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If you’d told me a year ago that a bizarre GameCube spinoff would receive a sequel on Nintendo’s follow-up to the Switch, I’m not sure I’d believe you. That’s right, Kirby Air Riders – a racing game developed by Bandai Namco Studios and Kirby creator Masahiro Sakurai’s Sora Ltd. – is finally here on Nintendo Switch 2, a whole 22 years after its predecessor entered the fray.
Review info
Platform reviewed: Nintendo Switch 2
Available on: Nintendo Switch 2
Release date: November 20, 2025
Well, I’ve played solo, raced online, and even battled it out in local multiplayer. I’ve also spent hours on the game’s single-player campaign, customizing my machines and unlocking new characters. So, can this oddball racer outpace some of the best Nintendo Switch 2 games? I’ve got a lot of thoughts – largely positive ones, thankfully. But I won’t make you wait any longer…here are my final thoughts on the whirlwind gaming experience that is Kirby Air Riders.
Smash on wheels
From the very second I fired up Kirby Air Riders on my Nintendo Switch 2, I could only think of one thing: Super Smash Bros.
Sure, Masahiro Sakurai is the creator of Kirby, but he also birthed this legendary fighting game series, which has its influence deeply infused into Kirby Air Riders’ DNA. Every single aspect – from the music, through to the menus and the unhinged gameplay – has Sakurai’s fingerprints all over it. But that’s not a bad thing.
Best bit
I adored defeating enemies until I had enough juice to unleash Bandana Waddle Dee’s mighty spike attack special. Slashing my rival riders left, right, and center felt supremely satisfying. Sorry King Dedede, the crown is mine.
For anyone who played Super Smash Bros. Ultimate, the UI will feel like an old friend. The look of different options, sound design when making selections, and simple layout of menus is almost identical to what you’d find in that game. It’s easy to use, fun to interact with, and a visual treat.
It’s a similar story on the music front, too. The jazzy, catchy menu theme feels very Smash-like, and the broad, varied selection of tracks, which includes everything from grandiose orchestral arrangements through to funk-infused head boppers, is seriously intoxicating.
Even if you jump into a race in the Air Ride mode, you may feel as if the game’s aesthetic feels noticeably close to Sakurai’s previous work. The character models and quirky animations, zany design of the machines – which are the vehicles you use to race on – and vibrant, color-filled environments hammer home that this game is essentially Smash on wheels. And I love that.
Keeping it simple?
Now let’s get into the meat of things and talk about gameplay. On the face of it, Kirby Air Riders is outrageously simple – especially compared to some of the best racing games. Your machine will automatically accelerate, and all you have to do is steer and hold down the B button to drift and obtain power-ups, like Fighter or Cutter abilities. Sure, the Y button allows each rider to occasionally use a special move, and you can waggle the left stick to do a spin attack, but that covers the vast majority of things.
Although the controls are incredibly easy to learn – especially thanks to a concise Lessons mode – it genuinely takes time to master them and understand how to get the upper hand over tricky opponents.
Drifting will considerably slow you, and requires more precision than you’d need in Mario Kart World. And in the main racing mode – Air Ride – you’ll need to tail opponents to get a boost before attacking. Speaking of, you’ll need to hold B to use a lot of power-ups, which will, in turn, slow you down. Sometimes, trading off speed can feel very rewarding, whereas other times, you’ll wish you left King Dedede alone (for once) and just kept powering ahead. Poor penguin. The need to consider trade-offs during high-speed races adds a nice dollop of challenge, and feels intelligently thought out – I applaud how the developers fostered a balanced approach in this regard.
On top of this, you’ll need to ensure that your character and machine loadout are suited to your playstyle. Personally, I liked having a solid amount of control on tight corners, and also enjoyed using a vehicle with enough lift to soar across corners. I didn’t want to be too light, though, so I found myself combining Bandana Waddle Dee (who should have been in Smash Ultimate) with the Vampire Star.
On the subject of characters, it did surprise me how varied and large the roster was, considering the limitations of a Kirby-only cast. There’s a fun set of riders from right across the series’ rich history as well as color variants, which I had a wonderful time sifting through. The number of machines is admirable, too, so there’s plenty of experimentation available to the player.
One area that I felt could be improved, though, was the course selection. The tracks themselves are solid. Some, like Waveflow Waters and Crystalline Fissure, felt like real visual spectacles and had me entranced in the on-screen action. However, I did wish that there were a few more alternate routes to explore, and the fact that there are just 18 courses – nine of which are retro inclusions – may end up feeling repetitive in the long run.
Let the chaos commence
I’ve mainly spoken about Air Ride so far, which I’ve had great fun with overall. Timing the perfect drift, battering my opponents, and gliding past them on the finish line is very rewarding, and I can see myself coming back for a number of races against friends in the coming weeks and months.
But what made a lot of people fall in love with 2003’s Kirby Air Ride was the City Trial mode. Here, you have to collect a range of items to boost your machine – think speed, defense, and HP increases – before clashing against rivals in a brief minigame.
