Wherever you look, Minecraft is doing something new right now. From a blockbuster movie to some huge game drops and upgrades, there’s never been a livelier time for fans to jump in and try something new.
In fact, there’s so much, we thought it might be a good idea to round up everything in one place. From happy ghasts to smash hit songs, here’s every piece of news from the world of Minecraft this summer:
Chase the Skies Game Drop – Out Now
Minecraft’s latest game drop isn’t just focused on what’s under your feet, but what’s above your head. Chase the Skies introduces the happy ghast, a new rideable mob that lets you take to the air alone or with friends. While exploring the Nether, you can now come across a dried ghast – return it to the Overworld, then hydrate it with water, and you’ll net yourself a ghastling, who will then grow into your new flying mount after you’ve waited long enough, or fed it enough snowballs. Just make sure you also have a ghast harness to use your smiley new ride!
Chase the Skies also introduces a number of new features, from craftable saddles, to new Amos Roddy music tracks, to a player locator bar to help make playing with friends that little bit easier, and even the ability to leash multiple mobs together like you’re the Overworld’s strangest dog walker. Why not leash a boat to your new happy ghast and help carry even more players through the skies?
Vibrant Visuals – Out Now for Compatible Minecraft: Bedrock Edition Devices
One of the biggest shifts in Minecraft history is here – Vibrant Visuals transforms the look of the Bedrock Edition, retaining the game’s iconic style while adding improved graphical elements – directional lighting, volumetric fog, pixelated shadows and reflections, and much more.
It’s a truly stunning change, turning Minecraft into the game you’ve always imagined in your head (but, if you like the original look, you can always switch back!). You can read all about the upgrade on Xbox Wire, but trust me, you really should play it for yourself.
Vibrant Memories Camera Add-On – Out Now for Minecraft: Bedrock Edition
Want to make the most of those Vibrant Visuals vistas? The Vibrant Memories camera add-on (available in the Minecraft Marketplace) introduces multiple features to let you take the perfect shot – from saving camera angles, to changing the weather, or controlling time itself. Each shot will be saved to your personal album, and you can even add music to capture the perfect mood.
Realms Plus – New Content Available Now
Realms Plus subscribers can now add Chase the Skies and Vibrant Visuals content to their own personal servers – and there are also new Marketplace drops included in your subscription.
The One Slime Block Adventure world by Mush Co throws you into an adventure featuring 5 unique boss battles, 6 dimensions, and a lot of slime, from enemies to weaponry. Meanwhile the Aquaculture add-on by Team Metallurgy will turn you into the ultimate angler, adding 60 new underwater creatures, rare equipment, new cooking mechanics, and more. Both are included as part of Realms Plus.
A Minecraft Movie – Now Streaming on HBO Max
This year’s blockiest buster is available to stream now. After becoming a phenomenon in theaters, with an HBO Max subscription, you can now watch ‘A Minecraft Movie’ at home.
Join Garrett (Jason Momoa), Dawn (Danielle Brooks), Natalie (Emma Myers), and Henry (Sebastian Hansen) – four misfits who are pulled through a portal to Minecraft’s Overworld as you’ve never seen it before. After meeting Steve (Jack Black), they’ll need to harness the power of creativity to repel a Piglin invasion and return to the real world.
Whether it’s your first time venturing into the live-action Overworld, or you already know all the words to Steve’s Lava Chicken, it’s easier than ever to watch.
Steve’s Lava Chicken Remix Music Disc and Dennis Painting – Out Now
Speaking of Steve’s Lava Chicken, you’ve got two new ways of listening to the song inspired by the movie. It’s available to stream now, and in Minecraft. Get your blocky hands on a music disc that will let you play the song from your jukebox.
Plus, pay tribute to man’s (well, Steve’s) best friend by crafting a new painting of Dennis, the pale wolf hero of ‘A Minecraft Movie’.
