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                            <title><![CDATA[ Latest from GamesRadar+ in Reviews ]]></title>
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                                                            <title><![CDATA[ Razer's Barracuda V2 Pro headset is such a premium powerhouse that it's even put my everyday music cans out to pasture ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Razer launched the Barracuda V2 Pro on October 15, noting on its official blog that the newest addition to the lineup is designed with "versatility in mind" and, as it turns out, the marketing spiel has plenty of truth to it.<br><br>From its foldable form factor, dual-mic design, great sound, and understated look that doesn't scream "gaming headset", the Barracuda V2 Pro has managed to take priority in my backpack no matter if gaming or music-listening is on the agenda.<br><br>There was nothing stopping me from digging out any other Razer headset to use for both gaming and in lieu of a pair of headphones, but not all the brand's past pairs are suited for the outdoors. As much as I adore the Kraken Kitty lineup, I don't feel comfortable donning the RGB-powered cat ears to listen to the latest Troye Sivan album while running to the Big Tescos for the food shop, no matter how cute I find it. However, I've done just that with the Barraduda V2 Pro, and its versatility is entirely to thank.</p><h2 class="article-body__section" id="section-key-specs"><span>Key specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$199.99 / £199.99</p></td></tr><tr><td class="firstcol " ><p><strong>Acoustic design</strong></p></td><td  ><p>Closed-back, over ear</p></td></tr><tr><td class="firstcol " ><p><strong>Connection</strong></p></td><td  ><p>Wired (USB Type C) / HyperSpeed 2.4 GHz & Bluetooth 6.0</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>40 mm TriForce Bio-Cellulose</p></td></tr><tr><td class="firstcol " ><p><strong>Frequency response</strong></p></td><td  ><p>12 Hz - 20 kHz</p></td></tr><tr><td class="firstcol " ><p><strong>Microphone</strong></p></td><td  ><p>Detachable HyperClear Full Band Mic + dual beamforming mics</p></td></tr><tr><td class="firstcol " ><p><strong>ANC</strong></p></td><td  ><p>Hybrid ANC + Ambient Mode</p></td></tr><tr><td class="firstcol " ><p><strong>Controls</strong></p></td><td  ><p>Mic mute button volume buttons, quick switch and ANC buttons</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>Up to 70 hours</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>285g</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PC, PS5, Nintendo Switch, Steam Deck, Mobile</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-design"><span>Design </span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zdmuJCWGJWMuxyhMF4Jcv5" name="barrv2pro-2" alt="Photo of the Razer Barracuda V2 Pro headset sitting on a white desk." src="https://cdn.mos.cms.futurecdn.net/zdmuJCWGJWMuxyhMF4Jcv5-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>Much like the black <a href="https://www.gamesradar.com/razer-barracuda-x-2022-review/">Barracuda X (2022)</a>, the V2 Pro is a closed black over-ear headset with oval-shaped cups. RGB haters (couldn't be me) will be happy to learn that the Chroma-powered logos of the <a href="https://www.gamesradar.com/hardware/headsets-headphones/razer-barracuda-x-chroma-review/">Barracuda X Chroma</a> haven't stuck around, and instead the three-headed snake branding is nothing but subtle, glossy, 3-dimensional-to-the-touch images on the exterior of each cup and nothing more.<br><br>The design differences of this new pair are so minor that you'd barely be able to spot the difference unless you're someone who spends far too much time in the land of headsets - which is undoubtedly me. What's new is that the foam padding on the underside of the headband now travels from the left yoke to the right yoke. The padding of the 2022 X release just sat in a small section in the center, but it's been extended to provide more optimal comfort. Comfort must have been on Razer's mind, as the fabric-coated ear cups are now made of a leather-like material too.</p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="v9brhKq9mcLELT4UEw9wz5" name="barrv2pro-1" alt="Photo of the Razer Barracuda V2 Pro headset sitting on a white desk." src="https://cdn.mos.cms.futurecdn.net/v9brhKq9mcLELT4UEw9wz5-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>The Barracuda V2 Pro is an over-ear, closed-back 285 g headset with 40mm Triforce Bio-cellulose audio drivers and THX Spatial Audio+ support. Unlike the existing pairs in the Barracuda lineup, the V2 Pro is holding a very neat (and handy) secret - its left earcup can be opened to reveal its HyperSpeed 2.4GHz wireless dongle.<br><br>This may not seem like a big deal, but for someone who constantly misplaces wireless dongles, it's been a bit of a lifesaver. Unfortunately, this lucrative hidden storage doesn't provide enough space to also store the adapter that's packaged with the pair, but I'll take any storage ingenuity over none at all.<br><br>Besides the storage, this headset is rocking some serious premium upgrades over its predecessors. The V2 Pro is equipped with simultaneous Bluetooth and 2.4GHz wireless, so you can answer phone calls between gaming sessions, and it sports ANC - both of which can be selected through the pair's manual onboard controls. The ANC includes an ambient mode, so you can be more aware of your surroundings, and makes the V2 Pro handy for more than just gaming.<br><br>Using <a href="https://www.gamesradar.com/best-gaming-headsets/">gaming headsets</a> for day-to-day music listening can be awkward, particularly if there's a large microphone in the way. The V2 Pro has a solution as the HyperClear Full Band Mic is not only detachable, but the "dual-mode mic system" allows you to switch to using a dual hidden beamforming mics for chatting when you're out and about.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MmZESAL4NMuNZNRbH8xNu5" name="barrv2pro-4" alt="Photo of the Razer Barracuda V2 Pro headset sitting on a white desk." src="https://cdn.mos.cms.futurecdn.net/MmZESAL4NMuNZNRbH8xNu5-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>Testing Razer's Barracuda upgrade happened to coincide with my favorite time of year, Halloween. The smell of freshly carved pumpkins and dusty old spider decorations had fully enveloped my house by the time the headset arrived at my door, and so it felt entirely fitting to first test out Disney Dreamlight Valley with the pair on PC while its spooky-themed events were in full swing. </p><p>While I usually prefer to run around my Disney-themed valley on the OLED Steam Deck so I can multitask with a Netflix binge, being able to focus on the game's audio for once was a treat with THX Spatial Audio+.  I occasionally find myself overwhelmed with the life sim, as there's always a myriad of Disney characters roaming around, and finding who you want can be a challenge even when you have fast travel to rely on. Thanks to the combination of the crystal-clear audio from the can's bio-cellulose audio drivers and spatial audio, I could easily pinpoint any approaching pal - whether it was Scar with a new sarcastic quip, or the Fairy Godmother about to check in. It was neat, as this game is already my happy place for when life gets a bit too much, so the extra level of immersion was a welcome experience, and one that's got me playing more on the PC than my Valve pixel-pusher ever since.<br><br>Of course, you don't need to be able to hear Goofy's cheeky laugh in a 3D soundscape in order to be a good Dreamlight Valley player, so I stuck on Counter-Strike 2 to put the "ultimate immersion" properly to the test.  With the ANC and THX Spatial Audio+ working together, I was more than able to get absorbed into the game, so much so that I missed deliveries at my door on multiple occasions despite people both knocking and ringing my door. That may not sound like a good thing, but being able to entirely drown out the real world for a moment definitely proved Razer's "ultimate" marketing spiel.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eA7q2j63aGSHcXeBE7pSQj" name="barrav2pro2" alt="Close up of the detachable mic of the Barracuda V2 Pro headset." src="https://cdn.mos.cms.futurecdn.net/eA7q2j63aGSHcXeBE7pSQj-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>While I'm not a fan of beamforming tech, I do love the V2 Pro's dual-mic setup. In this day and age where a cost of living crisis still affects so many of us and determines how we enjoy our hobbies today, I'd hope that a piece of tech that costs $200 would be able to be helpful for not just gaming, but everyday use too, and this is.<br><br>You didn't have to stroll uptown feeling a bit silly with a microphone dangling next to my face or wearing a gadget that looks and feels designed purely for gaming in mind. Instead, I was able to easily detach the HyperClear full-band mic and leave it at home, while being able to depend on the beamforming mics for incoming calls. I'd not recommend using the latter for streaming or podcasts, but they are decent enough where a quick call with your mum is entirely doable, and she won't be exclaiming "what" or "huh" every two seconds.<br><br>The main microphone was also great for playing Repo with friends and was enough to record my screams without sounding like a muffled, peaking mess. But what pleased me the most about the V2 Pro was that versatility, as it was just as formidable for music as it was for gaming. Its 285g weight was light enough to make long journeys across the city of Glasgow less of a strain on my ears, and its foldable design took up less space than my go-to JLab JBuds Lux ANC cans.</p><p>While switching from one pair to another left me feeling a bit glum (I really adore my JLab cans), it was nice to only have to worry about charging one device at a time. Although its 70 hours were enough to cope with a weekend of blasting out Wolf Alice and Florence Road, while keeping the pair on my head for weekdays, divulging in fun Repo madness with friends without having to pick up a USB-C charging cable once.</p><h2 class="article-body__section" id="section-should-you-buy-the-razer-barracuda-v2-pro-headset"><span>Should you buy the Razer Barracuda V2 Pro headset?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FXWyKafYFNkjBZJRxaR9Do" name="barrav2pro" alt="Photo of the folded up Razer Barracuda V2 Pro headset on a white gaming desk." src="https://cdn.mos.cms.futurecdn.net/FXWyKafYFNkjBZJRxaR9Do-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>This is the most premium Barracuda headset the line has seen so far, but nabbing all of those juicy high-end upgrades and its versatile ways comes at a $199.99 / £199.99 cost that not everyone is going to afford. Especially at a time when the hobby has already become an expensive minefield.<br><br>The thing is, that price point is pretty much what you can expect when it comes to gaming headsets of all shapes and sizes that incorporate both simultaneous wireless audio and ANC into the mix. The <a href="https://www.gamesradar.com/hardware/turtle-beach-stealth-700-gen-3-review-one-step-up-for-the-stealth-line-another-great-headset/">Turtle Beach Stealth 700 Gen 3</a> also launched for $199.99 / £179.99 and had a similar simultaneous wireless and ANC combo. Whenever those features are key, you can expect to be paying upwards of $150 / £150, but you don't have to stick with it if you don't want to.<br><br>If you're just a fan of the V2 Pro's design and feel, the Barracuda X still remains a great multi-platform headset, and it's regularly found under $99.99 / £99.99. You'll have to forgo the dual wireless and noise-canceling, but it sports the same look and still sounds fantastic for its age. There's also the <a href="https://www.gamesradar.com/hardware/headsets-headphones/razer-barracuda-x-chroma-review/">Barracuda X Chroma</a> available for $129.99 / £129.99 if you love your RGB lighting.</p><p>If it's more of the premium trifecta of the dual wireless, ANC, and an impressive battery you're after, that's when the Barracuda V2 Pro feels hard to beat. Sure, alternatives like the aforementioned Stealth 700 exist with even an additional 10-hour battery life, but it's missing ANC. Meanwhile, my other go-to option, the <a href="https://www.gamesradar.com/hardware/headsets-headphones/sony-inzone-h9-ii-review/" target="_blank">Sony Inzone H9 II</a> (which has dropped to a similar $200 price in recent sales) has the wireless and ANC covered but not the battery chops.</p><h2 class="article-body__section" id="section-how-i-tested-the-razer-barracuda-v2-pro-headset"><span>How I tested the Razer Barracuda V2 Pro headset</span></h2><p>The Razer Barracuda V2 Pro became my one and only headset for two weeks, in order to see how it matched up against all other pairs I've tested to date. In that time, I used the wireless pair to play Counter-Strike 2, Marvel Rivals, and Disney Dreamlight Valley on the PC, while switching over to play Marvel Rivals, Doom Eternal, and Silent Hill Townfall on the PS5. </p><p>When I was in a gaming-on-the-go mode, I stuck the USB-C dongle into the Switch 2 and played everything from Marvel Kart World, Pokemon Pokopia, Donkey Kong Bananza, and Fire Emblem Fortune's Weave while taking breaks to watch Party Down on Netflix and catch up with some Halloween movie offerings, including Hocus Pocus on Disney+. The headset was also perched on my head as I listened to Wolf Alice, Florence Road and Troye Sivan via Spotify.<br><br>For more information on <a href="https://www.gamesradar.com/how-we-test-headsets-on-gamesradar/">how we test gaming headsets</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>.</p><p><em>Not a fan of the Barracuda V2 Pro? Check out our guides to the </em><a href="https://www.gamesradar.com/best-pc-headset-for-gaming/"><em>best PC headset for gaming</em></a><em>, the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-ps5-headset-tested/"><em>best PS5 headset</em></a><em>, and the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-xbox-series-x-headset/"><em>best Xbox Series X headset</em></a><em> for more options from Razer and our personally picked brands.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/headsets-headphones/razer-barracuda-v2-pro-review/</link>
                                                                            <description>
                            <![CDATA[ The Razer Barracuda V2 Pro is a premium powerhouse that remains the most premium the line has to offer. ]]>
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                                                                        <pubDate>Mon, 26 Oct 2026 17:11:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Headsets & Headphones]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
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                                                                                                <author><![CDATA[ rosalie.newcombe@futurenet.com (Rosalie Newcombe) ]]></author>                    <dc:creator><![CDATA[ Rosalie Newcombe ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ggiQdbUqiUUCvwkPEcYNg6-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hardware Editor at GamesRadar+, ever since I first held a NES controller in my hand I&#039;ve been obsessed with gaming, and the hardware it runs on. I could hook up a NES and SNES to a telly, without instructions, before I could walk. Even now, nothing is more exciting then taking a console, or handheld, out the box for the first time and setting it up. This obsession transformed into a love of games and game music, which lead to my music degree and dream of becoming a Scottish Nobuo Uematsu. After sharing my love of games through music, I began to share my love through words on sites like TechRadar and iMore. This lead to becoming a Hardware staff writer for PCGamesN, and later the Senior Tech Writer for Dexerto, covering all things Steam Deck, PlayStation and Nintendo. With that experience, I was able to level up as Hardware Editor for GamesRadar+, where I&#039;m still just as Nintendo, PlayStation and gaming tech obsessed as ever.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future/Rosalie Newcombe]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Photo of the Razer Barracuda V2 Pro headset sitting on a white desk.]]></media:description>                                                            <media:text><![CDATA[Photo of the Razer Barracuda V2 Pro headset sitting on a white desk.]]></media:text>
                                <media:title type="plain"><![CDATA[Photo of the Razer Barracuda V2 Pro headset sitting on a white desk.]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Razer launched the Barracuda V2 Pro on October 15, noting on its official blog that the newest addition to the lineup is designed with "versatility in mind" and, as it turns out, the marketing spiel has plenty of truth to it.<br><br>From its foldable form factor, dual-mic design, great sound, and understated look that doesn't scream "gaming headset", the Barracuda V2 Pro has managed to take priority in my backpack no matter if gaming or music-listening is on the agenda.<br><br>There was nothing stopping me from digging out any other Razer headset to use for both gaming and in lieu of a pair of headphones, but not all the brand's past pairs are suited for the outdoors. As much as I adore the Kraken Kitty lineup, I don't feel comfortable donning the RGB-powered cat ears to listen to the latest Troye Sivan album while running to the Big Tescos for the food shop, no matter how cute I find it. However, I've done just that with the Barraduda V2 Pro, and its versatility is entirely to thank.</p><h2 class="article-body__section" id="section-key-specs"><span>Key specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$199.99 / £199.99</p></td></tr><tr><td class="firstcol " ><p><strong>Acoustic design</strong></p></td><td  ><p>Closed-back, over ear</p></td></tr><tr><td class="firstcol " ><p><strong>Connection</strong></p></td><td  ><p>Wired (USB Type C) / HyperSpeed 2.4 GHz & Bluetooth 6.0</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>40 mm TriForce Bio-Cellulose</p></td></tr><tr><td class="firstcol " ><p><strong>Frequency response</strong></p></td><td  ><p>12 Hz - 20 kHz</p></td></tr><tr><td class="firstcol " ><p><strong>Microphone</strong></p></td><td  ><p>Detachable HyperClear Full Band Mic + dual beamforming mics</p></td></tr><tr><td class="firstcol " ><p><strong>ANC</strong></p></td><td  ><p>Hybrid ANC + Ambient Mode</p></td></tr><tr><td class="firstcol " ><p><strong>Controls</strong></p></td><td  ><p>Mic mute button volume buttons, quick switch and ANC buttons</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>Up to 70 hours</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>285g</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PC, PS5, Nintendo Switch, Steam Deck, Mobile</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-design"><span>Design </span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zdmuJCWGJWMuxyhMF4Jcv5" name="barrv2pro-2" alt="Photo of the Razer Barracuda V2 Pro headset sitting on a white desk." src="https://cdn.mos.cms.futurecdn.net/zdmuJCWGJWMuxyhMF4Jcv5-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>Much like the black <a href="https://www.gamesradar.com/razer-barracuda-x-2022-review/">Barracuda X (2022)</a>, the V2 Pro is a closed black over-ear headset with oval-shaped cups. RGB haters (couldn't be me) will be happy to learn that the Chroma-powered logos of the <a href="https://www.gamesradar.com/hardware/headsets-headphones/razer-barracuda-x-chroma-review/">Barracuda X Chroma</a> haven't stuck around, and instead the three-headed snake branding is nothing but subtle, glossy, 3-dimensional-to-the-touch images on the exterior of each cup and nothing more.<br><br>The design differences of this new pair are so minor that you'd barely be able to spot the difference unless you're someone who spends far too much time in the land of headsets - which is undoubtedly me. What's new is that the foam padding on the underside of the headband now travels from the left yoke to the right yoke. The padding of the 2022 X release just sat in a small section in the center, but it's been extended to provide more optimal comfort. Comfort must have been on Razer's mind, as the fabric-coated ear cups are now made of a leather-like material too.</p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="v9brhKq9mcLELT4UEw9wz5" name="barrv2pro-1" alt="Photo of the Razer Barracuda V2 Pro headset sitting on a white desk." src="https://cdn.mos.cms.futurecdn.net/v9brhKq9mcLELT4UEw9wz5-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>The Barracuda V2 Pro is an over-ear, closed-back 285 g headset with 40mm Triforce Bio-cellulose audio drivers and THX Spatial Audio+ support. Unlike the existing pairs in the Barracuda lineup, the V2 Pro is holding a very neat (and handy) secret - its left earcup can be opened to reveal its HyperSpeed 2.4GHz wireless dongle.<br><br>This may not seem like a big deal, but for someone who constantly misplaces wireless dongles, it's been a bit of a lifesaver. Unfortunately, this lucrative hidden storage doesn't provide enough space to also store the adapter that's packaged with the pair, but I'll take any storage ingenuity over none at all.<br><br>Besides the storage, this headset is rocking some serious premium upgrades over its predecessors. The V2 Pro is equipped with simultaneous Bluetooth and 2.4GHz wireless, so you can answer phone calls between gaming sessions, and it sports ANC - both of which can be selected through the pair's manual onboard controls. The ANC includes an ambient mode, so you can be more aware of your surroundings, and makes the V2 Pro handy for more than just gaming.<br><br>Using <a href="https://www.gamesradar.com/best-gaming-headsets/">gaming headsets</a> for day-to-day music listening can be awkward, particularly if there's a large microphone in the way. The V2 Pro has a solution as the HyperClear Full Band Mic is not only detachable, but the "dual-mode mic system" allows you to switch to using a dual hidden beamforming mics for chatting when you're out and about.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MmZESAL4NMuNZNRbH8xNu5" name="barrv2pro-4" alt="Photo of the Razer Barracuda V2 Pro headset sitting on a white desk." src="https://cdn.mos.cms.futurecdn.net/MmZESAL4NMuNZNRbH8xNu5-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>Testing Razer's Barracuda upgrade happened to coincide with my favorite time of year, Halloween. The smell of freshly carved pumpkins and dusty old spider decorations had fully enveloped my house by the time the headset arrived at my door, and so it felt entirely fitting to first test out Disney Dreamlight Valley with the pair on PC while its spooky-themed events were in full swing. </p><p>While I usually prefer to run around my Disney-themed valley on the OLED Steam Deck so I can multitask with a Netflix binge, being able to focus on the game's audio for once was a treat with THX Spatial Audio+.  I occasionally find myself overwhelmed with the life sim, as there's always a myriad of Disney characters roaming around, and finding who you want can be a challenge even when you have fast travel to rely on. Thanks to the combination of the crystal-clear audio from the can's bio-cellulose audio drivers and spatial audio, I could easily pinpoint any approaching pal - whether it was Scar with a new sarcastic quip, or the Fairy Godmother about to check in. It was neat, as this game is already my happy place for when life gets a bit too much, so the extra level of immersion was a welcome experience, and one that's got me playing more on the PC than my Valve pixel-pusher ever since.<br><br>Of course, you don't need to be able to hear Goofy's cheeky laugh in a 3D soundscape in order to be a good Dreamlight Valley player, so I stuck on Counter-Strike 2 to put the "ultimate immersion" properly to the test.  With the ANC and THX Spatial Audio+ working together, I was more than able to get absorbed into the game, so much so that I missed deliveries at my door on multiple occasions despite people both knocking and ringing my door. That may not sound like a good thing, but being able to entirely drown out the real world for a moment definitely proved Razer's "ultimate" marketing spiel.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eA7q2j63aGSHcXeBE7pSQj" name="barrav2pro2" alt="Close up of the detachable mic of the Barracuda V2 Pro headset." src="https://cdn.mos.cms.futurecdn.net/eA7q2j63aGSHcXeBE7pSQj-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>While I'm not a fan of beamforming tech, I do love the V2 Pro's dual-mic setup. In this day and age where a cost of living crisis still affects so many of us and determines how we enjoy our hobbies today, I'd hope that a piece of tech that costs $200 would be able to be helpful for not just gaming, but everyday use too, and this is.<br><br>You didn't have to stroll uptown feeling a bit silly with a microphone dangling next to my face or wearing a gadget that looks and feels designed purely for gaming in mind. Instead, I was able to easily detach the HyperClear full-band mic and leave it at home, while being able to depend on the beamforming mics for incoming calls. I'd not recommend using the latter for streaming or podcasts, but they are decent enough where a quick call with your mum is entirely doable, and she won't be exclaiming "what" or "huh" every two seconds.<br><br>The main microphone was also great for playing Repo with friends and was enough to record my screams without sounding like a muffled, peaking mess. But what pleased me the most about the V2 Pro was that versatility, as it was just as formidable for music as it was for gaming. Its 285g weight was light enough to make long journeys across the city of Glasgow less of a strain on my ears, and its foldable design took up less space than my go-to JLab JBuds Lux ANC cans.</p><p>While switching from one pair to another left me feeling a bit glum (I really adore my JLab cans), it was nice to only have to worry about charging one device at a time. Although its 70 hours were enough to cope with a weekend of blasting out Wolf Alice and Florence Road, while keeping the pair on my head for weekdays, divulging in fun Repo madness with friends without having to pick up a USB-C charging cable once.</p><h2 class="article-body__section" id="section-should-you-buy-the-razer-barracuda-v2-pro-headset"><span>Should you buy the Razer Barracuda V2 Pro headset?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FXWyKafYFNkjBZJRxaR9Do" name="barrav2pro" alt="Photo of the folded up Razer Barracuda V2 Pro headset on a white gaming desk." src="https://cdn.mos.cms.futurecdn.net/FXWyKafYFNkjBZJRxaR9Do-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>This is the most premium Barracuda headset the line has seen so far, but nabbing all of those juicy high-end upgrades and its versatile ways comes at a $199.99 / £199.99 cost that not everyone is going to afford. Especially at a time when the hobby has already become an expensive minefield.<br><br>The thing is, that price point is pretty much what you can expect when it comes to gaming headsets of all shapes and sizes that incorporate both simultaneous wireless audio and ANC into the mix. The <a href="https://www.gamesradar.com/hardware/turtle-beach-stealth-700-gen-3-review-one-step-up-for-the-stealth-line-another-great-headset/">Turtle Beach Stealth 700 Gen 3</a> also launched for $199.99 / £179.99 and had a similar simultaneous wireless and ANC combo. Whenever those features are key, you can expect to be paying upwards of $150 / £150, but you don't have to stick with it if you don't want to.<br><br>If you're just a fan of the V2 Pro's design and feel, the Barracuda X still remains a great multi-platform headset, and it's regularly found under $99.99 / £99.99. You'll have to forgo the dual wireless and noise-canceling, but it sports the same look and still sounds fantastic for its age. There's also the <a href="https://www.gamesradar.com/hardware/headsets-headphones/razer-barracuda-x-chroma-review/">Barracuda X Chroma</a> available for $129.99 / £129.99 if you love your RGB lighting.</p><p>If it's more of the premium trifecta of the dual wireless, ANC, and an impressive battery you're after, that's when the Barracuda V2 Pro feels hard to beat. Sure, alternatives like the aforementioned Stealth 700 exist with even an additional 10-hour battery life, but it's missing ANC. Meanwhile, my other go-to option, the <a href="https://www.gamesradar.com/hardware/headsets-headphones/sony-inzone-h9-ii-review/" target="_blank">Sony Inzone H9 II</a> (which has dropped to a similar $200 price in recent sales) has the wireless and ANC covered but not the battery chops.</p><h2 class="article-body__section" id="section-how-i-tested-the-razer-barracuda-v2-pro-headset"><span>How I tested the Razer Barracuda V2 Pro headset</span></h2><p>The Razer Barracuda V2 Pro became my one and only headset for two weeks, in order to see how it matched up against all other pairs I've tested to date. In that time, I used the wireless pair to play Counter-Strike 2, Marvel Rivals, and Disney Dreamlight Valley on the PC, while switching over to play Marvel Rivals, Doom Eternal, and Silent Hill Townfall on the PS5. </p><p>When I was in a gaming-on-the-go mode, I stuck the USB-C dongle into the Switch 2 and played everything from Marvel Kart World, Pokemon Pokopia, Donkey Kong Bananza, and Fire Emblem Fortune's Weave while taking breaks to watch Party Down on Netflix and catch up with some Halloween movie offerings, including Hocus Pocus on Disney+. The headset was also perched on my head as I listened to Wolf Alice, Florence Road and Troye Sivan via Spotify.<br><br>For more information on <a href="https://www.gamesradar.com/how-we-test-headsets-on-gamesradar/">how we test gaming headsets</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>.</p><p><em>Not a fan of the Barracuda V2 Pro? Check out our guides to the </em><a href="https://www.gamesradar.com/best-pc-headset-for-gaming/"><em>best PC headset for gaming</em></a><em>, the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-ps5-headset-tested/"><em>best PS5 headset</em></a><em>, and the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-xbox-series-x-headset/"><em>best Xbox Series X headset</em></a><em> for more options from Razer and our personally picked brands.</em></p>
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                                                            <title><![CDATA[ Phantom Blade Zero review: "A GOTY contender with combat that looks as good as it feels" ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.gamesradar.com/games/action-rpg/phantom-blade-zero-is-not-a-soulslike-its-an-irresponsibly-fast-action-rpg-thats-somehow-become-one-of-my-summer-game-fest-favorites/">Phantom Blade Zero is not a Soulslike</a>. This needs to be the first thing that I tell you, because you need to wipe away any such preconceptions in order to fully appreciate what it is (and is not) doing. The intricate combat and hostile land come <a href="https://www.gamesradar.com/games/action-rpg/after-3-hours-phantom-blade-zero-is-a-wuxia-flavored-rewarding-action-rpg-with-a-fresh-soulslike-twist/">instead from wuxia storytelling traditions</a>, and a supernatural martial arts world that can be traced back to the director's first game Rainblood: Town of Death. While "very, very good" is not a genre, it's certainly an accurate description of this game.</p><p>Following the events of a prologue I'm not allowed to tell you about, our hero Soul is left with just 66 days to live. This doesn't mean a <a href="https://www.gamesradar.com/dead-rising-guide/">Dead Rising</a> style time limit – in-game time only passes after specific story beats – but it does mean that anybody feeling particularly brave can opt for a hardcore difficulty that wipes your progress after 66 deaths. That could potentially mean losing dozens of hours of play, so if you opt for that, consider yourself warned.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QtMueeaapyMgfcTgAjgYuM" name="SS_Phantom Blade Zero_04_1080" alt="The Hunt, Hunter of the Order, a cloaked boss enemy, raises an axe to attack Soul in Phantom Blade Zero in a shallow pond" src="https://cdn.mos.cms.futurecdn.net/QtMueeaapyMgfcTgAjgYuM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: S-Game)</span></figcaption></figure><p>Developer S-Game is keen to celebrate what it calls a "kungfupunk" aesthetic. It's an appropriate turn of phrase. As I explore the Phantom Realm, meeting new people and chopping them up, I find characters and locations that subtly fuse nature, supernatural horror, Chinese history and mythology, and a hint of the modern world. I fight faceless warriors wielding blades, phantoms playing pipas, deformed monstrosities that could never be mistaken for human, and much more. All this across locations including cliffs, a lake, fields, villages, caverns, and a lavish estate.</p><h2 id="phantom-hiddelston">Phantom Hiddelston</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4SNsgq7j7wrf5sD7rK7AJL" name="SS_Phantom Blade Zero_10_1080" alt="Soul fights multiple enemies on a raised wooden platform in Phantom Blade Zero" src="https://cdn.mos.cms.futurecdn.net/4SNsgq7j7wrf5sD7rK7AJL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: S-Game)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">FAST FACTS</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>29 October, 2026<br><strong>Platform(s): </strong>PC, PS5<br><strong>Developer: </strong>In-house<br><strong>Publisher: </strong>S-Game</p></div></div><p>Combat is at the heart of it all. And what combat! Every time I start a fight – which happens a <em>lot</em> – it's with a smile on my face. Every clash is a deadly dance between my opponent and I, and we both look like masters of the craft. Together, we weave graceful tapestries of blocks, swing, parries, lunges, dodges, and violently flamboyant strikes. Avoid button-bashing (which will usually see you punished anyway), and <a href="https://www.gamesradar.com/uk/phantom-blade-zero/">Phantom Blade Zero</a> offers that rarest of things; combat that looks as good as it feels.</p><p>Visually, the combat owes much to S-Game's commitment to motion capture, including a number of martial artists. Hong Kong movie legend Donnie Yen (who you may know from the Ip Man series, or as Caine in <a href="https://www.gamesradar.com/john-wick-4-review/"><u>John Wick: Chapter 4</u></a>) is credited as Creative Consultant, and he even took part in some motion capture himself. It's not all relentless flailing, either, as enemies (particularly some of the tougher bosses) will sometimes size you up or wait for you to approach before striking.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="r93AwSQPwMRrSTeRw5g4WH" name="Phantom Blade Zero – Special Teaser 0-34 screenshot" alt="A masked man carries a baby on his back in Phantom Blade Zero" src="https://cdn.mos.cms.futurecdn.net/r93AwSQPwMRrSTeRw5g4WH-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: S-Game)</span></figcaption></figure><p>Scraping away the impressive visual flourishes, I still manage to find one of the best combat systems I've come across in a long time. <a href="https://www.gamesradar.com/games/action-rpg/i-play-all-the-big-action-rpgs-every-year-and-the-ps2-golden-age-approach-of-phantom-blade-zero-is-exactly-what-i-want-right-now/">From the first few fights right up until the final boss, I sometimes catch myself thinking <em>this just works so damn well</em></a>. Yes there are parries, yes there are unblockable red-flash attacks, and yes weapons are upgradeable; but it doesn't quite feel like anything else in the best possible way. I block a series of attacks from a boss, yet can still get in a few hits of my own before they're finished. Failing a parry or a dodge, I'm punished ruthlessly. Next time, I just… stay out of range, then dive in with fists full of vengeance. Too often in other games, that's not even an option. </p><p>Then there are the weapons themselves, another stroke of genius. There are a total of 30 regular ones, most of which are entirely missable in the expansive world. Each and every one has some kind of unique trait, and gains even more as they level up (you equip two weapons at a time,  switching between them instantly refilling the Sha-Chi depleted by blocking and strong attacks). An early one I stick with for over a dozen hours builds up bleed status in human enemies, while another comes with a jug of booze to induce Tipsy and Drunk states (don't drink and dice, kids). Some excel at breaking through shields, others can counter enemy attacks,  and not a single one is a match for any other.