Lifestyle
Nintendo Switch 2 and launch games reviewed: everything you need to know
Mario Kart World’s golden shell disperses coins to all who follow it.
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Nintendo announced that it sold more than 3.5 million Switch 2 consoles less than a week after its June 5 release. That feat makes it the fastest-selling Nintendo game system of all time. Most online retailers have run out of the console, and resellers have tagged on hundreds of dollars to the $449 MSRP on websites like eBay.
The Switch 2 will likely remain a hot item through the holiday sales season — but don’t despair. Stores get restocked periodically. Even if their websites appear empty, brick-and-mortar locations frequently have consoles reserved for in-person customers. And if you’ve logged more than 50 hours of playtime on a Nintendo account, you can line up online for an invitation to buy a Switch 2 directly from the company.
But even if you can get a Switch 2, should you buy one? Does it justify the steep cost? Are its launch games really worth it? After playtesting the console at press events and over the course of a bleary week, I’ve got answers.
The Switch 2, displayed in tabletop mode with its Joy-Cons detached.
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Nintendo’s new era
The Switch 2 improves on the first generation in (almost) every way. Nintendo has exhaustively described how, but I’ll break down the highlights.
The Switch 2 has a bigger screen and bigger Joy-Cons (though, remarkably, it’s still as skinny as the original Switch). It narrows the performance gap with its console competitors. It’s no PlayStation 5, but it is more powerful than a PS4 — and fits between your hands.
It’s also, blessedly, backwards-compatible. The vast majority of the old Switch catalog works seamlessly, though a few have special Switch 2 upgrades. For $10 (free for Nintendo Switch Online subscribers), Tears of the Kingdom plays smoothly on a Switch 2, while it could really struggle on the original Switch. The extra power is also ushering in games that were out of reach for Nintendo users, including Cyberpunk 2077 and Elden Ring.
Nintendo Switch 2 Joy-Cons being used conventionally and as a mouse.
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While I adore all fancy controllers (the new Pro Controller’s great, by the way), it’s the updated Joy-Cons that impress me the most. They magnetize onto the sides of the console with a satisfying snap and stay firmly attached no matter how bumpy my train commutes have gotten. At a button-press, they’ll slip off and can be used like computer mice on nearly any surface. Believe me — I’ve tested it on cushions, pants, books, tables and even my wife’s pregnant belly! I await a killer app for this gimmicky feature, but it’s been useful for strategy games like Civilization 7.
Original Switch controllers still work with the Switch 2 — but the comparison isn’t flattering. Returning to the older Joy-Cons for some 4-player Mario Party was painful, between the smaller buttons to the inconsistent wireless pairing. But those Joy-Cons are admittedly well-used. Time will only tell if the new models will largely avoid the notorious “stick drift” that plagued the original Joy-Cons.

The console isn’t perfect. The straps for the detached Joy-Cons make them more stable to use as mice, but they also make the shoulder buttons slightly harder to press since they raise the edges around them. Much-touted “Game Chat” features let you easily talk to friends, but you can’t use the video-conferencing features unless you shrink the gameplay screen. Speaking of screens, while the Switch 2 boasts vivid colors, HD resolution and a high refresh rate, it’s not quite as luminous as the OLED Switch screen I’m coming from. Finally, the paltry internal memory can’t hold many modern games — you’ll need an expensive microSD express card to download more.
Gripes aside, I’m loving the Switch 2 and now gravitate to it more than my cherished Steam Deck. I don’t think every Nintendo fan will need to upgrade until more exclusive games arrive, but if you can afford it now and know that you’ll want one eventually, it’s easy to recommend. Especially if you’re eager to sling shells, crush mushrooms, and vroom to victory.
Mario Kart World
The original Switch launched with Breath of the Wild, one of the most influential games of all time. Mario Kart World doesn’t break as much ground, but it’s got more in common with that trailblazer than I initially thought.
Wario and Waluigi form a motorcycle duo in Mario Kart World’s “Free Roam” mode.
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When I previewed the game in April, I described it as baby’s first Forza Horizon: an open-world racing game that would undoubtedly brim with noisome side activities. It’s actually got a far lighter touch. The game strings dozens of possible races across an interconnected landscape for hectic Grand Prix events and 24-person Knockout rounds. Yet you can also freely roam across the titular world and discover its many delights — which, like Breath of the Wild, aren’t advertised on the map.
Granted, blue-coin dashes and time trials rarely made me squawk with surprise like the shrines and secrets of a Zelda game. But these challenges perfectly fit in-between competitive bouts. Unfortunately, the mode works best when playing alone. Online friends can roam with you, but you can’t unlock costumes and achievements while playing with them.
When it comes to actual racing, World feels like Mario Kart 8 with wider roads and glitzy new power-ups. It’s hard to improve on 8’s formula, which embraces the greatest hits from decades of series history. But by expanding the space between the races, Mario Kart World feels innovative enough to earn the $80 asking price.
Miniscule people explore a gargantuan console in Nintendo Switch 2 Welcome Tour.
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Nintendo Switch 2 Welcome Tour
The other Nintendo launch title, conversely, feels like homework — and I don’t exactly mean that as an insult. Welcome Tour synthesizes Nintendo’s recent forays into theme park and museum design into an exhaustive survey of Switch 2 hardware.
Imagine you’re an ant, crawling along the Switch 2’s surface, hungrily grubbing up morsels. That’s the Welcome Tour experience. Your tiny avatar hunts for hidden stamps needed to progress through a massive console and its peripherals. You’ll also endure demonstrations and occasionally entertaining minigames meant to show off the Switch 2. As tech demos go, it falls short of the heights set by Astro’s Playroom. But as an interactive exhibition piece, it’s oddly compelling.
A sampling of the occasionally whimsical answers to one of Nintendo Switch 2 Welcome Tour’s many quizzes.
Nintendo/James Mastromarino
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Nintendo/James Mastromarino
I made it my mission to ace all of Welcome Tour’s quizzes, which the game doles out after you’ve read facts about the Switch 2. Complete with satisfying bloop sounds and jokey answers, these multiple-choice tests target technical manual enjoyers and How It’s Made watchers (a population that overlaps considerably with gaming console reviewers!). Poindexters like me will feel welcome in Welcome Tour. Everyone else may as well save the $10.

