Splitgate 2 Review in Progress

The 2021 relaunch of Splitgate solidified that Valve-style portals and old-school arena shooters are two great tastes that taste great together. Splitgate 2 carries that same great melding of run-and-gun action and tactical trickery that helped the original plant its flag in the genre, so it’s starting from a good place. However, even though the addition of character classes and a wider range of weapons help bring Splitgate 2 through a new threshold of promise, some of the other shots it takes through the looking glass come back to bite it and have made me a bit less optimistic about the time I’ve spent with this free-to-play followup so far.

Visually, quite a bit has changed relative to the original. Gone is the muted, more industrial look of the battle venues, replaced by lots of vibrant colors and brighter lighting, making it look less distinctive and more like the many games trying to catch the eye of Fortnite players. In the trade up from the grubby metal walls to the cleaner, sleeker surfaces, Splitgate 2 is also absent of the more interesting features that made the original’s maps interesting and memorable. Features like deserts and trees that would be smack-dab in the middle of a map (like in one of my favorites, Oasis) are now relegated to background decorations, and every surface you’ll actually run and gun across feels samey across the 15 map options.

The returning map creator mode, now called The Lab, is powerful enough that it’s already filled with dozens and dozens of fan-made recreations of famous PvP maps from bigger games, alongside some more interesting and original user creations that serve as great side shows to the main action. But they are often too gimmicky to be considered good replacements for the developer-made maps as far as having consistent and competitive rounds of the standard modes (to the extent that’s possible considering there’s no ranked mode currently available). I had a pretty hard time getting strangers to queue for some of the wackier-looking options, often sitting in lobbies alone for long periods of time in hopes some other curious Splitgaters would stumble in. I was often disappointed.

Splitgate 2’s biggest win, though, is in gameplay tweaks that have a huge impact on pacing from match to match. The signature portals are still the X-factor, allowing you to create paths between two points on the map on the fly. They are the perfect tools for setting up ambushes, tricky getaways, and even manipulating physics to slingshot you across the map. I mostly use them here like I did in 2021, pulling off one-man flanks on jerks attempting to take my team’s objectives. This time, though, it only takes one button to create both ends of your personal wormhole when shot in succession, making them much more convenient to use. It comes at a slight cost, in that opening one of your portals on top of an enemy’s is the only way to close theirs, and that can force you to close off your own routes. But after logging 10 hours this week, I much prefer this minor drawback over the anti-portal grenades of yesteryear.

It only takes one button to create both ends of your portal, making them much more convenient to use.

Movement always felt smooth, quick, and controlled in Splitgate thanks to its fast (but not too fast) sprinting and the limited jetpacks. In Splitgate 2, both of these things combine with a new slide mechanic to make getting around the maps feel like I remember my best rounds of Titanfall. The jetpack seems more powerful, with more lift before cooldown than the original’s version. Being able to stay aloft for longer means firefights more often begin or end in the air, adding a level of dynamism that makes every skirmish a challenge at every angle.

The arsenal isn’t much different than the original, though, which is a shame because it’s not very imaginative. Most weapons have slick futuristic curves and color schemes but function exactly like the assault rifles, SMGs, and carbines you’ve wielded in other games, and I wasn’t motivated to do much exploration of the options or customization of loadout presets because of it. They really just make me want to sprint to grab power weapons, which spawn with some fanfare on neutral points during matches, as soon as possible. These returning super guns have gotten a couple of notable additions to their lineup, including my favorite: a pair of machine pistols that can be combined to form a longer machine gun when aiming down the sights. These are all awesome, game-changing weapons that are worth the effort to secure every time they’re available.

Mechanically, the biggest change to the way Splitgate 2 plays is the addition of three character classes, avatars of competing corporate entities who settle their differences in this futuristic sport of gun-toting portal slipping. Sabrask, Meridian, and Aeros all have their own unique active abilities, like Sabrask’s Smart Wall, which plops a one-way bullet shield that protects anyone standing behind it while being free to shoot through it at the enemy (much like non-portable version of Reinhardt’s shield in Overwatch). They each also have passive effects that they can grant their whole team simply by being present, incentivizing teams to have at least one of each in play. That means actives are more obviously impactful than the passives, largely because I’ve yet to play a game where every team involved wasn’t receiving boosted health regen from Meridian and faster ability and equipment recharges from Aeros and Sabrask, respectively. Is it really a “boost” if it’s basically the standard?

