Kirby Air Riders Is More Like Super Smash Bros. Than You Think

When I was 13, my dad let me drive his car for the first time. It wasn’t on city streets – just in a big, empty parking lot – but I will never forget that’s the day I learned that a car creeps forward even when the driver’s not pressing the gas. Sure, I was only going a few miles an hour, but as a terrified, inexperienced driver, my heart was pounding and I felt totally out of control. I hit the brakes like a kick drum, starting, stopping, starting, and stopping, until I finally got a handle on the machine. It was a steep learning curve; before then, the closest experiences I had to real-life driving were go karts and Mario Kart, and I naively thought my hundreds of laps of motion control steering on Coconut Mall would give me some idea of what to expect.

Strangely, I thought about this memory a lot just a few days ago during my first hands-on demo with Kirby Air Riders. There are certainly a number of similarities: your character moves forward automatically without pressing any buttons, I was going completely off the rails and heavily relying on the brakes until I got the hang of things, and – most notably – my Mario Kart skills didn’t transfer whatsoever. But surprisingly, it was my Smash Bros. muscles that I found flexing instead, with Air Riders feeling like a strange pseudo-sequel to Super Smash Bros. Ultimate in the same way that Donkey Kong Bananza gave the Super Mario Odyssey treatment to another franchise. Let me explain.

Ever since Mario Kart World and Kirby Air Riders were formally revealed for Switch 2 back in April, lots of us have wondered the same thing: “Why is Nintendo releasing two kart racers in the same year?” It’s a fair question, one that even Air Riders director – and the creator of Kirby himself – Masahiro Sakurai posed in his presentation last month, joking that it “basically is like Mario Kart,” and one that he even brought up when Nintendo asked him to make Air Riders years ago.

On the surface, it’s an obvious comparison. Mario Kart World and Kirby Air Riders both feature a large roster of characters racing through colorful courses on various karts/machines, as they weaponize a wide lineup of power-ups to try to take first place. It’s easy to see why onlookers (and even Sakurai himself) would question the choice to place both of these games in Switch 2’s first six months on the market. But once I got Air Riders in my hands, I realized that Mario Kart World and Air Riders really don’t play like each other at all, even in their respective racing modes.

I got to try out the same pair of race courses as our previewer Leanne Butkovic did late last month, first speeding through the starter track, Floria Fields, before taking on the more intense Waveflow Waters. I was immediately struck by how fast Air Riders is compared to the GameCube original, where the racing always felt a bit sluggish. It echoes the jump from Smash 64 to Smash Melee: Melee is faster, more competitive, and stacks a ton of new mechanics on top of the original, just as Air Riders does when compared to Air Ride.

The difference is that Melee came out two years after the first one, and Air Riders is arriving more than two decades after its original, and it’s honestly really cool to see Sakurai pick up right where he left off, creating an iterative sequel that builds upon and fixes issues of what came before as if no time has passed at all. When Air Riders was first teased, I didn’t know what to expect from a legacy Sakurai sequel as he returned to a series from so long ago, and the answer being that it’s basically a GameCube game, but better, is a pretty cool direction to take.

Kirby Air Riders echoes the jump from Smash 64 to Smash Melee.

Air Riders felt like a roller coaster ride at first, as I swung around tight turns and glided through exciting setpieces like a stretch of road with rumbling waterfalls on either side of it. The strategy for these races is nothing like Mario Kart World, where it’s all about knowing your route on the track, crossing your fingers for the right item at the right time, and executing shortcuts when you get the power-up you’re looking for. Air Riders is more about attacking and reacting to your opponents – Nintendo even opened its behind-closed-doors presentation to the media by calling it a “Vehicle Action Game” rather than a kart racer. To play Air Riders successfully, I needed to focus on combat and my opponent’s positioning while racing around the course, both by attacking enemies to charge up my devastating special and following the leader’s exact path to take advantage of the new Star Slide ability that increases your speed when you collect the trail of stars machines leave behind. Once I wrapped my head around these core mechanics, I started to understand that from a gameplay perspective, Mario Kart World isn’t the immediate comparison point for Kirby Air Riders: it’s Sakurai’s other darling, Super Smash Bros.

