SWITCH 2 REVIEW | Mario Tennis Fever

SWITCH 2 REVIEW | Mario Tennis Fever

I have been eagerly anticipating Mario Tennis Fever since the day it was first announced during a Nintendo Direct presentation last year, which happened shortly after I first picked up my Switch 2. I still remember watching that reveal and feeling that familiar spark of excitement that only a new Mario sports game can trigger. The promise of new court gimmicks and an expanded character roster made it feel like something worth getting excited about. 

I grew up loving these bright, bouncy spin offs, so seeing this one finally arrive feels a bit surreal. I was especially curious about how the multiplayer would feel, both online and on the sofa with friends, because that has always been the heart of the series for me. I also had my eye on the mini games, since they have always been one of my favourite parts of these games and something I look forward to every time a new entry comes around. Now that it is here, that mix of curiosity and childlike joy has kicked in all over again. I wanted to see if this new entry could capture the same energy that kept me glued to the screen years ago and whether it could bring something fresh to the court at the same time.

Now let’s step onto the court and see if Mario Tennis Fever can keep the rally going.

ℹ️ Reviewed on Nintendo Switch 2 | Review code provided by Nintendo. This review is the personal opinion of the writer. Got unanswered questions about this game? Get in touch on X!

DeveloperCamelot Software Planning
PublisherNintendo

Things I liked!

  • Gameplay | Mario Tennis Fever delivers fast, responsive tennis that feels great whether you’re playing casually or chasing more competitive rallies. Each character has their own strengths, and the different rackets add a nice layer of strategy without overcomplicating things.

    During rallies your Fever bar slowly fills, and once it’s charged you can unleash a Fever Shot. These shots become overpowered the moment you strike them, and if the ball lands on your opponent’s side of the court your racket’s special ability activates. Hazards, boosts, and court effects all come into play here, giving each rally a fun twist depending on the racket you’re using. A few racket abilities go a step further by leaving obstacles on the court, which can block shots, change angles, or force you into riskier positions. It adds a playful bit of strategy without ever feeling unfair, and it keeps rallies feeling unpredictable in the best way. The clever part is that your opponent can hit a Fever Shot back before it bounces, returning the effect right back at you, which makes these moments feel tense and exciting. In total there are over 30 different Fever Rackets to try out, each bringing its own flavour to matches.

    The controls are easy to pick up, and the game does a great job of making even basic shots feel satisfying. Whether you’re aiming for precision or just trying to keep the rally going, everything responds cleanly and consistently. It strikes a strong balance between accessibility and depth, making it fun for newcomers and returning fans alike.

    There are also a few mini games sprinkled in, which offer quick, lighthearted challenges that break up the standard matches nicely. They are simple but fun, and they add a bit of variety when you want something less competitive.
  • Characters | The character roster is a real highlight for me. There are 38 characters in total, and unlocking them as you play gives the game a nice sense of progression. Each one feels distinct, with their own animations, personalities, and playstyles, so swapping between them never feels repetitive. You get a good mix of power hitters, speedy characters, technical specialists, and all rounders, and it is fun figuring out which style suits you best. I found myself constantly drifting back to Mario and Rosalina because they just clicked with the way I like to play. Some characters naturally pair better with certain rackets or abilities, but overall the cast feels balanced and full of charm. It adds a lot of personality to matches and keeps things feeling fresh as you experiment with different combinations.

  • Modes and Difficulty | AI difficulty shifts depending on the mode you are playing. Adventure mode starts out more like a long tutorial that walks you through everything you need to know, and once that wraps up there is a short adventure at the end. I found it fairly straightforward overall. Once I understood what each challenge wanted from me, I rarely had trouble progressing, only needing to retry a few challenges. Most of the difficulty came from figuring out the objective rather than being pushed by the AI. It only took me around six hours to finish, and while I enjoyed it, I do wish the adventure itself had lasted a little longer. Other modes offer five difficulty options, which gave me more flexibility and helped solo matches feel fair and fun. Being able to tune the challenge made a noticeable difference, especially when I wanted something a bit tougher than what Adventure mode provides.

    Visuals | Mario Tennis Fever looks pretty impressive overall, even if it never quite pushes into jaw‑dropping territory. That works well here. Everything is bright, clean, and easy to read during fast rallies, which is exactly what you want in a tennis game. Characters and animations have that familiar Nintendo charm, and the courts are colourful without ever becoming distracting. The animation work is spot on. Movements look smooth and natural, and I never encountered any slowdown or visual glitches whether I was playing docked or in handheld mode.

