Introduction
It’s there in the name. Or rather, the number. Meet Nintendo’s first proper console sequel. The Switch 2 both looks and feels like one: the iterative design and familiar feature set very much like an upgrade of what came before, rather than an entirely new generation. But taken as a whole, it finally feels like the dream Nintendo console I always wanted.
My four hours of trying out the new console in its various configurations at London’s ExCel Centre showed that while Nintendo might now be spouting similar buzzwords to Sony and Microsoft like 4K, HDR and variable refresh rate, the firm hasn’t lost an ounce of charm or its sense of fun in the process.
Despite launching against a sea of PC gaming handhelds and only partly closing the power gap to current-gen console rivals, the Switch 2 is shaping up to be everything we expect from the house of Mario – and has an arguably stronger launch line-up than the original hybrid handheld.
Lean and keen machine
The Switch 2 doesn’t stray far from the original model. It’s essentially still a tablet console that can be played in handheld mode by attaching a Joy-Con controller on either side; played in tabletop mode using a built-in kickstand; or played on a TV by placing it in a dock. Same old, you might say, but it’s a combination none of the so-called Switch competitors, like the Steam Deck or Asus ROG Ally, replicate out of the box.
While the event setup meant every Switch 2 dock was displayed in a glass case and kept away from scrutiny, I did get hands-on with the handheld itself. The upgrade between the two generations of Switch is subtle but significant, being in all senses a sleeker, refined, and more complete machine. It’s miraculously still as thin as the first Switch, making PC-based rivals feel laughably chonky.
The Joy-Con 2 controllers effortlessly snap into the sides with sturdy magnets now, rather than slotted into railings like its predecessor. When used as single controllers, the SL and SR shoulder buttons are a decent size that the wrist straps don’t have to compensate for. A freely adjustable stand covers the whole width of the device, similar to the Switch OLED, but with a U-shaped design that uses less material.
You could argue the Switch 2’s screen is a step back from its predecessor’s mid-life update, but having seen it in person, I feel the upgrades more than balance things out. This LCD display is a huge leap from the original Switch, with a larger 7.9in panel, slimmer bezels, sharper 1080p resolution, and smooth 120Hz refresh rate. HDR10 support brings brighter highlights and more impactful colour – something Nintendo’s first-party titles have never been short on. Mario Kart World, Donkey Kong Bananza and the Switch 2 Editions of Zelda‘s open-world masterpieces were impressively vibrant.
I would even argue the screen made handheld mode a better showcase for the new console, given the TVs used at the Switch 2 Experience didn’t seem to actually be 4K displays. A staff member informed me this was why Metroid Prime 4 was running in performance mode in 1080p and 120 FPS.
All handheld units incidentally also made use of having their USB-C cables plugged in at the new extra port on the top of the device, which also made them less awkward to hold.
Mouse magic

While all the above make for an upgrade to a familiar console, the quiet game-changer for me was the feature I was initially most sceptical of. An optical sensor inside each Joy-Con lets it function as a mouse just by turning it on its side, on any surface. At the event that included some conveniently-placed tables with large mouse mats, but could just as well be your knee, or more likely your living room sofa’s armrest.
Until now no console has ever shipped with a mouse in the box. It effectively opens up a world of previously PC-bound game genres, so you can precisely move the cursor in strategy games like Civilization 7 or aim in shooters with way more speed and precision than a controller. This also finally solves my predicament with PC gaming, where my precision with a mouse is undermined by having to move with the awkward layout of a keyboard. What really bowled me over even more was just how magically seamless you can swap between mouse or standard controls simply by how you hold the Joy-Con 2.
In its typical fashion, Nintendo is also going to lengths to make this more than just a mouse. With a sensor in each Joy-Con 2, the unheard-of idea of dual mice allows for new ways of playing. In wheelchair basketball team-based game Drag x Drive,you’re sliding the Joy-Con 2 along the surface like using your hands to move a wheelchair.