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="q662JkcPgX7PuixC47QnA5" name="PR_phantom_blade_zero_9" alt="Golden enemies in a temple lunge towards Soul in Phantom Blade Zero as he readies an orb-shaped giant weapon to strike" src="https://cdn.mos.cms.futurecdn.net/q662JkcPgX7PuixC47QnA5-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: S-Game)</span></figcaption></figure><p>Then there are the many Phantom Edges to find and use, limited-use weapons that might do anything from strike enemies from a distance to temporarily summon minions to your side. A small number feed into the light brush of Metroidvania to the experience, in that they can (without cost) be used to traverse or open up new routes in the world. On rare occasions this will be compulsory to advance the story, but usually, it simply allows me to sate my curiosity for a previously inaccessible area.</p><div><blockquote><p>Whenever I uncover a new area or decide to wander off the obvious path, there's always something to find.</p></blockquote></div><p>Finding where to use my new blocker-cracking goodies is nice and simple, as relevant areas are marked on the map automatically; and turn a pleasant shade of green when you have the corresponding Phantom Edge. <a href="https://www.gamesradar.com/games/action-rpg/i-couldnt-love-dark-souls-or-bloodborne-but-phantom-blade-zero-is-the-action-rpg-i-wanted-them-to-be/">In fact, despite the often challenging combat, Phantom Blade Zero does a lot to smooth your progress</a>. Save/respawn points are (usually) placed very generously, medicines are refilled each time you come back to life, and – this is a biggie, and may prove a point of contention for some – enemies almost never respawn. Like I said, it's important to remember that this isn't a Soulslike. </p><p>Although Phantom Blade Zero has a huge map with multiple regions, it doesn't quite feel right to call it open world. For one thing, it's tightly designed and tightly paced, with almost no wasted space. Whenever I uncover a new area or decide to wander off the obvious path, there's always something to find (usually including something, or several somethings, that want me dead).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YR2eaJBjKhn7uoiNuztuhU" name="PR_phantom_blade_zero_Screenshot 3_1080" alt="Soul walk towards a factory spewing smoke in Phantom Blade Zero" src="https://cdn.mos.cms.futurecdn.net/YR2eaJBjKhn7uoiNuztuhU-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: S-Game)</span></figcaption></figure><p>The main story drives me forward, with no doing laps of the same area or regular backtracking to well-worn paths. Nonetheless, I find exploring irresistible, and make a habit of wandering down routes that lead away from my next objective. I'm regularly rewarded for doing so. There's some traditional "collect four X to increase your Y", and in addition to this, the more I explore the more weapon upgrade materials I find. I stumble on many hidden bosses this way, too, laying my hands on powerful weapons I would have otherwise missed. Curiosity is, quite literally, good for my Soul.</p><p>I find the combat fantastic, exploration compelling, and the storytelling… inconsistent. There's quite a lot of it. There's in-game dialogue, traditional cutscenes, and a few more experimental approaches that I heartily applaud. There are also seemingly <em>hundreds</em> of notes scattered about all over the place, which I'm less a fan of. I'm usually happy to read in-game text, but there are far too many bits and pieces here, especially for an action game. I quickly adopt a habit of picking them up and then instantly exiting the text screen.</p><h2 id="bloke-zero">Bloke Zero</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AiSVeEqk6otSjhHCiUKUAN" name="SS_Phantom Blade Zero_02_1080" alt="A stern guard stops Soul at a gate in Phantom Blade Zero: "Anyone heading to Pangzhen at a time like this is either a fool... or a madman."" src="https://cdn.mos.cms.futurecdn.net/AiSVeEqk6otSjhHCiUKUAN-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: S-Game)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Accessory to murder</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ecMc3d5LKuXX3SebQeF4WL" name="SS_Phantom Blade Zro_Boxout image_1080" caption="" alt="Hovering over the Mother's Talisman +1 item in Phantom Blade Zero, which restores 20% HP when Guard-Broken" src="https://cdn.mos.cms.futurecdn.net/ecMc3d5LKuXX3SebQeF4WL-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: S-Game)</span></figcaption></figure><p class="fancy-box__body-text">Don't neglect your accessories! Struggling with a boss fight? Try swapping in a new accessory or two, it could make a huge difference. There are ones out there that provide elemental damage resistance, increase damage against certain enemies, and boost your HP.</p></div></div><p>The worst offenders, for me, are the Memory Flowers. These contain some of the most crucial story details and are, in addition, tied into HP increases and unlocking some of the more powerful character skills. Whenever I Interact with one, Soul stands perfectly still, staring down at a blue flower while voices play in his head for a few minutes. I have the option of skipping through lines at least, but I stubbornly refuse. Doesn't that kind of defeat the point?</p><p>The storytelling ranges from the great to the weak, and while it's mostly pretty straightforward, some of it goes over my head a bit. It's more of a minor annoyance than anything else though, and so it says something that this is my greatest criticism of the game. I do run into a few bugs – two boss fights see me getting stuck on the scenery, resulting in me taking unavoidable damage which makes me say very naughty words – but these are relatively small ones that can and, hopefully, will be patched out on or shortly after launch.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JEvv2cUuYwbo8fjzZmVfkM" name="SS_Phantom Blade Zero_09_1080" alt="Soul stabs an enemy and hold them high up as crows swarm overhead in Phantom Blade Zero, while nearby fish-headed enemies gather" src="https://cdn.mos.cms.futurecdn.net/JEvv2cUuYwbo8fjzZmVfkM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: S-Game)</span></figcaption></figure><p>After 30-35 hours, I reach the final boss and – eventually – emerge victorious. Of course I do. Look at how much I've buffed up Soul and his weapons! After all that time, and a great deal of chasing down sidequests and digging out secrets, I am rewarded with what is <em>very</em> definitively the Bad Ending. It's abrupt, and unsatisfying on a few different levels. Nonetheless, I'm surprised to find that I'm not too bothered. There's so much of the map I have yet to explore – including an entire region – I immediately dive back in, eager to see what I'll find next. </p><p>One of the things I find is that some secret bosses crucial to the True Ending represent a stratospheric difficulty increase. I'm not quite sure how I feel about this. I was doing so well up until then! But in the end, I decide I'm OK with it. After all, there's so much still to see and do, and I can't wait to see and do it.</p><p>Phantom Blade Zero was reviewed on PC, with a code provided by the publisher.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action-rpg/phantom-blade-zero-review/</link>
                                                                            <description>
                            <![CDATA[ Kungfupunk might be my next favorite genre ]]>
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                                                                        <pubDate>Mon, 26 Oct 2026 01:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 26 Oct 2026 09:06:53 +0000</updated>
                                                                                                                                            <category><![CDATA[Action RPGs]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Luke Kemp ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yV3vyC2FdvgtNFMfPYErDc-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A man in ornate robes in Phantom Blade Zero stands in the snow while holding a strange, glowing, purple clockwork heart]]></media:description>                                                            <media:text><![CDATA[A man in ornate robes in Phantom Blade Zero stands in the snow while holding a strange, glowing, purple clockwork heart]]></media:text>
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                                <p><a href="https://www.gamesradar.com/games/action-rpg/phantom-blade-zero-is-not-a-soulslike-its-an-irresponsibly-fast-action-rpg-thats-somehow-become-one-of-my-summer-game-fest-favorites/">Phantom Blade Zero is not a Soulslike</a>. This needs to be the first thing that I tell you, because you need to wipe away any such preconceptions in order to fully appreciate what it is (and is not) doing. The intricate combat and hostile land come <a href="https://www.gamesradar.com/games/action-rpg/after-3-hours-phantom-blade-zero-is-a-wuxia-flavored-rewarding-action-rpg-with-a-fresh-soulslike-twist/">instead from wuxia storytelling traditions</a>, and a supernatural martial arts world that can be traced back to the director's first game Rainblood: Town of Death. While "very, very good" is not a genre, it's certainly an accurate description of this game.</p><p>Following the events of a prologue I'm not allowed to tell you about, our hero Soul is left with just 66 days to live. This doesn't mean a <a href="https://www.gamesradar.com/dead-rising-guide/">Dead Rising</a> style time limit – in-game time only passes after specific story beats – but it does mean that anybody feeling particularly brave can opt for a hardcore difficulty that wipes your progress after 66 deaths. That could potentially mean losing dozens of hours of play, so if you opt for that, consider yourself warned.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QtMueeaapyMgfcTgAjgYuM" name="SS_Phantom Blade Zero_04_1080" alt="The Hunt, Hunter of the Order, a cloaked boss enemy, raises an axe to attack Soul in Phantom Blade Zero in a shallow pond" src="https://cdn.mos.cms.futurecdn.net/QtMueeaapyMgfcTgAjgYuM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: S-Game)</span></figcaption></figure><p>Developer S-Game is keen to celebrate what it calls a "kungfupunk" aesthetic. It's an appropriate turn of phrase. As I explore the Phantom Realm, meeting new people and chopping them up, I find characters and locations that subtly fuse nature, supernatural horror, Chinese history and mythology, and a hint of the modern world. I fight faceless warriors wielding blades, phantoms playing pipas, deformed monstrosities that could never be mistaken for human, and much more. All this across locations including cliffs, a lake, fields, villages, caverns, and a lavish estate.</p><h2 id="phantom-hiddelston">Phantom Hiddelston</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4SNsgq7j7wrf5sD7rK7AJL" name="SS_Phantom Blade Zero_10_1080" alt="Soul fights multiple enemies on a raised wooden platform in Phantom Blade Zero" src="https://cdn.mos.cms.futurecdn.net/4SNsgq7j7wrf5sD7rK7AJL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: S-Game)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">FAST FACTS</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>29 October, 2026<br><strong>Platform(s): </strong>PC, PS5<br><strong>Developer: </strong>In-house<br><strong>Publisher: </strong>S-Game</p></div></div><p>Combat is at the heart of it all. And what combat! Every time I start a fight – which happens a <em>lot</em> – it's with a smile on my face. Every clash is a deadly dance between my opponent and I, and we both look like masters of the craft. Together, we weave graceful tapestries of blocks, swing, parries, lunges, dodges, and violently flamboyant strikes. Avoid button-bashing (which will usually see you punished anyway), and <a href="https://www.gamesradar.com/uk/phantom-blade-zero/">Phantom Blade Zero</a> offers that rarest of things; combat that looks as good as it feels.</p><p>Visually, the combat owes much to S-Game's commitment to motion capture, including a number of martial artists. Hong Kong movie legend Donnie Yen (who you may know from the Ip Man series, or as Caine in <a href="https://www.gamesradar.com/john-wick-4-review/"><u>John Wick: Chapter 4</u></a>) is credited as Creative Consultant, and he even took part in some motion capture himself. It's not all relentless flailing, either, as enemies (particularly some of the tougher bosses) will sometimes size you up or wait for you to approach before striking.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="r93AwSQPwMRrSTeRw5g4WH" name="Phantom Blade Zero – Special Teaser 0-34 screenshot" alt="A masked man carries a baby on his back in Phantom Blade Zero" src="https://cdn.mos.cms.futurecdn.net/r93AwSQPwMRrSTeRw5g4WH-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: S-Game)</span></figcaption></figure><p>Scraping away the impressive visual flourishes, I still manage to find one of the best combat systems I've come across in a long time. <a href="https://www.gamesradar.com/games/action-rpg/i-play-all-the-big-action-rpgs-every-year-and-the-ps2-golden-age-approach-of-phantom-blade-zero-is-exactly-what-i-want-right-now/">From the first few fights right up until the final boss, I sometimes catch myself thinking <em>this just works so damn well</em></a>. Yes there are parries, yes there are unblockable red-flash attacks, and yes weapons are upgradeable; but it doesn't quite feel like anything else in the best possible way. I block a series of attacks from a boss, yet can still get in a few hits of my own before they're finished. Failing a parry or a dodge, I'm punished ruthlessly. Next time, I just… stay out of range, then dive in with fists full of vengeance. Too often in other games, that's not even an option. </p><p>Then there are the weapons themselves, another stroke of genius. There are a total of 30 regular ones, most of which are entirely missable in the expansive world. Each and every one has some kind of unique trait, and gains even more as they level up (you equip two weapons at a time,  switching between them instantly refilling the Sha-Chi depleted by blocking and strong attacks). An early one I stick with for over a dozen hours builds up bleed status in human enemies, while another comes with a jug of booze to induce Tipsy and Drunk states (don't drink and dice, kids). Some excel at breaking through shields, others can counter enemy attacks,  and not a single one is a match for any other.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="q662JkcPgX7PuixC47QnA5" name="PR_phantom_blade_zero_9" alt="Golden enemies in a temple lunge towards Soul in Phantom Blade Zero as he readies an orb-shaped giant weapon to strike" src="https://cdn.mos.cms.futurecdn.net/q662JkcPgX7PuixC47QnA5-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: S-Game)</span></figcaption></figure><p>Then there are the many Phantom Edges to find and use, limited-use weapons that might do anything from strike enemies from a distance to temporarily summon minions to your side. A small number feed into the light brush of Metroidvania to the experience, in that they can (without cost) be used to traverse or open up new routes in the world. On rare occasions this will be compulsory to advance the story, but usually, it simply allows me to sate my curiosity for a previously inaccessible area.</p><div><blockquote><p>Whenever I uncover a new area or decide to wander off the obvious path, there's always something to find.</p></blockquote></div><p>Finding where to use my new blocker-cracking goodies is nice and simple, as relevant areas are marked on the map automatically; and turn a pleasant shade of green when you have the corresponding Phantom Edge. <a href="https://www.gamesradar.com/games/action-rpg/i-couldnt-love-dark-souls-or-bloodborne-but-phantom-blade-zero-is-the-action-rpg-i-wanted-them-to-be/">In fact, despite the often challenging combat, Phantom Blade Zero does a lot to smooth your progress</a>. Save/respawn points are (usually) placed very generously, medicines are refilled each time you come back to life, and – this is a biggie, and may prove a point of contention for some – enemies almost never respawn. Like I said, it's important to remember that this isn't a Soulslike. </p><p>Although Phantom Blade Zero has a huge map with multiple regions, it doesn't quite feel right to call it open world. For one thing, it's tightly designed and tightly paced, with almost no wasted space. Whenever I uncover a new area or decide to wander off the obvious path, there's always something to find (usually including something, or several somethings, that want me dead).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YR2eaJBjKhn7uoiNuztuhU" name="PR_phantom_blade_zero_Screenshot 3_1080" alt="Soul walk towards a factory spewing smoke in Phantom Blade Zero" src="https://cdn.mos.cms.futurecdn.net/YR2eaJBjKhn7uoiNuztuhU-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: S-Game)</span></figcaption></figure><p>The main story drives me forward, with no doing laps of the same area or regular backtracking to well-worn paths. Nonetheless, I find exploring irresistible, and make a habit of wandering down routes that lead away from my next objective. I'm regularly rewarded for doing so. There's some traditional "collect four X to increase your Y", and in addition to this, the more I explore the more weapon upgrade materials I find. I stumble on many hidden bosses this way, too, laying my hands on powerful weapons I would have otherwise missed. Curiosity is, quite literally, good for my Soul.</p><p>I find the combat fantastic, exploration compelling, and the storytelling… inconsistent. There's quite a lot of it. There's in-game dialogue, traditional cutscenes, and a few more experimental approaches that I heartily applaud. There are also seemingly <em>hundreds</em> of notes scattered about all over the place, which I'm less a fan of. I'm usually happy to read in-game text, but there are far too many bits and pieces here, especially for an action game. I quickly adopt a habit of picking them up and then instantly exiting the text screen.</p><h2 id="bloke-zero">Bloke Zero</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AiSVeEqk6otSjhHCiUKUAN" name="SS_Phantom Blade Zero_02_1080" alt="A stern guard stops Soul at a gate in Phantom Blade Zero: "Anyone heading to Pangzhen at a time like this is either a fool... or a madman."" src="https://cdn.mos.cms.futurecdn.net/AiSVeEqk6otSjhHCiUKUAN-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: S-Game)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Accessory to murder</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ecMc3d5LKuXX3SebQeF4WL" name="SS_Phantom Blade Zro_Boxout image_1080" caption="" alt="Hovering over the Mother's Talisman +1 item in Phantom Blade Zero, which restores 20% HP when Guard-Broken" src="https://cdn.mos.cms.futurecdn.net/ecMc3d5LKuXX3SebQeF4WL-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: S-Game)</span></figcaption></figure><p class="fancy-box__body-text">Don't neglect your accessories! Struggling with a boss fight? Try swapping in a new accessory or two, it could make a huge difference. There are ones out there that provide elemental damage resistance, increase damage against certain enemies, and boost your HP.</p></div></div><p>The worst offenders, for me, are the Memory Flowers. These contain some of the most crucial story details and are, in addition, tied into HP increases and unlocking some of the more powerful character skills. Whenever I Interact with one, Soul stands perfectly still, staring down at a blue flower while voices play in his head for a few minutes. I have the option of skipping through lines at least, but I stubbornly refuse. Doesn't that kind of defeat the point?</p><p>The storytelling ranges from the great to the weak, and while it's mostly pretty straightforward, some of it goes over my head a bit. It's more of a minor annoyance than anything else though, and so it says something that this is my greatest criticism of the game. I do run into a few bugs – two boss fights see me getting stuck on the scenery, resulting in me taking unavoidable damage which makes me say very naughty words – but these are relatively small ones that can and, hopefully, will be patched out on or shortly after launch.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JEvv2cUuYwbo8fjzZmVfkM" name="SS_Phantom Blade Zero_09_1080" alt="Soul stabs an enemy and hold them high up as crows swarm overhead in Phantom Blade Zero, while nearby fish-headed enemies gather" src="https://cdn.mos.cms.futurecdn.net/JEvv2cUuYwbo8fjzZmVfkM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: S-Game)</span></figcaption></figure><p>After 30-35 hours, I reach the final boss and – eventually – emerge victorious. Of course I do. Look at how much I've buffed up Soul and his weapons! After all that time, and a great deal of chasing down sidequests and digging out secrets, I am rewarded with what is <em>very</em> definitively the Bad Ending. It's abrupt, and unsatisfying on a few different levels. Nonetheless, I'm surprised to find that I'm not too bothered. There's so much of the map I have yet to explore – including an entire region – I immediately dive back in, eager to see what I'll find next. </p><p>One of the things I find is that some secret bosses crucial to the True Ending represent a stratospheric difficulty increase. I'm not quite sure how I feel about this. I was doing so well up until then! But in the end, I decide I'm OK with it. After all, there's so much still to see and do, and I can't wait to see and do it.</p><p>Phantom Blade Zero was reviewed on PC, with a code provided by the publisher.</p>
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                                                            <title><![CDATA[ Lego Rayquaza #72168 review: "One of the best Pokemon builds, even if the price remains less than legendary" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Lego Rayquaza is an odd pull from the many Pokemon Legendaries, but not one I object to. The stratosphere-skirting mythical dragon of the air, Rayquaza served as the mascot of Gen 3's Pokemon Emerald, and has always occupied a solid spot in the Legendary B-Tier, at least when it comes to public acclaim. Somewhere below Mewtwo and Arceus, but certainly above the likes of Mesprit and Ting-Lu. But hey: I've always liked its ambiguous nature and meteor-blasting powers as shown off in the first Mystery Dungeon, and it seems Lego like him too, as now Rayquaza has got his own dedicated set. After the <a href="https://www.gamesradar.com/toys-collectibles/lego-pikachu-and-poke-ball-72152-review/">Lego Pikachu and Poke Ball</a> build failed to impress or surpass the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego sets</a>, can the mascot of Emerald do any better?</p><h2 class="article-body__section" id="section-rayquaza-features"><span>Rayquaza features</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$129.99 / £119.99</p></td></tr><tr><td class="firstcol " ><p>Ages</p></td><td  ><p>18+</p></td></tr><tr><td class="firstcol " ><p>Pieces</p></td><td  ><p>1038</p></td></tr><tr><td class="firstcol " ><p>Time to build</p></td><td  ><p>2 - 3hrs</p></td></tr><tr><td class="firstcol " ><p>Minifigures</p></td><td  ><p>1</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>H: 15in (38cm) / W: 10.5in (26cm) / D: 10.5in (26cm)</p></td></tr><tr><td class="firstcol " ><p>Item number</p></td><td  ><p>72168</p></td></tr></tbody></table></div><ul><li><strong>An impressive stand that turns a Pokemon into a full scene</strong></li><li><strong>Some articulation, though not a significant element</strong></li><li><strong>A single obscure minifig</strong></li></ul><p>A recreation of the cloud-wrapped Sky Pillar location from the games serves as a stand and mount for Rayquaza, the dragon itself perched atop a translucent pillar artfully and cleverly obscured with a few drifting cumulus. Meanwhile, a minifig of "Draconic Loremaster Zinnia" (no, I don't remember either) can be placed anywhere on or off the stand, as well as being given a pair of Keystones to hold for an implied mega-evolution to come. I think that last addition is a bit strange, as there's no option to customize or modify Rayquaza into its mega-evolved form, so I guess those stones are... What, sequel bait? Regardless, the minifig serving as a tiny point of comparison for scale really does sell the dragon as this massive presence within the scene, a trick I'd like to see more Lego Pokemon sets make use of in the future.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SoHNfWtQLGxdZEUH2xthFk" name="Lego" alt="Lego Rayquaza Pokedex entry in the instruction booklet" src="https://cdn.mos.cms.futurecdn.net/SoHNfWtQLGxdZEUH2xthFk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Joel Franey)</span></figcaption></figure><p>Rayquaza itself has a certain degree of articulation and customization built in. You can take it off the stand with a bit of disassembly (more on that later), and there's the ability to tweak the position of its arms, ear protrusions, mouth and dorsal fins/flaps. It occupies a strange place between presentation piece and full-on action figure toy, but I think there'll be less confusion or frustration if we all consider it to be the former, as it doesn't quite have the easy articulation or sturdiness to survive a child's play session. </p><h2 class="article-body__section" id="section-rayquaza-build"><span>Rayquaza build</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="82b6S7brnvbqbXT6cBiuFB" name="Lego" alt="Lego Rayquaza set partially assembled on a glass table" src="https://cdn.mos.cms.futurecdn.net/82b6S7brnvbqbXT6cBiuFB-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Joel Franey)</span></figcaption></figure><ul><li><strong>Most of the time spent is creating the base</strong></li><li><strong>A build that remains diverse enough to stay entertaining</strong></li><li><strong>A clear and legible building process with no hiccups</strong></li></ul><p>Building the Lego Rayquaza set might throw some people for a loop, as the majority of the experience is spent not building the titular serpent, who probably accounted for maybe a quarter of the process, if that. Instead, most of my time was spent assembling the Sky Pillar base, a rising mountaintop vista frosted with crumbling ruins and wispy clouds. It's certainly more compelling than some stands I've seen, even if the fiddly details on the ruins weren't always hugely thrilling, and I rather liked piecing together the clouds and seeing how hard, geometric shapes nonetheless came together to form something convincingly ethereal.</p><p>Rayquaza, by comparison, is done in a flash, to the extent where I was almost disappointed by the brevity. Being so long and thin, it's effectively little more than a series of tube-shaped partitions clipped into each other, before a few final bricks come together to form the head and dorsal fins. I enjoyed it! I just wish it had gone on for longer.</p><p>But overall, this is one of the better Lego Pokemon builds. There's enough variety involved as to shake up the experience when needed, the manual didn't falter on legibility, and it's fun to watch the whole thing manifest from the ground up before quite literally finishing at the tips of Rayquaza's ears.</p><h2 class="article-body__section" id="section-rayquaza-design"><span>Rayquaza design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uQhhXx2SNKJh8z29E9Vj8P" name="Lego" alt="Lego Rayquaza head seen from the side" src="https://cdn.mos.cms.futurecdn.net/uQhhXx2SNKJh8z29E9Vj8P-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Joel Franey)</span></figcaption></figure><ul><li><strong>A lot of articulation, but not much flexibility</strong></li><li><strong>Can be taken off its perch (with some work)</strong></li><li><strong>A good recreation of the legendary dragon</strong></li></ul><p>So once it's built, now what? Well, you can take Rayquaza off its stand... Sort of. Actually, the way it's structured means that the two are interlocked, so you have to cut the big dragon in half and reattach it without the support pillar in the middle if you want to carry it around separately, at which point he does tend to flop around flaccidly from the midpoint down. Well, I guess he is canonically an <em>old</em> dragon. It happens to all of us.</p><p>I'd say the body itself has a <em>lot </em>of articulation, rather than <em>good </em>articulation. You can reposition the arms... A bit. You can open and close the mouth... A bit. You can imperceptibly fiddle with his ears and dorsal fins in ways that won't look hugely different. All these elements are customisable, but ultimately it will always be just good ol' #0384 sitting upright and bearing his fangs at people, no matter what you do to it. Still, there's a lot of room to position the accompanying minifig, and ultimately this all just means this is a presentation piece more than all else. I've certainly seen less flexible builds.</p><p>Still, the overall appearance is good. Rayquaza is a creature of angles and ridges, far better suited to Lego blocks then anything defined by curves, and whereas Pikachu was spelunking the uncanny valley, Rayquaza looks pretty impressive, albeit with a certain goofiness about the face if you open its mouth too far. No stickers either, thank god.</p><h2 class="article-body__section" id="section-should-you-buy-rayquaza"><span>Should you buy Rayquaza?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dvYkYSmZ2b3YyRJ23YWPaK" name="Lego" alt="A Lego minifigure on a plinth stand amongst clouds" src="https://cdn.mos.cms.futurecdn.net/dvYkYSmZ2b3YyRJ23YWPaK-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Joel Franey)</span></figcaption></figure><p>I'm willing to give a thumbs up to Rayquaza, but then again, I didn't have to pay for the damn thing, and Lego's tough pricing might be harder to swallow for those who don't have PR connections. There's nothing wrong with Lego Rayquaza, but I'm not sure that it quite justifies the hefty price tag. Still, that's less of a problem with this model specifically and more of a recurring issue with Lego generally.</p><p>If you can stomach the build's bill, then Rayquaza is a good time, and maybe one of the best Lego Pokemon sets out there at time of writing. I like that the minifig gives it a sense of scale, I like that the dragon's naturally angular appearance means it's a good fit for Lego and escapes the uncanny valley, and creating clouds is so oddly cathartic that Lego could well be advised to fold this idea into future skyscraper designs.</p><h2 id="ratings">Ratings</h2><div ><table><thead><tr><th class="firstcol " ><p>Criteria</p></th><th  ><p>Notes</p></th><th  ><p>Score</p></th></tr></thead><tbody><tr><td class="firstcol " ><p>Build experience</p></td><td  ><p>A solid build that has enough variation to remain interesting throughout.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Accessibility</p></td><td  ><p>An easy enough process with no stickers or irritating elements, though often a little fiddly.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Instruction quality</p></td><td  ><p>No issues or problems in the instructions; clear as water.</p></td><td  ><p>5/5</p></td></tr><tr><td class="firstcol " ><p>Extra features</p></td><td  ><p>Rayquaza has decent articulation, and the inclusion of a minifig helps sell the sense of scale.</p></td><td  ><p>4/5</p></td></tr></tbody></table></div><h2 id="buy-it-if">Buy it if...</h2><div class="product"><p>✅ <strong>You're a Gen 3 fankid</strong><br>If Ruby, Sapphire, Emerald, or the later Omega and Alpha remakes hold a special place in your heart, this is a good tribute to those games.</p></div><div class="product"><p>✅ <strong>You want a proper scene</strong><br>The mountaintop ruins and clouds do a lot to elevate the build as a whole and make it look good on a shelf or countertop.</p></div><h2 id="don-39-t-buy-it-if">Don't buy it if...</h2><div class="product"><p>❌ <strong>You're on a budget</strong><br>Over a hundred bucks for barely an afternoon's build time is hard to swallow if you're looking to get your money's worth.</p></div><div class="product"><p>❌ <strong>You don't want a presentation piece</strong><br>If you want a robust toy or action figure, this stiff, slightly fragile version of Rayquaza may feel a bit flimsy.</p></div><h2 class="article-body__section" id="section-how-we-tested-lego-rayquaza-72168"><span>How we tested Lego Rayquaza #72168</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bB6ifVKJBNmXXuLXYc7nYW" name="Lego" alt="Lego Rayquaza head with an open-mouthed smile" src="https://cdn.mos.cms.futurecdn.net/bB6ifVKJBNmXXuLXYc7nYW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Joel Franey)</span></figcaption></figure><p>This review was made using a set supplied by Lego.</p><p>I built the Lego Rayquaza (72168) set across a couple of sessions of roughly an hour and a half each, though these weren't rushed experiences by any means. I also made some attempts afterwards to push the articulation to its limits (i.e., seeing how much play it takes to break it).</p><p>For more, check out our guide to <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">how we test products</a>.</p><p><em>For more recommendations on cool collectibles, why not check out our guide to the </em><a href="https://www.gamesradar.com/toys-collectibles/best-toys"><em>best toys</em></a><em>?</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/toys-collectibles/lego-rayquaza-72168-review/</link>
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                            <![CDATA[ Lego Rayquaza #72168 review ]]>
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                                                                        <pubDate>Thu, 22 Oct 2026 11:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Toys & Collectibles]]></category>
                                                                                                <author><![CDATA[ joel.franey@futurenet.com (Joel Franey) ]]></author>                    <dc:creator><![CDATA[ Joel Franey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Dwb5zEHDpq9XZebV7REDRF-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Joel Franey got his Bachelors in Creative Writing and Games Design from Brunel University in 2017, before going on to do a Masters in Creative and Critical Writing from Sussex University. During this time he also worked freelance in various gaming-related roles and professions, including design, PR, reviews and features, before eventually joining the guides team at USgamer and ReedPop in 2019. Since then, he has written professionally for numerous publications, including Gfinity Esports, Eurogamer, VG247, Dicebreaker, RPS, Jelly Deals and more. These have involved, among other things, writing guides, news, features, reviews, and even working as an SEO consultant, restructuring and rewriting content for the purpose of increased online traffic. He eventually joined GamesRadar+ as a Guides Writer in 2021, with a focus on covering single player games and narrative games, though nonetheless regularly contributing to ongoing coverage of online gaming services and multiplayer properties, and has covered a variety of major AAA games in his time since then. In his spare time he is also a long-time fiction writer, having written books, screenplays and more besides in a variety of genres, and is the co-host and co-creator of the pop culture comedy podcast, &quot;Margaret Thatcher, Templar Spy&quot;.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Lego Rayquaza beside its name and Pokemon number]]></media:description>                                                            <media:text><![CDATA[Lego Rayquaza beside its name and Pokemon number]]></media:text>