City Trial is back, and this time it’s even crazier. I found myself constantly switching machines, mashing up CPUs, and even fighting event bosses to get some juicy power-ups. I have to admit, this mode is good fun, especially when playing multiplayer. I trialled this mode against other gaming journalists at Nintendo’s UK HQ, and it really did bring out my competitive streak – the scrappy, intense nature of the mode is certainly enticing.
Still, I just couldn’t shake the feeling that City Trial is kinda lop-sided. I would spend five minutes powering up my machine, raring to crush my adversaries. But then, in a matter of seconds, the showdown minigame would be over. One example is a target game, where you glide into a numbered panel to score points. You get two attempts at scoring points, and then it’s game over. This felt highly anticlimactic, and a significant portion of the minigames finished up too swiftly for my liking.
It should also be noted that I often found my character to be totally out of control after the first few minutes of powering up. This was pretty funny for the most part, and I did have a giggle while careening into my foes with next to no control. Having said that, this could leave me feeling a little City Trial’d out after a couple of rounds – the chaos is exciting, but perhaps meant to be enjoyed in bursts.
Luckily, there were a few other modes to try out when I was done with City Trials and Air Ride. There’s Top Ride, which is a birds-eye view racing mode that uses smaller, more basic courses. The more limited nature of Top Ride meant that I wasn’t returning to it much, but the concept is executed well.
Perhaps more interestingly, there’s a solo campaign with an actual story, called Road Trip – it’s almost reminiscent of the Subspace Emissary from Super Smash Bros. Brawl. In Road Trip, you’ll continuously float down a road and get to pick from a variety of mini games to boost your level and progress the narrative. Typically, you can select one of three minigames, which keeps things decently varied.
Every now and then, you’ll engage in boss fights and get to view cutscenes about a lifeform named Zorah, which crash-lands onto the planet Popstar. The story didn’t really grip me or make me want to ride solo for hours on end, but it’s a decent lil’ extra to break things up a bit. I’ll mainly stick to playing the Air Ride of City Trial modes online – either ranked or in quick play – if I don’t have friends around to play with, though.
Coming to the finish line
Even though I wasn’t completely bowled over by Road Trip, I still found plenty of value in playing on my own. That’s largely thanks to a checklist system, which runs across the Air Ride, Top Ride, City Trial, and Road Trip modes. As you achieve different objectives, you’ll unlock new characters, machines, and customizable pieces.
And this leads me to something that I really loved about my time with Kirby Air Riders – the sheer amount of personalization on offer. You can customize machines with stickers, attachments, and patterns, personalize your license, which other players can view online, and even tailor controls to your own liking.
The possibilities feel endless, and the volume of unlockables made me really want to complete challenges on the checklist. That feeling I got when completing a technically difficult objective was exhilarating and was a particular highlight of my Air Riders experience.
So, in the end, I really did find a lot of things to love about Kirby Air Riders. Sure, it may not have the variety of Mario Kart or be quite as addictive as Super Smash Bros., but it merges its sources of inspiration pretty effectively. Visually, this game is great – colors really pop and frame rate is pretty consistent despite some insane on-screen action. It matches that with a bombastic soundtrack and playful cast of characters, which adds a whole lot of personality to the Air Riders experience.
Yes, the short minigames in City Trial could feel a touch anticlimactic, but the mode did still offer some truly chaotic laugh-out-loud moments. Meanwhile, the standard Air Ride mode was a blast to play online, and gradually mastering the game’s simple yet surprisingly deep mechanics was a real joy. All in all, Smash on wheels may not be perfect, but it certainly supplies the frenetic fun it promises.
Should you play Kirby Air Riders?
Play it if…
Don’t play it if…
Accessibility features
Kudos to everyone involved with accessibility on the Kirby Air Riders development team, because there really are a lot of options to discover here. There are visual options like the ability to adjust brightness or text size, apply different color filters, and adjust HUD.
But there’s also an extensive camera customization menu, which enables you to adapt the field of vision, camera distance, sensitivity, and more. You can even adjust the severity of visual effects or remap controls to your liking, making for a brilliantly customizable user experience.
How I reviewed Kirby Air Riders
I spent more than 15 hours playing Kirby Air Riders solo and online via Nintendo Switch 2, during which time I exhausted every mode available. In order to play local multiplayer, I took a trip to Nintendo’s UK HQ, where I got a preview of the game and was able to duke it out against fellow gaming journalists and content creators.
Predominantly, I played Kirby Air Riders with my Nintendo Switch 2 docked, connected up to my Sky Glass Gen 2 television and Marshall Heston 120 soundbar. I also played in handheld mode, though, and while doing so, I listened to in-game audio with my Sony WH-1000XM6 wireless headphones.
More generally, I’ve been a Nintendo Switch 2 owner from launch and have been playing Nintendo games for the best part of two decades. Here at TechRadar, I’ve also reviewed a range of Nintendo Switch 2 titles, like the bizarre mouse control bonanza Drag x Drive, and the unforgettable adventure that is Dragon Quest I & II HD-2D Remake.
First reviewed November 2025
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harry.padoan@futurenet.com (Harry Padoan)




