cows and Sidesteppers (the crabs all the way back from the original Mario Bros. Arcade game!). In addition to these guys, there are a plethora of different costumes for classic characters, meaning that you could race as Mario but dressed as a cowboy, or Koopa in a cool baseball cap and shades, or King Boo in an exquisite lordly gown. It's my understanding that costumes can be unlocked through picking up food power-ups...for some reason(?), which will feature in various modes in the game.


Speaking of modes, I think the highlight for most people with Mario Kart World will be the new Knockout Mode. Unlike a standard Grand Prix where points are allocated based on grid rankings of individual races, Knockout mode strings an entire cup together and has you racing in a seamless marathon of several tracks together, with staggered checkpoints where you need to place 20th or higher, 16th or higher, 12th or higher etc. in order to continue racing. If you fall behind and fail to cross the line before the cut-off, you are eliminated. This results in an increasingly high-octane and desperate experience, as the number of remaining racers dwindles and the pressure increases. This feeling was added to by the fact that a chorus of very enthusiastic Nintendo staff were cheering on our races of 24 actual human players all racing against each other. Staff would crowd around the final four players in each Knockout mode run, clapping and hollering as players would desperately hurl shells and bananas at each other and race for victory. Sadly, I got absolutely annihilated in both of my attempts at this mode, and helplessly watched from the sidelines as my friends Ben and Anna both managed to score 1st place victories. Must be nice.


Overall, this game left a really strong impression on me. It's the first time Nintendo has gone for a Mario Kart game as a launch title, and it's clear that they have gone for much more than just another Mario Kart game in a world where Mario Kart 8 Deluxe, with its 96 playable courses, exists, and will also be playable on the Switch 2 from day one. This feels like a much-needed reinvigoration of the franchise that is bigger in every concievable way, and I can't wait to play more of it!


+ So much of the game felt genuinely innovative and fresh for the franchise

+ Visuals and performance were stunning, both docked and handheld

+ Incredibly frantic and intense 24-player races

+ Controlled very nicely and felt immediately familiar

- Got absolutely REKT during both of my attempts at the Knockout game mode

- Demo was too frantic and chaotic to enjoy much of the free roam element of the game


 

Metroid Prime 4: Beyond

Switch 2 Edition

Long-awaited return to a beloved franchise. 🚀


Metroid is one of my absolutely favourite Nintendo franchises, and the Prime series has always been an impressive first-person take on Samus's adventures across the galaxy, filling in that "hardcore", "mature" side of Nintendo's IPs. Prime 3 was the last new entry in this series, and that came out in 2007. This game has been in development for over 6 years, and until very recently we knew precious little about the game. Expectations were high for this, and although what I got to play was frustratingly short, I came away feeling very confident that this is going to deliver.


First of all, this is by far the most impressive game on the Switch 2 so far, both in the visuals and in the performance. The game looks stunning, boasting the same futuristic, sleek and stylish artstyle that the series has been known for previously, but with levels of detail and flourishes that would have been impossible on previous systems. In a distinctly un-Nintendo move, Nintendo themselves have gone into detail about the technical specifications of Metroid Prime 4's performance on Switch 2. The game can run at 4K in 60 fps, or at 1080p at 120fps. I am fairly sure that I got to play the game at 1080p in 120fps, as it felt unbelievably buttery smooth to play. I'm sure that the Switch 1 version of this game will look great too, but this felt like the definitive way to play it.


Secondly, the game had a serious and cinematic feel to it. I am fairly sure I was playing the very beginning of the game, and I was greeted by a short series of sceens of text providing context for the game, before launching straight into an action-packed cutscene depicting a space battle. Samus's ship bursts into the action, joining dozens of Federation soldiers who are under attack from Space Pirates. You're immediately thrust into the action, in an opening which feels much more action-packed and explosive than earlier entries into the series. This set the tone for the demo, which never really took its foot off the gas for the entire runtime. You shoot your way through several visually stunning setpieces with little time to catch your breath, fighting Space Pirates before facing down a boss battle which I think was a burly Space Pirate who had become infected with metroids. It was a whirlwind of a demo, but all of the expected bells and whistles of a Metroid Prime game were present. A beautiful and detailed HUD, the ability to scan items in your environment to unlock mechanisms and learn more about the world, flashy morph ball sections and engaging combat.