                                <media:title type="plain"><![CDATA[Lego Rayquaza beside its name and Pokemon number]]></media:title>
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                                <p>Lego Rayquaza is an odd pull from the many Pokemon Legendaries, but not one I object to. The stratosphere-skirting mythical dragon of the air, Rayquaza served as the mascot of Gen 3's Pokemon Emerald, and has always occupied a solid spot in the Legendary B-Tier, at least when it comes to public acclaim. Somewhere below Mewtwo and Arceus, but certainly above the likes of Mesprit and Ting-Lu. But hey: I've always liked its ambiguous nature and meteor-blasting powers as shown off in the first Mystery Dungeon, and it seems Lego like him too, as now Rayquaza has got his own dedicated set. After the <a href="https://www.gamesradar.com/toys-collectibles/lego-pikachu-and-poke-ball-72152-review/">Lego Pikachu and Poke Ball</a> build failed to impress or surpass the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego sets</a>, can the mascot of Emerald do any better?</p><h2 class="article-body__section" id="section-rayquaza-features"><span>Rayquaza features</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$129.99 / £119.99</p></td></tr><tr><td class="firstcol " ><p>Ages</p></td><td  ><p>18+</p></td></tr><tr><td class="firstcol " ><p>Pieces</p></td><td  ><p>1038</p></td></tr><tr><td class="firstcol " ><p>Time to build</p></td><td  ><p>2 - 3hrs</p></td></tr><tr><td class="firstcol " ><p>Minifigures</p></td><td  ><p>1</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>H: 15in (38cm) / W: 10.5in (26cm) / D: 10.5in (26cm)</p></td></tr><tr><td class="firstcol " ><p>Item number</p></td><td  ><p>72168</p></td></tr></tbody></table></div><ul><li><strong>An impressive stand that turns a Pokemon into a full scene</strong></li><li><strong>Some articulation, though not a significant element</strong></li><li><strong>A single obscure minifig</strong></li></ul><p>A recreation of the cloud-wrapped Sky Pillar location from the games serves as a stand and mount for Rayquaza, the dragon itself perched atop a translucent pillar artfully and cleverly obscured with a few drifting cumulus. Meanwhile, a minifig of "Draconic Loremaster Zinnia" (no, I don't remember either) can be placed anywhere on or off the stand, as well as being given a pair of Keystones to hold for an implied mega-evolution to come. I think that last addition is a bit strange, as there's no option to customize or modify Rayquaza into its mega-evolved form, so I guess those stones are... What, sequel bait? Regardless, the minifig serving as a tiny point of comparison for scale really does sell the dragon as this massive presence within the scene, a trick I'd like to see more Lego Pokemon sets make use of in the future.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SoHNfWtQLGxdZEUH2xthFk" name="Lego" alt="Lego Rayquaza Pokedex entry in the instruction booklet" src="https://cdn.mos.cms.futurecdn.net/SoHNfWtQLGxdZEUH2xthFk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Joel Franey)</span></figcaption></figure><p>Rayquaza itself has a certain degree of articulation and customization built in. You can take it off the stand with a bit of disassembly (more on that later), and there's the ability to tweak the position of its arms, ear protrusions, mouth and dorsal fins/flaps. It occupies a strange place between presentation piece and full-on action figure toy, but I think there'll be less confusion or frustration if we all consider it to be the former, as it doesn't quite have the easy articulation or sturdiness to survive a child's play session. </p><h2 class="article-body__section" id="section-rayquaza-build"><span>Rayquaza build</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="82b6S7brnvbqbXT6cBiuFB" name="Lego" alt="Lego Rayquaza set partially assembled on a glass table" src="https://cdn.mos.cms.futurecdn.net/82b6S7brnvbqbXT6cBiuFB-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Joel Franey)</span></figcaption></figure><ul><li><strong>Most of the time spent is creating the base</strong></li><li><strong>A build that remains diverse enough to stay entertaining</strong></li><li><strong>A clear and legible building process with no hiccups</strong></li></ul><p>Building the Lego Rayquaza set might throw some people for a loop, as the majority of the experience is spent not building the titular serpent, who probably accounted for maybe a quarter of the process, if that. Instead, most of my time was spent assembling the Sky Pillar base, a rising mountaintop vista frosted with crumbling ruins and wispy clouds. It's certainly more compelling than some stands I've seen, even if the fiddly details on the ruins weren't always hugely thrilling, and I rather liked piecing together the clouds and seeing how hard, geometric shapes nonetheless came together to form something convincingly ethereal.</p><p>Rayquaza, by comparison, is done in a flash, to the extent where I was almost disappointed by the brevity. Being so long and thin, it's effectively little more than a series of tube-shaped partitions clipped into each other, before a few final bricks come together to form the head and dorsal fins. I enjoyed it! I just wish it had gone on for longer.</p><p>But overall, this is one of the better Lego Pokemon builds. There's enough variety involved as to shake up the experience when needed, the manual didn't falter on legibility, and it's fun to watch the whole thing manifest from the ground up before quite literally finishing at the tips of Rayquaza's ears.</p><h2 class="article-body__section" id="section-rayquaza-design"><span>Rayquaza design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uQhhXx2SNKJh8z29E9Vj8P" name="Lego" alt="Lego Rayquaza head seen from the side" src="https://cdn.mos.cms.futurecdn.net/uQhhXx2SNKJh8z29E9Vj8P-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Joel Franey)</span></figcaption></figure><ul><li><strong>A lot of articulation, but not much flexibility</strong></li><li><strong>Can be taken off its perch (with some work)</strong></li><li><strong>A good recreation of the legendary dragon</strong></li></ul><p>So once it's built, now what? Well, you can take Rayquaza off its stand... Sort of. Actually, the way it's structured means that the two are interlocked, so you have to cut the big dragon in half and reattach it without the support pillar in the middle if you want to carry it around separately, at which point he does tend to flop around flaccidly from the midpoint down. Well, I guess he is canonically an <em>old</em> dragon. It happens to all of us.</p><p>I'd say the body itself has a <em>lot </em>of articulation, rather than <em>good </em>articulation. You can reposition the arms... A bit. You can open and close the mouth... A bit. You can imperceptibly fiddle with his ears and dorsal fins in ways that won't look hugely different. All these elements are customisable, but ultimately it will always be just good ol' #0384 sitting upright and bearing his fangs at people, no matter what you do to it. Still, there's a lot of room to position the accompanying minifig, and ultimately this all just means this is a presentation piece more than all else. I've certainly seen less flexible builds.</p><p>Still, the overall appearance is good. Rayquaza is a creature of angles and ridges, far better suited to Lego blocks then anything defined by curves, and whereas Pikachu was spelunking the uncanny valley, Rayquaza looks pretty impressive, albeit with a certain goofiness about the face if you open its mouth too far. No stickers either, thank god.</p><h2 class="article-body__section" id="section-should-you-buy-rayquaza"><span>Should you buy Rayquaza?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dvYkYSmZ2b3YyRJ23YWPaK" name="Lego" alt="A Lego minifigure on a plinth stand amongst clouds" src="https://cdn.mos.cms.futurecdn.net/dvYkYSmZ2b3YyRJ23YWPaK-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Joel Franey)</span></figcaption></figure><p>I'm willing to give a thumbs up to Rayquaza, but then again, I didn't have to pay for the damn thing, and Lego's tough pricing might be harder to swallow for those who don't have PR connections. There's nothing wrong with Lego Rayquaza, but I'm not sure that it quite justifies the hefty price tag. Still, that's less of a problem with this model specifically and more of a recurring issue with Lego generally.</p><p>If you can stomach the build's bill, then Rayquaza is a good time, and maybe one of the best Lego Pokemon sets out there at time of writing. I like that the minifig gives it a sense of scale, I like that the dragon's naturally angular appearance means it's a good fit for Lego and escapes the uncanny valley, and creating clouds is so oddly cathartic that Lego could well be advised to fold this idea into future skyscraper designs.</p><h2 id="ratings">Ratings</h2><div ><table><thead><tr><th class="firstcol " ><p>Criteria</p></th><th  ><p>Notes</p></th><th  ><p>Score</p></th></tr></thead><tbody><tr><td class="firstcol " ><p>Build experience</p></td><td  ><p>A solid build that has enough variation to remain interesting throughout.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Accessibility</p></td><td  ><p>An easy enough process with no stickers or irritating elements, though often a little fiddly.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Instruction quality</p></td><td  ><p>No issues or problems in the instructions; clear as water.</p></td><td  ><p>5/5</p></td></tr><tr><td class="firstcol " ><p>Extra features</p></td><td  ><p>Rayquaza has decent articulation, and the inclusion of a minifig helps sell the sense of scale.</p></td><td  ><p>4/5</p></td></tr></tbody></table></div><h2 id="buy-it-if">Buy it if...</h2><div class="product"><p>✅ <strong>You're a Gen 3 fankid</strong><br>If Ruby, Sapphire, Emerald, or the later Omega and Alpha remakes hold a special place in your heart, this is a good tribute to those games.</p></div><div class="product"><p>✅ <strong>You want a proper scene</strong><br>The mountaintop ruins and clouds do a lot to elevate the build as a whole and make it look good on a shelf or countertop.</p></div><h2 id="don-39-t-buy-it-if">Don't buy it if...</h2><div class="product"><p>❌ <strong>You're on a budget</strong><br>Over a hundred bucks for barely an afternoon's build time is hard to swallow if you're looking to get your money's worth.</p></div><div class="product"><p>❌ <strong>You don't want a presentation piece</strong><br>If you want a robust toy or action figure, this stiff, slightly fragile version of Rayquaza may feel a bit flimsy.</p></div><h2 class="article-body__section" id="section-how-we-tested-lego-rayquaza-72168"><span>How we tested Lego Rayquaza #72168</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bB6ifVKJBNmXXuLXYc7nYW" name="Lego" alt="Lego Rayquaza head with an open-mouthed smile" src="https://cdn.mos.cms.futurecdn.net/bB6ifVKJBNmXXuLXYc7nYW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Joel Franey)</span></figcaption></figure><p>This review was made using a set supplied by Lego.</p><p>I built the Lego Rayquaza (72168) set across a couple of sessions of roughly an hour and a half each, though these weren't rushed experiences by any means. I also made some attempts afterwards to push the articulation to its limits (i.e., seeing how much play it takes to break it).</p><p>For more, check out our guide to <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">how we test products</a>.</p><p><em>For more recommendations on cool collectibles, why not check out our guide to the </em><a href="https://www.gamesradar.com/toys-collectibles/best-toys"><em>best toys</em></a><em>?</em></p>
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                                                            <title><![CDATA[ Clayface review: "Skin-deep thrills and spills mask an uneven DC horror" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Over the years, Clayface has come in many shapes and sizes: thespian comedy sidekick in the Harley Quinn series, meme minifigure in the LEGO Batman games, and even as the focal point of Emmy-nominated two-parter 'Feat of Clay' in the seminal 1990s show Batman: The Animated Series.</p><p>2026's Clayface – the first outright horror in the DCU – taps into the rich narrative vein of the latter, molding the comic book villain into a tragic, deeply troubled figure that manages to escape the long shadow of the Bat for his own flawed, grisly rampage through Gotham.</p><p>Fresh off an Oscar nomination, the world of sandy-blonde actor Matt Hagen (a starmaking performance from Tom Rhys Harries) soon crashes down around him after bedding the girlfriend of crime boss Markos Szabo (David Dencik). The repercussions are severe and instant in a breezy first act: Hagen's face is slashed to pieces. His one saving grace is experimental nanocell surgery by outcast scientist Dr. Caitlyn Corr (Naomi Ackie).</p><p>From there, Hagen's internal strife is quickly swept to one side, despite Rhys Harries' best efforts (the first casualty of Mike Flanagan and Hossein Amini's underbaked script), for a full-throated revenge quest as a shapeshifting Matt lashes out at those who have left his career in tatters. </p><p>What follows is a pulpy, predictable trail for Hagen to follow, though sprinklings of a will-they/won't they dynamic between the former actor and Corr, suffering through a rocky relationship with a GCPD detective (Max Minghella), adds early intrigue to the villain's origin story. </p><p>While your mileage may vary on the Frankenstein-flavored romance, it never quite amounts to anything more than set dressing for scenes filled with buckets of the red stuff. For audiences, though, that red-hot passion being substituted for dripping claret should be enough – a real shock to the system from a DCU that is quickly learning that its biggest strength, like <a href="https://www.gamesradar.com/entertainment/dc-movies/clayface-release-date-plot-cast-news/">Clayface </a>himself, is in its malleability. </p><h2 id="face-off">Face off</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qGHeji5XRebDqQ2d3oVSgB" name="clayface" alt="Tom Rhys Harries as Matt Hagen/ Clayface in Clayface" src="https://cdn.mos.cms.futurecdn.net/qGHeji5XRebDqQ2d3oVSgB-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Warner Bros.)</span></figcaption></figure><p>Much like the utensils Matt uses to disfigure his face, director James Watkins wields the camera in tricky, suffocating fashion – and deploys gory special effects with a razor-sharp mastery. </p><p>One particular hide-behind-your-hands moment involves plane turbulence and travel scissors as Matt's treatment fails, creating a vivid sense of dread that isn't always present throughout its cornucopia of splattered brains and sliced-off fingers. It just might make you reconsider how you pack your carry-on luggage in future.</p><p>Another gripping sequence comes later on at Gotham's Vesuvius nightclub. There, a more mutated Hagen passes through undetected as his Clayface powers morph the action into something more tangibly closer to a Hitman level or Trap-esque navigation of social spaces. </p><div  class="fancy-box"><div class="fancy_box-title">Fast Facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> October 23<br><strong>Available in: </strong>Theaters<br><strong>Director:</strong> James Watkins<br><strong>Runtime</strong>: 108 minutes</p></div></div><p>Not only does it confidently stand out as Clayface's highest point with its frenetic fighting, it also acts as an ingenious blueprint for the Batman villain to be torn away from the murderous excesses of his R-rated backdrop. Should it materialize, a future showdown with the Caped Crusader won't feel like his edges have been sanded off. If nothing else, it's proof Clayface can survive just fine beyond his own movie.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="s2hvGYgsSr3PiBwdfefNg8" name="Clayface" alt="Tom Rhys Harries as Matt Hagen / Clayface" src="https://cdn.mos.cms.futurecdn.net/s2hvGYgsSr3PiBwdfefNg8-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Warner Bros./DC)</span></figcaption></figure><p>If only that same care and attention to detail were present elsewhere. Fittingly for a film that revolves around disfigurement and plastic surgery, Clayface's themes are only surface-level in their explorations. </p><p>Instead of interrogating the fascinating to-and-fro between Hollywood's impossible beauty standards and body dysmorphia, Clayface continually runs the risk of being too simple and too safe. But if you're only here for gnarly kills and squeamish, uncomfortable horror as Matt's dashing good looks and chiselled features melt away, you'll no doubt walk away with your bloodlust satiated.</p><div><blockquote><p>A real shock to the system from a DCU that is quickly learning that its biggest strength, like Clayface himself, is in its malleability</p></blockquote></div><p>Watkins and the production team working its magic with special effects, though, doesn't necessarily mean the (admittedly sensible) budget stretches beyond its means. </p><p>Clayface's CGI can be shonky in places, while Gotham is a big letdown. The best portrayals of Batman's home turf paint it as a diseased and decaying city, rotten down to its very brickwork. Clayface's take doesn't inspire, coming across as tawdry and more Joker-lite than a confident first taste of the streets where Batman will soon make his name in the DCU.</p><p>Clayface, then, struggles to balance its dual personalities. As a superhero movie, it's a freakishly good time, setting itself apart from anything put out by DC and Marvel in terms of tone and terror. But as a horror movie, its skin-deep thrills and spills mask an uneven tragedy that even the emerging star power of Tom Rhys Harries can't overcome completely. </p><p>Clayface releases in cinemas on October 23. For more, we have a guide on <a href="https://www.gamesradar.com/dc-james-gunn-movies-shows-dcu-chapter-one-gods-and-monsters/">DCU Chapter One</a> and other <a href="https://www.gamesradar.com/upcoming-dc-movies/">upcoming DC movies</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/entertainment/dc-movies/clayface-review/</link>
                                                                            <description>
                            <![CDATA[ Clayface review: "Skin-deep thrills and spills mask an uneven DC horror" ]]>
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                                                                        <pubDate>Wed, 21 Oct 2026 19:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 23 Oct 2026 09:10:18 +0000</updated>
                                                                                                                                            <category><![CDATA[DC Movies]]></category>
                                                    <category><![CDATA[Horror Movies]]></category>
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                                                    <category><![CDATA[Movies]]></category>
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                                                                                                <author><![CDATA[ bradley.russell@futurenet.com (Bradley Russell) ]]></author>                    <dc:creator><![CDATA[ Bradley Russell ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ns8PGmm8UaL4GZLkTaQm9a-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Warner Bros.]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Tom Rhys Harries as Matt Hagen in Clayface]]></media:description>                                                            <media:text><![CDATA[Tom Rhys Harries as Matt Hagen in Clayface]]></media:text>
                                <media:title type="plain"><![CDATA[Tom Rhys Harries as Matt Hagen in Clayface]]></media:title>
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                                <p>Over the years, Clayface has come in many shapes and sizes: thespian comedy sidekick in the Harley Quinn series, meme minifigure in the LEGO Batman games, and even as the focal point of Emmy-nominated two-parter 'Feat of Clay' in the seminal 1990s show Batman: The Animated Series.</p><p>2026's Clayface – the first outright horror in the DCU – taps into the rich narrative vein of the latter, molding the comic book villain into a tragic, deeply troubled figure that manages to escape the long shadow of the Bat for his own flawed, grisly rampage through Gotham.</p><p>Fresh off an Oscar nomination, the world of sandy-blonde actor Matt Hagen (a starmaking performance from Tom Rhys Harries) soon crashes down around him after bedding the girlfriend of crime boss Markos Szabo (David Dencik). The repercussions are severe and instant in a breezy first act: Hagen's face is slashed to pieces. His one saving grace is experimental nanocell surgery by outcast scientist Dr. Caitlyn Corr (Naomi Ackie).</p><p>From there, Hagen's internal strife is quickly swept to one side, despite Rhys Harries' best efforts (the first casualty of Mike Flanagan and Hossein Amini's underbaked script), for a full-throated revenge quest as a shapeshifting Matt lashes out at those who have left his career in tatters. </p><p>What follows is a pulpy, predictable trail for Hagen to follow, though sprinklings of a will-they/won't they dynamic between the former actor and Corr, suffering through a rocky relationship with a GCPD detective (Max Minghella), adds early intrigue to the villain's origin story. </p><p>While your mileage may vary on the Frankenstein-flavored romance, it never quite amounts to anything more than set dressing for scenes filled with buckets of the red stuff. For audiences, though, that red-hot passion being substituted for dripping claret should be enough – a real shock to the system from a DCU that is quickly learning that its biggest strength, like <a href="https://www.gamesradar.com/entertainment/dc-movies/clayface-release-date-plot-cast-news/">Clayface </a>himself, is in its malleability. </p><h2 id="face-off">Face off</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qGHeji5XRebDqQ2d3oVSgB" name="clayface" alt="Tom Rhys Harries as Matt Hagen/ Clayface in Clayface" src="https://cdn.mos.cms.futurecdn.net/qGHeji5XRebDqQ2d3oVSgB-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Warner Bros.)</span></figcaption></figure><p>Much like the utensils Matt uses to disfigure his face, director James Watkins wields the camera in tricky, suffocating fashion – and deploys gory special effects with a razor-sharp mastery. </p><p>One particular hide-behind-your-hands moment involves plane turbulence and travel scissors as Matt's treatment fails, creating a vivid sense of dread that isn't always present throughout its cornucopia of splattered brains and sliced-off fingers. It just might make you reconsider how you pack your carry-on luggage in future.</p><p>Another gripping sequence comes later on at Gotham's Vesuvius nightclub. There, a more mutated Hagen passes through undetected as his Clayface powers morph the action into something more tangibly closer to a Hitman level or Trap-esque navigation of social spaces. </p><div  class="fancy-box"><div class="fancy_box-title">Fast Facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> October 23<br><strong>Available in: </strong>Theaters<br><strong>Director:</strong> James Watkins<br><strong>Runtime</strong>: 108 minutes</p></div></div><p>Not only does it confidently stand out as Clayface's highest point with its frenetic fighting, it also acts as an ingenious blueprint for the Batman villain to be torn away from the murderous excesses of his R-rated backdrop. Should it materialize, a future showdown with the Caped Crusader won't feel like his edges have been sanded off. If nothing else, it's proof Clayface can survive just fine beyond his own movie.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="s2hvGYgsSr3PiBwdfefNg8" name="Clayface" alt="Tom Rhys Harries as Matt Hagen / Clayface" src="https://cdn.mos.cms.futurecdn.net/s2hvGYgsSr3PiBwdfefNg8-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Warner Bros./DC)</span></figcaption></figure><p>If only that same care and attention to detail were present elsewhere. Fittingly for a film that revolves around disfigurement and plastic surgery, Clayface's themes are only surface-level in their explorations. </p><p>Instead of interrogating the fascinating to-and-fro between Hollywood's impossible beauty standards and body dysmorphia, Clayface continually runs the risk of being too simple and too safe. But if you're only here for gnarly kills and squeamish, uncomfortable horror as Matt's dashing good looks and chiselled features melt away, you'll no doubt walk away with your bloodlust satiated.</p><div><blockquote><p>A real shock to the system from a DCU that is quickly learning that its biggest strength, like Clayface himself, is in its malleability</p></blockquote></div><p>Watkins and the production team working its magic with special effects, though, doesn't necessarily mean the (admittedly sensible) budget stretches beyond its means. </p><p>Clayface's CGI can be shonky in places, while Gotham is a big letdown. The best portrayals of Batman's home turf paint it as a diseased and decaying city, rotten down to its very brickwork. Clayface's take doesn't inspire, coming across as tawdry and more Joker-lite than a confident first taste of the streets where Batman will soon make his name in the DCU.</p><p>Clayface, then, struggles to balance its dual personalities. As a superhero movie, it's a freakishly good time, setting itself apart from anything put out by DC and Marvel in terms of tone and terror. But as a horror movie, its skin-deep thrills and spills mask an uneven tragedy that even the emerging star power of Tom Rhys Harries can't overcome completely. </p><p>Clayface releases in cinemas on October 23. For more, we have a guide on <a href="https://www.gamesradar.com/dc-james-gunn-movies-shows-dcu-chapter-one-gods-and-monsters/">DCU Chapter One</a> and other <a href="https://www.gamesradar.com/upcoming-dc-movies/">upcoming DC movies</a>.</p>
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                                                            <title><![CDATA[ The SteelSeries Aeon Pro is a controller that costs $250, but after two weeks of playing with it, I can't work out why ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The SteelSeries Aeon Pro is the most expensive controller I've come across in my four years of reviewing them professionally. At a cost of $249.99/£229.99, it's about $50/£30 more expensive than a DualSense Edge, Nacon Revolution X Unlimited, and Razer Wolverine V3 and V4 Pro. That means it's about $70 more than the Victrix Pro BFG pads, and a staggering $170 more expensive than the popular GameSir G7 Pro. Even against the most expensive and most recent PS5 controllers like the Scuf Omega and Razer Raiju V3 Pro, SteelSeries is still coming in about $40 higher up the price scale. </p><p>I'll be honest, I like the SteelSeries Aeon Pro, but when an <a href="https://www.gamesradar.com/best-xbox-series-x-controller">Xbox Series X controller</a> is this expensive, it better not miss and hit the wall. SteelSeries has definitely shot its shot with the Aeon Pro. This thing feels distinct; it has a unique identity because it's not afraid to take big swings or just do some things a bit differently. Its charging stand cancels out the need for a carry case because it holds all its parts together. Its removable battery ensures you never run out of charge. Its screen has a bold interface that flies in the face of most on-board gamepad menu systems. All of these things are impressive, but are they $250 impressive? I'm not so sure.</p><p>For context, I think even a $200 controller is still way more expensive than it needs to be. That much is clear when brands like GameSir, Gulikit, FlyDigi, and PowerA are charging far, far less than the licensed brands for much the same features on PC. $250 is a lot of money for you to spend on a controller, so let me tell you why you should probably wait for a price drop on this one. </p><h2 id="design">Design</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gpQRvEc7oNrxC4heCYp5QW" name="SteelSeries Aeon Pro review 16" alt="The SteelSeries Aeon Pro on its charging stand" src="https://cdn.mos.cms.futurecdn.net/gpQRvEc7oNrxC4heCYp5QW-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>I'd love to say the design of the Aeon Pro feels original since we haven't seen an officially licensed Xbox controller from SteelSeries before, but it's very reminiscent of the <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-g7-pro-review">GameSir G7 Pro</a>. That is hardly a bad thing, and SteelSeries, whether intentionally or not, has managed to recreate some of the best parts of that popular controller. Particularly in the white colorway, its grey, textured grips are grabby, contrasting beautifully with its eggshell body that feels really sturdy. </p><p>The G7 Pro and the OG Xbox Series X pad from Microsoft itself feel like inspirations here, but SteelSeries has absolutely souped up some of its parts in ways that feel unique to this product.  </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/mU5BJZbznLb8xqwJEbCGQW-1920-80.jpg" alt="The back of the SteelSeries Aeon Pro" /><figcaption><small role="credit">Future / Duncan Robertson</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/2Bk4simao3bFw5cWmEJgrV-1920-80.jpg" alt="The unique back button shapes on the SteelSeries Aeon Pro" /><figcaption><small role="credit">Future / Duncan Robertson</small></figcaption></figure></figure><p>For starters, there are four large, metallic back buttons on the rear of the Aeon Pro. These aren't your average GameSir back buttons that hide away in the grips of the controller, camouflaging themselves into the shape of the handles. These are loud, brushed silver paddles that don't try to blend in neatly in any way, shape, or form. They understand that largesse is easier for your fingers to find when they're wrapping around a controller, and they click in with absolute delight. They draw a lovely line between back buttons and back paddles. They're not quite the magnetic ones found on the Elite Series 2 or the Gulikit KK3 Max; they're non-removable and a signature part of the Aeon Pro's identity, but they're longer levers that actuate with more flexibility, feeling more premium than your average pro controller's back buttons.</p><p>That element of metallic design flourish is present elsewhere on the Aeon Pro too. The D-pad, triggers, and bumpers are all a brushed steel vibe, even if they're actually just a different type of plastic and not the real thing. It all offers a temperature contrast to the Aeon Pro's plastic and rubberized textures you find for the most part. If this were a cheaper controller, I'd be applauding the trickery this plays on your brain to make you think more expensive materials have been used, but when this thing costs $250, I end up raising an eyebrow in the same way I would when an unfamiliar charge appears on a bill I need to pay.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jXmT5uVtzU2ocyfY999p9W" name="SteelSeries Aeon Pro review 1" alt="A SteelSeries Aeon Pro on a wooden gaming desk" src="https://cdn.mos.cms.futurecdn.net/jXmT5uVtzU2ocyfY999p9W-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>Thankfully, the microswitch buttons, which click with a deep, almost "thocc" sound like premium keyboard switches do, feel luxurious. Again, I don't know if I'd argue they feel and sound more premium than the ones on the Nacon Revolution X Unlimited priced at $200, and that's really the crux of the issue with the Aeon's design. It's got top-shelf features, but they're not worth $50 more than its competition.</p><p>Unfortunately, there's a design flaw staring you in the face here, and it's the options and in-game menu buttons being at the bottom of the controller's body, not on either side of the integrated screen. I don't care who you are, how expensive your controller is, or how many fancy features you give it. Those buttons should be at the top of the controller, not the bottom. </p><p>Yes, I can adjust to this, and have had to for a few controllers that I've reviewed, but it is always, always, <em>objectively</em> wrong to place them here. Twisting the knife is the fact that there is <em>so </em>much space at the top of the body for these buttons to fit. </p><p>The Aeon Pro has a deep and long face, which I enjoy the look of. I suspect this was to give the screen a bit more room to glow, but when it isn't actually that large, it feels like there's a lot of dead space bordering it where functionality could have been squeezed in. </p><p>Some pause buttons would happily border the OLED display without ruining the Aeon Pro's look. </p><h2 id="features">Features</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zDuwuhgvn8AspWJEeqepEW" name="SteelSeries Aeon Pro review 12" alt="The charging stand for the SteelSeries Aeon Pro" src="https://cdn.mos.cms.futurecdn.net/zDuwuhgvn8AspWJEeqepEW-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>For years, some of the higher-end wireless Xbox controllers have been shipping with charging stands, but SteelSeries has well and truly broken the mold. The charging stand here is the most robust offering I've seen, acting not only as a place to holster your peripheral between sessions, but a connection hub for your gaming platforms, and as a hold-all for the swappable parts the Aeon Pro has at its disposal. </p><p>The Aeon Pro features extremely convenient magnetic thumbstick tops, which are fantastic. I hate swapping out controller thumbsticks because it's such an anxiety-inducing process. You feel like you're going to break something when you pull it off, and putting a new one on takes such a faffy angling process that you're never confident it's on correctly. SteelSeries clearly understands this, and using magnets is absolutely genius to snap on and snap off to your liking. According to <a href="https://www.gamesradar.com/hardware/gaming-controllers/razer-ascends-beyond-tmr-thumbsticks-launches-the-wolverine-v4-pro-controller-for-xbox-and-pc-with-capacitive-sensors">Razer and its new Wolverine V4 Pro</a>, however, using magnets so close to the Hall effect thumbstick sensors could cause issues with calibration. I haven't encountered any. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/UjWVjTDahergoM79AWjXJW-1920-80.jpg" alt="A reviewer removing a thumbstick top for the SteelSeries Aeon Pro" /><figcaption><small role="credit">Future / Duncan Robertson</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/yZ7KxwD6cWmRedaba2732W-1920-80.jpg" alt="The magnetic thumbstick tops on the SteelSeries Aeon Pro's charging stand" /><figcaption><small role="credit">Future / Duncan Robertson</small></figcaption></figure></figure><p>These swappable thumbsticks slot right into the top of the charging stand - a convenient and simple way to keep them safe without warranting the need for a carrying case. </p><p>Like a lot of the SteelSeries gaming hardware you might come across on PC, the brand has provided a "limitless" battery life system, which essentially means that you're supplied with all of the capability and means of never running out of battery life, and if you do, it's your fault and not SteelSeries'. </p><p>That includes a swappable battery, and a spare that slots into the charging stand too. If you somehow run out of charge in a session and don't use the stand itself to refill, you can remove your battery, replace it with the one in the stand, and hot-swap as you need to. It's a genius system that's hard to fault, but it's another small innovation that I'm not sure warrants the extra $50 SteelSeries is demanding since one or the other (a charging cradle or a spare battery) would have sufficed for a lower cost. </p><p>Offer me a "limitless battery life" claim if you want, but when it's on me to make that happen, don't also charge me $50 extra for it.