Smash is technically classified as a fighting game, but it has really carved out its own niche with its focus on advanced platforming and knocking opponents out of the arena rather than depleting a health bar, and the same concept can be applied to Kirby Air Riders. Both Smash and Air Riders exist on the outskirts of their traditional genres, resulting in games that can be intimidating at first glance due to how they defy expectations, but ones that provide shocking mechanical depth to those who heavily invest in their systems. As I said, I was incredibly overwhelmed during my first Air Riders play session, but determined to understand its intricacies, I returned to the demo three additional times during PAX West, gradually getting better and more confident each time. I was reminded of the first time I played an eight-player match of Super Smash Bros. for Wii U. It was overstimulating, chaotic, and hard to follow, and I thought there was no way it was a mode I’d ever get attached to. But Sakurai games have a way of drawing you in, and it wasn’t long before eight-player matches became a staple on game nights with friends.

I could see the same thing happening with Air Riders’ City Trial mode, which I’ve now had the chance to play eight times. This returning fan-favorite from the GameCube original drops you into an open city alongside up to 15 other players, giving you five minutes to find a better machine to ride and upgrade, with stats and powerups that spawn throughout the map. At the end of five minutes, you compete in one of a lineup of competitions with the machine you developed which range from seeing who can glide the furthest to the straight-up speed test of a drag race.

Air Riders presents itself as a cute, simple racer, but in reality, it’s a complex action game.

Despite Sakurai warning against it in his presentation, I spent my first few City Trial runs gobbling up every power-up I could find, and it resulted in a machine that was way too fast for the minigames that followed. I was completely off the rails, and I initially felt punished for being too greedy during the exploration segment of City Trial. But for subsequent runs, I started being more selective about which power-ups I grabbed and which I left behind, trying to make a machine well-suited for any of the possible minigames that could show up.

Sakurai’s fingerprints are truly all over Air Riders. From the slick menu and UI design – which is traditionally designed by his wife, Michiko Sakurai – to the dramatic, slow-motion, red and black finish zoom that punctuates destroying an opponent’s machine just like the final knockout in a match of Ultimate. Even the main menu’s basic black title set on a white background is the same style as Ultimate, and Air Riders’ Japanese website could easily be confused with Sakurai’s other series at a quick glance, complete with character renders and alternate costume designs that scream Smash Bros. Each character’s unique special move instantly reminded me of a Final Smash, and the sheer level of polish and attention to detail across every facet of my demo was unmistakably Sakurai.

I’m so interested to see how the public perceives Air Riders when it comes out in a couple of months. It’s more nuanced than it appears, and for that reason, I don’t think Air Riders demos very well to people playing it for the first time. I spent about two hours watching various groups demo it at PAX West, and the vibe of players felt very familiar to my very first hands-on session: overstimulated, overwhelmed, and generally confused. Air Riders presents itself as a cute, simple, approachable racer that only uses the control stick and a couple of buttons, but in reality, it’s a deep, complex action game that demands your full attention. That tough, contradictory first impression, combined with the surface-level comparisons to Mario Kart, and Air Riders’ hefty $70 price tag, makes me worried that people won’t give it the time of day when it launches in November. I hope not, because after meeting Air Riders on its own terms and working across several demo sessions to understand it, I walked away very excited for a fascinating sequel from one of my favorite creators.

Logan Plant is the host of Nintendo Voice Chat and IGN’s Database Manager & Playlist Editor. The Legend of Zelda is his favorite video game franchise of all time, and he is patiently awaiting the day Nintendo announces a brand new F-Zero. You can find him online @LoganJPlant.

Far Cry series will push multiplayer “more predominantly” going forwards, according to Ubisoft boss

The future of the Far Cry series will see multiplayer bits pushed “more predominantly”, according to Ubisoft CEO Yves Guillemot. The exec said this thing on stage at a conference in Saudi Arabia last month (thanks, Game File), around the same time he announced the Assassin’s Creed Mirage DLC the company have partnered with the Saudi government on.

