mario kart world

ars-technica’s-top-20-video-games-of-2025

Ars Technica’s Top 20 video games of 2025


Blue Prince and 19 others

A mix of expected sequels and out-of-nowhere indie gems made 2025 a joy.

Credit: Collage by Aurich Lawson

Credit: Collage by Aurich Lawson

When we put together our top 20 games of last year, we specifically called out Civilization 7, Avowed, Doom: The Dark Ages, and Grand Theft Auto 6 as big franchise games we were already looking forward to for 2025. While one of those games has been delayed into 2026, the three others made this year’s list of Ars’ favorite games as expected. They join a handful of other highly anticipated sequels, ranging from big-budget blockbusters to long-gestating indies, on the “expected” side of this year’s list.

But the games that really stood out for me in 2025 were the ones that seemed to come out of nowhere. Those range from hard-to-categorize roguelike puzzle games to a gonzo, punishing mountainous walking simulation, the best Geometry Wars clone in years, and a touching look at the difficulties of adolescence through the surprisingly effective lens of mini-games.

As we look toward 2026, there are plenty of other big-budget projects that the industry is busy preparing for (the delayed Grand Theft Auto VI chief among them). If next year is anything like this year, though, we can look forward to plenty more games that no one saw coming suddenly vaulting into view as new classics.

Assassin’s Creed Shadows

Ubisoft Quebec; Windows, MaxOS, PS5, Xbox Series X|S, Switch 2, iPad

When I was younger, I wanted—and expected—virtually every game I played to blow me away with something I’d not seen before. It was easier to hit that bar in the ’90s, when both the design and technology of games were moving at an incredible pace.

Now, as someone who still games in his 40s, I’m excited to see that when it happens, but I don’t expect it, Now, I increasingly appreciate games that act as a sort of comfort food, and I value some games as much for their familiarity as I do their originality.

That’s what Assassin’s Creed Shadows is all about (as I wrote when it first came out). It follows a well-trodden formula, but it’s a beautifully polished version of that formula. Its world is grand and escapist, its audio and graphics presentation is immersive, and it makes room for many different playstyles and skill levels.

If your idea of a good time is “be a badass, but don’t think too hard about it,” Shadows is one of the best Assassin’s Creed titles in the franchise’s long history. It doesn’t reinvent any wheels, but after nearly two decades of Assassin’s Creed, it doesn’t really need to; the new setting and story are enough to separate it, while the gameplay remains familiar.

-Samuel Axon

Avowed

Obsidian Entertainment; Windows, Xbox Series X|S

No game this year has made me feel as hated as Avowed. As an envoy for the far-off Aedryan empire, your role in Avowed is basically to be hated, either overtly or subtly, by almost everyone you encounter in the wild, semi-colonized world of the Living Lands. The low-level hum of hatred and mistrust from the citizens permeates everything you do in the game, which is an unsettling feeling in a genre usually characterized by the moral certitude of heroes fighting world-ending evil.

Role-playing aside, Avowed is helpfully carried by its strong action-packed combat system, characterized as it is by thrilling moment-to-moment positional jockeying and the juggling of magic spells, ranged weapons, and powerful close-range melee attacks. The game’s quest system also does a good job of letting players balance this combat difficulty for themselves—if a goal is listed with three skull symbols on your menu, you’d best put it off until you’ve leveled up a little bit more.

I can take or leave the mystical mumbo-jumbo-filled subplot surrounding your status as a “godlike” being that can converse with spirits. Aside from that, though, I’ve never had so much fun being hated.

-Kyle Orland

Baby Steps

Gabe Cuzzillo, Maxi Boch, Bennett Foddy; Windows, PS5

The term “walking simulator” often gets thrown around in some game criticism circles as a derisive term for a title that’s about nothing more than walking around and looking at stuff. While Baby Steps might technically fit into that “walking simulator” model, stereotyping it in that way does this incredibly inventive game a disservice.

It starts with the walking itself, which requires meticulous, rhythmic manipulation of both shoulder buttons and both analog sticks just to stay upright. Super Mario 64, this ain’t. But what starts as a struggle to take just a few short steps quickly becomes almost habitual, much like learning to walk in real life.

The game then starts throwing new challenges at your feet. Slippery surfaces. Narrow stairways with tiny footholds. Overhangs that block your ridiculously useless, floppy upper body. The game’s relentless mountain is designed such that a single missed step can ruin huge chunks of progress, in the proud tradition of Getting Over It with Bennett Foddy.

This all might sound needlessly cruel and frustrating, but trust me, it’s worth sticking with to the end. That’s in part for the feeling of accomplishment when you do finally make it past that latest seemingly impossible wall, and partly to experience an absolutely gonzo story that deals directly and effectively with ideas of masculinity, perseverance, and society itself. You’ll never be so glad to take that final step.

-Kyle Orland

Ball x Pit

Kenny Sun; Windows, MacOS, PS5, Xbox Series X|S, Switch, Switch 2

The idea of bouncing a ball against a block is one of the most tried-and-true in all of gaming, from the basic version in the ancient Breakout to the number-filled angles of Holedown. But perhaps no game has made this basic concept as compulsively addictive as Ball x Pit.

Here, the brick-breaking genre is crossed with the almost as storied shoot-em-up, with the balls serving as your weapons and the blocks as enemies that march slowly but relentlessly from the top of the screen to the bottom. The key to destroying those blocks all in time is bouncing your growing arsenal of new balls at just the right angles to maximize their damage-dealing impact and catching them again so you can throw them once more that much faster.