I think there’s an argument to be made that the choice to forgo class-based, hero shooter-y design was a keystone of the monument to the past’s simpler shooters that the original Splitgate was building. It meant every player started from the same base capabilities and had to earn every advantage during a match. I am sympathetic to this old-school Halo-style mentality, but I’ve come to prefer the diversity of these three new classes, which add just enough tactical expression to give old people like me a chance against fast-twitch no-scoping youth so long as I can out-think them.

It’s a bummer that these new modes rely on isolatingly large spaces.

Matches, regardless of which of the suite of returning modes you’re playing, are almost always more fun on smaller maps, which may not be as interesting as they were in Splitgate but at least are built to take the most advantage of portaling in a way that ensures you’re never too far from the action. Larger maps, like the ones found in the new three team, 24-player Onslaught game types that supersize Team Deathmatch and Hotzone, can feel almost lonely because you have to run a fair distance to find some other players exchanging fire before plotting your portal game. It’s a bummer then that all of these new modes rely on increasingly isolatingly large play spaces.

Across the board, it strikes me as odd that maps seem to deemphasize the advantage that using portals would have – so many objectives sit in places completely hidden from a portal wall, and it felt much more difficult to use portals for aggressive pushes. Fortunately for me, someone who mostly uses portals to set traps and for escapes, and I felt like Splitgate 2’s layouts firmly establish that my more passive approach is the right way to play. Firstly, thank you so much 1047 Games, but secondly, this means that offensive strikes on objectives, especially the ones you have to hunker down on like in Firecracker or Domination, happen with the kinds of jetpack assaults and high-energy flanks that you could do anywhere else. Even modes that require lots of movement or rotating objectives, like Splitball and Hotzone, don’t afford many more opportunities to use the feature in a way that couldn’t be done without it. The most damning realization of this came when I was playing one of the No Portals limited-time playlist maps and realizing my games didn’t feel all that different without them.

Finally, the big new marquee feature of Splitgate 2 is the battle royale mode, which at the time of this writing, I haven’t spent too much time with (hence why this review is still in progress). But from what I have played, it operates mostly as expected: many teams of four drop into a semi-random zone on the map and fight each other to be the last squad standing. The wrinkle it adds to the genre (besides portals) is that the greater map is made up of four smaller maps connected to one another by jump paths and tunnels. Splitgate 2’s version of the storm closing in around you is shutting down one of these regions, forcing all surviving squads toward each other in a shrinking set of rooms. These maps are styled as different environments – there’s a snowy zone and a lava zone, for instance – so it’s easy to communicate which one you’re talking about when planning with your team. I haven’t noticed if these zones have too many differences from one another outside of how they look, though. Does the lava burn you? Does the ice make you slide uncontrollably? I’ll report back when I wrap up this review next week.

Gulikit Claims To Be The First Third Party Supporting Wake-Up Functionality On Switch 2

Who knew it was a big thing?

We’re not sure how or when including old tech in your brand new controllers became something to be boasting about, especially when it’s Bluetooth technology that’s been around since the early noughties, but that’s where we’re at with the Switch 2’s wake-up function currently.

Now, we all know by now that it’s a bit of a pain that the original Switch Pro Controller, very surprisingly, doesn’t support the ability to wake up Nintendo’s new console, which is just daft, let’s be brutally honest. Nobody wants to fork out the price of a Pro 2 Controller just for this function (not in this economy!).

Read the full article on nintendolife.com

Amazon Is Having a MTG Sale on 2025 Booster Boxes and Bundles Today

Tons of Magic: The Gathering sealed products are on sale at Amazon right now. From commander decks and bundles to booster boxes and prerelease kits, if you’re a MTG player you should definitely check out this sale. Aetherdrift, one of the latest expansions from 2025, is one of the main focuses of the sale, but you can pick up some other sets like the Tarkir: Dragonstorm Jeskai Striker Commander deck.

Be sure to also check out our MTG Father’s Day gift guide for the best gifts and accessories for that special Magic player in your life.

Magic: The Gathering Sealed Product Is On Sale

Here’s how these products break down, like what’s included and how much they cost:

Aetherdrift Collector Booster Box $174.99 (42% off)

Booster boxes are the perfect way to start and bolster your collection. The contents of a single collector booster pack vary by set, but here you can find exclusive foils, Japan Showcase cards, or a special serialized card. The booster box comes with 12 packs each with 15 cards inside and two foil box toppers (special art foil cards).