Claim Your Community Challenge Rewards
In its latest Community Challenge, Mojang asked the Minecraft community to work together to spawn 50 million happy ghasts in Creative mode, and feed snowballs to 1 million ghastlings in Survival mode – and you delivered! As your reward, every Bedrock Edition player can now access the Ghast Rider Floatie and the Happy Ghast Pilot Gear in the Dressing Room, while every Java Edition player can download the Ghast Riding Swimmer and Happy Ghast Pilot skins here.
CREATE
Build whatever you can imagine in your own infinite world that’s unique in every playthrough.
EXPLORE
Discover biomes, resources and mobs, and craft your way through a world filled with surprises in the ultimate sandbox game.
SURVIVE
Experience unforgettable adventures as you face mysterious foes, traverse exciting landscapes, and travel to perilous dimensions.
PLAY TOGETHER
Have a blast with friends, whether you’re sitting on the same couch in split screen or miles apart in cross-platform play for console, mobile and PC. Connect with millions of players on community servers or subscribe to Realms Plus to play with up to 10 friends on your own private server.
EXPERIENCE MORE
Get creator-made add-ons, thrilling worlds, and stylish cosmetics on Minecraft Marketplace. Subscribe to Marketplace Pass (or Realms Plus) to access 150+ worlds, skin & textures packs, and more – refreshed monthly.
The Pokémon TCG’s Destined Rivals expansion has been as elusive as any of the others, but the coveted Elite Trainer Boxes are back in stock at Amazon and ready to order right now. The only reason that this isn’t sold out already, though, is that they’re being sold for a massive mark-up.
While being advertised on its product page at “11% off from $99.99”, Amazon is now selling Destined Rivals ETBs for an inflated $88.95. As a reminder, that’s $38.96 up from the base price of $49.99, which it’s usually sold for at other retailers like Best Buy.
You’ll still get the exact same contents featured in the Destined Rivals ETB in this case. For the uninformed, this includes nine boosters, a full-art foil promo Team Wobbuffet, 45 Energy Cards, 65 card sleeves, a player’s guide, damage-counter dice, a coin-flip die, condition markers, four dividers, and the collector’s box to keep it in.
Unfortunately, this increasingly seems to be one of the strategies implemented by retailers to combat bots and scalpers instantly scooping all of the stock as soon as it’s available.
While Amazon UK has implemented the invitation system for Destined Rivals, keeping the price at RRP as it should be, Amazon US and Walmart have instead jacked up the price, presumably to scare scalpers off, but still take the money from whoever’s willing to pay.
Granted, both are keeping in line with the price points that seem to have become standard. While you can save a few dollars with sealed Destined Rivals ETBs on eBay, for as cheap as $84-85, dedicated storefronts like TCG Player have listings going for three times the price.
Be that as it may, if you’re dead set on buying one of these Elite Trainer Boxes no matter the cost, Amazon and Walmart are still your best bets in terms of retailers.
Although, you can go through eBay to save a few bucks, if you’re feeling trusting enough in the wild west that is the current world of the TCG.
Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.
I hesitate to call Space Warlord Organ Trading Simulator “the best organ trading sim of 2021”, because Cruelty Squad also came out in 2021 and I worry about starting a localised flame war. But it means Strange Scaffold’s sci-fi stockbroker sim was, at the very least, 2021’s second best organ trading sim. Nice to see it’s getting a sequel then, called… oh no. Space Warlord Baby Trading Simulator.
“We aren’t monsters. You aren’t going to be trading babies,” says head of studio, Xalavier Nelson Jr. “You’re going to be trading stocks based on babies, which means you can short a baby.”
So, I hear you want a new 3D Mario. If that means you’re looking for a console-defining platformer with satisfying, expressive movement, innovative mechanics that constantly grow and evolve, and expertly crafted challenges that unleash the interactive potential between said movement and mechanics, then I’m beyond thrilled to share that Donkey Kong Bananza is all of that and so much more. Bananza is no mere “side project” from the team behind Super Mario Odyssey – it’s a brilliant successor to that masterpiece, a tremendous reinvention for one of Nintendo’s original mascots, and a groundbreaking adventure in every sense of the word.