Like so many roguelikes before it, Ball x Pit uses randomization as the core of its compulsive loop, letting you choose from a wide selection of new abilities and ball-based attacks as you slowly level up. But Ball x Pit goes further than most in letting you fuse and combine those balls into unique combinations that take dozens of runs to fully uncover and combine effectively.

Add in a deep system of semi-permanent upgrades (with its own intriguing “bounce balls around a city builder” mini game) and a deep range of more difficult settings and enemies to slowly unlock, and you have a game whose addictive pull will last much longer than you might expect from the simple premise.

-Kyle Orland

Blue Prince

Dogubomb; Windows, MacOS, PS5, Xbox Series X|S

Usually, when formulating a list like this, you can compare a title to an existing game or genre as a shorthand to explain what’s going on to newcomers. That’s nearly impossible with Blue Prince, a game that combines a lot of concepts to defy easy comparison to games that have come before it.

At its core, Blue Prince is about solving the mysteries of a house that you build while exploring it, drafting the next room from a selection of three options every time you open a new door. Your initial goal, if you can call it that, is to discover and access the mysterious “Room 46” that apparently exists somewhere on the 45-room grid. And while the houseplan you’re building resets with every in-game day, the knowledge you gain from exploring those rooms stays with you, letting you make incremental progress on a wide variety of puzzles and mysteries as you rebuild the mansion from scratch again and again.

What starts as a few simple and relatively straightforward puzzles quickly unfolds fractally into a complex constellation of conundrums, revealed slowly through scraps of paper, in-game books, inventory items, interactive machinery, and incidental background elements. Figuring out the more intricate mysteries of the mansion requires careful observation and, often, filling a real-life mad scientist’s notepad with detailed notes that look incomprehensible to an outsider. All the while, you have to manage each day’s limited resources and luck-of-the-draw room drafting to simply find the right rooms to make the requisite progress.

Getting to that storied Room 46 is enough to roll the credits on Blue Prince, and it serves as an engaging enough puzzle adventure in its own right. But that whole process could be considered a mere tutorial for a simply massive endgame, which is full of riddles that will perplex even the most experienced puzzlers while slowly building a surprisingly deep story of political intrigue and spycraft through some masterful environmental storytelling.

Some of those extreme late-game puzzles might be too arcane for their own good, honestly, and will send many players scrambling for a convenient guide or wiki for some hints. But even after playing for over 100 hours over two playthroughs, I’m pretty sure I’m still not done exploring all that Blue Prince has to offer.

-Kyle Orland

Civilization VII

Firaxis; Windows, MacOS, Linux, PS4/5, Xbox One/Series X|S, Switch 2

This one will be controversial: I love Civilization VII.

Civilization VII launched as a bit of a mess. There were bugs and UI shortcomings aplenty. Most (but not all) of those have been addressed in the months since, but they’re not the main reason this is a tricky pick.

The studio behind the Civilization franchise, Firaxis, has long said it has a “33/33/33″ approach to sequels in the series, wherein 33 percent of the game should be familiar systems, 33 percent should be remixes or improvements of familiar systems, and 33 percent should be entirely new systems.

Critics of Civilization VII say Firaxis broke that 33/33/33 rule by overweighting the last 33 percent, mainly to chase innovations in the 4X genre by other games (like Humankind). I don’t disagree, but I also welcome it.

Credit is due to the team at Firaxis for ingeniously solving some longstanding design problems in the franchise, like using the new age transitions to curb snowballing and to expunge systems that become a lot less fun in the late game than they are in the beginning. Judged on its own terms, Civilization VII is a deep, addictive, and fun strategy game that I’ve spent more than 100 hours playing this year.

My favorite Civ game remains Civilization IV, but that game still runs fine on modern systems, is infinitely replayable out of the box, and enjoys robust modding support. I simply didn’t need more of the same from this particular franchise; to me, VII coexists with IV and others on my hard drive—very different flavors of the same idea.

-Samuel Axon

CloverPit

Panik Arcade; Windows, Xbox Series X|S

I’m not sure I like what my minor CloverPit obsession says about me. When I fell into a deep Balatro hole last year, I could at least delude myself into thinking there was some level of skill in deciding which jokers to buy and sell, which cards to add or prune from my deck, and which cards to hold and discard. In the end, though, I was as beholden to the gods of random number generation as any other Balatro player.

Cloverpit makes the surrender to the vagaries of luck all the more apparent, replacing the video-poker-like systems of Balatro with a “dumb” slot machine whose handle you’re forced to pull over and over again. Sure, there are still decisions to make, mostly regarding which lucky charms you purchase from a vending machine on the other side of the room. And there is some skill involved in learning and exploiting lucky charm synergies to extract the highest expected value from those slot machine pulls.

Once you’ve figured out those basic strategies, though, CloverPit mostly devolves into a series of rerolls waiting for the right items to show up in the shop in the right order. Thankfully, the game hides plenty of arcane secrets beneath its charming PS1-style spooky-horror presentation, slowly revealing new items and abilities that hint that something deeper than just accumulating money might be the game’s true end goal.

It’s this creepy vibe and these slowly unfolding secrets that have compelled me to pour dozens of hours into what is, in the end, just a fancy slot machine simulator. God help me.