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/ux6amaBygV2mBPNhGcpU5W-1920-80.jpg" alt="A swappable battery being slotted into the charging stand of the SteelSeries Aeon Pro" /><figcaption><small role="credit">Future / Duncan Robertson</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Chv2cDQHWtxv7TX48S7d9W-1920-80.jpg" alt="A reviewer takingout the battery of the SteelSeries Aeon Pro" /><figcaption><small role="credit">Future / Duncan Robertson</small></figcaption></figure></figure><p>The charging stand does double as a USB dongle as well, since there's no separate receiver supplied in the Aeon Pro's box. Around the back you'll find an Xbox and PC USB-C port so you can connect to two platforms at once and switch out on the controller's menu depending on which you want to game on. That's a really nice touch for folks who do play across Xbox and PC at the same setup, and could be a reason to buy this particular controller if you find yourself in that section of the gaming Venn diagram. Personally, I haven't found this all too useful and would have much preferred the ability to connect to two different PCs at once. Bluetooth does work great, however.</p><p>The thumbsticks here are Hall effect. I'm fine with that, since Hall effect still feels great to play with. Again though, if you're going to charge this much for a controller, I expect to see the gold standard of TMR sticks included, thank you very much.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uLeVbyKmXvajqcw9QB5aqV" name="SteelSeries Aeon Pro review 15" alt="The back of the charging stand for the SteelSeries Aeon Pro" src="https://cdn.mos.cms.futurecdn.net/uLeVbyKmXvajqcw9QB5aqV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>Like many other gamepads these days, there's an integrated screen and menu system. I do like this; it uses bold lettering and clever haptic feedback to help you navigate, which goes against the norm of tiny text and janky but navigable menu systems on most of these controllers. It feels like it has a purpose by easily helping you connect via Bluetooth, Xbox, or PC, but it's nothing revolutionary, which again, for a product of this price, maybe should be. The <a href="https://www.gamesradar.com/hardware/gaming-controllers/manba-one-review">Manba One</a>'s menu still did it better, even if the haptics and navigability on the Aeon Pro are among the clearer and more satisfying controller settings menus I've tested. When the <a href="https://www.gamesradar.com/hardware/gaming-controllers/the-most-ambitious-product-weve-ever-built-genki-is-crowdfunding-a-steam-controller-killer-with-tmr-sticks-an-on-board-display-with-its-own-os-an-8k-polling-rate-and-mouse-and-keyboard-functionality">Genki Manta eventually launches</a>, I fear both might become irrelevant anyway.</p><p>Rounding up the rest of the features, there's wireless charging, a 3.5mm headphone jack, USB charging, and two trigger stop switches.</p><h2 id="performance">Performance</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dxW8LWZ7CRXaML6JXPvS7W" name="SteelSeries Aeon Pro review 17" alt="A SteelSeries Aeon Pro controller on its charging stand" src="https://cdn.mos.cms.futurecdn.net/dxW8LWZ7CRXaML6JXPvS7W-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>The Aeon Pro is a very comfortable and usable controller across the board. <a href="https://www.gamesradar.com/hardware/vr/i-played-an-evening-of-big-walk-on-steam-frame-and-it-felt-like-wearing-a-steam-deck-on-my-face">I played about 4 hours of Big Walk with two friends using this controller</a> in my hands, and time melted away without me realizing. That's the sort of experience you can have with it; it'll provide plenty of functionality and decent comfort for general gaming needs, and you won't complain about a thing. I think sometimes, the best controllers are the ones you don't notice or even have to think about; they work and let you immerse yourself in the game you're playing, and the Aeon Pro does that.</p><p>As a controller that's trying to be an all-rounder for console and PC play, the Aeon Pro succeeds. Its swappable thumbstick tops are super easy to use and feel like a breath of fresh air. Its microswitch buttons are well cushioned and feel responsive. Its grips wick moisture well and help you hold it securely. It looks nice on a desk, adding a touch of class to your setup. Platformers, exploration games, driving games- they all work really well with this controller, and for anything you're looking to casually kick back and enjoy alone or with friends, the haptics are precise and add a good layer of feel to the mix.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jFvZraupUCEcf5SZjHecwV" name="SteelSeries Aeon Pro review 11" alt="Button mapping being displayed on the SteelSeries Aeon Pro" src="https://cdn.mos.cms.futurecdn.net/jFvZraupUCEcf5SZjHecwV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>As for anything <em>more</em>? I think the Aeon Pro falls flat, and with its aforementioned price tag, it should be offering you <em>more</em>. As a controller for FPS games like Hunt: Showdown or Titanfall 2, I don't think the back buttons/paddles help as much as they should. I even found this in challenging singleplayer games like TowerFall Ascension and Control Resonant. Despite their clicky actuation and bold design, the lower back buttons especially take a bit too much force for my ring fingers to press in an instant. That leaves me feeling like I'm lacking the twitchy speed a controller like this should give me, and it feels like my gameplay suffers as a result. </p><p>The Aeon Pro doesn't feel as responsive in Control Resonant as the <a href="https://www.gamesradar.com/hardware/gaming-controllers/flydigi-apex-5-review">FlyDigi Apex 5</a> or the <a href="https://www.gamesradar.com/hardware/gaming-controllers/nacon-revolution-x-unlimited-review">Nacon Revolution X Unlimited</a> do, and both are more affordable. Perhaps more telling is that both of those alternatives have two additional bumper buttons as well as four back buttons, so they outclass the Aeon Pro for less money. For a bit of context on how I come to that judgment, let me explain.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="n5vRW4WDXhTPsLuprXRgjV" name="SteelSeries Aeon Pro review 10" alt="The display on the SteelSeries Aeon Pro" src="https://cdn.mos.cms.futurecdn.net/n5vRW4WDXhTPsLuprXRgjV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>In Control Resonant, you use the dodge button a lot. I map my "B" button to the right-hand additional bumper on these sorts of pro controllers, with the back buttons filling in UI and other combat or movement abilities. I can do that on cheaper alternatives to the Aeon Pro, but I can't do that here because there aren't additional bumpers, and yet it costs more. Combat gets significantly more difficult and feels clunkier, then, because my right thumb is going to have to come off its stick all the time to press dodge.</p><p>Then, I need to pause the game, and my thumb hits absolutely nothing on the top right of the gamepad. Remembering the awkward button placement, I clumsily bump my thumb on the right stick on its way down to the bottom of the controller, and I remember that price tag again. If I had paid for this controller and not been supplied with it by SteelSeries, I'd feel a bit like a clown putting on his makeup for throwing so much money at it.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sd6qYDXGdXiKH7qpqGwBvV" name="SteelSeries Aeon Pro review 18" alt="The trigger shape of the SteelSeries Aeon Pro" src="https://cdn.mos.cms.futurecdn.net/sd6qYDXGdXiKH7qpqGwBvV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>There are lots of more affordable options that are an objectively better bargain than the Aeon Pro if you're after absolute speed and responsiveness. It seems to have misplaced priorities that are invested in comfort and connection convenience, not functionality. </p><p>That just about sums up my experience with the Aeon Pro; for anything relaxed, like driving in GTA, Cyberpunk, or Forza, you'll have a great time. For light platforming, exploring a big open world, playing a sports game like Tennis Elbow 4, or narrative-driven first-person games, it offers a premium feel and good comfort. The issue is that a $40 gaming peripheral can offer you great experiences across those sorts of genres too, so why should I recommend this to you for $210 more?</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zDuwuhgvn8AspWJEeqepEW" name="SteelSeries Aeon Pro review 12" alt="The charging stand for the SteelSeries Aeon Pro" src="https://cdn.mos.cms.futurecdn.net/zDuwuhgvn8AspWJEeqepEW-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>For players who want to top leaderboards, improve KD ratios, and best their time trial records, there are so many more affordable controllers I'd recommend over this one, and that's the problem with SteelSeries pricing this thing so high. There's a great controller to be had here, and if it were even $200, this review would be very different. But it doesn't give you enough to warrant its expense. Yes, the charging stand is excellent; it's cool having a swappable battery, and magnetic thumbstick tops honestly rule. But they don't feel like they warrant the extra expense when the gamepad itself isn't as good as the cheaper competition.</p><h2 id="should-you-buy-the-steelseries-aeon-pro">Should you buy the SteelSeries Aeon Pro?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="h2Eb4UmHDhHXkNQMYSvX2W" name="SteelSeries Aeon Pro review 2" alt="A reviewer holding the SteelSeries Aeon Pro" src="https://cdn.mos.cms.futurecdn.net/h2Eb4UmHDhHXkNQMYSvX2W-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>If you're going to charge significantly more than the competition, it better be for a good reason. </p><p>That's the golden rule with any product, but in a competitive market like that of Xbox and <a href="https://www.gamesradar.com/best-pc-controller-for-gaming">PC controllers</a>, it's especially true. Having tested the Aeon Pro for a few weeks now, I find it hard to pinpoint why it costs so substantially more than its rivals, and that's an issue.</p><p>While the SteelSeries Aeon Pro has a lot going for it, I feel as though SteelSeries has slightly misjudged where its priorities should be. It might demand a higher cost because of its innovative charging stand/accessories hub and spare battery, but I would have been more open to paying a premium if there were more additional buttons and TMR thumbsticks on top of the clever innovations the brand has made. If it were like the <a href="https://www.gamesradar.com/hardware/gaming-controllers/steam-controller-review">Steam Controller</a> and offered some funky PC navigation, or extra ways to use it and make life easier, sure, charge more, but the Aeon Pro doesn't do any of that.</p><p>As it stands, the Aeon Pro is an great, truly comfortable controller, but it's not the <em>best</em> controller. Being the priciest, that makes it difficult to recommend. Once the price inevitably drops because no one can afford it, or when it hits the discount shelf, it'll be a better investment, but until then, shop for something else. </p><div data-widget-type="multimodelreview" data-model-name="SteelSeries Aeon Pro"></div><h2 id="how-i-tested-the-steelseries-aeon-pro">How I tested the SteelSeries Aeon Pro</h2><p>I used the Aeon Pro for all of my gaming for about two weeks before writing this review. I tested it across PC and VR platforms, using it in all sorts of gaming genres to see how it fared. While I compared it closely to other premium Xbox controllers in how it performed, I also used my knowledge of the controller market to evaluate it and drew from my four years of experience as a gamepad reviewer. </p><p>For more on <a href="https://www.gamesradar.com/how-we-test-controllers-on-gamesradar">how we test controllers</a>, take a look at the <a href="https://www.gamesradar.com/gamesradar-hardware-policy" target="_blank">GamesRadar+ hardware policy.</a></p><p><em>You can see some more alternatives by looking at the </em><a href="https://www.gamesradar.com/hardware/gaming-controllers/these-are-the-7-best-tmr-controllers-on-the-shelves-right-now-based-on-in-game-testing-with-each-one"><em>best TMR controllers</em></a><em>, or the </em><a href="https://www.gamesradar.com/best-ps5-controller"><em>best PS5 controllers</em></a><em>.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/gaming-controllers/steelseries-aeon-pro-review/</link>
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                            <![CDATA[ The SteelSeries Aeon Pro clearly isn't messing around. Its price is higher than any other Xbox controller, nay, any other controller on the market at the moment ]]>
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                                                                        <pubDate>Tue, 20 Oct 2026 16:21:04 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming Controllers]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                                                                <author><![CDATA[ duncan.robertson@futurenet.com (Duncan Robertson) ]]></author>                    <dc:creator><![CDATA[ Duncan Robertson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/qKrkJL7m7Wz9QFBWXn52aS-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;One of my earliest memories is playing SuperMario64 and wondering why the controller I held had three grips, but I only had two hands. Ever since I&#039;ve been in love with video games and their technology. After graduating from Edinburgh Napier University with a degree in Journalism, I contributed to the Scottish Games Network and completed an Editorial Internship at Expert Reviews. Over the last decade, I’ve been managing my own &lt;a href=&quot;http://www.youtube.com/GameCoping&quot;&gt;&lt;u&gt;YouTube channel&lt;/u&gt;&lt;/a&gt; about my love of games too. These days, I&#039;m one of the resident hardware nerds at GamesRadar+, and I take the lead on our coverage of gaming PCs, VR, controllers, gaming chairs, and content creation gear. Now, I better stop myself here before I get talking about my favourite games like HUNT: Showdown, Dishonored, and Towerfall Ascension. &lt;br&gt;&lt;br&gt;&lt;strong&gt;Location&lt;/strong&gt;: UK Remote&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future / Duncan Robertson]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A SteelSeries Aeon Pro on a gaming desk]]></media:description>                                                            <media:text><![CDATA[A SteelSeries Aeon Pro on a gaming desk]]></media:text>
                                <media:title type="plain"><![CDATA[A SteelSeries Aeon Pro on a gaming desk]]></media:title>
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                                <p>The SteelSeries Aeon Pro is the most expensive controller I've come across in my four years of reviewing them professionally. At a cost of $249.99/£229.99, it's about $50/£30 more expensive than a DualSense Edge, Nacon Revolution X Unlimited, and Razer Wolverine V3 and V4 Pro. That means it's about $70 more than the Victrix Pro BFG pads, and a staggering $170 more expensive than the popular GameSir G7 Pro. Even against the most expensive and most recent PS5 controllers like the Scuf Omega and Razer Raiju V3 Pro, SteelSeries is still coming in about $40 higher up the price scale. </p><p>I'll be honest, I like the SteelSeries Aeon Pro, but when an <a href="https://www.gamesradar.com/best-xbox-series-x-controller">Xbox Series X controller</a> is this expensive, it better not miss and hit the wall. SteelSeries has definitely shot its shot with the Aeon Pro. This thing feels distinct; it has a unique identity because it's not afraid to take big swings or just do some things a bit differently. Its charging stand cancels out the need for a carry case because it holds all its parts together. Its removable battery ensures you never run out of charge. Its screen has a bold interface that flies in the face of most on-board gamepad menu systems. All of these things are impressive, but are they $250 impressive? I'm not so sure.</p><p>For context, I think even a $200 controller is still way more expensive than it needs to be. That much is clear when brands like GameSir, Gulikit, FlyDigi, and PowerA are charging far, far less than the licensed brands for much the same features on PC. $250 is a lot of money for you to spend on a controller, so let me tell you why you should probably wait for a price drop on this one. </p><h2 id="design">Design</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gpQRvEc7oNrxC4heCYp5QW" name="SteelSeries Aeon Pro review 16" alt="The SteelSeries Aeon Pro on its charging stand" src="https://cdn.mos.cms.futurecdn.net/gpQRvEc7oNrxC4heCYp5QW-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>I'd love to say the design of the Aeon Pro feels original since we haven't seen an officially licensed Xbox controller from SteelSeries before, but it's very reminiscent of the <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-g7-pro-review">GameSir G7 Pro</a>. That is hardly a bad thing, and SteelSeries, whether intentionally or not, has managed to recreate some of the best parts of that popular controller. Particularly in the white colorway, its grey, textured grips are grabby, contrasting beautifully with its eggshell body that feels really sturdy. </p><p>The G7 Pro and the OG Xbox Series X pad from Microsoft itself feel like inspirations here, but SteelSeries has absolutely souped up some of its parts in ways that feel unique to this product.  </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/mU5BJZbznLb8xqwJEbCGQW-1920-80.jpg" alt="The back of the SteelSeries Aeon Pro" /><figcaption><small role="credit">Future / Duncan Robertson</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/2Bk4simao3bFw5cWmEJgrV-1920-80.jpg" alt="The unique back button shapes on the SteelSeries Aeon Pro" /><figcaption><small role="credit">Future / Duncan Robertson</small></figcaption></figure></figure><p>For starters, there are four large, metallic back buttons on the rear of the Aeon Pro. These aren't your average GameSir back buttons that hide away in the grips of the controller, camouflaging themselves into the shape of the handles. These are loud, brushed silver paddles that don't try to blend in neatly in any way, shape, or form. They understand that largesse is easier for your fingers to find when they're wrapping around a controller, and they click in with absolute delight. They draw a lovely line between back buttons and back paddles. They're not quite the magnetic ones found on the Elite Series 2 or the Gulikit KK3 Max; they're non-removable and a signature part of the Aeon Pro's identity, but they're longer levers that actuate with more flexibility, feeling more premium than your average pro controller's back buttons.</p><p>That element of metallic design flourish is present elsewhere on the Aeon Pro too. The D-pad, triggers, and bumpers are all a brushed steel vibe, even if they're actually just a different type of plastic and not the real thing. It all offers a temperature contrast to the Aeon Pro's plastic and rubberized textures you find for the most part. If this were a cheaper controller, I'd be applauding the trickery this plays on your brain to make you think more expensive materials have been used, but when this thing costs $250, I end up raising an eyebrow in the same way I would when an unfamiliar charge appears on a bill I need to pay.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jXmT5uVtzU2ocyfY999p9W" name="SteelSeries Aeon Pro review 1" alt="A SteelSeries Aeon Pro on a wooden gaming desk" src="https://cdn.mos.cms.futurecdn.net/jXmT5uVtzU2ocyfY999p9W-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>Thankfully, the microswitch buttons, which click with a deep, almost "thocc" sound like premium keyboard switches do, feel luxurious. Again, I don't know if I'd argue they feel and sound more premium than the ones on the Nacon Revolution X Unlimited priced at $200, and that's really the crux of the issue with the Aeon's design. It's got top-shelf features, but they're not worth $50 more than its competition.</p><p>Unfortunately, there's a design flaw staring you in the face here, and it's the options and in-game menu buttons being at the bottom of the controller's body, not on either side of the integrated screen. I don't care who you are, how expensive your controller is, or how many fancy features you give it. Those buttons should be at the top of the controller, not the bottom. </p><p>Yes, I can adjust to this, and have had to for a few controllers that I've reviewed, but it is always, always, <em>objectively</em> wrong to place them here. Twisting the knife is the fact that there is <em>so </em>much space at the top of the body for these buttons to fit. </p><p>The Aeon Pro has a deep and long face, which I enjoy the look of. I suspect this was to give the screen a bit more room to glow, but when it isn't actually that large, it feels like there's a lot of dead space bordering it where functionality could have been squeezed in. </p><p>Some pause buttons would happily border the OLED display without ruining the Aeon Pro's look. </p><h2 id="features">Features</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zDuwuhgvn8AspWJEeqepEW" name="SteelSeries Aeon Pro review 12" alt="The charging stand for the SteelSeries Aeon Pro" src="https://cdn.mos.cms.futurecdn.net/zDuwuhgvn8AspWJEeqepEW-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>For years, some of the higher-end wireless Xbox controllers have been shipping with charging stands, but SteelSeries has well and truly broken the mold. The charging stand here is the most robust offering I've seen, acting not only as a place to holster your peripheral between sessions, but a connection hub for your gaming platforms, and as a hold-all for the swappable parts the Aeon Pro has at its disposal. </p><p>The Aeon Pro features extremely convenient magnetic thumbstick tops, which are fantastic. I hate swapping out controller thumbsticks because it's such an anxiety-inducing process. You feel like you're going to break something when you pull it off, and putting a new one on takes such a faffy angling process that you're never confident it's on correctly. SteelSeries clearly understands this, and using magnets is absolutely genius to snap on and snap off to your liking. According to <a href="https://www.gamesradar.com/hardware/gaming-controllers/razer-ascends-beyond-tmr-thumbsticks-launches-the-wolverine-v4-pro-controller-for-xbox-and-pc-with-capacitive-sensors">Razer and its new Wolverine V4 Pro</a>, however, using magnets so close to the Hall effect thumbstick sensors could cause issues with calibration. I haven't encountered any. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/UjWVjTDahergoM79AWjXJW-1920-80.jpg" alt="A reviewer removing a thumbstick top for the SteelSeries Aeon Pro" /><figcaption><small role="credit">Future / Duncan Robertson</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/yZ7KxwD6cWmRedaba2732W-1920-80.jpg" alt="The magnetic thumbstick tops on the SteelSeries Aeon Pro's charging stand" /><figcaption><small role="credit">Future / Duncan Robertson</small></figcaption></figure></figure><p>These swappable thumbsticks slot right into the top of the charging stand - a convenient and simple way to keep them safe without warranting the need for a carrying case. </p><p>Like a lot of the SteelSeries gaming hardware you might come across on PC, the brand has provided a "limitless" battery life system, which essentially means that you're supplied with all of the capability and means of never running out of battery life, and if you do, it's your fault and not SteelSeries'. </p><p>That includes a swappable battery, and a spare that slots into the charging stand too. If you somehow run out of charge in a session and don't use the stand itself to refill, you can remove your battery, replace it with the one in the stand, and hot-swap as you need to. It's a genius system that's hard to fault, but it's another small innovation that I'm not sure warrants the extra $50 SteelSeries is demanding since one or the other (a charging cradle or a spare battery) would have sufficed for a lower cost. </p><p>Offer me a "limitless battery life" claim if you want, but when it's on me to make that happen, don't also charge me $50 extra for it.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/ux6amaBygV2mBPNhGcpU5W-1920-80.jpg" alt="A swappable battery being slotted into the charging stand of the SteelSeries Aeon Pro" /><figcaption><small role="credit">Future / Duncan Robertson</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Chv2cDQHWtxv7TX48S7d9W-1920-80.jpg" alt="A reviewer takingout the battery of the SteelSeries Aeon Pro" /><figcaption><small role="credit">Future / Duncan Robertson</small></figcaption></figure></figure><p>The charging stand does double as a USB dongle as well, since there's no separate receiver supplied in the Aeon Pro's box. Around the back you'll find an Xbox and PC USB-C port so you can connect to two platforms at once and switch out on the controller's menu depending on which you want to game on. That's a really nice touch for folks who do play across Xbox and PC at the same setup, and could be a reason to buy this particular controller if you find yourself in that section of the gaming Venn diagram. Personally, I haven't found this all too useful and would have much preferred the ability to connect to two different PCs at once. Bluetooth does work great, however.</p><p>The thumbsticks here are Hall effect. I'm fine with that, since Hall effect still feels great to play with. Again though, if you're going to charge this much for a controller, I expect to see the gold standard of TMR sticks included, thank you very much.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uLeVbyKmXvajqcw9QB5aqV" name="SteelSeries Aeon Pro review 15" alt="The back of the charging stand for the SteelSeries Aeon Pro" src="https://cdn.mos.cms.futurecdn.net/uLeVbyKmXvajqcw9QB5aqV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>Like many other gamepads these days, there's an integrated screen and menu system. I do like this; it uses bold lettering and clever haptic feedback to help you navigate, which goes against the norm of tiny text and janky but navigable menu systems on most of these controllers. It feels like it has a purpose by easily helping you connect via Bluetooth, Xbox, or PC, but it's nothing revolutionary, which again, for a product of this price, maybe should be. The <a href="https://www.gamesradar.com/hardware/gaming-controllers/manba-one-review">Manba One</a>'s menu still did it better, even if the haptics and navigability on the Aeon Pro are among the clearer and more satisfying controller settings menus I've tested. When the <a href="https://www.gamesradar.com/hardware/gaming-controllers/the-most-ambitious-product-weve-ever-built-genki-is-crowdfunding-a-steam-controller-killer-with-tmr-sticks-an-on-board-display-with-its-own-os-an-8k-polling-rate-and-mouse-and-keyboard-functionality">Genki Manta eventually launches</a>, I fear both might become irrelevant anyway.</p><p>Rounding up the rest of the features, there's wireless charging, a 3.5mm headphone jack, USB charging, and two trigger stop switches.</p><h2 id="performance">Performance</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dxW8LWZ7CRXaML6JXPvS7W" name="SteelSeries Aeon Pro review 17" alt="A SteelSeries Aeon Pro controller on its charging stand" src="https://cdn.mos.cms.futurecdn.net/dxW8LWZ7CRXaML6JXPvS7W-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>The Aeon Pro is a very comfortable and usable controller across the board. <a href="https://www.gamesradar.com/hardware/vr/i-played-an-evening-of-big-walk-on-steam-frame-and-it-felt-like-wearing-a-steam-deck-on-my-face">I played about 4 hours of Big Walk with two friends using this controller</a> in my hands, and time melted away without me realizing. That's the sort of experience you can have with it; it'll provide plenty of functionality and decent comfort for general gaming needs, and you won't complain about a thing. I think sometimes, the best controllers are the ones you don't notice or even have to think about; they work and let you immerse yourself in the game you're playing, and the Aeon Pro does that.</p><p>As a controller that's trying to be an all-rounder for console and PC play, the Aeon Pro succeeds. Its swappable thumbstick tops are super easy to use and feel like a breath of fresh air. Its microswitch buttons are well cushioned and feel responsive. Its grips wick moisture well and help you hold it securely. It looks nice on a desk, adding a touch of class to your setup. Platformers, exploration games, driving games- they all work really well with this controller, and for anything you're looking to casually kick back and enjoy alone or with friends, the haptics are precise and add a good layer of feel to the mix.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jFvZraupUCEcf5SZjHecwV" name="SteelSeries Aeon Pro review 11" alt="Button mapping being displayed on the SteelSeries Aeon Pro" src="https://cdn.mos.cms.futurecdn.net/jFvZraupUCEcf5SZjHecwV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>As for anything <em>more</em>? I think the Aeon Pro falls flat, and with its aforementioned price tag, it should be offering you <em>more</em>. As a controller for FPS games like Hunt: Showdown or Titanfall 2, I don't think the back buttons/paddles help as much as they should. I even found this in challenging singleplayer games like TowerFall Ascension and Control Resonant. Despite their clicky actuation and bold design, the lower back buttons especially take a bit too much force for my ring fingers to press in an instant. That leaves me feeling like I'm lacking the twitchy speed a controller like this should give me, and it feels like my gameplay suffers as a result. </p><p>The Aeon Pro doesn't feel as responsive in Control Resonant as the <a href="https://www.gamesradar.com/hardware/gaming-controllers/flydigi-apex-5-review">FlyDigi Apex 5</a> or the <a href="https://www.gamesradar.com/hardware/gaming-controllers/nacon-revolution-x-unlimited-review">Nacon Revolution X Unlimited</a> do, and both are more affordable. Perhaps more telling is that both of those alternatives have two additional bumper buttons as well as four back buttons, so they outclass the Aeon Pro for less money. For a bit of context on how I come to that judgment, let me explain.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="n5vRW4WDXhTPsLuprXRgjV" name="SteelSeries Aeon Pro review 10" alt="The display on the SteelSeries Aeon Pro" src="https://cdn.mos.cms.futurecdn.net/n5vRW4WDXhTPsLuprXRgjV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>In Control Resonant, you use the dodge button a lot. I map my "B" button to the right-hand additional bumper on these sorts of pro controllers, with the back buttons filling in UI and other combat or movement abilities. I can do that on cheaper alternatives to the Aeon Pro, but I can't do that here because there aren't additional bumpers, and yet it costs more. Combat gets significantly more difficult and feels clunkier, then, because my right thumb is going to have to come off its stick all the time to press dodge.</p><p>Then, I need to pause the game, and my thumb hits absolutely nothing on the top right of the gamepad. Remembering the awkward button placement, I clumsily bump my thumb on the right stick on its way down to the bottom of the controller, and I remember that price tag again. If I had paid for this controller and not been supplied with it by SteelSeries, I'd feel a bit like a clown putting on his makeup for throwing so much money at it.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sd6qYDXGdXiKH7qpqGwBvV" name="SteelSeries Aeon Pro review 18" alt="The trigger shape of the SteelSeries Aeon Pro" src="https://cdn.mos.cms.futurecdn.net/sd6qYDXGdXiKH7qpqGwBvV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>There are lots of more affordable options that are an objectively better bargain than the Aeon Pro if you're after absolute speed and responsiveness. It seems to have misplaced priorities that are invested in comfort and connection convenience, not functionality. </p><p>That just about sums up my experience with the Aeon Pro; for anything relaxed, like driving in GTA, Cyberpunk, or Forza, you'll have a great time. For light platforming, exploring a big open world, playing a sports game like Tennis Elbow 4, or narrative-driven first-person games, it offers a premium feel and good comfort. The issue is that a $40 gaming peripheral can offer you great experiences across those sorts of genres too, so why should I recommend this to you for $210 more?</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zDuwuhgvn8AspWJEeqepEW" name="SteelSeries Aeon Pro review 12" alt="The charging stand for the SteelSeries Aeon Pro" src="https://cdn.mos.cms.futurecdn.net/zDuwuhgvn8AspWJEeqepEW-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>For players who want to top leaderboards, improve KD ratios, and best their time trial records, there are so many more affordable controllers I'd recommend over this one, and that's the problem with SteelSeries pricing this thing so high. There's a great controller to be had here, and if it were even $200, this review would be very different. But it doesn't give you enough to warrant its expense. Yes, the charging stand is excellent; it's cool having a swappable battery, and magnetic thumbstick tops honestly rule. But they don't feel like they warrant the extra expense when the gamepad itself isn't as good as the cheaper competition.</p><h2 id="should-you-buy-the-steelseries-aeon-pro">Should you buy the SteelSeries Aeon Pro?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="h2Eb4UmHDhHXkNQMYSvX2W" name="SteelSeries Aeon Pro review 2" alt="A reviewer holding the SteelSeries Aeon Pro" src="https://cdn.mos.cms.futurecdn.net/h2Eb4UmHDhHXkNQMYSvX2W-1920-80.jpg" mos="" align="middle" fullscreen="" width="2048" height="1152" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>If you're going to charge significantly more than the competition, it better be for a good reason. </p><p>That's the golden rule with any product, but in a competitive market like that of Xbox and <a href="https://www.gamesradar.com/best-pc-controller-for-gaming">PC controllers</a>, it's especially true. Having tested the Aeon Pro for a few weeks now, I find it hard to pinpoint why it costs so substantially more than its rivals, and that's an issue.</p><p>While the SteelSeries Aeon Pro has a lot going for it, I feel as though SteelSeries has slightly misjudged where its priorities should be. It might demand a higher cost because of its innovative charging stand/accessories hub and spare battery, but I would have been more open to paying a premium if there were more additional buttons and TMR thumbsticks on top of the clever innovations the brand has made. If it were like the <a href="https://www.gamesradar.com/hardware/gaming-controllers/steam-controller-review">Steam Controller</a> and offered some funky PC navigation, or extra ways to use it and make life easier, sure, charge more, but the Aeon Pro doesn't do any of that.</p><p>As it stands, the Aeon Pro is an great, truly comfortable controller, but it's not the <em>best</em> controller. Being the priciest, that makes it difficult to recommend. Once the price inevitably drops because no one can afford it, or when it hits the discount shelf, it'll be a better investment, but until then, shop for something else. </p><div data-widget-type="multimodelreview" data-model-name="SteelSeries Aeon Pro"></div><h2 id="how-i-tested-the-steelseries-aeon-pro">How I tested the SteelSeries Aeon Pro</h2><p>I used the Aeon Pro for all of my gaming for about two weeks before writing this review. I tested it across PC and VR platforms, using it in all sorts of gaming genres to see how it fared. While I compared it closely to other premium Xbox controllers in how it performed, I also used my knowledge of the controller market to evaluate it and drew from my four years of experience as a gamepad reviewer. </p><p>For more on <a href="https://www.gamesradar.com/how-we-test-controllers-on-gamesradar">how we test controllers</a>, take a look at the <a href="https://www.gamesradar.com/gamesradar-hardware-policy" target="_blank">GamesRadar+ hardware policy.</a></p><p><em>You can see some more alternatives by looking at the </em><a href="https://www.gamesradar.com/hardware/gaming-controllers/these-are-the-7-best-tmr-controllers-on-the-shelves-right-now-based-on-in-game-testing-with-each-one"><em>best TMR controllers</em></a><em>, or the </em><a href="https://www.gamesradar.com/best-ps5-controller"><em>best PS5 controllers</em></a><em>.</em></p>