Every breakable corner of DK’s world (which is most of them) is bursting with timeless Nintendo magic and equally fresh ambition. Bananza wonderfully balances honoring its star’s various incarnations over the decades – with lovely nods to both Shigeru Miyamoto’s seminal arcade original and Rare’s classic Donkey Kong Country trilogy – while also fearlessly punching through a mountain to forge its own path. It also tells a light, sweet story about DK and his spirited sidekick Pauline pursuing an underground legend that will allegedly grant them one wish (Pauline hopes to return home, and DK just wants more bananas, of course), and the deeper the pair dives toward the Planet Core, the deeper the gameplay becomes. Bananza is a constant crescendo across its 20-hour campaign that hits its pinnacle with an unforgettable finale that cements this as one of the best 3D platformers I’ve ever played.
Nintendo builds each new 3D Mario around one big idea: Sunshine’s water pack, Odyssey’s body-snatching hat, and so on. Mario is nowhere to be seen here but, in that same tradition, Bananza’s fully destructible environments suit a hulking, rampaging gorilla far better than the Mushroom Kingdom’s usual leading man, and this exciting concept is truly fit for a Kong. Practically everything in this world is designed for Donkey Kong to punch and break, and the extent to which Bananza commits to letting you tear through its environment is both technically impressive and a ton of fun. It’s refreshing to experience a Nintendo 3D platformer with an almost completely new toolkit, and DK’s set of abilities is endlessly enjoyable and fulfilling to pull off. Donkey Kong is powerful, and that’s regularly reflected across his moves.
The simple action of tearing a chunk from the ground – which you can do almost anywhere – leads to so many dynamic possibilities: DK can hurl it at airborne enemies, swing it to break through walls, bounce off it to double jump, or surf on it to get around faster and safely cross dangerous terrain. When he’s empty-handed he can punch in any direction, slap the ground to instantly gather loose gold and reveal nearby collectibles, and perform a satisfying roll-jump-roll combo cut from the same cloth as Mario throwing Cappy and bouncing off him for distance. Plus, he takes a page out of Link’s book and can climb basically any non-slippery surface, granting an extra sense of freedom to the entire journey.
Crunchy sound effects that change depending on the material DK’s interacting with make it even more entertaining to wreck stuff – like the loud crumble of breaking down a sturdy wall of stone, or the juicy splash of tearing into a watermelon. The controls for doing all of this are so polished, and when you chain together a combo (like tearing a chunk out of the ground, smacking it into an enemy to weaken them, and slamming into it with a roll to finish the job) everything sings together in perfect harmony.
Bananza is one of the best 3D platformers I’ve ever played.
To slightly misquote Shrek, Bananza is like an onion – its levels are called layers, and each one is a sprawling playground constructed to maximize the potential of DK’s destructive abilities. There’s so much to find both on their surfaces and tucked away in hidden caves and tunnels you find by bashing your way through the environment. But Bananza rarely relies on mindless destruction for the sake of it, so you almost never have to stumble onto random discoveries just by beating the snot out of everything. Instead, it excels at rewarding discoveries by way of smart destruction, and it’s remarkable how intentional and well-designed its dense, vertical layers are. Visual cues masterfully draw your eye to areas worth exploring, similar to how veteran Zelda players know to place a bomb in front of any suspicious crack. See a tantalizing gold piece or fossil embedded in the wall? Chuck an explosive Boom Rock at it and there’s a good chance you’ll reveal a new path to explore.
Sure, the open-world nature of these maps means you can occasionally happen upon a collectible by skipping the intended puzzle entirely and just carving a tunnel straight to it. In my experience as I played naturally, though, it didn’t happen that often, and it fits in with modern Nintendo trends seen in games like Tears of the Kingdom where the designers don’t care how you get from point A to point B as long as you have fun doing it. On the other hand, there are limits to that freedom: Bananza smartly walls off most of its main objectives behind terrain the nefarious Void Kong has turned indestructible in order to force you to go through the proper steps of the story, so it’s not like DK can just punch his way straight down to the end credits. That said, I can’t wait to see how speedrunners will find ways to optimize their routes through different levels – I’m sure there are some crazy demolition techniques and shortcuts waiting to be found.