Read more

Ninja Gaiden: Ragebound Patch Adds 60fps Mode, But There’s A Catch

Slice ‘n’ dice.

Dotemu and The Game Kitchen have released a new patch for Ninja Gaiden: Ragebound, adding in a whole bunch of new features, fixes, and improvements.

Perhaps most crucially, however, is the addition of a new performance mode targeting 60fps, but there’s a catch… As detailed in Dotemu’s announcement post, the game will default at 30fps on the Switch, while it’s recommended that only those on the Switch 2 activate the 60fps option.

Read the full article on nintendolife.com

Free Play Days – The Escapists: The Walking Dead, Bad North, Rogue Waters and Empyreal

Free Play Days – The Escapists: The Walking Dead, Bad North, Rogue Waters and Empyreal

Stay in this weekend and explore some fun games with Free Play Days! The Escapists: The Walking Dead and Empyreal are available this weekend for Xbox Game Pass Ultimate, Standard and Core members to play from Thursday September 11 until Sunday, September 14.

Bad North and Rogue Waters are free to play for all Xbox members, each with a two-hour timed trial during Free Play Days (Xbox Game Pass Game Pass Ultimate, Standard and Core membership not required).


How To Start Playing


Find and install the games on each of the individual game details page on Xbox.com. Clicking through will send you to the Microsoft Store, where you must be signed in to see the option to install with your Xbox Game Pass Ultimate, Standard and Core membership. To download on console, click on the Subscriptions tab in the Xbox Store and navigate down to the Free Play Days collection on your Xbox One and Xbox Series X|S.


Keep The Fun Going


Purchase the game and other editions at a limited time discount and continue playing while keeping your Gamerscore and achievements earned during the event! Please note that discounts, percentages, and title availability may vary by title and region.


Free Play Days


The Escapists: The Walking Dead

Team17 Digital Ltd


249


$19.99

$3.99

The Escapists: The Walking Dead
What do you get when a smash-hit indie prison game merges with one of the biggest zombie franchises of all time? Find out in The Escapists: The Walking Dead. This unique 8-bit pixel art survival game that sees you playing as Rick Grimes, in charge of a band of survivors including many of the original comic book cast. Work out how to escape from each zombie infested area drawn directly from the comics and try to keep as many people alive as you can.


Bad North: Jotunn Edition

Raw Fury


215


$14.99

$2.99
Xbox One X Enhanced
Free Trial

Bad North
Your home is under attack. The king is dead at the hands of Viking invaders. Hope is a distant glimmer in the fog, fading fast with every passing moment. As you rise to take your father’s place as ruler, it will fall to you to stage your defenses. But make no mistake – this is no fight for victory, but a desperate grasp for survival.


Xbox Play Anywhere

Rogue Waters

Tripwire Interactive LLC


32


$29.99

$14.99
Free Trial

Rogue Waters
Optimized for Xbox Series X|S, Smart Delivery, Xbox Play Anywhere
Rogue Waters is an addictive Tactical Turn-Based Rogue-lite pirate adventure. Play as Captain Cutter, commanding your ship and crew through procedurally generated encounters to seek revenge. Free to play during Xbox’s Free Play Days and 50% OFF to buy! The high seas await. Will ye heed the call?


Empyreal

Secret Mode


24


$29.99

$9.89
Free Trial

Empyreal
Optimized for Xbox Series X|S
Delve into a world of cosmic secrets and high stakes combat with Empyreal, the sci-fi action RPG that puts your skills to the ultimate test. As a mercenary hired to explore a colossal and dangerous Monolith, you’ll uncover the mysteries of an ancient, lost civilization. Featuring a deep combat system, extensive character customization, and an innovative “Cartogram” system that ensures every run is a unique experience, Empyreal is a journey of discovery, survival, and enlightenment.


Don’t miss out on these exciting Free Play Days for Xbox Game Pass Ultimate, Standard and Core members! Learn more about Free Play Days here and stay tuned to Xbox Wire to find out about future Free Play Days and all the latest Xbox gaming news. 