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                                                            <title><![CDATA[ The GMKTec K8 Plus holds its own on the mini PC price battlefield, but I'd add a WiFi card to that cart as well ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Mini PCs haven't been shielded from this year's price increases, but the GMKTec K8 Plus still manages to pose a serious threat to Valve's $1,000+ Steam Machine. The AMD Ryzen 7 8845HS box launched a good few years ago, but has nevertheless risen to fame among those looking for a lightweight gaming experience. Its sturdy 1080p performance across some of the most demanding games on the market keeps it fiercely competitive with both cheaper alternatives and more expensive mainstream devices, even if the days of a $500 price tag are long behind us. </p><p>The K8 Plus used to be a steady $400 - $500 device, but the 32GB RAM version I've been testing is now more likely to be found between $750 and $900. If you spot it on a good day, though, it could be one of the few last bastions of entry-level PC gaming - assuming you're happy rolling the dice on its WiFi card. </p><p>With the <a href="https://www.gamesradar.com/best-gaming-pc-pre-builds/">best gaming PCs</a> running you thousands of dollars and the <a href="https://www.gamesradar.com/hardware/laptops/the-best-gaming-laptops-tested-by-experts/">best gaming laptops</a> seeing their own inflations, many are looking to integrated GPUs to see them through these troubling years. The GMKTec K8 Plus does much more than its Radeon 780M would suggest, though. With easy upgradeability, a rare Oculink port for additional eGPU access, and a cooling system equipped to deal with gaming's larger challenges, the K8 Plus could give the Steam Machine something serious to think about. </p><h2 class="article-body__section" id="section-configurations"><span>Configurations</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qm8uAvycMX8SXd6rnxEoub" name="GMKTec K8 Plus" alt="GMKTec K8 Plus mini PC standing upright on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/qm8uAvycMX8SXd6rnxEoub-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>This far into the GMKTec K8 Plus's lifespan, there are only two configurations that sit with consistency on the shelves. Both use the AMD Ryzen 7 8845HS, an octa-core processor with 16 threads and a 54W TDP, partnered with the brand's Radeon 780M integrated graphics. However, the 16GB DDR5 5600MHz RAM model is often available for a couple hundred bucks less than the 32GB version I've been testing. </p><p>As it stands, the model sat on my test bench will run you somewhere between $750 and $950 depending on sales (note Amazon's listings generally drop you down to 512GB of storage), whereas the cheaper alternative can drop things down to around $600. </p><div ><table><caption>Key Specs</caption><thead><tr><th class="firstcol " ><p>Specs</p></th><th  ><p>Tested</p></th><th  ><p>Also Available</p></th></tr></thead><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$750 - $950</p></td><td  ><p>$600 - $900</p></td></tr><tr><td class="firstcol " ><p><strong>CPU</strong></p></td><td  ><p>AMD Ryzen 7 8845HS</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>GPU</strong></p></td><td  ><p>Radeon 780M</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>RAM</strong></p></td><td  ><p>32GB DDR5 SODIMM</p></td><td  ><p>16GB DDR5</p></td></tr><tr><td class="firstcol " ><p><strong>SSD</strong></p></td><td  ><p>1TB PCIe 4.0 M.2 2280 SSD</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Ports</strong></p></td><td  ><p>Oculink PCIE4.0, 2x USB 4 Type-C, 2x USB 3.2, 2x USB 2.0, 1x HDMI 2.1, 1x DisplayPort 2.1, 2x RJ45, 1x 3.5mm audio</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Connectivity</strong></p></td><td  ><p>WiFi 6, Bluetooth 5.2</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>127 mm x 132 mm x 58 mm</p></td><td  ><p>-</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-design"><span>Design</span></h2><p>The GMKTec K8 Plus keeps the same compact form factor you'd expect from a mini PC, with a 58mm height and a pretty square 127 x 132 mm depth and width. It's small enough to sit neatly under a monitor or to one side, though its port placements might get in the way of such a neat setup.</p><p>I was initially nervous about the transparent plastic top floating just over the top edge of the main chassis. The twist-off cap provides easy access to four top screws for entry into the main compartment, housing the system's main fan right up top. You'll either love it or hate it. </p><p>I can see how those going for a cleaner, more professional look might balk at the plastic hat, but the convenience it brings to the table is undeniable. Plus, anyone bored of the homogeneous box aesthetic will be glad of the more unique design choice here.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VCWjSBxA2QcPBAzWu4NmYh" name="GMKTec K8 Plus" alt="GMKTec K8 Plus mini PC with transparent lid removed, showing screw holes and internal fan" src="https://cdn.mos.cms.futurecdn.net/VCWjSBxA2QcPBAzWu4NmYh-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Twisting the lid counter-clockwise provides a satisfying snap as it lifts away from the main body of the device, and replacing it is as simple as lining everything up and twisting in the opposite direction.</p><p>Everything around that lid also feels solid. A metal casing keeps things looking premium on the desk and in the hands, while that bold green power button provides a little relief from the all-black design. My only concern is the printed 'GMKTec' logo positioned diagonally across the top right edge, which cheapens the aesthetic a little. </p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><p>The GMKTec K8 Plus has three main weapons in its arsenal: its ability to host a whole bunch of external displays, its Oculink port, and its upgradeability. </p><p>Ports aren't plentiful here though; you'll find similarly-sized options with more USB-As on offer around the back. You're still getting two USB-A 2.0 connections for more permanent accessories as well as two USB 3.2s at the front for easier access as well. On paper, those dual USB 4 slots are holding their own as well, and we haven't even mentioned the twin RJ45 Ethernet slots. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bifXebaLSEWXe7EFJbWzAn" name="GMKTec K8 Plus" alt="Close up on rear ports of GMKTec K8 Plus mini PC" src="https://cdn.mos.cms.futurecdn.net/bifXebaLSEWXe7EFJbWzAn-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Tallying those connections with the HDMI 2.1 and DisplayPort, you've got space for up to four external displays to run here - perfect for those building a more substantial workstation from a smaller device. </p><p>That's not all, though. The front of the device also plays host to an Oculink connection, a rarity even across mini PCs designed more specifically around gaming. It allows you to (probably later down the line, looking at current GPU prices) attach an external GPU for a boost in performance should you require it. It's also a boon for those building a home NAS server, allowing for additional SATA connections.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cE3V34JJGuzUr9yGsL5qL7" name="GMKTec K8 Plus" alt="Close up on front ports on GMKTec K8 Plus mini PC" src="https://cdn.mos.cms.futurecdn.net/cE3V34JJGuzUr9yGsL5qL7-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Port placement could present some concerns here. The USB 4 required for that final fourth external display is positioned around the front, next to the Oculink. It's a small gripe, but that's going to make for a slightly messier setup when everything's firing on all cylinders. I would have loved to see at least the Oculink's more permanent connection situated out of sight towards the back. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZndvywBJQG3v7VGtHJDMzF" name="GMKTec K8 Plus" alt="Close up inside main body of GMKTec K8 Plus mini PC, showing internal components" src="https://cdn.mos.cms.futurecdn.net/ZndvywBJQG3v7VGtHJDMzF-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Finally, that aforementioned twist-off lid provides easy access to RAM and storage upgrades. Once you've got those four screws holding the fan down away you're in to swap out for up to 96GB of SODIMM memory and up to 4TB of M.2 2280 storage. </p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>The GMKTec K8 Plus can hold its own in lighter games, speeding through Restory, Stardew Valley, and Islanders with only a little stutter here and there. It's a perfectly playable experience for these less demanding games, often at a lower price than you'd find elsewhere on the market. </p><p>Putting the K8 Plus to the test against something a little meatier shows its limits, though. It still holds its own in full Triple-A releases, as long as they're a little older, slimmer, or offer additional optimization tools. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="high" data-lazy-src="https://flo.uri.sh/visualisation/30628671/embed"></iframe><p>Shadow of the Tomb Raider, Total War: Three Kingdoms, and Cyberpunk 2077 hold their own in the 40-fps range when under Medium settings here. That's not the super smooth 60fps many aim for, but it's running - and with prices the way they are, I'll certainly take it. </p><p>Yes, things fall off a cliff slightly when we get to High graphical settings - though Tomb Raider manages to hold its own here much better than the heavier titles in my benchmarking roster. </p><p>Suffice to say, the GMKTec K8 Plus will run a sturdy Steam library, but you'll need to be taking advantage of additional FSR tools baked into that Radeon 780M GPU to reach the kinds of speeds you'll find in more expensive machines. If you just play lighter indie titles, though, you're pretty set. </p><p>The GMKTec K8 Plus doesn't just want to play your games, though. This is a compact mini PC designed to power through day-to-day productivity as well. AMD's components scored 2,218 in their single core Geekbench 7 benchmark here, with 13,410 in multi-core performance. Considering the size and price point, that's certainly a result in GMKTec's favor. </p><p>Unfortunately, there's one glaring issue I ran into almost every day when running the GMKTec K8 Plus. This thing's WiFi card is fried. While it can hold its own in day-to-day web browsing, downloads represent a particular challenge for the out-the-box connectivity, often requiring me to leave it running overnight for a job that would take most other machines an hour or so. The K8 Plus allows for WiFi card upgrades, and it's not an expensive part to replace, but I'd factor the cost into this rig's price tag before checkout. </p><h2 class="article-body__section" id="section-should-you-buy-the-gmktec-k8-plus"><span>Should you buy the GMKTec K8 Plus?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MyDTjxFRsHWNh2xaL5g4LK" name="GMKTec K8 Plus" alt="GMKTec K8 Plus mini PC on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/MyDTjxFRsHWNh2xaL5g4LK-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>If you're willing to roll the dice on those internet speeds, or swap out your WiFi card straight from the off, the GMKTec K8 Plus actually represents solid value in today's market. It's going to hold its own against the Steam Machine in day-to-day 1080p performance, while coming in remarkably cheaper (especially on its best days). You'll also enjoy the benefits of a full Windows productivity suite for your cash, as well as that easy-access upgradeability - not to mention the flexibility of that Oculink port later down the line.</p><h2 class="article-body__section" id="section-how-i-tested-the-gmktec-k8-plus"><span>How I tested the GMKTec K8 Plus</span></h2><p>I've had the GMKTec K8 Plus on my desk for two weeks, running the mini PC for all my work and most of my play during that time. Aside from a few Doom: The Dark Ages and Planet Coaster 2 skirmishes, this hub has been my destination for lighter gaming across Stardew Valley, Islanders, and Restory, with in-game benchmarks tested at both high and medium graphical settings in Shadow of the Tomb Raider, Total War: Three Kingdoms, Horizon Zero Dawn Remastered, and Cyberpunk 2077. The CPU was also tested using Geekbench 7. Each of these benchmarks was performed three times, with the final result representing an average of all runs. </p><p>For more information on how we make our recommendations, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>. </p><p><em>We're also running through the </em><a href="https://www.gamesradar.com/best-gaming-handheld/"><em>best gaming handhelds</em></a><em> for something even more portable, as well as the </em><a href="https://www.gamesradar.com/best-mobile-controller/"><em>best mobile controllers</em></a><em> and </em><a href="https://www.gamesradar.com/best-gaming-tablet/"><em>best gaming tablets</em></a><em>. </em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/desktop-pc/gmktec-k8-plus-review/</link>
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                            <![CDATA[ The GMKTec K8 Plus can get you into PC gaming for far less than its competitors, but it comes with one connection caveat. ]]>
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                                                                        <pubDate>Tue, 20 Oct 2026 13:18:48 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Desktop PCs]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                                                                                    <dc:creator><![CDATA[ Tabitha Baker ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Pdm5hN2zwhdQpL8Amr4bW9-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[GMKTec K8 Plus mini PC on a wooden desk with a pot plant]]></media:description>                                                            <media:text><![CDATA[GMKTec K8 Plus mini PC on a wooden desk with a pot plant]]></media:text>
                                <media:title type="plain"><![CDATA[GMKTec K8 Plus mini PC on a wooden desk with a pot plant]]></media:title>
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                                <p>Mini PCs haven't been shielded from this year's price increases, but the GMKTec K8 Plus still manages to pose a serious threat to Valve's $1,000+ Steam Machine. The AMD Ryzen 7 8845HS box launched a good few years ago, but has nevertheless risen to fame among those looking for a lightweight gaming experience. Its sturdy 1080p performance across some of the most demanding games on the market keeps it fiercely competitive with both cheaper alternatives and more expensive mainstream devices, even if the days of a $500 price tag are long behind us. </p><p>The K8 Plus used to be a steady $400 - $500 device, but the 32GB RAM version I've been testing is now more likely to be found between $750 and $900. If you spot it on a good day, though, it could be one of the few last bastions of entry-level PC gaming - assuming you're happy rolling the dice on its WiFi card. </p><p>With the <a href="https://www.gamesradar.com/best-gaming-pc-pre-builds/">best gaming PCs</a> running you thousands of dollars and the <a href="https://www.gamesradar.com/hardware/laptops/the-best-gaming-laptops-tested-by-experts/">best gaming laptops</a> seeing their own inflations, many are looking to integrated GPUs to see them through these troubling years. The GMKTec K8 Plus does much more than its Radeon 780M would suggest, though. With easy upgradeability, a rare Oculink port for additional eGPU access, and a cooling system equipped to deal with gaming's larger challenges, the K8 Plus could give the Steam Machine something serious to think about. </p><h2 class="article-body__section" id="section-configurations"><span>Configurations</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qm8uAvycMX8SXd6rnxEoub" name="GMKTec K8 Plus" alt="GMKTec K8 Plus mini PC standing upright on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/qm8uAvycMX8SXd6rnxEoub-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>This far into the GMKTec K8 Plus's lifespan, there are only two configurations that sit with consistency on the shelves. Both use the AMD Ryzen 7 8845HS, an octa-core processor with 16 threads and a 54W TDP, partnered with the brand's Radeon 780M integrated graphics. However, the 16GB DDR5 5600MHz RAM model is often available for a couple hundred bucks less than the 32GB version I've been testing. </p><p>As it stands, the model sat on my test bench will run you somewhere between $750 and $950 depending on sales (note Amazon's listings generally drop you down to 512GB of storage), whereas the cheaper alternative can drop things down to around $600. </p><div ><table><caption>Key Specs</caption><thead><tr><th class="firstcol " ><p>Specs</p></th><th  ><p>Tested</p></th><th  ><p>Also Available</p></th></tr></thead><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$750 - $950</p></td><td  ><p>$600 - $900</p></td></tr><tr><td class="firstcol " ><p><strong>CPU</strong></p></td><td  ><p>AMD Ryzen 7 8845HS</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>GPU</strong></p></td><td  ><p>Radeon 780M</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>RAM</strong></p></td><td  ><p>32GB DDR5 SODIMM</p></td><td  ><p>16GB DDR5</p></td></tr><tr><td class="firstcol " ><p><strong>SSD</strong></p></td><td  ><p>1TB PCIe 4.0 M.2 2280 SSD</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Ports</strong></p></td><td  ><p>Oculink PCIE4.0, 2x USB 4 Type-C, 2x USB 3.2, 2x USB 2.0, 1x HDMI 2.1, 1x DisplayPort 2.1, 2x RJ45, 1x 3.5mm audio</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Connectivity</strong></p></td><td  ><p>WiFi 6, Bluetooth 5.2</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>127 mm x 132 mm x 58 mm</p></td><td  ><p>-</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-design"><span>Design</span></h2><p>The GMKTec K8 Plus keeps the same compact form factor you'd expect from a mini PC, with a 58mm height and a pretty square 127 x 132 mm depth and width. It's small enough to sit neatly under a monitor or to one side, though its port placements might get in the way of such a neat setup.</p><p>I was initially nervous about the transparent plastic top floating just over the top edge of the main chassis. The twist-off cap provides easy access to four top screws for entry into the main compartment, housing the system's main fan right up top. You'll either love it or hate it. </p><p>I can see how those going for a cleaner, more professional look might balk at the plastic hat, but the convenience it brings to the table is undeniable. Plus, anyone bored of the homogeneous box aesthetic will be glad of the more unique design choice here.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VCWjSBxA2QcPBAzWu4NmYh" name="GMKTec K8 Plus" alt="GMKTec K8 Plus mini PC with transparent lid removed, showing screw holes and internal fan" src="https://cdn.mos.cms.futurecdn.net/VCWjSBxA2QcPBAzWu4NmYh-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Twisting the lid counter-clockwise provides a satisfying snap as it lifts away from the main body of the device, and replacing it is as simple as lining everything up and twisting in the opposite direction.</p><p>Everything around that lid also feels solid. A metal casing keeps things looking premium on the desk and in the hands, while that bold green power button provides a little relief from the all-black design. My only concern is the printed 'GMKTec' logo positioned diagonally across the top right edge, which cheapens the aesthetic a little. </p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><p>The GMKTec K8 Plus has three main weapons in its arsenal: its ability to host a whole bunch of external displays, its Oculink port, and its upgradeability. </p><p>Ports aren't plentiful here though; you'll find similarly-sized options with more USB-As on offer around the back. You're still getting two USB-A 2.0 connections for more permanent accessories as well as two USB 3.2s at the front for easier access as well. On paper, those dual USB 4 slots are holding their own as well, and we haven't even mentioned the twin RJ45 Ethernet slots. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bifXebaLSEWXe7EFJbWzAn" name="GMKTec K8 Plus" alt="Close up on rear ports of GMKTec K8 Plus mini PC" src="https://cdn.mos.cms.futurecdn.net/bifXebaLSEWXe7EFJbWzAn-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Tallying those connections with the HDMI 2.1 and DisplayPort, you've got space for up to four external displays to run here - perfect for those building a more substantial workstation from a smaller device. </p><p>That's not all, though. The front of the device also plays host to an Oculink connection, a rarity even across mini PCs designed more specifically around gaming. It allows you to (probably later down the line, looking at current GPU prices) attach an external GPU for a boost in performance should you require it. It's also a boon for those building a home NAS server, allowing for additional SATA connections.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cE3V34JJGuzUr9yGsL5qL7" name="GMKTec K8 Plus" alt="Close up on front ports on GMKTec K8 Plus mini PC" src="https://cdn.mos.cms.futurecdn.net/cE3V34JJGuzUr9yGsL5qL7-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Port placement could present some concerns here. The USB 4 required for that final fourth external display is positioned around the front, next to the Oculink. It's a small gripe, but that's going to make for a slightly messier setup when everything's firing on all cylinders. I would have loved to see at least the Oculink's more permanent connection situated out of sight towards the back. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZndvywBJQG3v7VGtHJDMzF" name="GMKTec K8 Plus" alt="Close up inside main body of GMKTec K8 Plus mini PC, showing internal components" src="https://cdn.mos.cms.futurecdn.net/ZndvywBJQG3v7VGtHJDMzF-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Finally, that aforementioned twist-off lid provides easy access to RAM and storage upgrades. Once you've got those four screws holding the fan down away you're in to swap out for up to 96GB of SODIMM memory and up to 4TB of M.2 2280 storage. </p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>The GMKTec K8 Plus can hold its own in lighter games, speeding through Restory, Stardew Valley, and Islanders with only a little stutter here and there. It's a perfectly playable experience for these less demanding games, often at a lower price than you'd find elsewhere on the market. </p><p>Putting the K8 Plus to the test against something a little meatier shows its limits, though. It still holds its own in full Triple-A releases, as long as they're a little older, slimmer, or offer additional optimization tools. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="high" data-lazy-src="https://flo.uri.sh/visualisation/30628671/embed"></iframe><p>Shadow of the Tomb Raider, Total War: Three Kingdoms, and Cyberpunk 2077 hold their own in the 40-fps range when under Medium settings here. That's not the super smooth 60fps many aim for, but it's running - and with prices the way they are, I'll certainly take it. </p><p>Yes, things fall off a cliff slightly when we get to High graphical settings - though Tomb Raider manages to hold its own here much better than the heavier titles in my benchmarking roster. </p><p>Suffice to say, the GMKTec K8 Plus will run a sturdy Steam library, but you'll need to be taking advantage of additional FSR tools baked into that Radeon 780M GPU to reach the kinds of speeds you'll find in more expensive machines. If you just play lighter indie titles, though, you're pretty set. </p><p>The GMKTec K8 Plus doesn't just want to play your games, though. This is a compact mini PC designed to power through day-to-day productivity as well. AMD's components scored 2,218 in their single core Geekbench 7 benchmark here, with 13,410 in multi-core performance. Considering the size and price point, that's certainly a result in GMKTec's favor. </p><p>Unfortunately, there's one glaring issue I ran into almost every day when running the GMKTec K8 Plus. This thing's WiFi card is fried. While it can hold its own in day-to-day web browsing, downloads represent a particular challenge for the out-the-box connectivity, often requiring me to leave it running overnight for a job that would take most other machines an hour or so. The K8 Plus allows for WiFi card upgrades, and it's not an expensive part to replace, but I'd factor the cost into this rig's price tag before checkout. </p><h2 class="article-body__section" id="section-should-you-buy-the-gmktec-k8-plus"><span>Should you buy the GMKTec K8 Plus?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MyDTjxFRsHWNh2xaL5g4LK" name="GMKTec K8 Plus" alt="GMKTec K8 Plus mini PC on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/MyDTjxFRsHWNh2xaL5g4LK-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>If you're willing to roll the dice on those internet speeds, or swap out your WiFi card straight from the off, the GMKTec K8 Plus actually represents solid value in today's market. It's going to hold its own against the Steam Machine in day-to-day 1080p performance, while coming in remarkably cheaper (especially on its best days). You'll also enjoy the benefits of a full Windows productivity suite for your cash, as well as that easy-access upgradeability - not to mention the flexibility of that Oculink port later down the line.</p><h2 class="article-body__section" id="section-how-i-tested-the-gmktec-k8-plus"><span>How I tested the GMKTec K8 Plus</span></h2><p>I've had the GMKTec K8 Plus on my desk for two weeks, running the mini PC for all my work and most of my play during that time. Aside from a few Doom: The Dark Ages and Planet Coaster 2 skirmishes, this hub has been my destination for lighter gaming across Stardew Valley, Islanders, and Restory, with in-game benchmarks tested at both high and medium graphical settings in Shadow of the Tomb Raider, Total War: Three Kingdoms, Horizon Zero Dawn Remastered, and Cyberpunk 2077. The CPU was also tested using Geekbench 7. Each of these benchmarks was performed three times, with the final result representing an average of all runs. </p><p>For more information on how we make our recommendations, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>. </p><p><em>We're also running through the </em><a href="https://www.gamesradar.com/best-gaming-handheld/"><em>best gaming handhelds</em></a><em> for something even more portable, as well as the </em><a href="https://www.gamesradar.com/best-mobile-controller/"><em>best mobile controllers</em></a><em> and </em><a href="https://www.gamesradar.com/best-gaming-tablet/"><em>best gaming tablets</em></a><em>. </em></p>
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                                                            <title><![CDATA[ Final Fantasy Resonance review: "A breezy nostalgia-laced JRPG that gives the HD-2D style a shot in the arm" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Final Fantasy Resonance is at once a nostalgia-laced antidote for the longtime fans who have felt alienated by the recent 3D iterations turning their backs on the series' turn-based traditions as well as Square Enix giving its trademarked HD-2D style a much needed shot in the arm. While I've been enamored by this retro-modern style since its introduction in 2018's <a href="https://www.gamesradar.com/uk/octopath-traveler/"><u>Octopath Traveler</u></a>, over time it's been losing its charm, as the same presentation had been wheeled out in successive nostalgic outings, though <a href="https://www.gamesradar.com/games/dragon-quest/after-50-hours-ive-fallen-in-love-with-dragon-quest-7-not-the-jrpgs-breezy-new-remake-but-the-25-year-old-ps1-original/"><u>at least Dragon Quest 7 Reimagined had the good grace to try something different</u></a>.</p><p>Nonetheless, its legacy of pixel-based classics like <a href="https://www.gamesradar.com/uk/final-fantasy-vi/"><u>Final Fantasy 6</u></a> meant it was only a matter of time before a <a href="https://www.gamesradar.com/uk/games/jrpg/final-fantasy/"><u>Final Fantasy</u></a> title would receive the HD-2D treatment while also finding ways for the aesthetic to feel fresh again. Ironically, it's done that not through a brand new game but with an adaptation of mobile spin-off Final Fantasy Brave Exvius.</p><h2 id="crystal-clear">Crystal clear</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="w336NjSMcD9U2vVWUfTJrN" name="SS_final_fantasy_resonance7" alt="The pink-haired, twin-tailed Sakura speaks with Rain and the party in Final Fantasy Resonance: "Some wretched monster is wreaking havoc on the path to the village."" src="https://cdn.mos.cms.futurecdn.net/w336NjSMcD9U2vVWUfTJrN-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">FAST FACTS</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> October 22, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X, Nintendo Switch 2, Nintendo Switch<br><strong>Developer: </strong>In-house, Lancarse<br><strong>Publisher: </strong>Square Enix</p></div></div><p>Square Enix reworking its mobile catalog to console may not be new, as it has done successfully with <a href="https://www.gamesradar.com/games/jrpg/octopath-traveler-0-review/"><u>Octopath Traveler 0</u></a>, and less so <a href="https://www.gamesradar.com/various-daylife-is-the-galaxy-brained-version-of-a-square-enix-name-and-no-one-can-believe-its-real/"><u>with Various Daylife</u></a>, but Final Fantasy Resonance is more significant as it excavates a since discontinued mobile game. The work from Square Enix Creative Studio 5 and Lancarse is even more extensive than just an act of preservation or removing <a href="https://www.gamesradar.com/games/final-fantasy/final-fantasy-resonance-is-almost-my-dream-ff-game-but-its-link-to-square-enixs-mobile-games-leaves-me-cold/"><u>the gacha elements that had been why Brave Exvius passed me by when it was available</u></a>. While its story and characters remain intact, the whole presentation and experience has been overhauled to feel like a very classic yet fresh Final Fantasy adventure that stands on its own two feet.</p><p><a href="https://www.gamesradar.com/games/final-fantasy/final-fantasy-resonance-appeals-to-my-inner-child-like-no-rpg-since-chrono-trigger/"><u>Just about everything in Final Fantasy Resonance harks back to the series' classic hallmarks</u></a>, from turn-based battles with a party size of four characters to the explorable overworld of Lapis peppered with towns, dungeons, random encounters, and – of course – a story that revolves around crystals. As a knight of the kingdom of Grandshelt, your protagonist Rain finds himself setting out on a journey to find the legendary crystals before each can be destroyed by a mysterious group of elite armored warriors calling themselves the Sworn Six.</p><p>There's plenty that follows a largely conventional structure – visit a new region, discover a problem the locals are having where one of the characters end up joining your party, and a dungeon that culminates in a fight with one of the Sworn Six – but it's not really a criticism when the execution of this formula is done so well. Sure, there are some familiar characterizations, from a leading man obliviously caught in a love triangle, to a feisty mechanic who's often butting heads with the sleazeball of the group, but these are fun characters to spend time with. Even the game's villains are written with pathos, while the series' recurring Espers have their own personality as you fight for the right to summon them in battle.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XkPbKmCp6bfwLRfKR7tWiN" name="SS_final_fantasy_resonance8" alt="Rain and the party fight Shiva, a floating ice Esper, in Final Fantasy Resonance by summoning Ifrit to aid in battle" src="https://cdn.mos.cms.futurecdn.net/XkPbKmCp6bfwLRfKR7tWiN-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>It's all bolstered by the presentation that's a substantial level-up from past HD-2D games. While Final Fantasy Resonance does make use of voice-acting as well as having dialogue text accompanied by expressive character illustrations – <a href="https://www.gamesradar.com/games/rpg/the-adventures-of-elliot-the-millenium-tales-review/"><u>the latter introduced in this year's The Adventures of Elliot: The Millennium Tales</u></a> – its biggest improvement comes from the spritework, which are bigger and feature more animations than what would have been feasible for a 16-bit Final Fantasy.</p><p>Another subtle yet meaningful shift seen early on is how it's not presented with the same top-down medium-wide camera but actually leverages the fact that the game is made up of 3D environments. It's not that Final Fantasy Resonance strives to be cinematic, but a simple change of the camera to a close-up, more dynamic angles during a boss encounter, or one of your party member's show-stopping Limit Bursts, does a lot to make HD-2D feel fresh again.</p><p>It's only undermined by the occasional use of CG sequences when you're summoning Espers or Visions, the latter including manifestations of characters from the numbered Final Fantasy titles. Given how their CG sequences are taken straight from Final Fantasy Brave Exvius, I imagine they looked far more spectacular blowing up on your smartphone back in the day. I personally found these transitions at odds with the HD-2D style, and it's perhaps weirder if playing the game with English audio since the CG Visions are only voiced in Japanese.</p><h2 id="vision-quest">Vision quest</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UZRqebug3FemqLPaAk66QN" name="SS_final_fantasy_resonance16" alt="Cloud Strife from the Final Fantasy 7 Remake trilogy is superimposed onto a  battle screen in Final Fantasy Resonance as he stands, back turned, clutching the hilt of the Buster Sword" src="https://cdn.mos.cms.futurecdn.net/UZRqebug3FemqLPaAk66QN-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>Visions are nonetheless a core component in Final Fantasy Resonance and are significantly overhauled from Final Fantasy Brave Exvius, where they were unlocked through a gacha system. This remake has just 26 from the hundreds of the mobile title but nixes any monetization or rarity randomization. Each is unlocked either by visiting their respective shrine or completing a side quest, while awakening more of their abilities is done by using magicite found as you go through the campaign.