-Kyle Orland

Consume Me

Jenny Jiao Hsia, AP Thomson; Windows, MacOS

Jenny is your average suburban Asian-American teenager, struggling to balance academic achievement, chores, an overbearing mother, romantic entanglements, and a healthy body image. What sounds like the premise for a cliché young adult novel actually serves to set up a compelling interactive narrative disguised as a mere mini-game collection.

Consume Me brilliantly integrates the conflicting demands placed on Jenny’s time and attention into the gameplay itself. Creating a balanced meal, for instance, becomes a literal test of balancing vaguely Tetris-shaped pieces of food on a tray, satisfying your hunger and caloric limits at the same time. Chores take up time but give you money you can spend on energy drinks that let you squeeze in more activities by staying up late (but can lead to debilitating headaches). A closet full of outfits becomes an array of power-ups to your time, energy, or focus.

It takes almost preternatural resource management skills and mini-game execution to satisfy all the expectations being placed on you, which is kind of the meta-narrative point. No matter how well you do, Jenny’s story develops in a way that serves as a touching semi-autobiographical look at the life of co-creator Jenny Jiao Hsia. That biography is made all the more sympathetic here for an interactive presentation that’s more engaging than any young adult novel could be.

-Kyle Orland

Death Stranding 2: On the Beach

Kojima Productions; PS5

Death Stranding 2: On the Beach should not be fun. Much like its predecessor, the latest release from famed game designer Hideo Kojima is about delivering packages—at least on the surface. Yet the process of planning your routes, managing inventory, and exploring an unfathomably strange post-apocalyptic world remains a winning formula.

The game again follows Sam Porter Bridges (played by Norman Reedus) on his quest to reconnect the world as humanity faces possible extinction. And yes, that means acting like a post-apocalyptic Amazon Prime. Standing in the way of an on-time delivery are violent raiders, dangerous terrain, and angry, disembodied spirits known as Beached Things.

It’s common to hear Death Stranding described as a walking simulator, and there is indeed a lot of walking, but the sequel introduces numerous quality-of-life improvements that make it more approachable. Death Stranding 2 has a robust fast-travel mechanic and better vehicles to save you from unnecessary marches, and the inventory management system is less clunky. That’s important in a game that asks you to traverse an entire continent to deliver cargo.

Beyond the core gameplay loop of stacking heavy boxes on your back, Death Stranding 2 has all the Kojima vibes you could want. There are plenty of quirky gameplay mechanics and long cutscenes that add depth to the characters and keep the story moving. The world of Death Stranding has been designed from the ground up around the designer’s flights of fancy, and it works—even the really weird stuff almost makes sense!

Along the way, Death Stranding 2 has a lot to say about grief, healing, and the value of human connection. The game’s most poignant cutscenes are made all the more memorable by an incredible soundtrack, and we cannot oversell the strength of the mocap performances.

It may take 100 hours or more to experience everything the game has to offer, but it’s well worth your time.

-Ryan Whitwam

Donkey Kong Bananza

Nintendo EPD; Switch 2

Credit: Nintendo

Since the days of Donkey Kong Country, I’ve always felt that Mario’s original ape antagonist wasn’t really up for anchoring a Mario-level platform franchise. Donkey Kong Bananza is the first game to really make me doubt that take.

Bonanza is a great showcase for the new, more powerful hardware on the Switch 2, with endlessly destructible environments that send some impressive-looking shiny shrapnel flying when they’re torn apart. It can’t be understated how cathartic it is to pound tunnels up, down, and through pretty much every floor, ceiling, and wall you see, mashing the world itself to suit your needs.

Bonanza also does a good job aping Super Mario Odyssey’s tendency to fill practically every square inch of space with collectible doodads and a wide variety of challenges. This is not a game where you need to spend a lot of time aimlessly wandering for the next thing to do—there’s pretty much always something interesting around the next corner until the extreme end game.

Sure, the camera angles and frame rate might suffer a bit during the more chaotic bits. But it’s hard to care when you’re having this much fun just punching your way through Bananza’s imaginative, colorful, and malleable world.

-Kyle Orland

Doom: The Dark Ages

Id Software; Windows, PS5, Xbox Series X|S

Credit: Bethesda Game Studios

For a series that has always been about dodging, Doom: The Dark Ages is much more about standing your ground. The game’s key verbs involve raising your shield to block incoming attacks or, ideally, parrying them back in the direction they came.

It’s a real “zig instead of zag” moment for the storied Doom series, and it does take some getting used to. Overall, though, I had a great time mixing in turtle-style blocking with the habitual pattern of circling-strafing around huge groups of enemies in massive arenas and quickly switching between multiple weapons to deal with them as efficiently as possible. While I missed the focus on extreme verticality of the last two Doom games, I appreciate the new game’s more open-world design, which gives completionist players a good excuse to explore every square inch of these massive environments for extra challenges and hidden collectibles.

The only real problem with Doom: The Dark Ages comes when the game occasionally transitions to a slow-paced mech-style demon battle or awkward flying dragon section, sometimes for entire levels at a time. Those variations aside, I came away very satisfied with the minor change in focus for a storied shooter series.

-Kyle Orland

Dragonsweeper

Daniel Benmergui; Javascript

Anyone who has read my book-length treatise on Minesweeper knows I’m a sucker for games that involve hidden threats within a grid of revealed numbers. But not all variations on this theme are created equal. Dragonsweeper stands out from the crowd by incorporating a simple but arcane world of RPG-style enemies and items into its logical puzzles.