Lifestyle
Terry Tempest Williams on why women with big ideas get labeled ‘crazy’ : Wild Card with Rachel Martin
A note from Wild Card host Rachel Martin: I met Terry Tempest Williams about 25 years ago at a writer’s conference in Yosemite Valley. I was a young reporter who was there to do a story about how literature was addressing climate change and she made such a huge impression on me. I had never heard someone talk about the natural world the way Terry did and she had a spiritual depth I hadn’t encountered in my life at that point.
To this day, Terry’s writing always reorients me towards what is good, what is beautiful, and what is true. Her newest book is called “The Glorians.”
Lifestyle
Meow Wolf taps famed L.A. animation house for its new Los Angeles venue
For its upcoming Los Angeles venue, experiential art firm Meow Wolf will focus on the art of storytelling, with a specific eye toward skewering our city’s moviemaking magic. To help bring that vision to life, Meow Wolf has entered into a creative partnership with Titmouse, one of L.A.’s most renowned independent animation houses.
The Hollywood-based studio behind popular series such as “Big Mouth” and “Star Trek: Lower Decks” will create animation that will be shown throughout the West L.A. venue, which is on target for a late 2026 opening at the Howard Hughes entertainment complex.
It’s a move that represents a shift for Santa Fe, N.M.-based Meow Wolf. Over the last decade-plus, the art collective has grown beyond its anything-goes, punk-meets-psychedelic roots into an organization with full-scale, maximalist installations in its hometown, Denver, Las Vegas, Houston and the Dallas suburbs. In the past, Meow Wolf kept most of its media in-house.
As part of its larger-than-life participatory art installations, Meow Wolf L.A. will feature a mix of live action and animation, the former filmed by Meow Wolf in its Santa Fe studio. Meow Wolf’s James Stephenson, a senior VP with the company and its creative director of emerging media, said the degree to which the L.A. exhibition will lean into various animation styles necessitated an outside partner. Titmouse’s work, in development by a number of directors with contrasting tones, will be shown on a variety of formats, ranging from cinema screens to full-room projections.
“I really believe in animation as an art form, and I know the Titmouse folks do too,” Stephenson says. “Animation is made by artists. It’s made by artists with their own hands. It’s something that is still very rooted in craft.”
Meow Wolf’s L.A. space is set in a former cinema complex, and will champion its location, taking guests on a journey through a converted movie house and beyond, into a sci-fi-inspired fantasyland with sentient spaceships and a 30-foot-tall mushroom tower. Meow Wolf creatives have spoken of the fantastical movie theater as one that will feature animated, self-aware candy before attendees enter the main exhibition space, making Titmouse’s work some of the first art guests will encounter. Titmouse co-founder Chris Prynoski has said the studio has lined up at least six directors for the exhibit.
An in-progress art installation destined for Meow Wolf L.A. at the art collective’s Santa Fe, N.M., headquarters. The L.A. exhibition will feature animation from Titmouse.
(Gabriela Campos / For The Times)
Titmouse, says Stephenson, is the right partner because “they’re known less for a house style, and more for a house vibe.” Over the years, Titmouse has been behind such diverse shows as “Scavengers Reign,” owning a Jean Giraud influence rooted in French and Spanish surrealism, the lively “Jentry Chau vs. the Underworld,” with an unique color palette that took inspiration from anime and Chinese mythology, the exaggerated comic book feel of Adult Swim’s “Metalocalypse,” and the approachable yet expressive tone of “Star Trek: Lower Decks.”
“Meow Wolf’s vibe is similar to Titmouse’s vibe,” Stephenson says. “It’s artist-first, artist-driven, independent and kinda edgy. They are always trying to find the edge of what’s possible. They try to see how far they can go, and it’s done for fun and in the spirit of taking risks.”
Prynoski says working with Meow Wolf will give Titmouse a sense of artistic freedom it doesn’t always have when delivering content for more traditional Hollywood partners. He says the multi-director approach is a callback to the early days of Warner Bros. Animation, when individual creators put their own stamp on Looney Tunes material.
“I use Bugs Bunny as an example,” Prynoski says. “You’ve got a Friz Freleng Bugs Bunny short. You’ve got a Chuck Jones Bugs Bunny short. You’ve got a Tex Avery Bugs Bunny short. They’re all different versions of Bugs Bunny, and people who are really paying attention can tell which director directed each one. Even though to the layman, these are all Bugs Bunny, but if you lined them up, they are drawing in different styles, sensibilities and techniques.”
Prynoski says that was a centerpiece of his pitch to Meow Wolf, noting that characters will reappear in multiple installations, each handled by a different artist. Meow Wolf L.A., in fact, will be the firm’s most character-driven exhibition, as guests will follow the storylines of three main protagonists throughout the space.
In announcing the partnership, Meow Wolf and Titmouse released an image from an animated work directed by Luca Vitale. It features a key character having a moment with a hummingbird and it’s done in an elegant, slightly anime-influenced style. It’s an image full of movement, reflecting a character in transition with inviting pastels and bold dashes.
“I like that image because I think it captures some of the sense of wonder that we want people to feel,” Stephenson says. “The character is having an encounter with the elusive nature of creativity and reality in a way that makes them have a different perspective of what’s possible.”
Other contributing animation directors to Meow Wolf L.A. include Space Dawg, Felix Colgrave, Alexander Vanderplank and Phimémon Martin, and Jun Ioneda.
Titmouse’s partnership with Meow Wolf will extend beyond the L.A. exhibition. The two will be working on the development of Meow Wolf New York, which is slated to open some time after Los Angeles, and are collaborating on a planned animated series, which Prynoski is spearheading.
Meow Wolf exhibits are the result of sometimes hundreds of disparate artists coming together in a shared space. Distilling that into a signature, singular style for a series could be a challenge. Stephenson pinpoints some guiding principles.
“You really need to feel the hand of the artist,” he says. “You need to feel a DIY aesthetic. You need to feel the materiality. Those are very specific to what we are.”
Lifestyle
Appeals court denies Trump’s request to halt removal of his name from the Kennedy Center
The Kennedy Center on June 28, with its facade signage still covered by a tarp and scaffolding.
Alex Wroblewski/AFP via Getty Images
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Alex Wroblewski/AFP via Getty Images
On Wednesday, a federal appeals court denied President Trump’s request to stop the removal of his name from Washington, D.C.’s Kennedy Center. The signage on the building has been covered with tarp and scaffolding since June 13, but in a court filing last month, the center’s current executive director said that Trump’s name has been removed.
In their decision, three judges from the U.S. District Court of Appeals for the District of Columbia Circuit said that the president had failed to prove that the arts center would be “irreparably injured” without Trump’s name attached to it.