</p><p>Obviously, it's wish fulfillment having the likes of Final Fantasy 7's Cloud fighting alongside Final Fantasy 13's Lightning or <a href="https://www.gamesradar.com/uk/final-fantasy-xiv/"><u>Final Fantasy 14</u></a>'s Y'shtola, though they are more comparable to the skill-wielding summons from the likes of <a href="https://www.gamesradar.com/persona-5-characters-guide/"><u>Persona 5</u></a> than true party members. They also have the added function of being like jobs, giving more abilities and attack options for the party member who's equipped them, while keeping them paired up for longer also levels up mastery, unlocking more benefits. There's also incentive to master multiple visions, since some of these perks become equippable, and you can mix and match different abilities, like a more flexible form of Octopath Traveler's secondary jobs.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wBQxGdZhZMr5da6i5EzB6N" name="SS_final_fantasy_resonance2" alt="Lid looks annoyed as she speaks with the party in a shop in Final Fantasy Resonance, saying "WHAT!? How about I crush your face?"" src="https://cdn.mos.cms.futurecdn.net/wBQxGdZhZMr5da6i5EzB6N-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>Indeed, while there are many familiar Final Fantasy elements – such as Phoenix Downs for reviving fallen party members, or using tents as save points for fully recovering – I can't help but think how much of Octopath Traveler's design sensibilities permeate throughout. Mostly, it makes for a smoother experience, like the ability to run making dungeon traversal snappier, and the mini-map acting as a red-flashing radar helping you anticipate random battles.</p><div><blockquote><p>I can't help but think how much of Octopath Traveler's design sensibilities permeate throughout.</p></blockquote></div><p>It's also evident in the presentation of the battles themselves, with a timeline on the top displaying the order of turns while icons next to enemies also indicate which elemental properties they are weak, resistant, or immune to after a respective attack or spell is used on them. That said, the battles flow differently to the break and boost systems of Octopath Traveler.</p><p>While staggering has become a core mechanic since <a href="https://www.gamesradar.com/final-fantasy-xiii-guide/"><u>Final Fantasy 13</u></a>, in Final Fantasy Resonance, your abilities also show their effectiveness in dealing damage to an enemy's HP and stagger gauge, handily color-coded in the same respective red and yellow. Instead of raw damage, it's often more important to focus on attacks that bring down the stagger gauge faster, especially when those abilities tend to cost less MP, before saving the strongest attacks for when their guard is down.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sxSHY2zwEKK2guDciFaq3P" name="SS_final_fantasy_resonance11" alt="A large mechanical construction in Final Fantasy Resonance - that looks like a cross between a motorcycle and a humanoid mech - flashes headlights and a harsh red eye" src="https://cdn.mos.cms.futurecdn.net/sxSHY2zwEKK2guDciFaq3P-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>The more satisfying strategy comes from coordinating an attack where you stagger all the enemies during the same turn. Not only do you have the next turn free for everyone to pile on, but it's also how you get to finish the turn with a powerful Resonance attack from one of your equipped visions, in other words, the CG special ability mentioned previously.</p><p>Admittedly, the power of these bonus attacks in earlier field battles almost feels too much, prompting that The Simpsons 'Stop, he's already dead' meme to spring to mind after my party has wiped all but one enemy out whose HP is also already at zero, before unleashing a Resonance attack. But then it's also encouraged since you can gain an Overkill bonus at the end of a battle. Bosses are spongier and don't go down as easily, but there's a great sense of relief when you manage to stagger them just before the timeline indicates they're about to dish out a devastating attack on the whole party.</p><h2 id="finite-fantasy">Finite Fantasy</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4YqXJVcLheAKxmSWgbSgYN" name="SS_final_fantasy_resonance6" alt="Rain and the party fight Sephiroth in Final Fantasy Resonance, whose sprite is several times larger than that of the heroes" src="https://cdn.mos.cms.futurecdn.net/4YqXJVcLheAKxmSWgbSgYN-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>The cozy familiarity of Final Fantasy Resonance does mean that at times it has almost too predictable a rhythm. It's not that the boss battles, or optional monster dungeon challenges, won't occasionally put you in a tight spot, but there is less friction in mind. For example, if the boss' weakness isn't already obvious from appearance, once you spend the first couple turns figuring this out, it's easy to hit pause, load your last save, quickly reassemble your party and visions, and skip any cutscenes to get back to that same fight at an advantage with minimal fuss.</p><p>With access to an airship by the game's midpoint, you might say it opens the world up a bit too soon, such as being able to reach one region several chapters before its relevance to the story even kicks in, or access monster dungeons that indicate you're far below its recommended level but you might as well go in so that you can fast-travel to it once you are ready. In that sense, there's almost little in the way of surprise.</p><p>Yet, while it might feel a little too breezy at times, it also feels a comforting counterpoint to the unfathomable bloat of the modern JRPG – looking at you, <a href="https://www.gamesradar.com/final-fantasy-7-remake-guide/"><u>Final Fantasy 7 Remake</u></a> trilogy.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KXouDAgfbzjXpowZ2ruZvM" name="SS_final_fantasy_resonance1" alt="Rain and the party ready for battle in Final Fantasy Resonance" src="https://cdn.mos.cms.futurecdn.net/KXouDAgfbzjXpowZ2ruZvM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>There's a generous amount of side quests on offer that unlock at a manageable cadence where the rewards are usually upfront, while dungeons never outstay their welcome, although side quests do have a knack for backtracking to earlier locations that's at least mitigated by fast travel. Even the endgame convention of ascending a huge towering dungeon is smartly broken up so that you can always go and explore the rest of Lapis and mop up other side quests without worrying about how far the next save point is.</p><p>Final Fantasy Resonance may only cover the first story arc of Final Fantasy Brave Exvius, which might make it seem less complete than the multi-arc epic of Octopath Traveler 0, yet that may also be the point. If this beautifully enhanced remake does as well as it deserves to, then I'm hopeful its subsequent arcs will also get the same restoration treatment, with even bolder design choices.</p><p>Final Fantasy Resonance was reviewed on Nintendo Switch 2, with a code provided by the publisher.</p><p><em>Don't make this adventure final. Check out our </em><a href="https://www.gamesradar.com/best-final-fantasy-games/"><em>best Final Fantasy games</em></a><em>, </em><a href="https://www.gamesradar.com/best-rpg-games/"><em>best RPGs</em></a><em>, and </em><a href="https://www.gamesradar.com/best-jrpgs/"><em>best JRPGs</em></a><em> rankings for loads more to keep you busy. Our </em><a href="https://www.gamesradar.com/video-game-release-dates/"><em>new releases</em></a><em> calendar has plenty on the horizon too!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/final-fantasy/final-fantasy-resonance-review/</link>
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                            <![CDATA[ A defunct gacha mobile game is reborn into a classic but modern adventure ]]>
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                                                                        <pubDate>Tue, 20 Oct 2026 13:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 20 Oct 2026 13:04:54 +0000</updated>
                                                                                                                                            <category><![CDATA[Final Fantasy]]></category>
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                                                    <category><![CDATA[Nintendo Switch]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Alan Wen ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rxr2vc7bumd5wn7YQY9PD7-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Square Enix]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Prince Noctis Lucis Caelum from Final Fantasy 15 sits cross-legged on a black throne in Final Fantasy Resonance, super-imposed over Rain and co battling enemies]]></media:description>                                                            <media:text><![CDATA[Prince Noctis Lucis Caelum from Final Fantasy 15 sits cross-legged on a black throne in Final Fantasy Resonance, super-imposed over Rain and co battling enemies]]></media:text>
                                <media:title type="plain"><![CDATA[Prince Noctis Lucis Caelum from Final Fantasy 15 sits cross-legged on a black throne in Final Fantasy Resonance, super-imposed over Rain and co battling enemies]]></media:title>
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                                <p>Final Fantasy Resonance is at once a nostalgia-laced antidote for the longtime fans who have felt alienated by the recent 3D iterations turning their backs on the series' turn-based traditions as well as Square Enix giving its trademarked HD-2D style a much needed shot in the arm. While I've been enamored by this retro-modern style since its introduction in 2018's <a href="https://www.gamesradar.com/uk/octopath-traveler/"><u>Octopath Traveler</u></a>, over time it's been losing its charm, as the same presentation had been wheeled out in successive nostalgic outings, though <a href="https://www.gamesradar.com/games/dragon-quest/after-50-hours-ive-fallen-in-love-with-dragon-quest-7-not-the-jrpgs-breezy-new-remake-but-the-25-year-old-ps1-original/"><u>at least Dragon Quest 7 Reimagined had the good grace to try something different</u></a>.</p><p>Nonetheless, its legacy of pixel-based classics like <a href="https://www.gamesradar.com/uk/final-fantasy-vi/"><u>Final Fantasy 6</u></a> meant it was only a matter of time before a <a href="https://www.gamesradar.com/uk/games/jrpg/final-fantasy/"><u>Final Fantasy</u></a> title would receive the HD-2D treatment while also finding ways for the aesthetic to feel fresh again. Ironically, it's done that not through a brand new game but with an adaptation of mobile spin-off Final Fantasy Brave Exvius.</p><h2 id="crystal-clear">Crystal clear</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="w336NjSMcD9U2vVWUfTJrN" name="SS_final_fantasy_resonance7" alt="The pink-haired, twin-tailed Sakura speaks with Rain and the party in Final Fantasy Resonance: "Some wretched monster is wreaking havoc on the path to the village."" src="https://cdn.mos.cms.futurecdn.net/w336NjSMcD9U2vVWUfTJrN-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">FAST FACTS</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> October 22, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X, Nintendo Switch 2, Nintendo Switch<br><strong>Developer: </strong>In-house, Lancarse<br><strong>Publisher: </strong>Square Enix</p></div></div><p>Square Enix reworking its mobile catalog to console may not be new, as it has done successfully with <a href="https://www.gamesradar.com/games/jrpg/octopath-traveler-0-review/"><u>Octopath Traveler 0</u></a>, and less so <a href="https://www.gamesradar.com/various-daylife-is-the-galaxy-brained-version-of-a-square-enix-name-and-no-one-can-believe-its-real/"><u>with Various Daylife</u></a>, but Final Fantasy Resonance is more significant as it excavates a since discontinued mobile game. The work from Square Enix Creative Studio 5 and Lancarse is even more extensive than just an act of preservation or removing <a href="https://www.gamesradar.com/games/final-fantasy/final-fantasy-resonance-is-almost-my-dream-ff-game-but-its-link-to-square-enixs-mobile-games-leaves-me-cold/"><u>the gacha elements that had been why Brave Exvius passed me by when it was available</u></a>. While its story and characters remain intact, the whole presentation and experience has been overhauled to feel like a very classic yet fresh Final Fantasy adventure that stands on its own two feet.</p><p><a href="https://www.gamesradar.com/games/final-fantasy/final-fantasy-resonance-appeals-to-my-inner-child-like-no-rpg-since-chrono-trigger/"><u>Just about everything in Final Fantasy Resonance harks back to the series' classic hallmarks</u></a>, from turn-based battles with a party size of four characters to the explorable overworld of Lapis peppered with towns, dungeons, random encounters, and – of course – a story that revolves around crystals. As a knight of the kingdom of Grandshelt, your protagonist Rain finds himself setting out on a journey to find the legendary crystals before each can be destroyed by a mysterious group of elite armored warriors calling themselves the Sworn Six.</p><p>There's plenty that follows a largely conventional structure – visit a new region, discover a problem the locals are having where one of the characters end up joining your party, and a dungeon that culminates in a fight with one of the Sworn Six – but it's not really a criticism when the execution of this formula is done so well. Sure, there are some familiar characterizations, from a leading man obliviously caught in a love triangle, to a feisty mechanic who's often butting heads with the sleazeball of the group, but these are fun characters to spend time with. Even the game's villains are written with pathos, while the series' recurring Espers have their own personality as you fight for the right to summon them in battle.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XkPbKmCp6bfwLRfKR7tWiN" name="SS_final_fantasy_resonance8" alt="Rain and the party fight Shiva, a floating ice Esper, in Final Fantasy Resonance by summoning Ifrit to aid in battle" src="https://cdn.mos.cms.futurecdn.net/XkPbKmCp6bfwLRfKR7tWiN-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>It's all bolstered by the presentation that's a substantial level-up from past HD-2D games. While Final Fantasy Resonance does make use of voice-acting as well as having dialogue text accompanied by expressive character illustrations – <a href="https://www.gamesradar.com/games/rpg/the-adventures-of-elliot-the-millenium-tales-review/"><u>the latter introduced in this year's The Adventures of Elliot: The Millennium Tales</u></a> – its biggest improvement comes from the spritework, which are bigger and feature more animations than what would have been feasible for a 16-bit Final Fantasy.</p><p>Another subtle yet meaningful shift seen early on is how it's not presented with the same top-down medium-wide camera but actually leverages the fact that the game is made up of 3D environments. It's not that Final Fantasy Resonance strives to be cinematic, but a simple change of the camera to a close-up, more dynamic angles during a boss encounter, or one of your party member's show-stopping Limit Bursts, does a lot to make HD-2D feel fresh again.</p><p>It's only undermined by the occasional use of CG sequences when you're summoning Espers or Visions, the latter including manifestations of characters from the numbered Final Fantasy titles. Given how their CG sequences are taken straight from Final Fantasy Brave Exvius, I imagine they looked far more spectacular blowing up on your smartphone back in the day. I personally found these transitions at odds with the HD-2D style, and it's perhaps weirder if playing the game with English audio since the CG Visions are only voiced in Japanese.</p><h2 id="vision-quest">Vision quest</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UZRqebug3FemqLPaAk66QN" name="SS_final_fantasy_resonance16" alt="Cloud Strife from the Final Fantasy 7 Remake trilogy is superimposed onto a  battle screen in Final Fantasy Resonance as he stands, back turned, clutching the hilt of the Buster Sword" src="https://cdn.mos.cms.futurecdn.net/UZRqebug3FemqLPaAk66QN-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>Visions are nonetheless a core component in Final Fantasy Resonance and are significantly overhauled from Final Fantasy Brave Exvius, where they were unlocked through a gacha system. This remake has just 26 from the hundreds of the mobile title but nixes any monetization or rarity randomization. Each is unlocked either by visiting their respective shrine or completing a side quest, while awakening more of their abilities is done by using magicite found as you go through the campaign.</p><p>Obviously, it's wish fulfillment having the likes of Final Fantasy 7's Cloud fighting alongside Final Fantasy 13's Lightning or <a href="https://www.gamesradar.com/uk/final-fantasy-xiv/"><u>Final Fantasy 14</u></a>'s Y'shtola, though they are more comparable to the skill-wielding summons from the likes of <a href="https://www.gamesradar.com/persona-5-characters-guide/"><u>Persona 5</u></a> than true party members. They also have the added function of being like jobs, giving more abilities and attack options for the party member who's equipped them, while keeping them paired up for longer also levels up mastery, unlocking more benefits. There's also incentive to master multiple visions, since some of these perks become equippable, and you can mix and match different abilities, like a more flexible form of Octopath Traveler's secondary jobs.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wBQxGdZhZMr5da6i5EzB6N" name="SS_final_fantasy_resonance2" alt="Lid looks annoyed as she speaks with the party in a shop in Final Fantasy Resonance, saying "WHAT!? How about I crush your face?"" src="https://cdn.mos.cms.futurecdn.net/wBQxGdZhZMr5da6i5EzB6N-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>Indeed, while there are many familiar Final Fantasy elements – such as Phoenix Downs for reviving fallen party members, or using tents as save points for fully recovering – I can't help but think how much of Octopath Traveler's design sensibilities permeate throughout. Mostly, it makes for a smoother experience, like the ability to run making dungeon traversal snappier, and the mini-map acting as a red-flashing radar helping you anticipate random battles.</p><div><blockquote><p>I can't help but think how much of Octopath Traveler's design sensibilities permeate throughout.</p></blockquote></div><p>It's also evident in the presentation of the battles themselves, with a timeline on the top displaying the order of turns while icons next to enemies also indicate which elemental properties they are weak, resistant, or immune to after a respective attack or spell is used on them. That said, the battles flow differently to the break and boost systems of Octopath Traveler.</p><p>While staggering has become a core mechanic since <a href="https://www.gamesradar.com/final-fantasy-xiii-guide/"><u>Final Fantasy 13</u></a>, in Final Fantasy Resonance, your abilities also show their effectiveness in dealing damage to an enemy's HP and stagger gauge, handily color-coded in the same respective red and yellow. Instead of raw damage, it's often more important to focus on attacks that bring down the stagger gauge faster, especially when those abilities tend to cost less MP, before saving the strongest attacks for when their guard is down.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sxSHY2zwEKK2guDciFaq3P" name="SS_final_fantasy_resonance11" alt="A large mechanical construction in Final Fantasy Resonance - that looks like a cross between a motorcycle and a humanoid mech - flashes headlights and a harsh red eye" src="https://cdn.mos.cms.futurecdn.net/sxSHY2zwEKK2guDciFaq3P-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>The more satisfying strategy comes from coordinating an attack where you stagger all the enemies during the same turn. Not only do you have the next turn free for everyone to pile on, but it's also how you get to finish the turn with a powerful Resonance attack from one of your equipped visions, in other words, the CG special ability mentioned previously.</p><p>Admittedly, the power of these bonus attacks in earlier field battles almost feels too much, prompting that The Simpsons 'Stop, he's already dead' meme to spring to mind after my party has wiped all but one enemy out whose HP is also already at zero, before unleashing a Resonance attack. But then it's also encouraged since you can gain an Overkill bonus at the end of a battle. Bosses are spongier and don't go down as easily, but there's a great sense of relief when you manage to stagger them just before the timeline indicates they're about to dish out a devastating attack on the whole party.</p><h2 id="finite-fantasy">Finite Fantasy</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4YqXJVcLheAKxmSWgbSgYN" name="SS_final_fantasy_resonance6" alt="Rain and the party fight Sephiroth in Final Fantasy Resonance, whose sprite is several times larger than that of the heroes" src="https://cdn.mos.cms.futurecdn.net/4YqXJVcLheAKxmSWgbSgYN-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>The cozy familiarity of Final Fantasy Resonance does mean that at times it has almost too predictable a rhythm. It's not that the boss battles, or optional monster dungeon challenges, won't occasionally put you in a tight spot, but there is less friction in mind. For example, if the boss' weakness isn't already obvious from appearance, once you spend the first couple turns figuring this out, it's easy to hit pause, load your last save, quickly reassemble your party and visions, and skip any cutscenes to get back to that same fight at an advantage with minimal fuss.</p><p>With access to an airship by the game's midpoint, you might say it opens the world up a bit too soon, such as being able to reach one region several chapters before its relevance to the story even kicks in, or access monster dungeons that indicate you're far below its recommended level but you might as well go in so that you can fast-travel to it once you are ready. In that sense, there's almost little in the way of surprise.</p><p>Yet, while it might feel a little too breezy at times, it also feels a comforting counterpoint to the unfathomable bloat of the modern JRPG – looking at you, <a href="https://www.gamesradar.com/final-fantasy-7-remake-guide/"><u>Final Fantasy 7 Remake</u></a> trilogy.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KXouDAgfbzjXpowZ2ruZvM" name="SS_final_fantasy_resonance1" alt="Rain and the party ready for battle in Final Fantasy Resonance" src="https://cdn.mos.cms.futurecdn.net/KXouDAgfbzjXpowZ2ruZvM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>There's a generous amount of side quests on offer that unlock at a manageable cadence where the rewards are usually upfront, while dungeons never outstay their welcome, although side quests do have a knack for backtracking to earlier locations that's at least mitigated by fast travel. Even the endgame convention of ascending a huge towering dungeon is smartly broken up so that you can always go and explore the rest of Lapis and mop up other side quests without worrying about how far the next save point is.</p><p>Final Fantasy Resonance may only cover the first story arc of Final Fantasy Brave Exvius, which might make it seem less complete than the multi-arc epic of Octopath Traveler 0, yet that may also be the point. If this beautifully enhanced remake does as well as it deserves to, then I'm hopeful its subsequent arcs will also get the same restoration treatment, with even bolder design choices.</p><p>Final Fantasy Resonance was reviewed on Nintendo Switch 2, with a code provided by the publisher.</p><p><em>Don't make this adventure final. Check out our </em><a href="https://www.gamesradar.com/best-final-fantasy-games/"><em>best Final Fantasy games</em></a><em>, </em><a href="https://www.gamesradar.com/best-rpg-games/"><em>best RPGs</em></a><em>, and </em><a href="https://www.gamesradar.com/best-jrpgs/"><em>best JRPGs</em></a><em> rankings for loads more to keep you busy. Our </em><a href="https://www.gamesradar.com/video-game-release-dates/"><em>new releases</em></a><em> calendar has plenty on the horizon too!</em></p>
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                                                            <title><![CDATA[ The Evercade Nexus is Blaze's best retro handheld yet, but I wouldn't compare the physical cartridge champion to similarly priced rivals ]]></title>
                                                                                                <dc:content><![CDATA[ <p>You know what they say, bundle it with Banjo, and they will come. That’s pretty much the headline draw of the Evercade Nexus: Blaze’s grand foray into the fully fledged world of early 3D retro handheld gaming, and, if I’m being real, the N64 collectathon is all some players need to pick one up. However, as a proud portable console parental figure who has watched the cartridge-based system grow up over the past few years, I’d say the platform has more to offer as it becomes an awkward teenager.</p><p>Daft analogies aside, the Evercade Nexus has the potential to become one of the <a href="https://www.gamesradar.com/hardware/retro/best-retro-handheld/">best retro handhelds</a> around, but it has some growing up to do. I mean that with love and support, as the portable console builds on what the OG handheld, <a href="https://www.gamesradar.com/super-pocket-review/">Super Pocket</a>, and EXP have already achieved. Turns out adding a pair of thumbsticks, a pretty cromulent 5.89-inch IPS 840 × 512 display with elevated brightness, and tricks like Bluetooth and multiplayer Wi-Fi can take a system to the next level, but that means transferring the same school as many other $200 brutes.</p><p>I don’t think $199.99 / £169.99 is an egregious price for the Nexus given its access to over 750 classic games and its overall contribution to physical gaming. The latter means I’m certainly willing to overlook some smaller caveats in the name of keeping true ownership in the hands of players via pretty fun collectable cartridges. The latest handheld also proves that Blaze is more than capable of venturing beyond the fifth generation of consoles and beyond, suggesting that the ecosystem is here to stay, but I’d avoid directly comparing this latest portable to its ROM-wielding rivals. </p><h2 id="here-s-what-s-nex-us">Here’s what’s Nex(us)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zrZHsRNiEveBmdghn7ko4W" name="evercade-nexus-bottom-view" alt="Angled bottom view of Evercade Nexus on light pine wood unit with purple illuminated logo." src="https://cdn.mos.cms.futurecdn.net/zrZHsRNiEveBmdghn7ko4W-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I’ve got fond memories of freeing the OG Evercade from its cardboard prison back in 2020 to review it for a national UK newspaper segment. At the time, I recall wondering what Blaze could do next with the 2D-focussed portable, and while I was rooting for the cartridge-based platform actually taking hold, I figured the hardware would need to evolve.</p><div  class="fancy-box"><div class="fancy_box-title">Evercade Nexus specs</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Screen:</strong>  5.89-inch IPS<br><strong>Resolution: </strong>840 x 512<br><strong>CPU: </strong>1.5 GHz Quad-Core<br><strong>RAM:</strong> 512MB<br><strong>Battery:</strong> 5+ hours<br><strong>Charging: </strong>USB-C<br><strong>Dimensions: </strong>215mm x 111mm x 34mm<br><strong>Weight: </strong>410g</p></div></div><p>And evolve it did, but not quite in the pattern I was expecting. While we’ve now been graced with a much larger handheld that’s comparable to the Nintendo Switch in size and form factor, Blaze clearly decided to bide its time and focus on grabbing very specific groups of retro sickso, like the coin-ops crowd with the <a href="https://www.gamesradar.com/hardware/evercade-alpha-review/">Evercade Alpha</a>, couch dwellers with the Evercade VS, and budget button bashers with the Super Pocket.</p><p>That’s not to say it sidelined its core handheld ambitions, as it has been slowly simmering the broth with the improved Evercade EXP-R. The Nexus is the first device from Blaze that screams “next-gen”, though, and while the company continues to squeeze juice out of the same innards it's been using for all its gadgets, this newbie really is a different beast.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YVErCPYnmbYmR497V4ATJV" name="evercade-nexus-design" alt="Hand holding Evercade Nexus next to window with Banjo-Kazooie gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/YVErCPYnmbYmR497V4ATJV-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I could compare the Nexus to a zillion handhelds out there, and if I’m being particularly mean-spirited, I could say it looks like a Wii U mini. Rather than using the latter as a gag, though, I reckon it’s best used to describe how the large 5.89-inch display dominates the centre of the handheld, while the chonker-than-average sides exist to provide you with something solid to grip from the front. It should be all eyes on that screen, and given the platform's new quest to expand into 3D games, blowing up those visuals makes a ton of sense. </p><p>The screen isn’t massive, but it’s certainly big enough. Depending on the size of your mits, the handheld’s side lugs will vanish as you grip the front. Trust me when I say you will need to use your thenar muscle to hold on to the portable since the back passes on ergonomic grips, meaning you’re holding something more like a solid slab. That sounds like it’ll upset your hands, but so far, I’ve yet to feel any specific strain compared to using a Switch or any other handheld that doesn’t include ergonomic humps around back. </p><p>I am sort of surprised Blaze didn’t try to tap into classic portable designs with the Nexus, instead going for something that ultimately looks contemporary. This isn’t a departure since the OG Evercade also went with its own arcade-inspired aesthetic rather than paying homage to anything specifically. That said, it does somehow feel like it’s trying to tap into what our hands all collectively love about <a href="https://www.gamesradar.com/best-gaming-handheld/">gaming handheld</a> mammoths like the <a href="https://www.gamesradar.com/steam-deck-oled-review/">Steam Deck OLED</a> while trying to maintain the portability of both larger emulation portables and conventional contenders like the Switch. </p><p>Whether it actually achieves that goal is somewhat subjective. The figures certainly suggest so since it weighs in at 410g, sitting nicely between a Switch Lite and larger handheld gaming PCs. It even takes a middle ground on feel, straddling between the more plastic-heavy cheaper devices and the full-body feel of something more substantial. You could argue it should be going for the latter for $200, but so long as it’s not committing hollow-feeling cardinal sins, I’m on board for some deliberate plastic-based bulk.</p><h2 id="gaining-control">Gaining control</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wad36sj5WR9wwESezqnRVd" name="evercade-nexus-controls-left" alt="Close up of Evercade Nexus D-pad and thumbstick on woodgrain desk." src="https://cdn.mos.cms.futurecdn.net/Wad36sj5WR9wwESezqnRVd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>The key here is that the Nexus’ controls are designed to facilitate “early” 3D, rather than covering console generations that bring us closer to the present day. Yes, it includes thumbsticks, but it sticks with smaller Switch-style sticks rather than making room for full-sized gaming handheld controls. That, and the fact that it chose not to go with at least hall-effect sensors, something I’d absolutely say is now a standard, is a bummer, but at the same time, the decision makes sense in the context of its current library.</p><p>I could harp on about how I’m not super into the bottom placement of the thumbsticks for balance reasons or the distance that then introduces between the bumpers and triggers. But, after spending <em>a lot</em> of time playing Banjo-Kazooie and its sequel while comparing them to the N64 original and other ports, it’s clear that the layout is a nice fit for the specific platformers now landing within the library.</p><p>In Banjo’s case, I found using the right stick for camera controls to be slightly cumbersome due to the above face button placement and the aforementioned downward balance quirks, but quickly realized the L and R buttons make for a more authentic feel anyway. I personally appreciate the way that if you choose not to leverage the secondary thumbstick, the handheld feels more like a single-stick setup geared specifically towards ‘90s capers, and just like with controllers like the <a href="https://www.gamesradar.com/hardware/retro/8bitdo-64-bluetooth-controller-for-analogue-3d-review/">8Bitdo N64 controller</a>, the setup manages to feel that bit more authentic. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hicP9Xqz4RFtYiW6vc5xuh" name="evercade-nexus-controls-right" alt="Close up of Evercade Nexus face buttons and right thumbstick." src="https://cdn.mos.cms.futurecdn.net/hicP9Xqz4RFtYiW6vc5xuh-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I can’t guarantee Blaze even meant this, nor am I convinced everyone will see the bright side in what is otherwise not an ideal layout. Had the Nexus launched alongside a bunch of later re-releases, particularly those that rely on that stick for contemporary camera controls, it’d be in a spot of bother. The layout hits the spot for the era now being covered by the Evercade, though, all while not omitting any specific buttons in the name of needless nostalgia. </p><p>As for my overarching feelings on everything accompanying the sticks, the Nexus pretty much sticks to the Evercade handheld script. The membrane-based buttons feel nice and tactile, offering up taller domes sitting within a bowl recess to keep things from protruding too much. Blaze has actually changed up the D-pad since its EXP-R and OG portable, as it’s also taller, slightly larger, and has a wider floating pivot than before. It’s not the nicest set of directionals I’ve ever had the pleasure of using, and it can be fully pressed in the middle rather than being completely on a pivot, resulting in some stiffness if your thumb is at the centre, but it’s still pretty serviceable in fighting games and arcade romps.</p><p>The digital clicky triggers <em>feel</em> fine, but as previously mentioned, the distance from the sticks makes them a little hard to wield. There aren’t too many games that make the bumpers and triggers mandatory, but the new DOOM collection does default to a modern FPS control scheme, and I could feel my aging hands having to extend vertically to swing around hell while aiming my boom stick. </p><h2 id="first-time-frills">First-time frills</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Q494oWgKuDdMmNxyiRQaTn" name="evercade-nexus-logo" alt="Close up of Evercade Nexus logo with RGB lighting set to purple." src="https://cdn.mos.cms.futurecdn.net/Q494oWgKuDdMmNxyiRQaTn-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>3D-orientated controls aren’t the only thing making their debut with this handheld, as the Evercade Nexus acts as an introduction to quite a few portable perks. Some of these boons are more valuable than others, as while the customizable RGB logo at the front is a nice touch and doubles up as a battery life indicator, I can’t say I’d miss it. The real meat and potatoes ties to wireless connectivity, with the main course being the new Eversync local co-op feature.</p><p>Eversync is a prime example of Blaze extracting something innovative modern-day consoles are doing in the space, namely the Nintendo Switch’s local multiplayer functionality, and retrofitting it for the Evercade platform. While you might pick up a VS-R specifically for its same-room couch co-op, this handheld bridges the compatibility gap for when you want to play multiplayer carts with friends. </p><p>There’s a slight catch-22 in that EverSync will only really feel beneficial if plenty of players actually pick up a Nexus. I guess there’s an element of self-marketing in that if you do spend $200 on the portable, you’ll potentially nudge your pals to do the same so you can reap the full wireless benefits. If that doesn’t happen, though, the feature will likely fade into the background and become less of a reason to have invested in the portable in the first place. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Efv8VzedE8eYb83zxkMVmJ" name="evercade-nexus-eversync" alt="Evercade Nexus on woodgrain desk with EverSync multiplayer menu open." src="https://cdn.mos.cms.futurecdn.net/Efv8VzedE8eYb83zxkMVmJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>The Nexus’ other big new trick is wireless audio connectivity via Bluetooth, and I have really mixed feelings on its inclusion. You could say it’s a no-brainer in 2026, as fewer players have wired headphones that’ll slot right into the 3.5mm jack. At the same time, it’s a feature that likely impacted the end MSRP, and if you’re already into old-school setups, chances are you’d be a-ok with using a corded set of buds or phones. Plus, as I’m about to get to with the way the OS works, you can’t simply jump into the global settings if your headset disconnects while playing something like Banjo-Kazooie.</p><p>One smaller element that has survived between the EXP-R and Nexus is the TATE mode for vertical arcade games. The dedicated button still sits proud on the front row, meaning you can still technically play shmups like Truxton while filling more of the 5.89-inch display. The downside is that the Nexus ditches the option grip and lacks the extra left-hand A and B buttons, meaning you’ll have to use the default buttons and a thumbstick. This is fine for casual play, but I’d rather play those tough shooters with a D-pad.</p><h2 id="hdmi-hang-ups">HDMI hang-ups</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VjMESuPZSPZ6C4P5VWVmhB" name="evercade-nexus-usb-c" alt="Close up of Evercade Nexus USB-C and 3.5mm headphone jack." src="https://cdn.mos.cms.futurecdn.net/VjMESuPZSPZ6C4P5VWVmhB-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Hope you weren't holding out for HDMI output, as the Nexus stucks to a solo USB-C for power. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I’ll keep my complaints about the Nexus’ lack of HDMI output brief, as Blaze has already given up on handheld video output. I’ve come to accept the fact that it’s simpler to just remove the port from the EXP range since it has been historically plagued with issues, but I feel like the Nexus should double up as a home console. Part of that comes down to its price point, but it also feels like not making the device dockable, in turn allowing players to hook up the shiny new Evercade Dual Thumbstick Wireless Controller, is a missed opportunity. </p><p>Would all of that likely drive up pricing? Absolutely. It’s important to be realistic amid the current climate, and unfortunately, the impact of AI on <em>everything</em> means we can’t have nice things. The Nexus is an unwilling participant in RAMageddon, and I’m confident if Blaze could pull off expanded features while keeping the MSRP sensible, it would do so.</p><h2 id="sleep-mode-slip-ups">Sleep mode slip-ups</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2EgDovWt2UxsaUBkyzdj4n" name="evercade-nexus-power-button" alt="Close up of Evercade Nexus top power button and volume controls." src="https://cdn.mos.cms.futurecdn.net/2EgDovWt2UxsaUBkyzdj4n-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">That power button has one function, and it certainly isn't a sleep mode. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Blaze has been using the same Linux-based operating system for its Evercade range since 2021. The VS HDMI console brought with it the side-menu interface that went on to power the Alpha arcade machine and, now, the Nexus, but I really figured the OS would have evolved somewhat for this handheld. </p><p>I’ll admit that I foolishly took common Linux/Android features before realizing they’re not a guarantee, and one of those perks is sleep mode. The idea of not being able to hit the power button, suspend everything in motion, then return to what you were doing later is unfathomable if you’re using a smartphone or another portable console, but the Evercade Nexus completely lacks this ability. </p><p>I know some of you will be immediately shouting about how sleep mode on Evercade consoles isn’t possible thanks to the cartridge system. I’d be willing to buy that argument if plenty of handhelds hadn’t already included suspend and resume before now that use physical games (PSP, DS, and even the much newer Analogue Pocket), not to mention the games are completely dumped into memory upon boot. I suspect the real reason stems from using the same hardware and Kernel pairing since 2020. Whether that means updates that usher in a proper sleep mode are still on the table remains to be seen, but having to completely power up and down the Nexus between sessions feels pretty archaic.</p><h2 id="an-otherwise-slick-os">An otherwise slick OS</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gRb3GeJCD5fp7tY8QRY6DQ" name="evercade-nexus-os" alt="Evercade Nexus on green throw with main library menu open." src="https://cdn.mos.cms.futurecdn.net/gRb3GeJCD5fp7tY8QRY6DQ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Credit where credit is due, the Nexus’ operating system feels like proper console software. It avoids feeling like a Linux or Android reskin, something that might fuel the idea of buying something by Anbernic or Retroid, and while there are cons tied to that, it still feels like you’re playing on a proper independent platform. </p><p>It’s the small digital library touches that link to physical games rather than downloads that help the Nexus’ OS shine. From the basics like tracking what you own to hidden and downloadable “Game of the Month” releases to tide you over between cart pickups, the handheld’s software feels pretty alive compared to cartridge-based systems of yore. </p><p>The portable’s OS really is pleasant to use, and far snappier than you’d expect from something with 512MB RAM and a standard quad-core chipset. I’ve certainly used front-ends on more powerful hardware that feel a little sluggish, but then again, this isn’t an ordinary handheld, and that becomes more apparent when you hop from home to cart. As much as it pains me to say it, the only slow part of the whole experience is loading cartridge games themselves, since the handheld dumps the contents into memory rather than running straight from the source.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UoMVQBYooWMDh4TNgsLpVd" name="evercade-nexus-flearun" alt="Evercade Nexus with downloadable Flearun game on menu screen." src="https://cdn.mos.cms.futurecdn.net/UoMVQBYooWMDh4TNgsLpVd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>It’s a hard one to explain to those of you unacquainted with Evercade handhelds, but booting games is almost like an operating system swap. When you load up a cart, you’re diving into either a bespoke wrapper for running a ROM or a native port, and that means you won’t always be able to hop back into the main menus for access to things like brightness, aspect ratio, or even scanlines. In fact, the latter highlights that unless a game specifically supports the visual overlay, it won’t kick in after boot, and that’s the case for the Banjo-Kazooie double pack.</p><p>What the Nexus perhaps needed, or could use, to achieve a perfect portable score is an overarching HUD, one that can remain after you’ve swapped the handheld’s consciousness for a cart. The current setup makes Evercade consoles feel like something from the sixth generation, and I’ve been far too spoiled by dashboards since the early 2000s.</p><p>In an ideal world, the menu button would present players with a pop-up side menu for accessing base settings, or at the very least the brightness toggle, while in-game. I could be jumping the gun here, as we could end up with these features creeping in with future Nexus updates. That’s the beauty of having Wi-Fi for OS updates, but alas, I can only judge what’s currently on the plate. </p><h2 id="the-power-of-optimization">The power of optimization</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RrmjZoUzToyJ8zyM7JD4tU" name="evercade-nexus-performance" alt="Evercade Nexus handheld with Banjo-Tooie gameplay on screen with Kazooie in trot mode." src="https://cdn.mos.cms.futurecdn.net/RrmjZoUzToyJ8zyM7JD4tU-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>The Evercade Nexus aims to prove the same portable point as its predecessors in that optimization can triumph over brute specs. The retro handheld scene has gotten real comfortable with increasing horsepower until emulators can run classics at full speed without any quirks, whereas Blaze continues to impress with its bespoke cartridge system and bespoke ports.</p><p>Of course, waiting for Blaze to strike licensing deals and dial in those emulators for specific releases will slow you down. That’s not a caveat; it’s more just a reality tied to traditional game releases and ports that makes sense outside of DIY emulation perks. At the same time, it’s that same process that will save you from historically rough-looking N64 results on most devices and the onus of using the <em>right </em>settings and specs.</p><p>Not to keep banging the Banjo drum, but the Nintendo 64 compilation is the perfect launch title for the Evercade Nexus. In 2026, it’s easier to <a href="https://www.gamesradar.com/hardware/retro/how-to-play-n64-games/">play N64 games</a> in general, but in previous years, emulating Ninty’s old console was a nightmare. It technically still is if you aren’t using a relatively high-end handheld, but by teaming up with Rare, Blaze has managed to prove you can get platformers like this running at 60fps with zero quirks.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FaGrip3ofUoTCrvjMKVEK9" name="evercade-nexus-handheld-performance" alt="Evercade Nexus with Banjo-Tooie gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/FaGrip3ofUoTCrvjMKVEK9-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>While a chunk of the Evercade library uses ROMs and emulation wrappers, that isn’t the case for Banjo-Kazooie and its sequel. Rare has instead created a native port for Blaze’s hardware using the OG source code, and that’s absolutely bananas when you think about it. We’re not talking about a massive monolith in the industry here; we’re talking about a handheld maker from the UK that has built a platform that now has enhanced versions of retro games, and that is absolutely worth celebrating. </p><p>That’s not to say you can’t get good results with emulation, but running a Banjo-Kazooie ROM will certainly pale in comparison to Rare’s custom widescreen, 60fps enhanced Evercade port. Even on something high-end like the Retroid Pocket 5, the N64 collectathon is stuck at half the frame rate without intervention, and even then, there are plenty of visual texture glitches tied to frame buffering to deal with. </p><p>All of this boils down to a specific truth: tailored ports normally reign supreme, and while the Evercade library still largely leverages emulation, the Nexus sets the stage for more bespoke releases. Banjo-Tooie isn’t even the latest cart that uses original source code, as the new DOOM collection is also built from the ground up, and the boomer shooter feels slick thanks to the portable’s beefier controls, thumbstick support, and the back digital triggers. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bNmNrJ9Z6RXFHux9jsCUwP" name="evercade-nexus-doom" alt="Hand holding Evercade Nexus with DOOM gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/bNmNrJ9Z6RXFHux9jsCUwP-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>The overarching message with the Nexus is that Blaze is striving to continually pair enhanced hardware with solid releases without disrupting backwards compatibility. I’m pretty impressed it has managed to stretch its core hardware this far, even though that comes with some functionality caveats, to say the least. But there’s something honorable about a handheld that puts its existing library and core player base first over trying to accelerate, and that really helps put some of the big console dogs in this industry to shame.</p><p>I want to wrap up the whole performance side of the Nexus by touching on the battery. In my tests, I was able to squeeze around 4 hours out of the 5,000 mAh cells before reaching for a USB-C charger. That's the average runtime while putting the portable through its paces with Banjo-Kazooie/Banjo-Tooie sessions, </p><h2 id="should-you-pick-up-the-evercade-nexus">Should you pick up the Evercade Nexus?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eX5H882Daown4DuSue3RFV" name="evercade-nexus-should-you-buy" alt="Evercade Nexus handheld on green throw with Banjo-Tooie cutscene on screen with Banjo saying "Hmm, I don't recall anything like that happenin"" src="https://cdn.mos.cms.futurecdn.net/eX5H882Daown4DuSue3RFV-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I’ve no qualms with calling the Evercade Nexus Blaze’s best handheld yet, helping both the existing library and shiny new ports shine through enhanced hardware. At the same time, I stand by my initial comments that the portable platform is about to go through an awkward teenage phase as it tries to grow out of its old habits and adopt the same functionality as its competitors.</p><p>There’s absolutely still room for the Evercade Nexus to improve and become its absolute best self. For instance, if Blaze can patch in some sort of sleep feature and find a way to make global settings accessible regardless of the cart you’re using, then we’ll be looking at a standout alternative to emulation-based devices. However, if those perks don’t make their way to the portable via a future software update, I feel like Evercade fans and newbies alike will be wondering what’s “next” after the Nexus. </p><p>As things currently stand, the Nexus is absolutely worth investing in if you’re serious about the Evercade ecosystem or want to support one of the last bastions of physical gaming. Caveats like the fact that you’re getting a traditional (but serviceable) LCD display, standard potentiometer thumbsticks, and no HDMI output will matter most if you’re also considering an existing Android or Linux contender, but otherwise, you’re still getting the best Evercade experience yet from this new handheld.</p><h2 id="how-i-tested-the-evercade-nexus">How I tested the Evercade Nexus</h2><p>Throughout my time with the Evercade Nexus, I used the handheld with multiple cartridges, including the new Banjo-Kazooie double pack and DOOM collection, to assess its ergonomics, features, performance, and overall user experience. To test the screen, I used the portable to play games in all lighting conditions, including outdoors and indoors with different illumination, while also keeping track of elements like battery life, perceivable frame rates, and general operating system stability. </p><p>For more information on how we test retro handhelds and other gadgets, swing by our full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ hardware policy</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/retro/evercade-nexus-review/</link>
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                            <![CDATA[ The Evercade Nexus helps take Blaze's physical cartridge platform to new heights with dual thumbsticks, a larger IPS display, and wireless local multiplayer. ]]>
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                                                                        <pubDate>Tue, 20 Oct 2026 12:28:03 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Retro]]></category>
                                                    <category><![CDATA[Handhelds]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                                                                <author><![CDATA[ phil.hayton@futurenet.com (Phil Hayton) ]]></author>                    <dc:creator><![CDATA[ Phil Hayton ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ygA7jyaZ6Q8QizTZkkHFE8-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;I’ve been messing around with PCs, video game consoles, and tech since before I could speak. Don’t get me wrong, I kickstarted my relationship with technology by jamming a Hot Wheels double-decker bus into my parent’s VCR, but we all have to start somewhere. I even somehow managed to become a walking, talking buyer’s guide at my teenage supermarket job, which helped me accept my career fate. So, rather than try to realise my musician dreams, or see out my University degree, I started running my own retro pop culture site and writing about video games and tech for the likes of TechRadar, The Daily Star, and the BBC before eventually ending up with a job covering graphics card shenanigans at PCGamesN. Now, I’m your friendly neighbourhood Hardware Editor at GamesRadar, and it’s my job to make sure you can kick butt in all your favourite games using the best gaming hardware, whether you’re a sucker for handhelds like the Steam Deck and Nintendo Switch or a hardcore gaming PC enthusiast. &lt;/p&gt;&lt;p&gt;&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Hand holding Evercade Nexus with Banjo-Tooie gameplay on screen.]]></media:description>                                                            <media:text><![CDATA[Hand holding Evercade Nexus with Banjo-Tooie gameplay on screen.]]></media:text>
                                <media:title type="plain"><![CDATA[Hand holding Evercade Nexus with Banjo-Tooie gameplay on screen.]]></media:title>
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                                <p>You know what they say, bundle it with Banjo, and they will come. That’s pretty much the headline draw of the Evercade Nexus: Blaze’s grand foray into the fully fledged world of early 3D retro handheld gaming, and, if I’m being real, the N64 collectathon is all some players need to pick one up. However, as a proud portable console parental figure who has watched the cartridge-based system grow up over the past few years, I’d say the platform has more to offer as it becomes an awkward teenager.</p><p>Daft analogies aside, the Evercade Nexus has the potential to become one of the <a href="https://www.gamesradar.com/hardware/retro/best-retro-handheld/">best retro handhelds</a> around, but it has some growing up to do. I mean that with love and support, as the portable console builds on what the OG handheld, <a href="https://www.gamesradar.com/super-pocket-review/">Super Pocket</a>, and EXP have already achieved. Turns out adding a pair of thumbsticks, a pretty cromulent 5.89-inch IPS 840 × 512 display with elevated brightness, and tricks like Bluetooth and multiplayer Wi-Fi can take a system to the next level, but that means transferring the same school as many other $200 brutes.</p><p>I don’t think $199.99 / £169.99 is an egregious price for the Nexus given its access to over 750 classic games and its overall contribution to physical gaming. The latter means I’m certainly willing to overlook some smaller caveats in the name of keeping true ownership in the hands of players via pretty fun collectable cartridges. The latest handheld also proves that Blaze is more than capable of venturing beyond the fifth generation of consoles and beyond, suggesting that the ecosystem is here to stay, but I’d avoid directly comparing this latest portable to its ROM-wielding rivals. </p><h2 id="here-s-what-s-nex-us">Here’s what’s Nex(us)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zrZHsRNiEveBmdghn7ko4W" name="evercade-nexus-bottom-view" alt="Angled bottom view of Evercade Nexus on light pine wood unit with purple illuminated logo." src="https://cdn.mos.cms.futurecdn.net/zrZHsRNiEveBmdghn7ko4W-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I’ve got fond memories of freeing the OG Evercade from its cardboard prison back in 2020 to review it for a national UK newspaper segment. At the time, I recall wondering what Blaze could do next with the 2D-focussed portable, and while I was rooting for the cartridge-based platform actually taking hold, I figured the hardware would need to evolve.</p><div  class="fancy-box"><div class="fancy_box-title">Evercade Nexus specs</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Screen:</strong>  5.89-inch IPS<br><strong>Resolution: </strong>840 x 512<br><strong>CPU: </strong>1.5 GHz Quad-Core<br><strong>RAM:</strong> 512MB<br><strong>Battery:</strong> 5+ hours<br><strong>Charging: </strong>USB-C<br><strong>Dimensions: </strong>215mm x 111mm x 34mm<br><strong>Weight: </strong>410g</p></div></div><p>And evolve it did, but not quite in the pattern I was expecting. While we’ve now been graced with a much larger handheld that’s comparable to the Nintendo Switch in size and form factor, Blaze clearly decided to bide its time and focus on grabbing very specific groups of retro sickso, like the coin-ops crowd with the <a href="https://www.gamesradar.com/hardware/evercade-alpha-review/">Evercade Alpha</a>, couch dwellers with the Evercade VS, and budget button bashers with the Super Pocket.</p><p>That’s not to say it sidelined its core handheld ambitions, as it has been slowly simmering the broth with the improved Evercade EXP-R. The Nexus is the first device from Blaze that screams “next-gen”, though, and while the company continues to squeeze juice out of the same innards it's been using for all its gadgets, this newbie really is a different beast.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YVErCPYnmbYmR497V4ATJV" name="evercade-nexus-design" alt="Hand holding Evercade Nexus next to window with Banjo-Kazooie gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/YVErCPYnmbYmR497V4ATJV-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I could compare the Nexus to a zillion handhelds out there, and if I’m being particularly mean-spirited, I could say it looks like a Wii U mini. Rather than using the latter as a gag, though, I reckon it’s best used to describe how the large 5.89-inch display dominates the centre of the handheld, while the chonker-than-average sides exist to provide you with something solid to grip from the front. It should be all eyes on that screen, and given the platform's new quest to expand into 3D games, blowing up those visuals makes a ton of sense. </p><p>The screen isn’t massive, but it’s certainly big enough. Depending on the size of your mits, the handheld’s side lugs will vanish as you grip the front. Trust me when I say you will need to use your thenar muscle to hold on to the portable since the back passes on ergonomic grips, meaning you’re holding something more like a solid slab. That sounds like it’ll upset your hands, but so far, I’ve yet to feel any specific strain compared to using a Switch or any other handheld that doesn’t include ergonomic humps around back. </p><p>I am sort of surprised Blaze didn’t try to tap into classic portable designs with the Nexus, instead going for something that ultimately looks contemporary. This isn’t a departure since the OG Evercade also went with its own arcade-inspired aesthetic rather than paying homage to anything specifically. That said, it does somehow feel like it’s trying to tap into what our hands all collectively love about <a href="https://www.gamesradar.com/best-gaming-handheld/">gaming handheld</a> mammoths like the <a href="https://www.gamesradar.com/steam-deck-oled-review/">Steam Deck OLED</a> while trying to maintain the portability of both larger emulation portables and conventional contenders like the Switch. </p><p>Whether it actually achieves that goal is somewhat subjective. The figures certainly suggest so since it weighs in at 410g, sitting nicely between a Switch Lite and larger handheld gaming PCs. It even takes a middle ground on feel, straddling between the more plastic-heavy cheaper devices and the full-body feel of something more substantial. You could argue it should be going for the latter for $200, but so long as it’s not committing hollow-feeling cardinal sins, I’m on board for some deliberate plastic-based bulk.</p><h2 id="gaining-control">Gaining control</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wad36sj5WR9wwESezqnRVd" name="evercade-nexus-controls-left" alt="Close up of Evercade Nexus D-pad and thumbstick on woodgrain desk." src="https://cdn.mos.cms.futurecdn.net/Wad36sj5WR9wwESezqnRVd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>The key here is that the Nexus’ controls are designed to facilitate “early” 3D, rather than covering console generations that bring us closer to the present day. Yes, it includes thumbsticks, but it sticks with smaller Switch-style sticks rather than making room for full-sized gaming handheld controls. That, and the fact that it chose not to go with at least hall-effect sensors, something I’d absolutely say is now a standard, is a bummer, but at the same time, the decision makes sense in the context of its current library.</p><p>I could harp on about how I’m not super into the bottom placement of the thumbsticks for balance reasons or the distance that then introduces between the bumpers and triggers. But, after spending <em>a lot</em> of time playing Banjo-Kazooie and its sequel while comparing them to the N64 original and other ports, it’s clear that the layout is a nice fit for the specific platformers now landing within the library.</p><p>In Banjo’s case, I found using the right stick for camera controls to be slightly cumbersome due to the above face button placement and the aforementioned downward balance quirks, but quickly realized the L and R buttons make for a more authentic feel anyway. I personally appreciate the way that if you choose not to leverage the secondary thumbstick, the handheld feels more like a single-stick setup geared specifically towards ‘90s capers, and just like with controllers like the <a href="https://www.gamesradar.com/hardware/retro/8bitdo-64-bluetooth-controller-for-analogue-3d-review/">8Bitdo N64 controller</a>, the setup manages to feel that bit more authentic. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hicP9Xqz4RFtYiW6vc5xuh" name="evercade-nexus-controls-right" alt="Close up of Evercade Nexus face buttons and right thumbstick." src="https://cdn.mos.cms.futurecdn.net/hicP9Xqz4RFtYiW6vc5xuh-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I can’t guarantee Blaze even meant this, nor am I convinced everyone will see the bright side in what is otherwise not an ideal layout. Had the Nexus launched alongside a bunch of later re-releases, particularly those that rely on that stick for contemporary camera controls, it’d be in a spot of bother. The layout hits the spot for the era now being covered by the Evercade, though, all while not omitting any specific buttons in the name of needless nostalgia. </p><p>As for my overarching feelings on everything accompanying the sticks, the Nexus pretty much sticks to the Evercade handheld script. The membrane-based buttons feel nice and tactile, offering up taller domes sitting within a bowl recess to keep things from protruding too much. Blaze has actually changed up the D-pad since its EXP-R and OG portable, as it’s also taller, slightly larger, and has a wider floating pivot than before. It’s not the nicest set of directionals I’ve ever had the pleasure of using, and it can be fully pressed in the middle rather than being completely on a pivot, resulting in some stiffness if your thumb is at the centre, but it’s still pretty serviceable in fighting games and arcade romps.</p><p>The digital clicky triggers <em>feel</em> fine, but as previously mentioned, the distance from the sticks makes them a little hard to wield. There aren’t too many games that make the bumpers and triggers mandatory, but the new DOOM collection does default to a modern FPS control scheme, and I could feel my aging hands having to extend vertically to swing around hell while aiming my boom stick. </p><h2 id="first-time-frills">First-time frills</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Q494oWgKuDdMmNxyiRQaTn" name="evercade-nexus-logo" alt="Close up of Evercade Nexus logo with RGB lighting set to purple." src="https://cdn.mos.cms.futurecdn.net/Q494oWgKuDdMmNxyiRQaTn-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>3D-orientated controls aren’t the only thing making their debut with this handheld, as the Evercade Nexus acts as an introduction to quite a few portable perks. Some of these boons are more valuable than others, as while the customizable RGB logo at the front is a nice touch and doubles up as a battery life indicator, I can’t say I’d miss it. The real meat and potatoes ties to wireless connectivity, with the main course being the new Eversync local co-op feature.</p><p>Eversync is a prime example of Blaze extracting something innovative modern-day consoles are doing in the space, namely the Nintendo Switch’s local multiplayer functionality, and retrofitting it for the Evercade platform. While you might pick up a VS-R specifically for its same-room couch co-op, this handheld bridges the compatibility gap for when you want to play multiplayer carts with friends. </p><p>There’s a slight catch-22 in that EverSync will only really feel beneficial if plenty of players actually pick up a Nexus. I guess there’s an element of self-marketing in that if you do spend $200 on the portable, you’ll potentially nudge your pals to do the same so you can reap the full wireless benefits. If that doesn’t happen, though, the feature will likely fade into the background and become less of a reason to have invested in the portable in the first place. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Efv8VzedE8eYb83zxkMVmJ" name="evercade-nexus-eversync" alt="Evercade Nexus on woodgrain desk with EverSync multiplayer menu open." src="https://cdn.mos.cms.futurecdn.net/Efv8VzedE8eYb83zxkMVmJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>The Nexus’ other big new trick is wireless audio connectivity via Bluetooth, and I have really mixed feelings on its inclusion. You could say it’s a no-brainer in 2026, as fewer players have wired headphones that’ll slot right into the 3.5mm jack. At the same time, it’s a feature that likely impacted the end MSRP, and if you’re already into old-school setups, chances are you’d be a-ok with using a corded set of buds or phones. Plus, as I’m about to get to with the way the OS works, you can’t simply jump into the global settings if your headset disconnects while playing something like Banjo-Kazooie.</p><p>One smaller element that has survived between the EXP-R and Nexus is the TATE mode for vertical arcade games. The dedicated button still sits proud on the front row, meaning you can still technically play shmups like Truxton while filling more of the 5.89-inch display. The downside is that the Nexus ditches the option grip and lacks the extra left-hand A and B buttons, meaning you’ll have to use the default buttons and a thumbstick. This is fine for casual play, but I’d rather play those tough shooters with a D-pad.</p><h2 id="hdmi-hang-ups">HDMI hang-ups</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VjMESuPZSPZ6C4P5VWVmhB" name="evercade-nexus-usb-c" alt="Close up of Evercade Nexus USB-C and 3.5mm headphone jack." src="https://cdn.mos.cms.futurecdn.net/VjMESuPZSPZ6C4P5VWVmhB-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Hope you weren't holding out for HDMI output, as the Nexus stucks to a solo USB-C for power. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I’ll keep my complaints about the Nexus’ lack of HDMI output brief, as Blaze has already given up on handheld video output. I’ve come to accept the fact that it’s simpler to just remove the port from the EXP range since it has been historically plagued with issues, but I feel like the Nexus should double up as a home console. Part of that comes down to its price point, but it also feels like not making the device dockable, in turn allowing players to hook up the shiny new Evercade Dual Thumbstick Wireless Controller, is a missed opportunity. </p><p>Would all of that likely drive up pricing? Absolutely. It’s important to be realistic amid the current climate, and unfortunately, the impact of AI on <em>everything</em> means we can’t have nice things. The Nexus is an unwilling participant in RAMageddon, and I’m confident if Blaze could pull off expanded features while keeping the MSRP sensible, it would do so.</p><h2 id="sleep-mode-slip-ups">Sleep mode slip-ups</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2EgDovWt2UxsaUBkyzdj4n" name="evercade-nexus-power-button" alt="Close up of Evercade Nexus top power button and volume controls." src="https://cdn.mos.cms.futurecdn.net/2EgDovWt2UxsaUBkyzdj4n-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">That power button has one function, and it certainly isn't a sleep mode. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Blaze has been using the same Linux-based operating system for its Evercade range since 2021. The VS HDMI console brought with it the side-menu interface that went on to power the Alpha arcade machine and, now, the Nexus, but I really figured the OS would have evolved somewhat for this handheld. </p><p>I’ll admit that I foolishly took common Linux/Android features before realizing they’re not a guarantee, and one of those perks is sleep mode. The idea of not being able to hit the power button, suspend everything in motion, then return to what you were doing later is unfathomable if you’re using a smartphone or another portable console, but the Evercade Nexus completely lacks this ability. </p><p>I know some of you will be immediately shouting about how sleep mode on Evercade consoles isn’t possible thanks to the cartridge system. I’d be willing to buy that argument if plenty of handhelds hadn’t already included suspend and resume before now that use physical games (PSP, DS, and even the much newer Analogue Pocket), not to mention the games are completely dumped into memory upon boot. I suspect the real reason stems from using the same hardware and Kernel pairing since 2020. Whether that means updates that usher in a proper sleep mode are still on the table remains to be seen, but having to completely power up and down the Nexus between sessions feels pretty archaic.</p><h2 id="an-otherwise-slick-os">An otherwise slick OS</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gRb3GeJCD5fp7tY8QRY6DQ" name="evercade-nexus-os" alt="Evercade Nexus on green throw with main library menu open." src="https://cdn.mos.cms.futurecdn.net/gRb3GeJCD5fp7tY8QRY6DQ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Credit where credit is due, the Nexus’ operating system feels like proper console software. It avoids feeling like a Linux or Android reskin, something that might fuel the idea of buying something by Anbernic or Retroid, and while there are cons tied to that, it still feels like you’re playing on a proper independent platform. </p><p>It’s the small digital library touches that link to physical games rather than downloads that help the Nexus’ OS shine. From the basics like tracking what you own to hidden and downloadable “Game of the Month” releases to tide you over between cart pickups, the handheld’s software feels pretty alive compared to cartridge-based systems of yore. </p><p>The portable’s OS really is pleasant to use, and far snappier than you’d expect from something with 512MB RAM and a standard quad-core chipset. I’ve certainly used front-ends on more powerful hardware that feel a little sluggish, but then again, this isn’t an ordinary handheld, and that becomes more apparent when you hop from home to cart. As much as it pains me to say it, the only slow part of the whole experience is loading cartridge games themselves, since the handheld dumps the contents into memory rather than running straight from the source.