Instead of simply counting the number of nearby mines, each number revealed on the Dragonsweeper grid reflects the total health of the surrounding enemies, both seen and unseen. Attacking those enemies means enduring predictable counterattacks that deplete your limited health bar, which you can grow through gradual leveling until you’re strong enough to kill the game’s titular dragon, taunting you from the center of the field.

Altogether, it adds an intriguing new layer to the logical deduction, forcing you to carefully manage your moves to maximize the impact of your attacks and the limited health-restoring items scattered throughout the field. And while finishing one run isn’t too much of a challenge, completing the game’s optional achievements and putting together a “perfect” game score is enough to keep puzzle lovers coming back for hours and hours of compelling logical deduction.

-Kyle Orland

Elden Ring: Nightreign

FromSoftware; Windows, PS4/5, Xbox One/Series X|S

Credit: Bandai Namco

At first blush, Nightreign feels like a twisted perversion of everything that has made FromSoft’s Souls series so compelling for so many years. What was a slow-paced, deliberate open-world RPG has become a game about quickly sprinting across a quickly contracting map, leveling up as quickly as possible before taking on punishing bosses. A moody solitary experience has become one that practically requires a group of three players working together. It’s like an Elden Ring-themed amusement park that seems to miss the point of the original.

Whatever. It still works!

Let the purists belly ache about how it’s not really Elden Ring. They’re right, but they’re missing the point. Nightreign condenses the general vibe of the Elden Ring world into something very different but no less enjoyable. What’s more, it packs that vibe into a tight experience that can be easily squeezed into a 45-minute sprint rather than requiring dozens of hours of deep exploration.

That makes it the perfect excuse to get together with a few like-minded Elden Ring-loving friends, throw on a headset, and just tear through the Lands Between together for the better part of an evening. As Elden Ring theme parks go, you could do a lot worse.

-Kyle Orland

Ghost of Yotei

Sucker Punch Productions; PS5

Ghost of Yotei from Sucker Punch Productions starts as a revenge tale, featuring hard-as-nails Atsu on the hunt for the outlaws who murdered her family. While there is plenty of revenge to be had in the lands surrounding Mount Yotei, the people Atsu meets and the stories they have to tell make this more than a two-dimensional quest for blood.

The game takes place on the northern Japanese island of Ezo (modern-day Hokkaido) several centuries after the developer’s last samurai game, Ghost of Tsushima. It has a lot in common with that title, but Ghost of Yotei was built for the PS5 and features a massive explorable world and stunning visuals. It’s easy to get sidetracked from your quest just exploring Ezo and tinkering with the game’s photo mode.

The land of Ezo avoids some of the missteps seen in other open-world games. While it’s expansive and rich with points of interest, exploring it is not tedious. There are no vacuous fetch quests or mindless collecting (or loading screens, for that matter). Even when you think you know what you’re going to find at a location, you may be surprised. The interesting side quests and random encounters compel you to keep exploring Ezo.

Ghost of Yotei’s combat is just as razor-sharp as its exploration. It features multiple weapon types, each with unlockable abilities and affinities that make them ideal for taking on certain foes. Brute force will only get you so far, though. You need quick reactions to parry enemy attacks and strike back—it’s challenging and rewarding but not frustrating.

It’s impossible to play Ghost of Yotei without becoming invested in the journey, and a big part of that is thanks to the phenomenal voice work of Erika Ishii as Atsu. Some of the game’s pivotal moments will haunt you, but luckily, the developer has just added a New Game+ mode so you can relive them all again.

-Ryan Whitwam

Hades 2

Supergiant Games; Windows, MacOS, Switch, Switch 2

There’s a moment in the second section of Hades 2 where you start to hear a haunting melody floating through the background. That music gets louder and louder until you reach the game’s second major boss, a trio of sirens that go through a full rock-opera showtune number as you dodge their bullet-hell attacks and look for openings to go in for the kill. That three-part musical presentation slowly dwindles to a solo as you finally dispatch the sirens one by one, restoring a surprisingly melancholy silence once more.

It’s this and other musical moments casually and effortlessly woven through Hades 2 that will stick with me the most. But the game stands on its own beyond the musicality, expanding the original game’s roguelike action with a compelling new spell system that lets you briefly capture or slow enemies in a binding circle. This small addition adds a new sense of depth to the moment-to-moment positional dance that was already so compelling in the original Hades.

Hades 2 also benefits greatly from the introduction of Melinoe, a compelling new protagonist who gets fleshed out through her relationship with the usual rogue’s gallery of gods and demigods. Come for her quest of self-discovery, stay for the moments of musical surprise.

-Kyle Orland

Hollow Knight: Silksong

Team Cherry; Windows, MacOS, Linux, PS4/5, Xbox One/Series X|S, Switch, Switch 2

Piece of cake.

Credit: Team Cherry

Piece of cake. Credit: Team Cherry

A quickie sequel in the year or two after Hollow Knight’s out-of-nowhere success in 2017 might have been able to get away with just being a more-of-the-same glorified expansion pack. But after over eight years of overwhelming anticipation from fans, Silksong had to really be something special to live up to its promise.

Luckily, it is. Silksong is a beautiful expansion of the bug-scale underground universe created in the first game. Every new room is a work of painterly beauty, with multiple layers of detailed 2D art drawing you further into its intricate and convincing fallen world.