What’s interesting about how the world and objectives are designed is that Bananza isn’t really about destroying everything. Instead, it’s about exploring, platforming, fighting, and collecting in a vast world where you can destroy everything, which is an important distinction. It never feels like a gimmick or the only tool you have to solve every problem, but rather one integral part of Bananza’s larger game design philosophy. I was rarely asked to create random tunnels underground with no guidance like you might in Minecraft, and DK’s upgradeable sonar ability helped me find buried collectibles hidden to the naked eye. And, Pauline helps out with the search, too, as using her singing ability reveals waypoints to collectibles marked on your map, making it easy to pick your next destination. That keeps the hunt for completion focused and fun, even if the camera occasionally struggles with the weird angles you force it into when digging yourself a nice hole. Of course, if you want to rip an entire level down to the studs for the fun of it, you can do that, too.
Romping around the sublevels hunting for treasure is a blast, and the fact that I still felt totally in control of the action even with so much fast-paced chaos unfolding on screen at any given time is an impressive feat. I love how the world crumbles around DK when I’m on a rampage: it makes everything feel more alive and really sells the weight and heft of this character, like the way he leaves a crater when crash landing after a high jump off a cliff (there’s no fall damage, naturally). To some extent, it’s made returning to past Mario games feel less dynamic in comparison – what do you mean Mario’s ground-pound doesn’t shatter the terrain around him?
There was some pre-launch concern that the world’s malleable nature might leave each layer feeling like a palette swap of one big underground region, but fortunately, that’s not the case. Every world has something unique to offer both visually and mechanically, from the Freezer Layer’s icicles you have to knock down to create platforms, to the Resort Layer’s tropical vibes and Liftoff Ore that sends DK soaring into the sky when you grab a chunk of it.
Bananza never stops pulling fresh ideas right off the vine.
And Bananza never stops pulling fresh ideas right off the vine over its 20+ hours. Without spoiling anything, I was stunned at the ingenuity on display as I dove to some of its deeper, late-game layers. There are tons of different material types that make up the world, and there are set rules to how they all interact with each other. A simple example is how throwing ice onto lava creates a hardened rock platform, but the chemistry and interplay between different elements gets more complex as you progress, and learning these relationships and using your knowledge of them to solve increasingly smart puzzles is supremely gratifying.
Those puzzles are often found in standalone challenge rooms, the entrances to which are scattered across each layer. There’s a nicely curated mix of fights, logic puzzles, and platforming sequences that offer a welcome change of pace from the open-ended, explorable layers themselves, and I was consistently impressed with how the challenges take full advantage of the systems Nintendo built for Bananza. After more than 50 hours, I’m still finding new challenge rooms that mix and match enemies, materials, and abilities in brand-new ways. Some of the best examples are sections of blue and pink slime that are inverses of each other: If the blue slime section is completely full, its pink counterpart is totally empty; destroying part of the blue slime fills in the matching part of the pink slime area. Bananza builds several brilliant puzzles off this one idea, and gets similar mileage out of every toy in its toybox. It’s astonishing how frequently I discovered clever challenges that forced me to think about something I’d already seen before in a new way.
On its own, exploration is gratifying, but it helps that there are great rewards for finding Bananza’s heaps of collectibles as well. Fossils are used to buy region-specific outfits that add different perks to DK and Pauline – like increasing your chances of finding a treasure chest – and it’s also just fun to give them both a fresh look. You’ll also collect mountains of gold, and while I was swimming in cash for the first several hours, I eventually had to pay for some optional content that ran my wallet dry. Trust me when I say collecting as much gold as you can will be worth it in the end.
