Nintendo's new Switch console is an odd gadget. The new $300 addition to Nintendo's hardware lineup, with a modular design that lets you take your quest or battle to-go, comes as Nintendo fights to regain a foothold in the console world. And some fear the video game giant will have to leave hardware altogether if the Switch doesn't succeed. I recently had a chance to get my hands on the Switch at a Nintendo media event, and I had a blast. The Switch is not only fun, but, perhaps even rarer in today's gadget market, it's new and different. Still, consumers who aren't die-hard Nintendo fans may find it more novelty than necessity. The Switch has three main parts: a dock, a 6.2-inch screen and a pair of controllers that bear the name "Joy-Con" (individually and collectively). These can be used on their own or attached to an included frame that makes them feel more like a traditional game controller. You can also slide them onto either side of the screen and pop the whole thing out of the dock for mobile play, turning the Switch into what looks like a long, slender tablet. Having so many options for the Joy-Con makes the Switch feel like a custom experience. I played the new Zelda game, "The Legend of Zelda: Breath of the Wild," three ways in 20 minutes: in tablet mode, with the Joy-Con attached to a controller frame and with one Joy-Con in each hand. I expected to find the controllers too small, as each is about one-third the width of a smartphone. But even after several demos, I never felt that I was giving up control for compactness. As for the games available on the Switch, the one-on-one boxing game "Arms" was my favorite. As you move each hand, the controllers measure the intensity, curve and position of your punches. I found it very satisfying to land a haymaker by swinging my arm or angling a punch by tilting my hand, and it took almost no time to figure out how to play. That said, other new games felt more like a proof-of-concept for the Switch rather than real draws for the console. Nintendo's party game "1-2-Switch" is a collection of activities that show off all that the Joy-Con can do — and makes you literally face off against your opponents rather than looking at the screen. That sounds like a bad icebreaker at a company retreat, but I admit I had fun glaring into the eyes of my opponent as we faced off in an old-fashioned quick-draw contest. Plus, I got to trash-talk him to his face. For me, the greatest drawback of the demo was not being able to truly test the Switch's mobility features because every unit was anchored into place. That's a shame, because that's the device's distinguishing feature and its best selling point. Without being able to carry it around on a test run, it's hard for me to envision how it would fit into daily life — though Nintendo did try to mock up some situations for mobile play. The party scenario has a lot of potential for the Switch, and it could become a hit at group game nights. It's portable enough for someone to throw into a tote bag along with a bottle of wine for a get-together. Using the screen's kickstand, you could play games during a flight without having to hunch over a tablet. On the road it would be easy for kids to play together in the back seat -- providing a couple of options for games without also giving the kids access to the Internet, which they would have on a tablet or phone.