The new controllers don’t exactly have an ergonomic shape, so my one concern (as someone who uses an ergonomic mouse) is that long-term play might result in wrist ache, much in the way that prolonged Switch 1 session in handheld mode gave me hand cramps. Indeed, after the day’s of sliding them around in a few demos, my wrists did feel like they’d been through a bit of a workout.
There’s no confirmation of whether the Switch 2 would support third-party mice via the USB-C port, though that would also mean losing the seamless switch between control modes offered by the Joy-Con 2.
Lingering buttons
Many demo stations also had the new Pro 2 controller, which largely feels identical to the previous one. The headphone port is a useful addition, as are the two new GL and GR back paddles that can be programmed to be any of the other existing inputs. The new C button feels awkwardly placed between the d-pad and right analog stick.
Given how prominent the GameChat feature has been in Nintendo’s messaging, and which I think may also be quietly groundbreaking in its own way, it does feel weird that the C button couldn’t be used during the hands-on in any capacity – well, apart from pressing it just out of curiosity only for nothing to happen. Obviously, it’s tricky to demo an online feature at an in-person event, all the more so on a busy show floor, though arguably that would have made for an interesting test case for the console’s noise-cancelling microphone.
The new Joy-Con 2 charging grip also includes the GL and GR buttons, which are positioned on the back of the controller grips where my middle fingers were resting on. They weren’t customisable during the event, though Nintendo reckons you’ll be able to assign one to the capture button – good news for what’s already a world-beating way for instantly capturing game screenshots.
My personal bugbear is that Nintendo has again decided not to embrace analogue triggers like other modern platforms. That feels more egregious given the Switch 2 will also be exclusively getting classic games from GameCube, which of course has a controller with analogue shoulder buttons.
Games
With a sizeable amount of games on show at the Switch 2 Experience, there was a limit to what I could play during my 4 hours, but these were some of the highlights:
Mario Kart World: Given Mario Kart 8 Deluxe shipped more than 67 million copies in the Switch 1’s lifetime, this follow-up feels like the ideal launch title. It made a perfect introduction to the Switch 2 as we all walked into the Experience show floor to some very enthusiastic applauding Nintendo event staff. At first glance it might not look too different from its predecessor but the more detailed animations and even more varied outfits (some which occur after picking up snacks during a race) say otherwise.
This is very much a bigger Mario Kart, not just due to the increased player count of up to 24 racers, which can only spell more chaos, but tracks that connect via a Forza Horizon-esque open world that put the hardware’s new faster memory through its paces. While waiting for a race to begin, I could even drive around the track with free-roaming, and whereas falling off a track would usually mean getting fished back up by Lakitu, I just continued falling and discovered more areas to explore further down.
The real highlight however comes from the new battle royale-style knock out races as the player pool slowly whittles down after each lap as you race across multiple linear tracks until there can only be one winner at the end. It makes the desperate scramble for item boxes all the more important. And in classic Mario Kart fashion, it is so easy to go from 1st place to behind the rest of the pack.
Donkey Kong Bananza: As Nintendo’s first internally developed Donkey Kong game since offbeat bongo-based GameCube platformer Jungle Beat, Bananza jettisons the hardcore platforming antics of Donkey Kong Country to refreshingly lean on another side of the iconic ape we don’t see enough of: his brawny ability to just smash things up.
Yes, there’s 3D platforming here too but this is no mere follow-up to DK64. Instead, you’re primarily using your fists to destroy the terrain around you in real-time, with dedicated buttons for smashing forward, above and below you, literally carving your own path. Even from this early demo, it felt like I was uncovering loads of secrets, with different combat challenges that also make use of DK’s ability to pick up, gyro-aim and chuck objects at enemies, and finding the prized golden bananas, seemingly the equivalent of Super Mario Odyssey‘s moons.
Fun and smashy but also technically gob-smacking in how the camera allows you not to get lost in the rubble, while you can also bring up a 3D map that is terraforming in real-time based on what you’ve destroyed.
