Mario Kart World has been a long time coming. It is a launch title for the brand new Switch 2 and the game that is going to bring in the next generation for Nintendo. (Wait, do console generations even exist anymore? Nintendo and Sony seem to be just doing upgrades and Microsoft is selling subscriptions so even your toaster can be an Xbox). Mario Kart World has a seriously big role to play and shoes to fill. Thankfully, for the most part, I think it has pulled it off okay but this is one of those games you keep dipping back into over years and it will likely be updated, so maybe things are not completely clear yet. Another game for the Switch 2 launch was needed though and the Welcome Tour game should have been packed in. I think I have put in enough time now to share some thoughts. I have completed the Grand Prix and Knockout Tour modes including on Mirror mode. I have all the main characters and their variations and I have played a decent bit of time online. I dipped my toes into battle and the time trials. I have put a good amount of time into free roam too but I don’t think I’ll ever 100% it and this is where I want to start, which feels like the best place as the open world is the big new change.

While you can seamlessly jump straight back in, exploring the open world, which is called Free Roam, is tucked away in Map. It doesn’t even seem presented as a main mode and I don’t think that it is. Free Roam serves as two things. The first is like a training mode. You can explore while learning the new abilities and finding paths that can be used during races. The little hop jump, the rail riding, wall driving, the feather item and bouncing off things are taught and practiced through the challenges found throughout the world. The little collectables, the Question Mark Panels and Peach Medallions, force you to figure out what can be done with these new tricks to reach them. So the second thing that Free Roam functions as is obvious then. This is a laid back, kart/bike, 3D platformer. I enjoy this mode despite my usual problems with open worlds and their shallowness, repetitive tasks and lack of density. It is something I like to dip into for little bursts here and there and messing around in it did help me to quickly come to grips with the changes. The world is not presented as a check list that you run through but is instead player led, meaning that you actually get a sense of discovery rather than following markers. The little mini map in the corner with a more over head view is good in assisting with this. I liked going where my mood took me and enjoyed figuring out how to reach collectables in my own way. Maybe the third thing it functions as is a cosy game, as you cruise around, with the time cycle and changing weather, spotting Toads fishing and camping, Shy Guys waiting for a bus or a Yoshi just chilling. There are random little things as well and it can be used to hang out in and take pictures in too. It is not something I can play very long without getting bored but I don’t hate this. It is a nice little side thing that you can keep coming back too for a long time. But this game having an open world isn’t just a side thing. It informs the entire game’s design, from the mechanics, to track design and the modes on offer.
The new moves feel like they would have come about naturally as they were developing an open world Mario Kart as a way of navigating the space and verticality in a kart or bike. The open world means that the tracks can be wider with all that space and they combined this with the new tricks. So there are these different paths and levels but you need to earn them. The space and different paths help make the increase in racer number work well too. The new tricks are really well done. They are simple enough that anyone can use and understand them but some people are going to go crazy with it and find all the things you can do and all the time that can be saved. These new moves can all be chained, they have risk/reward built in and they really thought about how to implement them. You can be knocked off the rails. The shells travel along them, items function with them and a faster player can just knock you down too. The other thing they added was the rewind function, which again feels like it stems from open world exploration, so you wouldn’t have to make your way back on top of something after taking a tumble. But then Nintendo was like, let’s make this a racing mechanic too, so you can fix yourself after a mistake and even use it to dodge stuff.
The way the tracks look and feel is impacted by the open world. You can see way off into the distance giving you the best sense of place and backdrops ever for this series and it looks fantastic. This links back to the open world too as you can spot areas to check out next time you’re free roaming. It reaches its climax on Rainbow Road as you’re up in the clouds racing above the entire world and every track you just went through. Of course the racing is impacted as you race to and from the courses instead of just on them. This allowed for the knockout mode which has racers at the back continually eliminated until the final four are left fighting for first. The implementation of the open world feels thoughtful and impactful without this becoming a different game, this is still very much Mario Kart. It’s like the ideas and additions just feed into each other making this a big cohesive offering. Nintendo still really knows what they are doing but there are still some nitpicks, some things missing and some complaints.

Unfortunately the open world comes with some negatives. When you are out exploring the world it can feel barren pretty often. There are enough panels, challenges and Peach Medallions but more was needed. It’s lacking and just needed maybe one or two more additions. Maybe daily, weekly and monthly challenges and events would have livened things up a bit. More collectable types would have been great, like kart/bike parts and paint colours. Then there are the intermissions where you are racing from place to place. These are just very noticeably less enjoyable than the tracks. I’m surprised they didn’t do something more interesting with these. It seems obvious that they could have been improved by adding more vertical layers, more paths to take and by adding a lot more opportunities for using grinds and wall rides. They could have used these sections to make you think differently about the racing and to reinforce the new mechanics. It was a missed opportunity and we are left with races that are flatter, simpler experiences but they make knockout mode possible.
Knockout mode starts off chaotic, too chaotic, and I think they knew this because the items effects feel slightly nerfed. But eventually the chaos gives way to more skilled racing as the numbers decline. There is a good tension in it and it works okay as I was able to consistently do better more often than not but I have already taken a break from this mode. There are only so many times I can go from 2nd to 22nd right at a knockout line before I break my controller and then use that broken controller to commit a murder. Holy shit this game has gone too far into the chaos. Mario Kart always felt like a good balance of chaotic fun and skilled play, not anymore. The number of racers means constantly being pelted with items and the items themselves feel more impotent to help alleviate this. There are too many times when it just wasn’t fun. If I hit someone with a red shell not far in front I want to catch them, not watch as they tumble but keep momentum and quickly recover. Being in the top three right at the end of a section only to have multiple people boost past so I get knocked out always felt unfair. Every time I take a top three position by moving up like ten spots in the last 100m I don’t feel good, it’s empty. Why try? A game that punishes you for playing well isn’t going to have good longevity. I know this how Mario Kart is, we all hear the blue shells in our nightmares, but if feels like it has been cranked to 11 here. Speaking of how Mario Kart is, I hope you enjoy rubber banding that is just a bit too much as well.