The sprawling map seems to extend forever in every direction, circling back around and in on itself with plenty of optional alleyways in which to get lost searching for rare power-ups. And while the game is a punishingly hard take on action platforming, there’s usually a way around the most difficult reflex tests for players willing to explore and think a bit outside the box.

Even players who hit a wall and never make it through the sprawling tunnels of Silksong’s labyrinthine underground will still find plenty of memorable moments in whatever portion of the game they do experience.

-Kyle Orland

The King Is Watching

Hypnohead; Windows

A lot of good resource tiles there, but the king can only look at six at a time.

Credit: Hypnohead / Steam

A lot of good resource tiles there, but the king can only look at six at a time. Credit: Hypnohead / Steam

In a real-time-strategy genre that can often feel too bloated and complex for its own good, The King Is Watching is a streamlined breath of fresh air. Since the entire game takes place on a single screen, there’s no need to constantly pan and zoom your camera around a sprawling map. Instead, you can stay laser-focused on your 5×5 grid of production space and on which portion of it is actively productive under the king’s limited gaze at any particular moment.

Arranging tiles to maximize that production of basic resources and military units quickly becomes an all-consuming juggling act, requiring constant moment-to-moment decisions that can quickly cascade through a run. I’m also a big fan of the game’s self-selecting difficulty system, which asks you to choose how many enemies you think you can take in coming waves, doling out better rewards for players who are willing to push themselves to the limit of their current capabilities.

The bite-size serving of a single King Is Watching run ensures that even failure doesn’t feel too crushing. And success brings with it just enough in the way of semi-permanent ability expansions to encourage another run where you can reach even greater heights of production and protection.

-Kyle Orland

Kingdom Come: Deliverance II

Warhorse Studios; Windows, PS5, Xbox Series X|S

Kingdom Come: Deliverance was a slog that I had to will myself to complete. It was sometimes a broken and janky game, but despite its warts, I saw the potential for something special. And that’s what its sequel, Kingdom Come: Deliverance II, has delivered.

While it’s still a slow burn, the overall experience has been greatly refined, the initial challenge has been smoothed out, and I’ve rarely been more immersed in an RPG’s storytelling. There’s no filler, as every story beat and side quest offers a memorable tale that further paints the setting and characters of medieval Bohemia.

Unlike most RPGs, there’s no magic to be had, which is a big part of the game’s charm. As Henry of Skalitz, you are of meager social standing, and many characters you speak to will be quick to remind you of it. While Henry is a bit better off than his humble beginnings in the first game, you’re no demigod that can win a large battle single-handedly. In fact, you’ll probably lose fairly often in the early goings if more than one person is attacking you.

Almost every fight is a slow dance once you’re in a full suit of armor, and your patience and timing will be the key to winning over the stats of your equipment. But therein lies the beauty of KC:D II: Every battle you pick, whether physical or verbal, carries some weight to your experience and shapes Bohemia for better or worse.

-Jacob May

Mario Kart World

Nintendo; Switch 2

Credit: Nintendo

After the incredible success of Mario Kart 8 and its various downloadable content packs on the Switch, Nintendo could have easily done a prettier “more of the same” sequel as the launch-window showcase for the Switch 2. Instead, the company took a huge gamble in trying to transform Mario Kart’s usual distinct tracks into a vast, interconnected open world.

This conceit works best in “Free Roam” mode, where you can explore the outskirts of the standard tracks and the wide open spaces in between for hundreds of mini-challenges that test your driving speed and precision. Add in dozens of collectible medallions and outfits hidden in hard-to-reach corners, and the mode serves as a great excuse to explore every nook and cranny of a surprisingly detailed and fleshed-out world map.

I was also a big fan of Knockout Mode, which slowly whittles a frankly overwhelming field of 24 initial racers to a single winner through a series of endurance rally race checkpoints. These help make up for a series of perplexing changes that hamper the tried-and-true Battle Mode formula and long straightaway sections that feel more than a little bit stifling in the standard Grand Prix mode. Still, Free Roam mode had me happily whiling away dozens of hours with my new Switch 2 this year.

-Kyle Orland

Sektori

Kimmo Lahtinen; Windows, PS5, Xbox Series X|S

For decades now, I’ve been looking for a twin-stick shooter that fully captures the compulsive thrill of the Geometry Wars franchise. Sektori, a late-breaking addition to this year’s top games list, is the first game I can say does so without qualification.

Like Geometry Wars, Sektori has you weaving through a field filled with simple shapes that quickly fill your personal space with ruthless efficiency. But Sektori advances that basic premise with an elegant “strike” system that lets you dash through encroaching enemies and away from danger with the tap of a shoulder button. Advanced players can get a free, instant strike refill by dashing into an upgrade token, and stringing those strikes together creates an excellent risk-vs-reward system of survival versus scoring.

Sektori also features an excellent Gradius-style upgrade system that forces you to decide on the fly whether to take basic power-ups or save up tokens for more powerful weaponry and/or protection further down the line. And just when the basic gameplay threatens to start feeling stale, the game throws in a wide variety of bosses and new modes that mix things up just enough to keep you twitching away.

Throw in an amazing soundtrack and polished presentation that makes even the most crowded screens instantly comprehensible, and you have a game I can see myself coming back to for years—until my reflexes are just too shot to keep up with the frenetic pace anymore.