Aetherdrift Bundle $29.99 (44% off)

Bundles are a more affordabale way to jumpstart your collection. These typically include nine booster packs, a promotional or alternate art card, 40 extra basic land cards (20 foil, 20 regular), and a spindown life counter die. You can also use this as a card storage box.

Aetherdrift Finish Line Bundle $62.50 (22% off)

Aetherdrift’s Finish Line bundle is similar to the regular bundle but is a bit more premium. It includes six booster packs, three extended art cards, two foil box toppers, 20 foil basic lands, and special spindown life counter die.

Aetherdrift Prerelease Kit $22.95 (23% off)

Prerelease kits are usually sold the week before a set’s wide release and contain a certain color or archetype that ties into the set’s mechanic. There are often leftover kits for you to purchase after a prerelease event which contains a spindown life counter die, six booster packs, a foil premium stamped card, and one special promo card.

Aetherdrift Commander Deck – Living Energy $28.99 (36% off)

Commander is easily the most popular casual format among both new and old players. Whenever a new set is released, commander decks (100 card single-copy format) are released alongside it. The Living Energy Commander deck is one of these, which includes the full 100-card deck, two foil borderless Commander creatures, and a deck box.

Magic: The Gathering – Final Fantasy Cards Are Also Available

The next main set will be the Final Fantasy collaboration. Easily one of the most popular Universe Beyond set, Final Fantasy is bringing newer players on in droves. This set releases in full June 27th. You can pick up a starter kit to learn the game, one of four commander decks, play booster boxes and bundles, or single booster packs. Good luck – these go out of stock fast.

Myles Obenza is a freelance writer for IGN. Follow him on Bluesky @mylesobenza.bsky.social.

Elden Ring Nightreign Players All Seem Terrified of the Bell Bearing Hunter — Here’s Why

There are many terrifying foes in Elden Ring Nightreign, from standard enemies all the way up to the imposing Nightlords. But one in particular seems to give many Nightfarers pause, or even cause them to turn and flee. It’s the Bell Bearing Hunter.

Now, if you’ve only started Elden Ring Nightreign, this could be confusing. The standard boss version of the Bell Bearing Hunter is someone you can potentially fight early on, at the conclusion of the first night while hunting the Nightlord Tricephalos. He’s also a returning fight from Elden Ring proper, so you’d assume returning players would have him figured out.

But in Elden Ring Nightreign, bosses can spawn both at night’s end and in the field, and pack more punch than they previously did in Elden Ring. And this version of Bell Bearing Hunter seems to be doing some real damage.

Players have been putting in hundreds upon hundreds of runs since Elden Ring Nightreign came out, and while there’s certainly been discussion over which bosses are the best or most difficult, the Bell Bearing Hunter comes up pretty often. Specifically, when he’s in the castle. As one post notes, he seems more powerful when he has a roof over his head? Maybe he got a good night’s rest.

Different variants can also cause problems, and the Bell Bearing Hunter can also sometimes appear in other locations, too. The boss is already fairly intimidating, with a sword that he can swing in close range or wield, seemingly telekinetically, at long ranges. But in the castle? He’s got some aura.

Not all hope is lost, though. One Redditor has discovered some new tech that most have probably never thought to try, that could thwart the Bell Bearing Hunter in his tracks. Or at least keep him walking in place long enough to wail on him. This user seems to have put the Bell Bearing Hunter into a permanent walk cycle by just, uh, walking at him and guarding. So taunting him into defeat, with some ranged help, might actually work?

We’ve got plenty of Nightreign tips and tricks to help you take down all the eight Nightlord Bosses, and if you’re wondering how to unlock the two locked Nightfarer Classes, check out How to Unlock the Revenant and How to Unlock the Duchess, plus How to Change Characters.

Eric is a freelance writer for IGN.

Same-date PC ports of PS5 games remain unlikely, as Sony talk up “thoughtful” multiplatform approach despite Xbox comparisons

PlayStation’s bigwigs are content to stick with their current approach to multiplatform releases for now, making it unlikely we’re going to see a sudden switch to day-and-date PC ports of Sony’s big single-player games anytime soon.