The post Free Play Days – The Escapists: The Walking Dead, Bad North, Rogue Waters and Empyreal appeared first on Xbox Wire.

The Dorfromantik devs are back with Star Birds, an enchanting asteroid factory game that’s out now in early access

Where do you go after making Dorfromantik, the 14th best puzzle game on PC? Unto infinity, chick. Unto infinity, and all the uranium-packed celestial masses it contains. Berlin-based Toukana Interactive are back with Star Birds – another “soft strategy” sim and laidback resource management game, in which you take charge of an avian asteroid-mining operation.

Read more

Fish It! Codes (September 2025)

Fish It! will have you clicking away for hours as you try to catch all the variations available in the game. As of the time of writing this, Fish It! claims to have over 1,000,000 variations for you to collect. With new updates planned for the Roblox experience’s future, it looks like that number will only continue to increase. So with that in mind, why not use a few codes to help you along the way?

Working Fish It! Codes

Before you can use codes, you’ll need to reach level 10, so make sure you spend some time hooking as many fish as possible before trying them out.

  • 100M – 1x Luck II Potion
  • MUTATE – x1 Mutation Potion

Expired Fish It! Codes

These codes can no longer be redeemed, but they’re listed here so you can still try if you like!

  • SHARKSSS
  • ARMOR
  • SORRYSPINS
  • FREEBIES

How to Redeem Fish It! Codes

  1. Jump into Fish It! and complete the tutorial
  2. Continue to fish and complete quests to reach Level 10
  3. Look for the Store Icon at the top of the screen. It’s the red basket.
  4. Scroll down to the bottom of the Exclusive Store.
  5. Enter the code under Redeem Codes.
  6. Hit Redeem and enjoy your goodies!

Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures.

Hellraiser: Revival Dev Plans to Go as Extreme ‘As the People That Make Rules Will Let Us Go’

The developers of Hellraiser: Revival intend to push its M Rating as far as it can with the upcoming video game adaptation.

Clive Barker’s Hellraiser: Revival is a story-driven, single-player survival horror action game set in the Hellraiser universe. It’s developed by Boss Team Games, creator of the recently delisted Evil Dead: The Game, and is due out on PlayStation 5, Xbox Series X and S, and PC via Steam.

Hellraiser, for the uninitiated, is a cult classic horror franchise made up of 11 films and various comic books, all based on The Hellbound Heart novella by English author Clive Barker. The star of the show is Pinhead, a ‘Cenobite’ who harvests human souls to torture in sadistic experiments. And you can see that in action in the trailer, which — content warning! — contains as much sex as it does body horror.

Hellraiser: Revival is not for the faint of heart. If you’re wondering just how extreme the game gets, be sure to check out IGN’s hands-on Hellraiser: Revival preview for all the gory details. But in short, expect body horror, sex, no holds barred nudity, nightmarish scenes, and a healthy dose of hell.

It’s ‘Resident Evil For Sickos,’ we said coming out of our time with Hellraiser, but just how extreme can the developers at Saber Interactive take it? In an interview with IGN, Saber development chief Tim Willits said the studio plans to push Hellraiser as far as the people who make the rules around an M Rating will let them.

“We are going to go as far as we possibly can, as far as the people that make rules will let us go,” Willits insisted. “And I hope that we can make one version, but we are willing to go as far as we possibly can go.”

Of course, what we’ve seen of Hellraiser: Revival so far is in keeping with Clive Barker’s cult classic Hellraiser movies, so tonally, there’s no real difference. But there’s something unique about seeing and doing all this horrific stuff from a first-person perspective that’s a bit more in your face than watching a film in a theater or at home.

“We want to be a responsible publisher / developer, but we are going to push it as far as we possibly can in the context of the game and the movie.”

Clive Barker is working with Saber on Hellraiser: Revival to ensure it fits with his vision for the universe. This back and forth should result in a game fans of the movies will get a real kick out of, Willits added.