Interestingly, Nintendo seemed keen for players to try the demo out using the Switch 2's new Mouse Mode, where JoyCons can be placed on their sides and use an optical sensor to read player hand movements like a computer mouse. This was strange at first, but I soon picked it up and found it fairly intuitive and very responsive to play with. My only real gripe with the JoyCon Mouse Mode is that the form factor of a JoyCon is a lot slimmer than a traditional mouse, so you end up feeling discomfort in your hand after a few minutes of play. It's also obviously more well-suited to a desk to use, although we were advised that it could be played by resting the mouse on your lap. What was interesting though was that as soon as I took the controller off the desk and returned to playing using more traditional joypad controls, the game immediately recognised this and switched seamlessly between control schemes with no delay in gameplay or need to navigate through menus to switch controls. It's interesting to see mouse gameplay being attempted with a console - this could potentially open up avenues for first-person shooters, management and strategy games which are all at home on a PC - but I think for now I will likely be sticking with a joypad for the majority of my playthough. Maybe one day Nintendo will release an adapter for the JoyCon to address discomfort, or allow for USB/Bluetooth mouse support.


My only real gripe with this demo was that it was very short, and as we are clearly playing the game quite early on, I didn't get to play with any of the new abilities which have been teased, namely around Samus unlocking psychic abilities. But, what I saw assured me that Retro Studios have still got it, and I'm excited to see the game in full when it arrives...at some point this year, apparently!


+ Definitely the best-looking Switch 2 game on show

+ Definitely the best-performing Switch 2 game on show

+ It's Metroid Prime 4! I've waited 18 years for this game!

+ Mouse mode controls felt very responsive

- Extended Mouse Mode play would become uncomfortable

- The demo was criminally short, and focused on very early elements of the game


 

The Legend of Zelda: Tears of the Kingdom

Switch 2 Edition

A masterpiece perfected? ⚔️


Both Tears of the Kingdom and Breath of the Wild's "Switch 2 Editions" were on show, but the two are so similar that I felt seeing one of the two was enough. I'm more of a Tears fan, so this was what I went for.


Tears of the Kingdom is widely attributed by critics and fans as being a piece of technical wizardry, with developers in disbelief at the sheer amount of possibilities available in the game. A vast, seamless, open world with dozens of floating sky islands, a sprawling overworld map and an underground hellscape all connected in one unbroken playground with zero loading screens, all tied together with an impressive physics engine that allows for vast creativity and thinking outside of the box. All of this was achieved on the original Switch, but the Switch 2 somehow manages to make the game feel even more impressive. The Switch 2 Edition of the game boosts the resolution to 4K, ups the framerate to a buttery smooth 60fps consistently (yes, even in the infamous Korok Forest - although I wasn't able to check this specific area out myself unfortunately) and slashes load times when fast-travelling or loading saves. The entire experience just feels smoother, quicker and prettier. It's a game that I have already put 180 hours into, but the fact that this is a day one upgrade available for free to NSO Expansion Pass members has me seriously considering playing through the entire thing again.


I've seen that the Switch 2 Editions of the Zelda titles will be getting additional functionality through a function called "Zelda Notes" in the Nintendo Switch App, but I wasn't able to try this out for myself sadly.


+ An absolutely stunning game both handheld and docked

+ Perfomance was consistently buttery smooth and a joy to behold

+ Sparked my interest to replay this on new hardware as soon as Switch 2 is out!

+ The "Switch 2 Edition" upgrade is completely free for NSO Expansion Pass members, of which I am one!

- Didn't get to check out any infamous poor-performance areas of the game from Switch 1 to compare

- Wasn't able to try out the new features from the upcoming "Zelda Notes" app functionality


 

Kirby & the Forgotten Land + Star-Crossed World Switch 2 Edition

Kirby Sucks... And the game is great! 🌟


Similarly to the aformentioned Zelda titles, this was another Switch 2 Edition, meaning that it is an improved version of an existing title. Unlike Zelda though, this version contains brand-new content specific to the Switch 2, in addition to the improvements to performance and display. Kirby is famously a fairly "casual" experience, not providing too much challenge until its very final few levels, but I had a fun time with what I played here. It's pretty standard Kirby gameplay - simple platforming, fun copy abilities from Kirby inhaling foes, straightforward puzzles here and there, with collectables and co-op gameplay too. Once again it was a slick, smooth experience to play, and it looked vibrant and beautiful on the Switch 2. I was playing one of the new "Star-Crossed World" levels, which I was informed about by the very nice staff member at my station. My understanding is that the new Star-Crossed World content acts a bit like a New Game+, providing extra content to existing levels. I was playing through a normal level of the game and then activated one of these new sparkly shards, which proceeded to coat the environment in a glass-like crystal surface which created new platforms and a winding staircase that took me away from the level and into a new area. I'm not sure just how much new stuff there will be to see in this game, but it was a fun time and an example of how Switch games could be improved further beyond simply providing performance boosts.