-Kyle Orland

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

Ars Technica’s Top 20 video games of 2025 Read More »

“free-roam”-mode-is-mario-kart-world’s-killer-app

“Free Roam” mode is Mario Kart World’s killer app

When Ars tried out Mario Kart World at April’s Switch 2 premiere hands-on event, the short demos focused on more-or-less standard races in the game’s Grand Prix and Knockout modes. So when Nintendo invited us back for more time previewing the near-final version of the game before the Switch 2’s release, we decided to focus most of our time on the game’s mysterious (and previously teased) “Free Roam” mode.

We’re glad we did, because the mode feels like the hidden gem of Mario Kart World and maybe of the Switch 2 launch as a whole. Combining elements of games like Diddy Kong Racing, Forza Horizon, and even the Tony Hawk’s Pro Skater series, Free Roam provides a unique mixture of racing challenges, exploration, and collectibles that should keep new Switch 2 owners busy for a while.

Switch hunt

Surprisingly, Free Roam mode isn’t listed as one of the main options when you launch a new game of Mario Kart World. Instead, a tiny note in the corner of the screen tells you to hit the plus button to get dropped into a completely untimed and free-wheeling version of the vast Mario Kart World map.

The real game takes place in the spaces between those race courses.

Credit: Nintendo

The real game takes place in the spaces between those race courses. Credit: Nintendo

Exploring in Free Roam mode provides the best sense of scale for the game’s massive, multi-ecosystem island in a way individual races just can’t. Sure, other race modes sometimes let you travel between the individual race courses along pre-set paths from one finish line to another starting line. But Free Roam mode lets you fully explore the vast spaces between those paths, encouraging you to go off-roading in the mountains, valleys, rivers, oceans, volcanoes, snowdrifts, and landmarks that dot the countryside.

Your main explicit goal when exploring all this varied expanse is to look for large, blue P-Switches, each of which activates a short, timed challenge mission in the immediate vicinity. In many cases, simply reaching the P-Switch is half the challenge, requiring some inventive wall-riding or item use to get to a particularly out-of-the-way corner of the map.

“Free Roam” mode is Mario Kart World’s killer app Read More »

mario-kart-world’s-$80-price-isn’t-that-high,-historically

Mario Kart World’s $80 price isn’t that high, historically

We assembled data for those game baskets across 21 non-consecutive years, going back to 1982, then normalized the nominal prices to consistent February 2025 dollars using the Bureau of Labor Statistics CPI calculator. You can view all our data and sources in this Google Sheet.

The bad old days

In purely nominal terms, the $30 to $40 retailers routinely charged for game cartridges in the 1980s seems like a relative bargain. Looking at the inflation-adjusted data, though, it’s easy to see how even an $80 game today would seem like a bargain to console gamers in the cartridge era.

Video game cartridges were just historically expensive, even compared to today’s top-end games.

Credit: Kyle Orland / Ars Technica

Video game cartridges were just historically expensive, even compared to today’s top-end games. Credit: Kyle Orland / Ars Technica

New cartridge games in the 20th century routinely retailed for well over $100 in 2025 money, thanks to a combination of relatively high manufacturing costs and relatively low competition in the market. While you could often get older and/or used cartridges for much less than that in practice, must-have new games at the time often cost the equivalent of $140 or more in today’s money.

Pricing took a while to calm down once CD-based consoles were introduced in the late ’90s. By the beginning of the ’00s, though, nominal top-end game pricing had fallen to about $50, and only rose back to $60 by the end of the decade. Adjusting for inflation, however, those early 21st-century games were still demanding prices approaching $90 in 2025 dollars, well above the new $80 nominal price ceiling Mario Kart World is trying to establish.

Those $50 discs you remember from the early 21st century were worth a lot more after you adjust for inflation.

Credit: Kyle Orland / Ars Technica

Those $50 discs you remember from the early 21st century were worth a lot more after you adjust for inflation. Credit: Kyle Orland / Ars Technica

In the 2010s, inflation started eating into the value of gaming’s de facto $60 price ceiling, which remained remarkably consistent throughout the decade. Adjusted for inflation, the nominal average pricing we found for our game “baskets” in 2013, 2017, and 2020 ended up almost precisely equivalent to $80 in constant 2025 dollars.

Is this just what things cost now?

While the jump to an $80 price might seem sudden, the post-COVID jump in inflation makes it almost inevitable. After decades of annual inflation rates in the 2 to 3 percent range, the Consumer Price Index jumped 4.7 percent in 2021 and a whopping 8 percent in 2022. In the years since, annual price increases still haven’t gotten below the 3 percent level that was once seen as “high.”

Mario Kart World’s $80 price isn’t that high, historically Read More »

hands-on-with-the-switch-2:-it’s-the-switch,-too

Hands-on with the Switch 2: It’s the Switch, too


It’s bigger, it’s more powerful, and it has some weird Nintendo control gimmicks.

That’s my hand on a Switch 2. Hence the term “hands-on” Credit: Kyle Orland

That’s my hand on a Switch 2. Hence the term “hands-on” Credit: Kyle Orland

The Nintendo Switch 2 could be considered the most direct “sequel” to a Nintendo console that the company has ever made. The lineage is right there in the name, with Nintendo simply appending the number “2” onto the name of its incredibly successful previous console for the first time in its history.