“He’s come back and said, ‘Yeah, Pinhead wouldn’t do that,’” Willits explained. “And he’s come back and said, ‘Yeah, you got to tweak this a little bit.’ Because this is his world and he knows stuff that we don’t even think about.

“And he’s been really fast too. Sometimes when you work with famous people you throw something over and then six months later they come back and they complain about something. No, he’s that on it.”

Doug Bradley, the original actor behind the Cenobite leader Pinhead, has reprised his role for the game, adding to the authenticity of the project.

Here’s the official blurb:

Discover the tale of Aidan, who must unlock the dark powers of the Genesis Configuration, a mysterious puzzle box, to help his girlfriend from a hellish abyss. As Aidan, you’ll harness the box’s infernal abilities to survive your pact with the sinister Pinhead and battle against the twisted cult that worships him and the Cenobites. Fail, and your suffering will be legendary, even in Hell.

Hellraiser was thrust back into the public consciousness in 2022 with a franchise reboot film. IGN’s Hellraiser review returned an 8/10. We said: “Hellraiser is a reinvigorated reboot that gets the blood pumping, starting with Jamie Clayton’s worthy Pinhead performance that sets a fresh tone with immense reverence paid to Clive Barker’s works.”

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Borderlands 4 is out now but our review code just arrived so I’m writing about this silly bicycle game instead

Borderlands 4 is out now. Our Borderlands 4 review is not, because we have only just been sent a review code. I fear I was unduly forgiving of Team Cherry last week for not supplying Silksong code before release – they’re a cute, tiny indie, after all, albeit a cute, tiny indie with the power to break Steam – so let’s take a firmer stance this time: bad! Wrong! Don’t you know you’re suffocating games journalism, Gearbox and 2K Games, you swaggering chancers? Whither accountability and transparency in a time of choosy PR departments?

I should teach you all a lesson by diverting your brand power and googlejuice towards some other game instead. I think I will, actually. What else is on sale today. Ah yes, Try To Drive.

Read more

Sonic Racing: CrossWorlds Demo Races Onto Switch Next Week

Don’t get your Robotniks in a twist.

Sega has dropped some details regarding the demo for the upcoming Sonic Racing: CrossWorlds.

As you’ll no doubt already be aware, a demo for the game was confirmed a little while back, and we have also had a stress test available to try out for a little bit. Now, though, starting on the dates compiled below, the game’s official demo will be available to play for Switch 1 owners:

Read the full article on nintendolife.com

How Endless Legend 2 Raises the Tide on Turn-Based Strategy Games

How Endless Legend 2 Raises the Tide on Turn-Based Strategy Games

Endless Legend II Key Art

Summary

  • Endless Legend 2 (Game Preview) is a turn-based strategy game coming to Xbox on PC, PC Game Pass, and Game Pass Ultimate on September 22, 2025.
  • The long-awaited sequel to its award-winning predecessor lets you conquer a fantasy world through four distinct pillars: Explore, Expand, Exploit, and Exterminate.
  • The Tidefall mechanic is developer Amplitude’s answer to game stagnation, working to keep every session feeling fresh.

Endless Legend 2 is a fantasy turn-based strategy game, and the next title from Amplitude Studios who previously made Humankind and Endless Space. At launch it will feature five asymmetrical factions, tactical battles, multiple victory types (including seven different variations of the narrative victory condition), and countless hours of replayability as players explore and conquer Saiadha, a mysterious oceanic paradise going through cataclysmic change. Like the studios’ previous works, Endless Legend 2 represents a definitive step forward in the strategy genre through brand-new mechanics, such as Tidefall.

A Tidal Problem

Endless Legend 2 represents a specific style of strategy game you’ll have seen before that sometimes goes by another name, 4X games, a phrase coined a while ago to talk about the early Civilization titles. The four Xs represent distinct pillars: Explore, Expand, Exploit, and Exterminate.