+ Another solid improvement to resolution and frame rate thanks to the Switch 2

+ New content adds longevity and remixes to an already great game

+ The "Switch 2 Edition" upgrade is completely free for NSO online users, of which I am one!

- Much like the original release, most of the game will be too easy to truly fall in love with

- Unclear whether the new content is enough to justify the high price tag


 

Drag x Drive

Truly unique 3v3 Wheelchair Basketball. 🏀


This one was the game I was most intrigued, and pessimistic, about. It's a multiplayer 3v3 wheelchair basketball game which is controlled exclusively through the use of both JoyCons in Mouse Mode. You slide the controllers along a flat surface to simulate the motion of rolling the wheels of your character's wheelchair, and bring your hands up and make flicking motions to pass and shoot hoops. We were all given a tutorial to get to grips with the controls, before heading into an actual match against other players at the event. I have to say that I picked up the controls very quickly, and I could see that there was a lot of room for intricate micromovements which allowed for quite in-depth control of your character. The controls were responsive and intuitive once I got my head around how to move, and I actually had a lot of fun in the match we played. Our team won 12-4, and I scored all but one of our baskets. You're welcome, team.


My concerns with this game though are twofold. Firstly, the art style and overall visuals are pretty drab - this feels like a tech demo rather than a finished product. The setting and characters feel generic and uninspired, and very unlike the charming cast of characters seen in the likes of Arms, Splatoon or Smash Bros. I worry that this will mean the game struggles to find an identity and that players will soon forget it, which would be a shame as I think something quite novel is being toyed with here. I've never played a game with this control scheme before, and I think that should be commended. However, my second gripe is with the Mouse Mode, much like I mentioned with Metroid. Although the controls themselves are responsive and accurate, the form factor of a JoyCon on its side is simply not comfortable enough for extended play and I could imagine players getting hand cramps and arm aches after even a few consecutive games of Drag x Drive.


+ Genuinely innovative and unique controls and play style

+ Controls felt easy to pick up, but deep enough to require skill to master

+ The game was well-suited to an event environment for competitive 3v3 games

+ Ran consistently well with no input delay, lag or control input errors

- Very drab and uninspired art style to the game means this one may well not stick around for long

- Mouse mode seems unsuitable for long play sessions and most typical living room set ups


 

Nintendo Switch 2 Welcome Tour

Just a Tech Demo, or something more? 🎮


This was a weird one. Welcome Tour was revealed in Nintendo's Switch 2 Direct the other week, and I think I was amongst thousands of people who were sure that this would be a pack-in title, bundled in with the console itself, but Nintendo announced that it would be a paid download. It's essentially an interactive look under the hood of the Switch 2, providing players with a miniature diorama of the Switch 2 console to explore, which has been littered with miniature demos and minigames to showcase features of the system. What I played here was novel and fun, ranging from demos of the Mouse Mode and gyro controls, to quizzes about frame rates, and showcases of the built-in "HD Rumble 2", which made it feel like there was a rubber ball bouncing around inside my controller. It was pleasing and charming in Nintendo's unique way, but I'm not sure if there is enough here to warrant a purchase for most players. It was a perfect little demonstration to have on show at this event, but it's not really a game in the same way that everything else on this list is. If this is being charged at anything more than £10 on the eShop, I think people will not be happy at all.