Of course, the main collectible in Bananza is its Banandium Gems, which are comparable to Odyssey’s Power Moons in that they’re plentifully stashed around the levels in places that are often challenging to reach. Unlike Odyssey, though, Bananza doesn’t require you to gather a certain number of Gems before moving onto the next area. Instead, the main story relies on its own linear set of objectives (which often reward you with Gems anyways), while collecting five earns DK a skill point which can be used to upgrade his health, moves, and Bananza transformations. The skill tree doesn’t have a ton of surprises that’ll radically change your playstyle, but it’s nice knowing that grabbing a Gem is always working toward a specific short-term goal, whereas Odyssey’s Moons didn’t really serve a purpose after the credits rolled other than unlocking the far-off final challenge or for the simple sake of being a completionist.
There are tons of Gems to find. I had found literally hundreds by the time I cleared the main story after 20 hours, I’ve spent 30 additional hours collecting hundreds more, and likely have double-digit hours left to reach 100% completion. Going for 100% is a massive undertaking, but with how enjoyable Bananza is to play, I’m not slowing down until I’ve collected every last one. And, unlike Mario Kart World’s lackluster Free Roam map, it’s easy to track your progress this time with a helpful list of your Gems in each layer and a really cool 3D map that accurately reflects the current state of the terrain you’ve destroyed.
Bananza looks great, with expressive animations and colorful environments.
Unfortunately, that map does occasionally suffer from minor framerate drops, as does the rest of Bananza. The action generally stays at a solid 60 fps both while docked on the TV and when playing handheld, but it can briefly dip below that when you’re going crazy with the destruction or when you first drop into a brand new level. It’s not great that we’re already talking about performance issues on Nintendo’s brand new console, but it’s never too noticeable or distracting, either. It’s easier to forgive the occasional dropped frame when it’s because so much beautiful chaos is happening at once, and the ambition of this fully interactable, destructible world is definitely worth that tradeoff.
Bananza really does look great, with amazing, expressive animations for DK himself and colorfully detailed environments, NPCs, and enemies. It also constantly pulls inspiration from DK history, such as the opening level being littered with fallen girders from the original Donkey Kong arcade game and sidescrolling segments that reference classic Donkey Kong Country levels, including a lovely new arrangement of Stickerbush Symphony that’s just one tune in Bananza’s awesome soundtrack. This may be from the 3D Mario team, but Bananza regularly pays respects to all of DK history and, at times, feels like a modern follow-up to Rare’s golden era from the SNES and N64. Even the friendly rocks with googly eyes look as if they were plucked right from Banjo-Kazooie.
Some of the flashiest moments happen during DK’s Bananza transformations: a variety of powered-up, time-limited states that are unlocked as you progress deeper into the planet. Kong Bananza is essentially a souped-up version of DK himself who can disintegrate the harder materials you’d usually need a Boom Rock to break through. Zebra Bananza is all about speed, where you can run over terrain that would crumble underneath DK’s ordinary giant feet, while Ostrich Bananza lets you glide through the air. The character design is hilarious, and each Bananza is accompanied by a catchy tune performed by Pauline, so it’s always fun to mutate into one of these fierce forms. They all feel fleshed out and great to control, and even better, you can instantly swap between the Bananza transformations when you’re in the powered-up state, giving you even more flexibility in how you want to tackle challenges.
If I had to say something critical about the Bananza powers, it’s that sometimes they’re too powerful. You can only enter a Bananza if you have enough Bananergy, which is a meter filled by collecting gold, so in theory, the Bananzas should be somewhat limited. However, gold is so plentiful that you’ll pretty much always earn enough Bananergy to transform almost immediately after spending it. This can sometimes trivialize otherwise interesting puzzles in the overworld – for example, if there’s a Gem surrounded by poison water and the “intended” route involves creating your own path to it using vines, you can instead just skip the whole challenge by gliding to it as Ostrich Bananza. That’s admittedly still a real solution that fits in with Nintendo’s recent love of designing puzzles where any answer that works is a correct one, but having that power so readily available can feel cheap compared to the fun actually figuring an obstacle out. I was usually able to restrain myself from using the most streamlined options Bananzas sometimes provided, but if you’re someone who was unable to resist relying on Tears of the Kingdom’s convenient-but-boring hoverbike, I could see them being a dangerous temptation.