Nintendo’s previous consoles have all differed from their predecessors in novel ways that were reflected in somewhat new naming conventions. The Switch 2’s name, on the other hand, suggests that it is content to primarily be “more Switch.” And after spending the better part of the day playing around with the Switch 2 hardware and checking out some short game demos on Wednesday, I indeed came away with the impression that this console is “more Switch” in pretty much every way that matters, for better or worse.

Bigger is better

We’ve deduced from previous trailers just how much bigger the Switch 2 would be than the original Switch. Even with that preparation, though, the expanded Switch 2 makes a very good first impression in person.

Yes, the Switch 2 feels a good deal more substantial in the hands—Nintendo’s official stats page pegs it at about 34 percent heavier than the original Switch (as well as a tad wider and taller). But Nintendo’s new console is still noticeably short of Steam Deck-level bulk, coming in about 17 percent lighter (and a bit less wide and thick) than Valve’s handheld.

That extra size and weight over the original Switch is being put to good use, nowhere more so than in a 7.9-inch screen that feels downright luxurious on a handheld that’s this compact. That screen might be missing a best-in-class high-contrast OLED panel, but the combination of full 1080p resolution, HDR colors, and variable frame rates up to 120 fps still results in a handheld display that we feel would hold up well next to the best modern OLED competition.

The system’s extra size also allows for Joy-Cons that are expanded just enough to be much better suited for adult hands, with much less need for grown-ups to contort into a claw-like grip just to get a solid hold. That’s even true when the controllers are popped out from the system, which is now easily accomplished with a solidly built lever on the rear of each controller (reconnecting the Joy-Cons by slotting them in with a hefty magnetic snap feels equally solid).

The controls on offer here are still a bit smaller than you might be used to on controllers designed for home consoles or even those on larger handhelds like the Steam Deck. But the enlarged buttons are now less likely to press uncomfortably into the pad of your thumb than those on the Switch. And the slightly larger-than-Switch joysticks are a bit easier to maneuver precisely, with a longer physical travel distance from center to edge.

Speaking of joysticks, Nintendo has yet to go on record regarding whether it is using the coveted “magnetic Hall effect” sensors that would prevent the kind of stick drift that plagued the original Switch Joy-Cons. When asked about the stick drift issue in a roundtable Q&A, Switch 2 Technical Director Tetsuya Sasaki would only say that the “new Joy-Con 2 controllers have been designed from the ground up from scratch to have bigger, smoother movement.”

When it comes to raw processing power, it’s all relative. The Switch 2 is a noticeable step up from the eight-year-old Switch but an equally noticeable step down from modern top-of-the-line consoles.

Playing the Switch 2 Edition of Tears of the Kingdom, for instance, feels like playing the definitive version of the modern classic, thanks mostly to increased (and silky smooth) frame rates and quick-loading menus. But an early build of Cyberpunk 2077 felt relatively rough on the Switch 2, with visuals that clocked somewhere just south of a PS4 Pro (though this could definitely change with some more development polish before launch). All told, I’d guess that the Switch 2 should be able to handle effective ports of pretty much any game that runs on the Steam Deck, with maybe a little bit of extra graphical panache to show for the trouble.

A mouse? On a game console?

Nintendo has a history of trying to differentiate its consoles with new features that have never been seen before. Some, like shoulder buttons or analog sticks, become industry standards that other companies quickly aim to copy. Others, like a tablet controller or glasses-free stereoscopic 3D, are rightly remembered as half-baked gimmicks that belong in the dustbin of game industry history.

I can’t say which side of that divide the Switch 2’s Joy-Con “mouse mode,” which lets you use a Joy-Con on its side like a mouse, will fall on. But if I had to guess, I’d go with the gimmicky side.

It works, but it’s kind of awkward. Kyle Orland

The main problem with “mouse mode” is that the Switch 2 Joy-Cons lack the wide, palm-sized base and top surface you’d find on a standard PC mouse. Instead, when cradled in mouse mode, a Joy-Con stands awkwardly on an edge that’s roughly the width of an adult finger. The top isn’t much better, with only a small extension to rest a second finger on the jutting shoulder button that serves as a “right-click” option on the right Joy-Con (the thinner “left click” shoulder button ends up feeling uncomfortably narrow in this mode).

This thin “stand-up” design means that in mouse mode, the thumb side of your palm tends to spill awkwardly over the buttons and joysticks on the inner edge of the Joy-Con, which are easy to press accidentally in some gameplay situations. Meanwhile, on the other side, your ring finger and pinky will have to contort uncomfortably to get a solid grip that can nudge or lift the Joy-Con as necessary.

These ergonomic problems were most apparent when playing Drag x Drop, a Switch 2 exclusive that I can confidently say is the first video game I’ve ever played using two mice at once. Using long, vertical swoops of those mice, you can push and pull the wheels on either side of a wheelchair in a kind of tank-like fashion to dash, reverse, pivot, and gently turn with some degree of finesse in a game of three-on-three basketball.

That repetitive mouse-swooping motion started to strain my upper arms after just a few minutes of play, though. And I ended my brief Drag x Drop play sessions with some soreness in my palm from having to constantly and quickly grasp the Joy-Con to reposition on the playing surface.

These problems were less pronounced in games that relied on more subtle mouse movements. In a short demo of Metroid Prime 4: Beyond, for instance, using mouse mode and a few small flicks of the wrist let me change my aim much more quickly and precisely than using a joystick and/or the Joy-Con’s built-in gyroscopes (or even the IR-based “pointer” on the Wii’s Metroid Prime 3). While my grip on the narrow Joy-Con still felt a bit awkward, the overall lack of mouse motion made it much less noticeable, even after a 20-minute demo session.