These days, the genre has evolved beyond this moniker — but that first phase, explore, remains a core design pillar of any strategy game. It’s the part that often struggles beyond the early portions of a campaign and this is one of the reasons the Tidefall mechanic emerged in Endless Legend 2. It represents a momentous event in-game where the oceans recede, revealing new lands, opportunities, and dangers.

“Based on the decades of feedback Amplitude has collected since their first 4X game, we’ve found that players often find the exploration phase to be the most fun,” says Endless Legend 2’s Game Director Derek Paxton. “They would play for a while, then get bored when the full map is revealed and all the territory is claimed. At this point your options are to switch to either a full-on warmonger, or stay within your borders and try playing ‘tall’.”

“We wanted to solve this by revealing new land as the game went on. Introducing new exploration phases and new opportunities to claim territory and expand. The biggest part of this is Tidefall, which can make strategic chokepoint cities obsolete or turn safe cities in your backlines into exposed targets as new land bridges are formed to other islands and empires.”

While there’s less land to explore to begin with, starting in a smaller area does give you plenty of room to grow, explore, and adjust to your faction’s strengths and weaknesses in a relatively safe environment. Once the first Tidefall happens, the map opens up, changing the strategic landscape permanently.

This change brings about new challenges – never mind that other major empires might have access to your lands now, but the environment also gets more dangerous. Fortresses guarded by NPC armies will need conquering, and after the third Tidefall event, menacing Doomwraiths will emerge from the planet’s depths, endangering areas you may have previously thought safe.

Riding the Waves

Disrupting the state of the game and player momentum isn’t something that should be done lightly, or too frequently. The Tidefall mechanic has gone through a few iterations in terms of impact and frequency, but through extensive testing Amplitude feels like they’ve found a good sweet spot.

“We started with eight Tidefalls and slowly reduced them as we went through playtesting,” says Paxton. “The more we had, the less land each revealed. We opted to go for fewer with bigger impacts instead of more frequent with smaller effects. When Tidefall happened, we wanted the game to change.”

There are now three Tidefall events per game, and the length between them will vary depending on the map size. On average settings, it’s between 40 – 50 turns. But it’s not just about pacing — the broader impact of Tidefalls was also examined closely.

“We even considered having the technology eras tied to Tidefall or having Tidefall be destructive (if the oceans came back, for example). But in the end, we decided to keep it solely as a reward because it wasn’t fun to invest in building an empire, just to have something outside of the player’s control set back their progress”.

“The only remnant of that idea that remains is that all tiles adjacent to water (oceans, lakes, or rivers) get a food bonus. As Tidefall occurs, the oceans go away and the rivers dry up, removing these bonuses. So coastal or river cities accustomed to these bonuses for growth will lose them.”

This feeds into two of the other pillars – Expand and Exploit. While the consequences of Tidefalls won’t be game breaking, they will add just enough tension to your campaign that you will need to plan around this eventually, typically by expanding outward and searching for new or better sources of growth for your empire.

Turning the Tide

As long as you respect the Tidefall, it can be planned for and some of the chaos that comes with the receding oceans can be managed. You’ll know, for example, that a coastal city at the start of a game won’t remain as such, and that far away island will be accessible eventually. There are other things to keep in mind as well:

“On the Strategic map it’s good to keep an eye on areas of the fog of war that are golden,” says Paxton. “We call this the ‘Haze’ and it indicates that this is the edge of unrevealed lands that Tidefall has exposed, and where new dangers can come from.”

“Also, if players have river cities that are counting on the food bonuses from the river, building a Dam will ensure that the river remains after Tidefall. Or you can build a Dam for a river that flows into your enemy’s lands and deprive them of their food bonuses without waiting for Tidefall to happen.”

The world of Saiadha is waiting – there are other factions to subdue, and a mystery that lies in the heart of the world to unravel. Whichever way you choose to approach the game, make sure you prepare for Tidefall.

Endless Legend 2 (Game Preview) releases for Xbox on PC, PC Game Pass, and Game Pass Ultimate on September 22, 2025.

The post How Endless Legend 2 Raises the Tide on Turn-Based Strategy Games appeared first on Xbox Wire.