SlayPtation have been bringing their studios’ multiplayer and live-service games to PC at release for a while now, it making sense with the likes of Helldivers 2 and, er, Concord, to try and ensure the maximum potential player base possible right out of the gate. On the other hand, for single player stuff like God of War Ragnarok and Ghost of Tsushima they’ve been content to wait a year to bring over to the other video game boxes.

Read more

Video: Digital Foundry Delivers Its Cyberpunk 2077 Tech Review On Switch 2

A preem dream?

Digital Foundry has posted its tech review for Cyberpunk 2077: Ultimate Edition on the Switch 2, putting the game through its paces to see just how the main story and Phantom Liberty expansion hold up on Nintendo’s new console.

To start, DF notes that the inclusion of Phantom Liberty itself is pretty remarkable given that developer CD Projekt Red opted to skip PS4 and Xbox One, favouring the beefier hardware seen in current-gen systems. The fact that the Switch 2 is able to handle this at all is commendable, but it should be said that this is where the hardware struggles the most.

Read the full article on nintendolife.com

Fallout Shelter: Celebrate A Decade in The Vault, Together

The post Fallout Shelter: Celebrate A Decade in The Vault, Together appeared first on Xbox Wire.

Share of the Week: Stealth

Last week, we asked you to share stealthy moments from the game of your choice using #PSshare #PSBlog. Here are this week’s sneaky highlights:

call_me_xavii shares Aloy peeking through tall grass in Horizon Zero Dawn Remastered.

crimsonashtree shares Connor sneaking up on someone in Detroit Become Human.

BBSnakeCorn shares the Cairn protagonist sneakily swimming up to a frog.

Lny_Trpr_EE7 shares Ashley sneaking through the mansion in Resident Evil 4 Remake.

xenobitz shares Rover preparing a sneak attack from behind a boulder in Wuthering Waves.

_xFenrir shares Naoe sneaking past a guard in Assassin’s Creed Shadows.

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?

THEME: Swim
SUBMIT BY: 11:59 PM PT on June 18, 2025 

Next week, we’re diving in for a quick swim. Share moments swimming from the game of your choice using #PSshare #PSBlog for a chance to be featured.

Every Mario Kart Game, Ranked

If you know anything about gaming, you probably know the name ‘Mario Kart.’ Since 1992, the series has been a pillar of Nintendo’s output and a quintessential example of the company’s “easy to pick up, difficult to master” philosophy. The series has now become so popular that it’s arguably eclipsed the Mario platformers as the principal arena from which people know the red-capped Italian plumber.

The series began back on the SNES with Super Mario Kart, which introduced a formula that fans fawn over to this day. But while the core of that first game has remained intact over the years, many of the components have been completely reinvented with the series’ latest title, Mario Kart World for the Switch 2. With that new game now out in the wild, it’s a great time to look back on each game in the series to see how they iterate on the formula, how they reflect the state of Nintendo at the time of their release, and whether or not they hold up to this day. Here’s every Mario Kart game, ranked.

11. Mario Kart: Super Circuit

Despite being one of the handheld’s best-selling games, Super Circuit goes down as one of the least replayable Game Boy Advance titles. Considering the series had gone 3D five years earlier with Mario Kart 64, Super Circuit feels like a significant step backward. The character models and backgrounds have a bit more depth than what’s showcased in the original SNES Mario Kart game, but the courses themselves are tarnished by flat, ugly textures that fall short of the handsome results the GBA proved itself capable of elsewhere.

What Super Circuit did have going for it at the time was being the first handheld game in the series. Its bare-bones approach to character selection and game modes reflects its jump-in/jump-out philosophy, which trades expansiveness for approachability – something that came in clutch when an hour needed to be killed on a car ride. Super Circuit had its place back in 2001 and was never supposed to be in significant competition with the console versions, but that means there’s no real reason to return to it today.

10. Mario Kart Tour

It’s easy to discredit Mario Kart Tour for being a mobile game, but this micro version of the classic formula has genuine merits. Chief amongst them is the visual flare the game boasts, with some simply gorgeous course designs. Being so close to the screen allows you to fully appreciate the details on each unlockable kart, character, and race track, which makes even the slow 50cc races that bit more engaging.

Additionally, the return of character-specific items is very welcome and something fans had been wanting to see in the console games since the days of the GameCube. What Tour misses out on is the feel of the console Mario Kart games. Sliding your finger across the screen is nowhere near as satisfying as pressing physical buttons, even if Mario Kart is just pressing A, R and L most of the time.