Metroid Prime 4 Beyond: Although this will be a cross-gen release, the Switch 2 edition is primarily a great way to try the Joy-Con 2’s mouse functionality. The beauty of the Prime series was always that you could just target-lock enemies but aiming with the mouse controls definitely provides greater accuracy. It’s even better to get a comparison, given that you can seamlessly switch between aiming with the right stick, with gyro-aiming when holding down LZ or just placing the Joy-Con 2 on its side.
The demo makes for a good reintroduction to the iconic bounty hunter as she battles more space pirates, engages in a pretty cool boss fight that does demand precise aiming of its weak points, and stops just before teasing of the new psychic powers that Samus will gain in this much anticipated sequel.
Nintendo Switch 2 Welcome Tour: A sort of 3D interactable walking museum tour of the Switch 2 exploring its many features, this has all the quality of a corporate induction video, not helped by Nintendo’s miserly decision to charge for it rather than just include it with the console.
It’s not without some charming touches though, such as how your tiny avatar traverses the console’s display like it’s ice-skating, while there are a host of minigames and tech demos that give interesting insights into how many of its features actually work. Besides some more creative uses of mouse controls and the even stronger HD rumble, the most interesting minigame was probably the one that will finally expose those who claim they can tell the difference between 60 and 120 FPS.
Drag x Drive: While it lacks the colourful personality of Arms, which made effective use of Switch 1’s dual motion controls, this wheelchair basketball game nonetheless takes a novel approach to the dual mice functionality and seamless control switch by having you move and steer your wheelchair player by sliding the Joy-Con 2 along a table (or your legs!) while lifting them up to shoot the ball into the net.
It’s an intriguing idea that felt tricky to master as I found myself slipping around with the controls, often spinning out when trying to accelerate or make a quick turn to tackle another player. I’m however not confident on its staying power given the rather uninspiring aesthetics, though perhaps a budget digital release might give it a… shot?
Zelda: Breath of the Wild: Switch 2 Edition: While there were a few Switch 2 edition remasters on the show floor, I made the shrewd choice to just experience the first Zelda game to revolutionise the long-running series.
Checking out the initial opening sequence and then loading up a couple other save files just to roam around Hyrule, this is the way it was always meant to be in crisp HD (up to 4K) and buttery smooth 60 FPS . The HDR lighting makes daytime in Hyrule’s fields come alive even more. And while the Switch 2 doesn’t have an SSD, it’s still impressive how comparatively quick it is to fast travel now. I only read one hint on the loading screen as opposed to about three or four like before.
Cyberpunk 2077: Ultimate Edition: Whereas developers went through what felt like wizardry to get ‘impossible’ ports onto Switch 1, it’s ironic that seeing the Switch 2 running current-gen games feels almost unremarkable. But just knowing it has the hardware capabilities to run most modern games without making huge compromises will nonetheless be comforting for third party publishers, whose support is a lot stronger for the Switch 2’s launch window compared to Switch 1’s.
With that in mind, it’s pleasantly surprising to see Cyberpunk 2077 running decently in handheld mode, and even offering two graphics options on the device, quality and performance. From my experience, the latter definitely doesn’t hit 60 FPS but the handheld’s variable refresh rate means it can still hit a stable 40 FPS. Even with disclaimer text displayed warning this is still a work-in-progress, walking around Night City, interacting with its locals, soaking up the neon lights is still an irresistible vibe.
Nintendo Switch 2 initial verdict
While arguably Nintendo’s most expensive console to date, the Switch 2 feels like a premium upgrade to its predecessor, from features like built-in mouse controls and a 1080p, 120Hz, HDR screen, to beefier hardware that can competently run current-gen games while significantly sprucing up its back catalogue.
There’s still long-term questions over whether this larger form factor will be comfortable, battery life in handheld mode, as well as the big GameChat feature that couldn’t be tested at the live event. But with a first-party line-up balancing between new, crowd-pleasing, and experimental, in tandem with a shedload of third-party support, the Switch 2 is in good shape to build the hype momentum from its summer launch to the holidays.
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