The gloves truly come off during the post-game content.
The sheer power of Bananzas also come into play during the boss battles, which are cool but pretty easy for the most part. The decision to give the big bads a traditional health bar instead of using the “expose the weak spot, hit it, and repeat three times” Mario template fits DK’s brawler-focused style perfectly. Still, thanks to the Bananza powers, that meant I defeated some of newcomer Grumpy Kong’s earlier creations in less than 30 seconds. The bosses all have exciting designs and are very fun to look at, like a giant stone squid made up of dozens of smaller squids that feels clearly inspired by Splatoon, so I would have liked if they had been able to take a few more punches before being ground into the dirt. That said, it does eventually right the ship: some of the late-game bosses put up much more of a fight, so I had few complaints on that front by the end.
Even so, it’s fairly simple to reach the end credits of Bananza if that’s all you’re looking to do. As with most Nintendo games, much of the enjoyment comes from surprise, delight, and poking around for secrets rather than white-knuckle difficulty. That’s not a complaint, given how fantastic the mechanics are and how many optional challenges Bananza presents off the beaten path for veteran players. For example, the platform challenge rooms each hold three Gems within. One is usually not that tough to reach, but the other two are often hidden in shrewd places you’ll have to keep your eyes peeled to spot. It strikes a great balance where most people should be able to get to the end of the story (especially since there’s an optional Assist Mode that increases DK’s health if needed, and a two-player mode great for letting younger players help out by firing Pauline’s vocal projectiles using the Switch 2 Joy-Con’s mouse controls) while still offering plenty to keep hardcore fans entertained. And the gloves truly come off during the post-game content, which continues to push the mechanics in more extreme, exciting ways.
Publishers Krafton have told workers at Subnautica 2 studio Unknown Worlds they would still get a promised bonus if they ship enough of the game by the end of 2026. In other words, they’ve been given an extension to hit their targets. The bonus money was in question after the surprise firing of senior staff a couple of weeks ago, and the enforced delay of the survival game by Krafton. After worker concerns and fan outrage, now the corp says “don’t worry, we’ll pay!” Although it’s not the huge $250 million they were originally supposed to.
Bungie has confirmed it is “actively re-recording” some of the dialogue in Destiny 2 to restore the voices of characters like Vanguard Ikora Rey.
With the launch of The Edge of Fate, the first expansion in the Year of Prophecy content lineup, fans noticed Ikora Rey, originally voiced by Gina Torres, sounded a lot like Savathun from The Witch Queen. That’s because Ikora Rey’s most recent voice actor was replaced by Debra Wilson, who plays Savathun.
In its defense, Bungie did notify players that changes would be coming for the English casting of Orin, Chioma, and Ikora back in May, but yesterday (July 15) confirmed that while the voice cast had initially been “unavailable to record lines for The Edge of Fate,” it was now “actively re-recording lines for affected characters.” There’s no firm date for when this will happen, but Bungie said it was “aiming for a future update.”
Until then, players will continue to bump into unfamiliar “temporary” voices, or even encounter silent characters. In those instances, much like Destiny 2: Heresy, subtitles for story content will be enabled.
Though Bungie didn’t explicitly reference the SAG-AFTRA game performers’ strike, it did acknowledge there had been “conflicts” and these had now “been resolved,” which just-so-happens to coincide with SAG-AFTRA suspending its strike over AI protections. The SAG-AFTRA strike was instigated back in July 2024 after the union and the major game companies — Activision, Blindlight, Disney Character Voices, Electronic Arts, Epic Games, Formosa Interactive, Insomniac Games, Take 2 Productions, and WB Games — that sit on the board failed to agree on AI provisions. Over 98% of members subsequently voted to strike.