9. Super Mario Kart

It’s hard not to appreciate what a winning formula 1992’s Super Mario Kart introduced. Over 33 years later, the core of the game remains intact. Grand Prix and Battle Mode aren’t in every subsequent Kart entry for the sake of tradition – they just never stopped being entertaining. The fact that this game not only launched the franchise but also an entire genre of games is nothing to be sniffed at.

However, most of the praise you can heap on Super Mario Kart is because of its legacy rather than its ability to hold up in the modern age. Looking back, it’s difficult to get over the simplistic graphics and lack of mechanical depth, even if you can appreciate how cutting edge it was at the time. Still, it provided a platform for one of the biggest brands in gaming, and who knows what Nintendo would look like today without it.

8. Mario Kart 64

The second game in the Mario Kart franchise feels instantly more dynamic than its predecessor. The 3D graphics allow for more interesting course design, shifting camera angles, and an enhanced sense of speed, especially thanks to the boost you can get from drifting. The extra detail in the character animation also goes a long way to immersing you in these races, which feel more like grand and intense sporting events than simple video game laps.

In the modern day, Mario Kart 64 suffers from issues similar to what Super Circuit and Super Mario Kart do; this same thing has simply been done better by subsequent games, and there aren’t enough unique qualities about this one to routinely go back to it (which is perhaps the key issue with a series that remains so faithful to its core – the new one with its minor improvements is so frequently the best). Still, MK 64’s transition to 3D and its capacity for 4-player co-op means it’s cemented in the hearts of many fans, and often nostalgia is worth more than technical progress.

7. Mario Kart 7

Coming in at number seven is — you guessed it — Mario Kart 7. While it may not hold up as a standout today, it did introduce elements that are now difficult to imagine the series without. Hang gliders feel so core to the flow of MK8, as does the ability to drive underwater and customise your kart, but those features all arrived on the 3DS first with Mario Kart 7. The underwater sequences, in particular, are a visual treat that really hammer home the generational gap between the DS and 3DS. Meanwhile, kart customisation adds a level of strategy to a series that revels in chaos, perhaps in response to the outrageous unpredictability of Mario Kart Wii.

However, going back to the game in a post-MK8 Deluxe world makes all these elements less impressive. When a handheld game with better graphics, many of the same gameplay mechanics, and 64 more courses is readily available, the reasons to play Mario Kart 7 in 2025 are few. It’s a vital part of any 3DS library, though, even if it does lose points for not having Waluigi in the game. What was Nintendo thinking??

6. Mario Kart Wii

Mario Kart Wii cemented this franchise as a household name. The Wii, of course, vastly expanded the gaming population and Mario Kart had one of the lowest barriers to entry, coming with the Wii Wheel to further accommodate the new motion-controlled gameplay. Though not the preferred way of driving in subsequent entries for a lot of players, there’s a reason why tilt controls are still an option in Mario Kart 8 Deluxe and MK World – so many players had their first Nintendo karting experience this way.

Mario Kart Wii has always stood out for being more loose and chaotic than other games in the series, gaining a reputation for rampant blue shells taking out players seconds away from finishing first. But MK Wii has other unique flavours; it includes the series’ first truly robust online play system, improving on MK DS’s slim first iteration, and adds bikes to the list of vehicles. The latter has less concrete impact than the former but does add to the iconic status of the game. It’s impossible to imagine Princess Peach using anything else now.

5. Mario Kart 8

Nintendo’s philosophy during the Wii U era was wrought with overwhelming tones of vanilla, and the company’s most successful franchise was a victim of it. Mario Kart transitioned to HD well, with MK8’s graphics being absolutely gorgeous, and the series’ core gameplay held intact, making for a game that you could never call bad.

But the original version of Mario Kart 8 is, dare we say it, dull. It is too safe. The best Mario Karts put a unique spin on the formula, but MK8’s introduction of anti-gravity is barely noticeable. Instead, the big hitters are the hang gliding and underwater sections, which means it all feels a bit too much like Mario Kart 7, but in HD.

Additionally, Battle Mode is stripped down to almost nothing, which robs gamers of a beloved way to play. All this meant that MK8 didn’t really have its own identity until the improved Deluxe version hit the Switch three years later in 2017. But that Deluxe package would be nothing without a truly solid foundation, and that’s what you get in Mario Kart 8.