A quick flick of the wrist is all I need to adjust my aim precisely and quickly.

Credit: Kyle Orland

A quick flick of the wrist is all I need to adjust my aim precisely and quickly. Credit: Kyle Orland

Metroid Prime 4: Beyond also integrates mouse controls well into the existing design of the game, letting you lock the camera on the center of an enemy while using the mouse to make fine aim adjustments as they move or even hit other enemies far off to the side of the screen as needed. The game’s first boss seems explicitly designed as a sort of tutorial for this combination aiming, with off-center weak points that almost require quick flicks of the mouse-controlling wrist while jumping and dodging using the accessible buttons on the thumb side.

Other mouse-based Switch 2 demos Nintendo showed this week almost seemed specifically designed to appeal to PC gamers. The Switch 2 version of Civilization VII, for instance, played practically identically to the PC version, with a full mouse pointer that eliminates the need for any awkward controller mapping. And the new mouse-based mini-games in Mario Party Jamboree felt like the best kind of early Macintosh tech demos, right down to one that is a close mimic of the cult classic Shufflepuck Cafe. A few games even showed the unique promise of a “mouse” that includes its own gyroscope sensor, letting players rotate objects by twisting their wrist or shoot a basketball with a quick “lift and flick” motion.

The biggest problem with the Switch 2’s mouse mode, though, is imagining how the average living room player is going to use it. Nintendo’s demo area featured large, empty tables where players could easily slide their Joy-Cons to their hearts’ content. To get the same feeling at home, the average sofa-bound Switch player will have to crouch awkwardly over a cleared coffee table or perhaps invest in some sort of lap desk.

Nintendo actually recommends that couch-bound mouse players slide the Joy-Con’s narrow edge across the top of the thigh area of their pants. I was pleasantly surprised at how well this worked for the long vertical mouse swipes of Drag x Drop. For games that involved more horizontal mouse movement, though, a narrow, rounded thigh-top does not serve as a very natural mouse pad.

You can test this for yourself by placing an optical mouse on your thigh and going about your workday. If you get weird looks from your boss, you can tell them I said it was OK.

Start your engines

Mouse gimmicks aside, Nintendo is leaning heavily on two first-party exclusives to convince customers that the system is worth buying in the crucial early window after its June 5 launch. While neither makes the massive first impression that Breath of the Wild did eight years ago, both seem like able demonstrations for the new console.

That’s a lot of karts.

Credit: Nintendo

That’s a lot of karts. Credit: Nintendo

Mario Kart World feels like just the kind of update the long-running casual racer needs. While you can still race through pre-set “cups” in Grand Prix mode, I was most interested in the ability to just drive aimlessly between the race areas, searching for new locations in a freely roamable open world map.

Racing against 23 different opponents per race might sound overwhelming on paper, but in practice, the constant jockeying for position ends up being pretty engaging, like a slower-paced version of F-Zero GX. It definitely doesn’t hurt that items in World are much less punishing than in previous Kart games; most projectiles and hazards now merely slow your momentum rather than halting it completely. Drifts feel a bit more languorous here, too, with longer arcs needed to get the crucial “sparks” required for a boost.

A multi-section Knockout Tour map.

Credit: Nintendo

A multi-section Knockout Tour map. Credit: Nintendo

While the solo races were fine, I had a lot more fun in Knockout Tour mode, Mario Kart World‘s Battle Royale-style elimination race. After pairing up with 23 other human players online, Knockout Tour mode selects a route through six connected sections of the world map for you to race through. The bottom four racers are eliminated at every section barrier until just four racers remain to vie for first place at the end.

You’d better be in the top 20 before you cross that barrier.

Credit: Kyle Orland

You’d better be in the top 20 before you cross that barrier. Credit: Kyle Orland

This design makes for a lot of tense moments as players use up their items and jockey for position at the end of each section cutoff. The frequent changes in style and scenery along a multi-section Knockout Tour competition also make races more interesting than multiple laps around the same old turns. And I liked how the reward for playing well in this mode is getting to play more; success in Knockout Tour mode means a good ten to fifteen minutes of uninterrupted racing.

Punch, punch, it’s all in the mind.

Credit: Nintendo

Punch, punch, it’s all in the mind. Credit: Nintendo

Nintendo’s other big first-party Switch 2 exclusive, Donkey Kong Bananza, might not be the new 3D Mario game we were hoping for. Even so, it was incredibly cathartic to jump, dig, and punch my way through the demo island’s highly destructible environments, gathering countless gold trinkets and collectibles as I did. The demo is full of a lot of welcome, lighthearted touches, like the ability to surf on giant slabs of rock or shake the controller for a very ape-like beating of Donkey Kong’s chest. (Why? Just because.)

One of my colleagues joked that the game might as well be called Red Faction: Gorilla, but I’d compare it more to the joyful destruction of Travellers Tales’ many Lego games.

A single whirlwind day with the Switch 2 isn’t nearly enough to get a full handle on the system’s potential, of course. Nintendo didn’t demonstrate any of the new GameChat features it announced Wednesday morning or the adaptive microphone that supposedly powers easy on-device voice chat.

Still, what we were able to sample this week has us eager to spend more time with the “more Switch” when it hits stores in just a couple of months.

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

Hands-on with the Switch 2: It’s the Switch, too Read More »