    The special effects during Fever Shots are surprisingly flashy without getting in the way, and the different abilities tied to each racket come with their own visual flair that helps them stand out. The UI is also presented really well. Menus are clear and readable, and everything is laid out in a way that makes it easy to jump between modes or tweak settings without any fuss. It all feels polished and consistent with the rest of the presentation. Each of the fourteen courts has its own look and personality, and they all feel different to play on. The visual variety helps keep matches fresh, and the clarity of each court design makes it easy to track the ball even during faster rallies.

    Sound | The audio design in Mario Tennis Fever does a great job of supporting the action without ever getting in the way. The soundtrack leans into upbeat, energetic themes that match the pace of rallies, and while none of the tracks are likely to stick in your head for days, they fit the tone of each court nicely and keep matches feeling lively. Sound effects are sharp and satisfying. The thump of a well‑timed shot, the bounce of the ball, and the little character reactions all add to the moment‑to‑moment feel of play. Fever Shots come with their own punchy audio cues too, which helps you react quickly when momentum shifts. It is all mixed well, and nothing ever feels too loud or distracting during faster rallies.

    I was also pleasantly surprised by how well the umpire’s calls are handled. They are clear, well‑timed, and fit perfectly with the flow of each match, adding just the right amount of authenticity without becoming repetitive. The characters themselves sound exactly as you would expect from a Nintendo sports title. Their voices match the charm and personality fans know so well, and those little grunts, cheers, and reactions help bring each rally to life. It is not a huge leap forward from previous Mario sports games, but everything sounds clean, polished, and perfectly in tune with the overall presentation.

    Multiplayer | Mario Tennis Fever really comes alive in multiplayer. Whether you are playing locally or jumping online, the game’s fast rallies and clean presentation make matches feel exciting and competitive. Local play supports up to four players and is as smooth as you would hope, and the Gameshare option is a great addition, making it easy to get matches going even if only one person owns the game. Couch multiplayer is bags of fun too, especially when everyone starts leaning into the chaos of Fever Shots and racket abilities. Online play offers a solid amount of choice. You can jump into ranked matches if you want something more competitive, and you can choose whether to play with Fever Shots enabled or disabled, which is a nice touch for players who prefer a more traditional feel.

    There is also an online room where you can pick from a variety of different modes, giving you plenty of ways to mix things up. On a few occasions I wasn’t able to find an opponent when searching for a ranked match, but when I did get paired up the experience was solid and enjoyable. Online matches felt smooth and responsive, with no noticeable lag during rallies. Shots still landed cleanly, and the pace of play stayed consistent, which is crucial for a game built around timing. Alongside the core online and local options, there are also extra modes like Free Play, Tournament, Trial Towers, and Swing Mode, so there is always something different to jump into whether you are playing solo or with friends.

Mixed & disliked!

  • Adventure Mode | Adventure Mode sits in an odd place for me. It has some charming ideas and a handful of creative challenges, and I appreciated the effort to break up standard matches with something a bit different. But even with those highlights, it never quite grabbed me in the way I hoped. It’s fairly short, the pacing can feel uneven, and once you’ve seen what it has to offer there isn’t much reason to revisit it. I’ve already covered the structure and difficulty earlier in the review, but overall it left me wanting a bit more depth and variety to really make it stand out.
  • Drop Shots | Drop shots feel a bit too overpowered at the moment. Once you get the timing down, you can use them to win rallies far more easily than intended, and they become a go‑to option rather than just another tool in your shot selection. It takes some of the tension out of longer exchanges, especially when you realise how reliably they can catch opponents out.

  • A Little Pricey for What’s Here | I enjoyed my time with Mario Tennis Fever, but at full price it feels a touch expensive for what’s included. It’s fun, just not quite as content‑packed as other Nintendo games at the same price point.

How long did I play the review before publishing? 15 Hours
How long to beat the story? 6 Hours to beat Adventure Mode
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CONCLUSION

Score: 82/100

It’s the kind of game that kept me smiling through every rally, especially when playing with friends.

I had a really good time with Mario Tennis Fever. The rallies feel great, the roster is packed with fun characters, and multiplayer kept me coming back for more. Adventure Mode and a few balance issues stop it from being a must‑have, and the full price feels a little high, but the core tennis action is strong enough that I still enjoyed my time with it. I know I’ll keep jumping into multiplayer matches with friends because that is where the game really shines. It is a lively, charming addition to the Switch 2 lineup.

This review is dedicated to my best friend, Matt Close, who recently passed away. We shared a love of gaming, and I wish he could have played this one with me.