NPR requested comment from the Kennedy Center, but did not receive an immediate reply.
This latest round of court decisions is part of the ongoing litigation filed by Rep. Joyce Beatty, D-Ohio, against President Trump and the board of the Kennedy Center. In a statement emailed Wednesday to NPR, Beatty said: “Today’s ruling again affirms that this administration’s efforts to rename the Kennedy Center were unlawful. His name no longer desecrates this sacred memorial, which belongs to the American people. Now it is time for the Trump administration to accept this, comply with the law, and take the tarps down.”
In previous court filings, Trump’s legal team had asserted that removing the president’s name from the arts complex, both on the physical building and in its digital materials, would inflict irreparable harm in both time and money already spent. In the denial, the three judges — Patricia Millett, Robert Wilkins and Gregory Katsas — wrote that since Trump’s name has already been removed, “a stay would not avert those harms.”
Furthermore, Trump had claimed that without his name attached, future fundraising would be threatened “and [will] contribute to the financial decline of the Center.” In response, the appeals judges wrote: “Appellants, however, have failed to support this assertion with any specific facts or evidence. They offer only the conclusory assertions of the Kennedy Center’s Executive Director that were made in a factually unsupported declaration.” The center’s current executive director, Matt Floca, specializes in physical plant management.

The presiding judge in the case, Christopher R. Cooper, has ordered that the center provide him a status report on the center’s operation and programming before the end of this month. As of Wednesday, the center’s calendar lists a small roster of programs, including outdoor free movie screenings, workshops for children, and five free live performances in July on its Millennium Stage. In the past, the Kennedy Center presented over 2,000 arts and education events each year, including free daily Millennium Stage performances.

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