4. Mario Kart DS

The Mario Kart formula has existed for 33 years, so any game that alters it in any significant way is going to stand out. Mario Kart DS may offer the classic Kart gameplay in Grand Prix Mode, but it experiments wildly in the unique and brilliant Mission Mode. These objective-based activities range from simple time trials to genuine boss battles, and each asks you to master a whole new set of skills beyond just flying through courses and understanding shortcuts. As a result, Mario Kart DS is more enduring than many of its peers as a purely single-player experience.

Mission Mode is just one of the things that helped Mario Kart DS achieve its iconic status, though. Its integration with DS Download Play introduced a social element unseen on a handheld prior, allowing multiple DS consoles to join a race using just one copy of the game. And in addition to introducing original courses like Waluigi Pinball and Peach Gardens, MK DS is the first in the series to feature retro tracks, an idea now at the core of what people look forward to with any new Mario Kart. It was a triumph back in 2005 and Mission Mode makes it a unique and highly replayable entry in the series to this day.

3. Mario Kart World

Despite being the newest entry on this list—like, it’s a week old—Mario Kart World successfully covers a lot of new terrain for a franchise that’s over thirty years old. First off, it is undeniably the best-looking game in the series and an immediate contender for the most graphically impressive game Nintendo has ever developed. Playing on handheld and taking in every detail of MK World’s vast, interconnected courses is a dream. It’s a magical experience when you’re driving along and can spot the outline of a familiar track out in the distance.

But it’s what World introduces mechanically that sees it rise so high on our list. The ability to drive on walls and grind on rails feel like what MK8’s anti-gravity should have been: new skills that take a lot of practice to be fully mastered. It’s something that you cannot say for new mechanics introduced in almost any previous entry. These skills add great texture to the new modes, such as Free Roam and Knockout Tour, which are great additions that will hopefully remain important cornerstones of future games. The last-one-standing Knockout Tour ramps up the chaos that we’ve always loved from Mario Kart games, while Free Roam’s open world adds a completely new exploration flavour to the series. There’s also some of MK DS’ Mission Mode to be found in the snackable (and often fiendishly difficult) P-Switch challenges. Throw in all the familiar modes we know and love, as well as an instant classic of a soundtrack, and you have one of the ultimate Mario Kart experiences.

2. Mario Kart: Double Dash!!

Mario Kart: Double Dash!! is packed full of personality in a way the majority of the games in the series are not. Having not one, but two exclamation marks in the title makes that clear. The principle feature of having two racers per kart is a stroke of genius, and it’s sort of unbelievable that it’s not been a mode in every Mario Kart since. The double driver system, and the unique items each driver is assigned, allows for so many new styles of play and strategy that prove far more interesting than customising the vehicle you’re using – for example, Mario’s special items provide a speed boost that helps balance out the heavier characters who have more destructive items unique to them. The imagery of it all is also so goofy and fun… maybe a little too much fun for Nintendo to have fully committed to it in the games since.

Even with different characters, Mario Kart gameplay can eventually feel a little too similar after several hours of play, and so having Bowser’s giant shells rampage across the tracks definitely helps with that. Mario Kart needs more risk takers and rule benders like Double Dash!! – let’s hope the formula-breaking Mario Kart World is a sign of things to come.

1. Mario Kart 8 Deluxe

Mario Kart 8 Deluxe showcases Nintendo’s ability to take a decent game and turn it into a cultural juggernaut. Fixing the original version’s anaemic Battle Mode and allowing players to hold an extra item were easy wins, but nobody could have expected just how much the game’s scope would increase. When launched alongside the Switch in 2017, there were fun additions to the character roster like King Boo, Bowser Jr. and the Inklings from Splatoon, but it was the Booster Course DLC that would really cement MK8 Deluxe’s superiority amongst other games in the series.

Now boasting 42 characters and an eye-watering 96 courses, MK8 Deluxe has become a fan favourite through sheer variety. If there was a course you loved from Mario Kart past, chances are it’s been given a new lease on life in HD. Not every course is a winner, and the mechanics don’t reinvent the wheel in any significant way (again, this is essentially a bigger and better MK7), but 68 million copies sold more than shows the fan appreciation for this brilliant iteration.

Ryan Gaur is a freelance writer who has worked with the likes of RollingStone, Empire, Polygon, IndieWire, Skwigly, CartoonBrew, OkayPlayer, Animation Mag and more.