+ Demos and minigames felt like they genuinely did showcase new Switch 2 elements

+ Some replayability with remixed demos, medals to unlock and high scores to beat

+ Fun quirky Nintendo charm made otherwise mundane tech stuff feel engaging

- Outrageous that this isn't a free pack-in title. If this costs more than £10 it will be a crime

- Limited demo time meant I didn't get to see or play much beyond what I was instructed to do by staff


 


Donkey Kong Bananza

Oooohh, Banana! 🍌


I think many Nintendo fans were expecting the reveal of a brand new 3D Mario game to kick off the Switch 2. It has been a long time since Super Mario Odyssey, and it has now been more than four years since the short-but-sweet Bowser's Fury. However, no Mario title was announced. In its place, Nintendo announced a brand new Donkey Kong game, a series which has not seen a new title in 11 years, and has not seen a new 3D entry in over 20 years. It's not been confirmed, but I suspect that this is being developed by the same studio that worked on Odyssey and Bowser's Fury; it certainly looks and feels akin to those games in terms of its DNA. The demo I got to play included two short sections - a level set inside a mine which was very early on in the game, and a more open-ended island area where you were able to explore more freely. The game seems to be focused around the strength of Donkey Kong, being a hulking big ape, which lets you destroy the environment around you by smashing through walls, digging holes and literally lifting the earth beneath your feet and using it as a projectile to uncover secrets, fight enemies and clear obstacles.


Something which has been getting a lot of attention is the new redesign of Donkey Kong himself which is reflected in the game (and in Mario Kart, too!). DK has been given a makeover and he now more closely resembles his appearance in the Super Mario Bros. movie, moving away from the old Rare design and going for a more old-school look and a much more expressive face. I quite like the design myself, and it felt fitting to the game's quite wacky and over-the-top style.


I enjoyed my time with Bananza, and it did feel like it did enough to set itself apart from Mario to justify its existence. I am hoping that the full game includes more challenging platforming and more creative abilities and uses for DK's destructive powers though, as I can see the environmental destruction element alone getting stale if there isn't much else to prop it up. This one is out in July, so very soon after the Switch 2 launch.


+ Really great to see DK back in 3D after 20+ years since his last outing

+ Gameplay style felt it had its own identity and wasn't just Mario with MONKE

+ New DK redesign feels expressive, outlandish and charming

+ Controls feel intuitive and responsive

- Demo felt like it was missing that "hook" to keep players engaged long-term

- Performance wasn't quite as slick and smooth as some other titles


 

Gamecube: Nintendo Classics

Wind Waker & F-Zero GX


Not too much to say about this one really, other than that I am excited to see what Gamecube games end up coming over to the Switch 2. The Gamecube is one of my favourite systems of all time, and there are a plethora of excellent Nintendo and third-party titles for the console, some of which are increasingly expensive and elusive these days. I only spent ten minutes or so playing Gamecube games, but I did get to play a few minutes of Wind Waker running on the Switch 2, and F-Zero GX, both played with the new Gamecube Switch 2 controller. It looked and felt like an authentic original Gamecube pad in every way, and both games looked and felt very playable on the system. It has also since been confirmed that original Gamecube controllers will still work with the system via the USB adapter, so that's great news. I think the improved resolution, as well as QoL features like save states, button remapping and online multiplayer that come with NSO will make a great number of Gamecube titles even better when they eventually drop.


+ Improved framerates bring mid-2000s games a little closer to modernity

+ Replica Gamecube controller felt authentic and high-quality

+ F-Zero looked and ran great and was good fun in four-player

+ Exciting list of upcoming GC titles already announced by Nintendo!

- Wind Waker coming to Switch 2 via the GC edition pretty much kills all hope of the HD port arriving....

- Experienced strange lag/slowdown during the character select screen in F-Zero GX


 

Note that I didn't get to play everything that was on show here. We had four hours of game time which, as I said, absolutely flew by, and I chose all of the games that I desperately wanted to play. Also on show at the event were Hades II, Civilisation VII, Cyberpunk 2077, Street Fighter 6, Mario Party Jamboree + Jamboree TV, Breath of the Wild Switch 2 Edition I would have liked to have seen Cyberpunk in action on the Switch 2, and I will almost certainly be playing Hades II when it releases on the Switch 2, but I was happy with what I got to try out.


All in all, I came away from the Switch 2 Experience with a smile on my face and a swag bag in hand. As I mentioned in the introduction, it feels like gaming events are becoming fewer and far between, and the ones that are still around feel increasingly watered down in 2025, so it was really nice to attend an event which very much seemed to buck that trend. I'm sure people would have gladly paid £20, £30 or more for an event like this, but I was very pleased indeed to have had the opportunity to get a hands-on preview of all of these titles and the new hardware for free! Roll on June 5th!


Here I am playing a round of Mario Kart World's Grand Prix mode with my new Nintendo chum
Here I am playing a round of Mario Kart World's Grand Prix mode with my new Nintendo chum
Swag bags!
Swag bags!

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Elliott Beverley 2023.

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