This extends beyond Knockout mode and into the rest of the game as well. Playing Grand Prix is better because at least you have more laps to make it back to the front instead of your race being done. The mess is here too though and I tested it. I sat at the start line of an online race and waited to give everyone a massive head start. I not only caught up but finished 9th. That wasn’t my skills. That was items and the way this game has been tuned to keep the pack together. You’re often left feeling like how you performed didn’t matter or at least it didn’t matter as much as it should. It isn’t broken or totally down to luck; I can finish in the top eight consistently enough, but the balance and tuning feels wrong. Maybe it is about the journey and the fun you had along the way and not where you finish. However, the journey is getting blasted by items over and over, loosing items over and over before you get to use them and when you do use the items they feel weaker. The way that you end up playing has shifted to something much more defensive. You use the rails and walls, not for a better or faster path, but to escape the carnage. You hang onto boost, but not for a place to cut across, it is for recovering after being hit. You hold your three red shells instead of firing them because you need the protection. Good item use and making sure you always get an item feels like the most important aspect of play and that skilled driving and course knowledge has been made a bit less so.
I wish that there was a classic Grand Prix mode alongside the regular Grand Prix and Knockout. A mode that drops down the number of racers, boosts the item impact and lets you always race repeating laps on the tracks. While I’m on things that should be added, there could have been more tracks, there is room on this map to squeeze in a few more. The online multiplayer needs more options and features. For some reason a lot of the characters have little to no variations while others have a good selection. Kart customisation and something beyond just stickers would have been nice too. I don’t mean just picking parts before a race but a proper kart/bike customisation option from the menu. So you could go in swap out parts, and colours and also slap those stickers all over and then save it. This would have massively increased the number of unlocks to earn as well. When it comes to the unlocks that are here, I do like the way they have done them as it encourages you to use all the characters and play all the modes, and I don’t have an issue with the non main characters coming randomly during play. Also am I missing something or did they really omit 200cc mode? It might be that they plan to continually add to the game over time. Being Mario Kart, and a launch title that will sell millions, it does make it an excellent cross promotional tool. We could see characters, events and other content added around the release of new Nintendo titles. I just hope they keep it Mario and don’t turn it into a Nintendo Kart or something like Smash Bros. I like the way that it is nice and cohesive at the moment.

There is also the battle mode and time trial mode on offer. Battle mode has been fun so far but almost none of the courses are designed specifically for this mode. They just take place in areas from the world. There was plenty of space to drop some battle arenas around and I think this is the reason for this mode being a bit flat. The time trials are good, it is a test of your skills and course knowledge against the clock and the leader boards. You can enjoy just practising here or get sweaty pushing for impressive times. Unfortunately for me I am an intermediate Mario Kart player at best and I have no interest in pushing it to the limit here but I am always grateful for this mode and it is done well.
I feel like I have been bashing this game for a while now so I should make it clear that I like it. I’m having fun overall. The good side of excessive chaos is that it creates funny and interesting moments. It keeps you on your toes. It makes each race feel unique and helps to stop things from getting too repetitive. The game looks gorgeous, runs well, has bundles of charm, plenty of great details and has worked perfectly in docked and handheld mode. I really do love the way it looks, from the grand views, to the character designs and even the menus and fonts. I like the snow and mud getting in the tyres and how the tyres deform. How the karts and bikes look and react when weight is shifted around. How they get dirty is great and so is the way the lights come out and turn on. Obviously the world is full of great details too and the way weather and time shifts and alters the look is wonderful. The sound track is phenomenal and joyful and the sound effects are exactly what you want. Has Shy Guy always sounded like Old Tom though or have I just not been paying attention to Shy Guy. The differences between characters and vehicles could have been more nuanced but I like how this plays. It controls great, I love how it feels to hold down brake and accelerate at the same time. Turning, drifting and jumping are spot on and the new additions fit in perfectly.

I have four favourite Mario Kart games, in no particular order. Mario Kart 64 is the one I have the most love and nostalgia for. Mario Kart DS I put the most effort into getting good at. Mario Kart 8 Deluxe is up there for being the most robust offering and I have played it regularly with my kids. The final one is Mario Kart Double Dash for its high quality and being the most interesting and unique. When I first started Mario Kart World I thought it would shake up my top four but after putting a lot more time into it my top four remain the same. I love Mario Kart World but it is slightly disappointing and it doesn’t feel like it is everything it could and should be. Maybe it will get there over time and despite my complaining I’m still really enjoying it. Mario Kart World is a must play for Switch 2 owners and Mario Kart fans. Just don’t expect it to be the best of the series all around.