Bungie recently unveiled what’s coming up in Destiny 2, including two new expansions and major seasonal and core game updates coming for both paying and free players, all badged under the “Year of Prophecy.” Year of Prophecy is the first year to boast four “major content beats,” with two paid expansions and two major updates. The former is paid content while the latter will be available to all players.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
What happens when an unenforceable force meets an un-shut-uppable object? Cooperative monsterman shooter Killing Floor 3 found out this past Sunday, as players of its closed online stress test were asked to agree to a nondisclosure agreement (shared on Reddit) that would stay in effect for five years. Or four years, three hundred and fifty-four days after KF3 is supposed to launch, on July 24th.
Naturally, this was broken almost immediately, including by Twitch streamers clicking through the agreement live on air. In a forum post, developers Tripwire Interactive have since declared that they stopped bothering to enforce within the test’s first hour, and apologised for making such a mad demand in the first place. The post also confirms that another stress test – which PC players can still apply to join – is happening later today, Wednesday 16th, and won’t insist on any legal gagging at all.
NIntendo has announced its first casting choices for the upcoming The Legend of Zelda movie.
As revealed via the Nintendo Today! app and on social media, the role of Zelda will be played by Bo Bragason, while Link will be played by Benjamin Evan Ainsworth. The movie itself is scheduled to release on 7th May 2027.
Switch 2 owners will be able to take upcoming Nintendo exclusive Drag x Drive for a test run next month — but only with an active Switch Online subscription.
This morning, Nintendo confirmed a two-day Drag x Drive “Global Jam” event on August 9 and 10, the weekend before the game’s August 14 arrival.
To date, Nintendo has said surprisingly little about Drag x Drive, which is set to follow Donkey Kong Bananza as the company’s next Switch 2 exclusive. A multiplayer sports game with mouse controls, the game has only been briefly glimpsed so far — despite it launching in less than a month.
“Eager to hit the court in Drag x Drive? Get a sneak peek with the Drag x Drive: Global Jam demo event!” Nintendo wrote today, announcing the game’s upcoming public trial. “This event takes place on August 9 and 10, exclusively on Nintendo Switch 2 for Nintendo Switch Online members.”
If you’re interested, you’ll be able to download and try the game’s Global Jam demo between 3am and 7am Pacific, then 5pm and 9pm Pacific on August 9, plus 9am and 1pm Pacific on August 10.
While Drag x Drive is a multiplayer-focused experience, some fans have said it is surprising to see the game’s demo limited to those with a Nintendo Switch Online subscription. There is no local multiplayer option within the game, Nintendo has previously noted, but surely the company would want this demo to be available to as large a Switch 2 audience as possible?
Eager to hit the court in Drag x Drive? Get a sneak peek with the Drag x Drive: Global Jam demo event!
This event takes place on Aug 9 and 10, exclusively on Nintendo Switch 2 for Nintendo Switch Online members. pic.twitter.com/1OVNAHdC3u
— Nintendo of America (@NintendoAmerica) July 16, 2025
A previous demo for the game, available to play as part of the Switch 2’s in-person pre-release events, revealed Drag x Drive to be a three-versus-three sports title with gameplay similar to wheelchair basketball. Players must propel themselves across the game’s neon courts and perform a throwing action in order to pass the ball, or shoot it at a basketball hoop.
Exactly which modes will be available in the full game, or indeed this Global Jam offering, remain to be seen. Nintendo has however said that Drag x Drive will be a budget price release, costing $19.99 / £16.99, and an eShop-only digital title.
I liked Avowed, and having read through the notes for its summer update, patch 1.5, I reckon I’ll like it even more whenever I next decide to don the persona of a trickshotting Envoy.
This patch is the second of three seasonal updates Obsidian outlined that the game’d be getting over the course of this year. It’s brought a substantial rework of fighter and ranger skills, some extra unique weapons for you to get your mitts on, Steam Deck verification, plus a bunch of other tweaks and fixes.