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UoMVQBYooWMDh4TNgsLpVd" name="evercade-nexus-flearun" alt="Evercade Nexus with downloadable Flearun game on menu screen." src="https://cdn.mos.cms.futurecdn.net/UoMVQBYooWMDh4TNgsLpVd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>It’s a hard one to explain to those of you unacquainted with Evercade handhelds, but booting games is almost like an operating system swap. When you load up a cart, you’re diving into either a bespoke wrapper for running a ROM or a native port, and that means you won’t always be able to hop back into the main menus for access to things like brightness, aspect ratio, or even scanlines. In fact, the latter highlights that unless a game specifically supports the visual overlay, it won’t kick in after boot, and that’s the case for the Banjo-Kazooie double pack.</p><p>What the Nexus perhaps needed, or could use, to achieve a perfect portable score is an overarching HUD, one that can remain after you’ve swapped the handheld’s consciousness for a cart. The current setup makes Evercade consoles feel like something from the sixth generation, and I’ve been far too spoiled by dashboards since the early 2000s.</p><p>In an ideal world, the menu button would present players with a pop-up side menu for accessing base settings, or at the very least the brightness toggle, while in-game. I could be jumping the gun here, as we could end up with these features creeping in with future Nexus updates. That’s the beauty of having Wi-Fi for OS updates, but alas, I can only judge what’s currently on the plate. </p><h2 id="the-power-of-optimization">The power of optimization</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RrmjZoUzToyJ8zyM7JD4tU" name="evercade-nexus-performance" alt="Evercade Nexus handheld with Banjo-Tooie gameplay on screen with Kazooie in trot mode." src="https://cdn.mos.cms.futurecdn.net/RrmjZoUzToyJ8zyM7JD4tU-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>The Evercade Nexus aims to prove the same portable point as its predecessors in that optimization can triumph over brute specs. The retro handheld scene has gotten real comfortable with increasing horsepower until emulators can run classics at full speed without any quirks, whereas Blaze continues to impress with its bespoke cartridge system and bespoke ports.</p><p>Of course, waiting for Blaze to strike licensing deals and dial in those emulators for specific releases will slow you down. That’s not a caveat; it’s more just a reality tied to traditional game releases and ports that makes sense outside of DIY emulation perks. At the same time, it’s that same process that will save you from historically rough-looking N64 results on most devices and the onus of using the <em>right </em>settings and specs.</p><p>Not to keep banging the Banjo drum, but the Nintendo 64 compilation is the perfect launch title for the Evercade Nexus. In 2026, it’s easier to <a href="https://www.gamesradar.com/hardware/retro/how-to-play-n64-games/">play N64 games</a> in general, but in previous years, emulating Ninty’s old console was a nightmare. It technically still is if you aren’t using a relatively high-end handheld, but by teaming up with Rare, Blaze has managed to prove you can get platformers like this running at 60fps with zero quirks.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FaGrip3ofUoTCrvjMKVEK9" name="evercade-nexus-handheld-performance" alt="Evercade Nexus with Banjo-Tooie gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/FaGrip3ofUoTCrvjMKVEK9-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>While a chunk of the Evercade library uses ROMs and emulation wrappers, that isn’t the case for Banjo-Kazooie and its sequel. Rare has instead created a native port for Blaze’s hardware using the OG source code, and that’s absolutely bananas when you think about it. We’re not talking about a massive monolith in the industry here; we’re talking about a handheld maker from the UK that has built a platform that now has enhanced versions of retro games, and that is absolutely worth celebrating. </p><p>That’s not to say you can’t get good results with emulation, but running a Banjo-Kazooie ROM will certainly pale in comparison to Rare’s custom widescreen, 60fps enhanced Evercade port. Even on something high-end like the Retroid Pocket 5, the N64 collectathon is stuck at half the frame rate without intervention, and even then, there are plenty of visual texture glitches tied to frame buffering to deal with. </p><p>All of this boils down to a specific truth: tailored ports normally reign supreme, and while the Evercade library still largely leverages emulation, the Nexus sets the stage for more bespoke releases. Banjo-Tooie isn’t even the latest cart that uses original source code, as the new DOOM collection is also built from the ground up, and the boomer shooter feels slick thanks to the portable’s beefier controls, thumbstick support, and the back digital triggers. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bNmNrJ9Z6RXFHux9jsCUwP" name="evercade-nexus-doom" alt="Hand holding Evercade Nexus with DOOM gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/bNmNrJ9Z6RXFHux9jsCUwP-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>The overarching message with the Nexus is that Blaze is striving to continually pair enhanced hardware with solid releases without disrupting backwards compatibility. I’m pretty impressed it has managed to stretch its core hardware this far, even though that comes with some functionality caveats, to say the least. But there’s something honorable about a handheld that puts its existing library and core player base first over trying to accelerate, and that really helps put some of the big console dogs in this industry to shame.</p><p>I want to wrap up the whole performance side of the Nexus by touching on the battery. In my tests, I was able to squeeze around 4 hours out of the 5,000 mAh cells before reaching for a USB-C charger. That's the average runtime while putting the portable through its paces with Banjo-Kazooie/Banjo-Tooie sessions, </p><h2 id="should-you-pick-up-the-evercade-nexus">Should you pick up the Evercade Nexus?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eX5H882Daown4DuSue3RFV" name="evercade-nexus-should-you-buy" alt="Evercade Nexus handheld on green throw with Banjo-Tooie cutscene on screen with Banjo saying "Hmm, I don't recall anything like that happenin"" src="https://cdn.mos.cms.futurecdn.net/eX5H882Daown4DuSue3RFV-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I’ve no qualms with calling the Evercade Nexus Blaze’s best handheld yet, helping both the existing library and shiny new ports shine through enhanced hardware. At the same time, I stand by my initial comments that the portable platform is about to go through an awkward teenage phase as it tries to grow out of its old habits and adopt the same functionality as its competitors.</p><p>There’s absolutely still room for the Evercade Nexus to improve and become its absolute best self. For instance, if Blaze can patch in some sort of sleep feature and find a way to make global settings accessible regardless of the cart you’re using, then we’ll be looking at a standout alternative to emulation-based devices. However, if those perks don’t make their way to the portable via a future software update, I feel like Evercade fans and newbies alike will be wondering what’s “next” after the Nexus. </p><p>As things currently stand, the Nexus is absolutely worth investing in if you’re serious about the Evercade ecosystem or want to support one of the last bastions of physical gaming. Caveats like the fact that you’re getting a traditional (but serviceable) LCD display, standard potentiometer thumbsticks, and no HDMI output will matter most if you’re also considering an existing Android or Linux contender, but otherwise, you’re still getting the best Evercade experience yet from this new handheld.</p><h2 id="how-i-tested-the-evercade-nexus">How I tested the Evercade Nexus</h2><p>Throughout my time with the Evercade Nexus, I used the handheld with multiple cartridges, including the new Banjo-Kazooie double pack and DOOM collection, to assess its ergonomics, features, performance, and overall user experience. To test the screen, I used the portable to play games in all lighting conditions, including outdoors and indoors with different illumination, while also keeping track of elements like battery life, perceivable frame rates, and general operating system stability. </p><p>For more information on how we test retro handhelds and other gadgets, swing by our full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ hardware policy</a>.</p>
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                                                            <title><![CDATA[ Stupid Never Dies review: "This pop punk zombie action RPG oozes personality, but ends up dead on arrival" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Malls, in pop culture at least, are inhabited by three main groups. Zombies, the monster-battling kids from <a href="https://www.gamesradar.com/uk/stranger-things/">Stranger Things</a>, and teenagers in Avril Lavigne music videos. Stupid Never Dies’ Davy is somehow all three at once: a hoodie-wearing defector from the zombie horde, facing off against other monsters in the hope of saving the life of – and winning the heart of – the cheerleader he’s crushing on. Even though they've never spoken, because she's in a kind of accidental cryostasis, in an ice-cream shop's storage freezer.</p><p>So, in short: he was a boy (before he died and rose again), she was a girl (before she gave herself the Walt Disney treatment). Can I make it any more obvious?</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Q2ipAqUmCWGJxso9CUmPJk" name="SS_stupid_never_dies_16" alt="A zine-like collage shows Davy and his unfrozen cheerleader crush hanging out at restaurant in Stupid Never Dies, superimposed over the freezer where she remains frozen" src="https://cdn.mos.cms.futurecdn.net/Q2ipAqUmCWGJxso9CUmPJk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">FAST FACTS</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 21, 2026<br><strong>Platform(s): </strong>PC, PS5<br><strong>Developer: </strong>In-house<br><strong>Publisher: </strong>GPTRACK50</p></div></div><p>This ‘00s pop-punk vibe really does bleed into every part of Stupid Never Dies, from Davy’s baseball-cap-hoodie-&-kicks dress sense through to the game’s theme song (actually kind of a bop), which has a music video you can watch from the start menu. And, most striking of all, its zine collage aesthetic. Every cutscene, collectible, and bit of UI is composed of marker-pen scribbles, stickers, and images apparently torn out of a magazine, like a mixed-media shotgun blast to the eyeballs.</p><p>As for the mall? In Stupid Never Dies it’s a House Of Hades-style hub, with a host of friendly-ish faces – who include a were-chihuahua, a gargoyle in a shopping trolley, and the aforementioned icy crush – all waiting for Davy to return from adventures so they can sell him upgrades. Much like in Hades, once you’ve done all your admin it’s off to the underworld to see how deep you can go this time. Unlike <a href="https://www.gamesradar.com/uk/games/roguelike/hades/">Hades</a>, the way you enter it is by flushing Davy down a toilet.</p><h2 id="get-stupid">Get stupid</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DUthsLQ7jprDtX7vLFUwTj" name="SS_stupid_never_dies_1" alt="An enemy with a nib-tipped sword holds it up in Davy's face in Stupid Never Dies" src="https://cdn.mos.cms.futurecdn.net/DUthsLQ7jprDtX7vLFUwTj-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><p>GPTRACK50 was founded by veteran Capcom producer Hiroyuki Kobayashi and Stupid Never Dies, the studio's debut, is basically a greatest-hits mashup of his back catalog. The maximalist punk style and fondness for toilet humor are a reminder that Kobayashi <a href="https://www.gamesradar.com/games/what-makes-a-suda51-game-mainly-pro-wrestling-he-says-and-grasshoppers-new-game-couldnt-avoid-it-if-they-tried/">worked with Suda51</a> on <a href="https://www.gamesradar.com/uk/killer-7/">Killer7</a>. And once you’re in the dungeon, the combat mixes the aerial hack-and-slash and combo grading of <a href="https://www.gamesradar.com/uk/games/action/devil-may-cry/">Devil May Cry</a> with the ridiculous crowds of enemies found in <a href="https://www.gamesradar.com/sengoku-basara-samurai-heroes/cheats/">Sengoku Basara</a>.</p><p>Not content to be purely a tribute act, though, Stupid Never Dies does throw a few new fresh ideas into the mix. And, in classic Capcom fashion, a whole new vocabulary of terminology to go along with them. There’s Davy Burst, Stupid Parries, Heat Attacks, Instant Skills, Style Eat, Metaphitic Miasma Layers… at this point, I admit, I’m pulling names from the in-game tips guide just to make a point. But let’s translate the important ones.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iXcPHQBqJPEDUrDSnfQ3rj" name="SS_stupid_never_dies_5" alt="Davy does damage to himself as he rushes a skeleton enemy with a purple orb shield in Stupid Never Dies" src="https://cdn.mos.cms.futurecdn.net/iXcPHQBqJPEDUrDSnfQ3rj-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><p>Stupid Parry, for example. This is an action game made in the 2020s, and so the inclusion of a parry is basically mandatory, but this is an unusual take on the idea. It’s called ‘Stupid’ for a reason: Davy dashes into the attack, and is guaranteed to take damage, even if there’s nothing to be parried. If it does connect, though, you’ll reduce the hurt Davy would have received, and convert it into chip damage that can be recovered later on.</p><p>And, if you parry into a gold-flashing Heat Attack, it’ll trigger a ‘Stupid Impact’. This stuns your assailant and exposes their glowing core so that Davy can do what zombies do best: take a big old bite of their innards. </p><p>This is how you offset all that damage you’re voluntarily taking, but it’s also how you tap into the game’s defining feature, the Style Eat. Not content with just being a pop-punk teen zombie monster hunter, Davy is also a kind of undead <a href="https://www.gamesradar.com/uk/games/platformer/kirby/">Kirby</a>.</p><h2 id="eaten-mess">Eaten mess</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hDigBjkugNQJzd4Yjt9Zfk" name="SS_stupid_never_dies_25" alt="The horned, demon-like Afreet in Stupid Never Dies takes a pummelling from werewolf-form Davy in close-up" src="https://cdn.mos.cms.futurecdn.net/hDigBjkugNQJzd4Yjt9Zfk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><p>For every core you chomp down, you’ll steal an ability from your victim. If it’s a rank-and-file monster, like one of the hordes of skeletons and lizardmen, this will be a single-use Instant Skill that shoots out a blast of bones or lizard-claw scratches. Useful enough, if not especially exciting.</p><div><blockquote><p>The character designs for Davy's transformations are an absolute delight.</p></blockquote></div><p>But if you’ve just taken a bite of one of the elites – a werewolf, a vampire or, why not, a fairy – then you’ll perform a Style Eat transformation. Davy is able to shapeshift into their form, or at least a version of it topped off with a baseball cap. (The character designs for these transformations are an absolute delight, and maybe the best reason to Style Eat your way through the game.)</p><p>So, with a tap of the D-Pad, you can now turn into a werewolf, able to bound through the dungeon on all fours, attack with speedy flurries of claw strikes, and – classic lycanthropy stuff, this – backflip off walls to reach high ledges. Plus you get one random ‘Style Skill’, pulled from a pool of possible powers.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ziEik5eUJgkPuTiE5qCEck" name="SS_stupid_never_dies_14" alt="Davy tansformed into a werewolf form in Stupid Never Dies, within the Zombie Skill Selection screen" src="https://cdn.mos.cms.futurecdn.net/ziEik5eUJgkPuTiE5qCEck-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><p>Including your default zombie state, there are 11 Styles on offer, each with its own move set and playstyle, and a choice of five possible special abilities to augment that. The necromantic lich, for example, can summon skeletons to do the fighting on your behalf; its Style Skills include a giant scythe swing, sapping the health of your skellies to boost its damage, and one that turns you and your bony minions into spinning tops that hurt anything they touch. </p><p>This is a remarkable amount of variety, but it’s also a lot for any developer to take on, let alone one as small as GPTRACK50. Not every Style here is created equal, and it’s hard not to conclude that the studio might have – ahem – bitten off more than it can chew.</p><h2 id="creature-features">Creature features</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="48AjQezBYVN6aozhf3kLMk" name="SS_stupid_never_dies_26" alt="Davy looks dejected as he sits on a toiler hooked up with multiple mechanical tubes in Stupid Never Dies, as a traffic light counts down his access to the dungeon" src="https://cdn.mos.cms.futurecdn.net/48AjQezBYVN6aozhf3kLMk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><p>While becoming a werewolf makes Davy more agile, this is very much the exception to the rule. Most are really slow and ungainly, something that makes sense for a hulking tank form such as the golem or cyclops, but less so for the floating will-o’-the-wisp or fairy. Meanwhile, the merfolk Style allows you to swim underfoot like one of Splatoon’s Inklings, but just for a couple of seconds at a time. Then you have to waddle around on land like your Speedos are chafing, waiting for the swim bar’s cooldown to complete its agonizingly slow refill.</p><p>Traversal isn't a huge part of Stupid Never Dies, however: it's just how you get from one arena fight to the next. So the much bigger problem is how many of these Styles feel ineffective in combat. </p><p>Sticking with the merfolk for a moment, you’re intended to stay underground and close in on prey before popping out for a powerful uppercut. Cool in theory, but just not especially practical when you need to chew through enemies by the dozen. It’s a similar story with the snow fairy, which grows more powerful for every enemy you freeze, and the will-o’-the-wisp, which can immolate itself to hurt anyone who touches it. There is no shortage of ambition in the design of these transformations, but that's frequently undermined by their execution.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SrKMFmndyZbezcqniByXFk" name="SS_stupid_never_dies_19" alt="A red, ogre-like enemy with an eyepatch known as '???' in Stupid Never Dies wallops Davy who is in werewolf form" src="https://cdn.mos.cms.futurecdn.net/SrKMFmndyZbezcqniByXFk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><p>This problem plagues almost every part of Stupid Never Dies’ combat. It’s not just that hits lack the sense of connection that makes Devil May Cry’s melee sing – that would be an unreasonable standard to hold this game to, even given their shared heritage – but that, often, they don’t connect at all. There’s no lock-on targeting, which makes sense given the quantities of enemies the game throws at you, but that means you can never quite rely on your hit landing where you want. </p><p>Your foes seem to be suffering from the very same issues. They’ll often stand around idle for seconds at a time, before charging forward with some powerful attack that misses you by miles. And if this initially sounds like a blessing, remember Stupid Parry’s vital role in the combat loop. There’s an awful lot of chasing after Heat Attacks, <em>trying</em> to throw myself in front of them so I can line up a Style Eat – and hoping that it doesn't simply sail past the intended victim and chomp down on thin air instead.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gnzhUcfQKHnddp9GzfRkQk" name="SS_stupid_never_dies_22" alt="In werewolf form, Davy performs an aerial combo on a wyvern in Stupid Never Dies" src="https://cdn.mos.cms.futurecdn.net/gnzhUcfQKHnddp9GzfRkQk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Wherefore art thou</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FyjSQCALAHjgHWabvCCh7S" name="PR_keyart02_nologo_1080" caption="" alt="Key art showing a close up of Romeo with a robotic helmet in Romeo is a Dead Man" src="https://cdn.mos.cms.futurecdn.net/FyjSQCALAHjgHWabvCCh7S-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Grasshopper Manufacture)</span></figcaption></figure><p class="fancy-box__body-text">Weirdly, Stupid Never Dies isn't 2026's only tale of starcross'd undead romance from a Japanese developer with history at Capcom. Suda51's Romeo Is A Dead Man goes even further with its can't-sit-still visual presentation, and pairs it with a much sharper combat system – read our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/action/romeo-is-a-dead-man-review/">Romeo Is A Dead Man review</a> here.</p></div></div><p>Meanwhile, there’s always a ticking clock at your back. There's a time limit on how long you can spend in the dungeon before the game… well, it doesn't immediately kill you, but it nerfs Davy so hard that, honestly, you might wish it did.</p><p>So, with all that in mind, why bother wrestling with the intricacies of any Style that leaves you waiting on a cooldown for an attack that might just miss, when it’s so much quicker to slash your way through the hordes at werewolf speed?</p><p>And so, that’s the way I end up playing Stupid Never Dies. Relying on the same two or three Styles (the werewolf, the lich, the vampire at a push), hammering Stupid Parry for all it’s worth and just kind of hoping for the best. Occasionally, I’ll even turn on the Go Nuts Mode, which makes you – quoting the menu directly – "strong as shit", just to chew through repetitious segments quicker.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qoDP2wwgJSUQ8FKRXEmmCk" name="SS_stupid_never_dies_18" alt=""Nice death, loser," says Stupid Never Dies in a newsprint collage over an image of Davy lying on the ground defeated" src="https://cdn.mos.cms.futurecdn.net/qoDP2wwgJSUQ8FKRXEmmCk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><p>I do feel bad for throwing out most of the game’s more interesting ideas but, honestly, they’re necessary for a functional experience. And the more I play, the more I realize that combat finesse isn’t really the deciding factor in success or failure. This is first and foremost a game about leveling up: every run at the dungeon boosts the amount of XP collected, so that by your hundredth attempt you might be able to do 20 level-ups within the first minute. </p><p>It’s an RPG on fast-forward, the numbers going up over and over again. And as long as that number is higher than the next layer you enter, it’ll be a cakewalk. Try to reach beyond your assigned level, though, and you’ll find yourself throwing punches at a brick wall. </p><p>Leveling up at this ridiculous speed, with visual fireworks that go off every single time, does have a certain dopamine-loop satisfaction to it. That makes it easy enough to pour time into these dungeon runs. But for all the color, and the cool visual flourishes, and the poppy soundtrack, I find myself playing Stupid Never Dies with my brain only ever halfway engaged, not really feeling much of anything. For hours at a time, I’m just as much of a zombie as Davy.</p><p>Stupid Never Dies was reviewed on PC, with a code provided by the publisher.</p><p><em>Never die, and never stop playing, with our </em><a href="https://www.gamesradar.com/best-arpgs/"><em>best ARPGs</em></a><em> ranking that bring you even more action. Keep an eye on our </em><a href="https://www.gamesradar.com/video-game-release-dates/"><em>new releases</em></a><em> list for what's coming next!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action-rpg/stupid-never-dies-review/</link>
                                                                            <description>
                            <![CDATA[ Stupid Never Dies review: "This pop punk zombie action RPG oozes personality, but ends up dead on arrival" ]]>
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                                                                        <pubDate>Mon, 19 Oct 2026 22:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 20 Oct 2026 08:40:08 +0000</updated>
                                                                                                                                            <category><![CDATA[Action RPGs]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Alex Spencer ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ctbUW5ELRL2Y8ASW6wwYv-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[GPTRACK50]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A zine montage shows Davy in the clutches of zombie hands in Stupid Never Dies]]></media:description>                                                            <media:text><![CDATA[A zine montage shows Davy in the clutches of zombie hands in Stupid Never Dies]]></media:text>
                                <media:title type="plain"><![CDATA[A zine montage shows Davy in the clutches of zombie hands in Stupid Never Dies]]></media:title>
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                                <p>Malls, in pop culture at least, are inhabited by three main groups. Zombies, the monster-battling kids from <a href="https://www.gamesradar.com/uk/stranger-things/">Stranger Things</a>, and teenagers in Avril Lavigne music videos. Stupid Never Dies’ Davy is somehow all three at once: a hoodie-wearing defector from the zombie horde, facing off against other monsters in the hope of saving the life of – and winning the heart of – the cheerleader he’s crushing on. Even though they've never spoken, because she's in a kind of accidental cryostasis, in an ice-cream shop's storage freezer.</p><p>So, in short: he was a boy (before he died and rose again), she was a girl (before she gave herself the Walt Disney treatment). Can I make it any more obvious?</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Q2ipAqUmCWGJxso9CUmPJk" name="SS_stupid_never_dies_16" alt="A zine-like collage shows Davy and his unfrozen cheerleader crush hanging out at restaurant in Stupid Never Dies, superimposed over the freezer where she remains frozen" src="https://cdn.mos.cms.futurecdn.net/Q2ipAqUmCWGJxso9CUmPJk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">FAST FACTS</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 21, 2026<br><strong>Platform(s): </strong>PC, PS5<br><strong>Developer: </strong>In-house<br><strong>Publisher: </strong>GPTRACK50</p></div></div><p>This ‘00s pop-punk vibe really does bleed into every part of Stupid Never Dies, from Davy’s baseball-cap-hoodie-&-kicks dress sense through to the game’s theme song (actually kind of a bop), which has a music video you can watch from the start menu. And, most striking of all, its zine collage aesthetic. Every cutscene, collectible, and bit of UI is composed of marker-pen scribbles, stickers, and images apparently torn out of a magazine, like a mixed-media shotgun blast to the eyeballs.</p><p>As for the mall? In Stupid Never Dies it’s a House Of Hades-style hub, with a host of friendly-ish faces – who include a were-chihuahua, a gargoyle in a shopping trolley, and the aforementioned icy crush – all waiting for Davy to return from adventures so they can sell him upgrades. Much like in Hades, once you’ve done all your admin it’s off to the underworld to see how deep you can go this time. Unlike <a href="https://www.gamesradar.com/uk/games/roguelike/hades/">Hades</a>, the way you enter it is by flushing Davy down a toilet.</p><h2 id="get-stupid">Get stupid</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DUthsLQ7jprDtX7vLFUwTj" name="SS_stupid_never_dies_1" alt="An enemy with a nib-tipped sword holds it up in Davy's face in Stupid Never Dies" src="https://cdn.mos.cms.futurecdn.net/DUthsLQ7jprDtX7vLFUwTj-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><p>GPTRACK50 was founded by veteran Capcom producer Hiroyuki Kobayashi and Stupid Never Dies, the studio's debut, is basically a greatest-hits mashup of his back catalog. The maximalist punk style and fondness for toilet humor are a reminder that Kobayashi <a href="https://www.gamesradar.com/games/what-makes-a-suda51-game-mainly-pro-wrestling-he-says-and-grasshoppers-new-game-couldnt-avoid-it-if-they-tried/">worked with Suda51</a> on <a href="https://www.gamesradar.com/uk/killer-7/">Killer7</a>. And once you’re in the dungeon, the combat mixes the aerial hack-and-slash and combo grading of <a href="https://www.gamesradar.com/uk/games/action/devil-may-cry/">Devil May Cry</a> with the ridiculous crowds of enemies found in <a href="https://www.gamesradar.com/sengoku-basara-samurai-heroes/cheats/">Sengoku Basara</a>.</p><p>Not content to be purely a tribute act, though, Stupid Never Dies does throw a few new fresh ideas into the mix. And, in classic Capcom fashion, a whole new vocabulary of terminology to go along with them. There’s Davy Burst, Stupid Parries, Heat Attacks, Instant Skills, Style Eat, Metaphitic Miasma Layers… at this point, I admit, I’m pulling names from the in-game tips guide just to make a point. But let’s translate the important ones.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iXcPHQBqJPEDUrDSnfQ3rj" name="SS_stupid_never_dies_5" alt="Davy does damage to himself as he rushes a skeleton enemy with a purple orb shield in Stupid Never Dies" src="https://cdn.mos.cms.futurecdn.net/iXcPHQBqJPEDUrDSnfQ3rj-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><p>Stupid Parry, for example. This is an action game made in the 2020s, and so the inclusion of a parry is basically mandatory, but this is an unusual take on the idea. It’s called ‘Stupid’ for a reason: Davy dashes into the attack, and is guaranteed to take damage, even if there’s nothing to be parried. If it does connect, though, you’ll reduce the hurt Davy would have received, and convert it into chip damage that can be recovered later on.</p><p>And, if you parry into a gold-flashing Heat Attack, it’ll trigger a ‘Stupid Impact’. This stuns your assailant and exposes their glowing core so that Davy can do what zombies do best: take a big old bite of their innards. </p><p>This is how you offset all that damage you’re voluntarily taking, but it’s also how you tap into the game’s defining feature, the Style Eat. Not content with just being a pop-punk teen zombie monster hunter, Davy is also a kind of undead <a href="https://www.gamesradar.com/uk/games/platformer/kirby/">Kirby</a>.</p><h2 id="eaten-mess">Eaten mess</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hDigBjkugNQJzd4Yjt9Zfk" name="SS_stupid_never_dies_25" alt="The horned, demon-like Afreet in Stupid Never Dies takes a pummelling from werewolf-form Davy in close-up" src="https://cdn.mos.cms.futurecdn.net/hDigBjkugNQJzd4Yjt9Zfk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><p>For every core you chomp down, you’ll steal an ability from your victim. If it’s a rank-and-file monster, like one of the hordes of skeletons and lizardmen, this will be a single-use Instant Skill that shoots out a blast of bones or lizard-claw scratches. Useful enough, if not especially exciting.</p><div><blockquote><p>The character designs for Davy's transformations are an absolute delight.</p></blockquote></div><p>But if you’ve just taken a bite of one of the elites – a werewolf, a vampire or, why not, a fairy – then you’ll perform a Style Eat transformation. Davy is able to shapeshift into their form, or at least a version of it topped off with a baseball cap. (The character designs for these transformations are an absolute delight, and maybe the best reason to Style Eat your way through the game.)</p><p>So, with a tap of the D-Pad, you can now turn into a werewolf, able to bound through the dungeon on all fours, attack with speedy flurries of claw strikes, and – classic lycanthropy stuff, this – backflip off walls to reach high ledges. Plus you get one random ‘Style Skill’, pulled from a pool of possible powers.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ziEik5eUJgkPuTiE5qCEck" name="SS_stupid_never_dies_14" alt="Davy tansformed into a werewolf form in Stupid Never Dies, within the Zombie Skill Selection screen" src="https://cdn.mos.cms.futurecdn.net/ziEik5eUJgkPuTiE5qCEck-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><p>Including your default zombie state, there are 11 Styles on offer, each with its own move set and playstyle, and a choice of five possible special abilities to augment that. The necromantic lich, for example, can summon skeletons to do the fighting on your behalf; its Style Skills include a giant scythe swing, sapping the health of your skellies to boost its damage, and one that turns you and your bony minions into spinning tops that hurt anything they touch. </p><p>This is a remarkable amount of variety, but it’s also a lot for any developer to take on, let alone one as small as GPTRACK50. Not every Style here is created equal, and it’s hard not to conclude that the studio might have – ahem – bitten off more than it can chew.</p><h2 id="creature-features">Creature features</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="48AjQezBYVN6aozhf3kLMk" name="SS_stupid_never_dies_26" alt="Davy looks dejected as he sits on a toiler hooked up with multiple mechanical tubes in Stupid Never Dies, as a traffic light counts down his access to the dungeon" src="https://cdn.mos.cms.futurecdn.net/48AjQezBYVN6aozhf3kLMk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><p>While becoming a werewolf makes Davy more agile, this is very much the exception to the rule. Most are really slow and ungainly, something that makes sense for a hulking tank form such as the golem or cyclops, but less so for the floating will-o’-the-wisp or fairy. Meanwhile, the merfolk Style allows you to swim underfoot like one of Splatoon’s Inklings, but just for a couple of seconds at a time. Then you have to waddle around on land like your Speedos are chafing, waiting for the swim bar’s cooldown to complete its agonizingly slow refill.</p><p>Traversal isn't a huge part of Stupid Never Dies, however: it's just how you get from one arena fight to the next. So the much bigger problem is how many of these Styles feel ineffective in combat. </p><p>Sticking with the merfolk for a moment, you’re intended to stay underground and close in on prey before popping out for a powerful uppercut. Cool in theory, but just not especially practical when you need to chew through enemies by the dozen. It’s a similar story with the snow fairy, which grows more powerful for every enemy you freeze, and the will-o’-the-wisp, which can immolate itself to hurt anyone who touches it. There is no shortage of ambition in the design of these transformations, but that's frequently undermined by their execution.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SrKMFmndyZbezcqniByXFk" name="SS_stupid_never_dies_19" alt="A red, ogre-like enemy with an eyepatch known as '???' in Stupid Never Dies wallops Davy who is in werewolf form" src="https://cdn.mos.cms.futurecdn.net/SrKMFmndyZbezcqniByXFk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><p>This problem plagues almost every part of Stupid Never Dies’ combat. It’s not just that hits lack the sense of connection that makes Devil May Cry’s melee sing – that would be an unreasonable standard to hold this game to, even given their shared heritage – but that, often, they don’t connect at all. There’s no lock-on targeting, which makes sense given the quantities of enemies the game throws at you, but that means you can never quite rely on your hit landing where you want. </p><p>Your foes seem to be suffering from the very same issues. They’ll often stand around idle for seconds at a time, before charging forward with some powerful attack that misses you by miles. And if this initially sounds like a blessing, remember Stupid Parry’s vital role in the combat loop. There’s an awful lot of chasing after Heat Attacks, <em>trying</em> to throw myself in front of them so I can line up a Style Eat – and hoping that it doesn't simply sail past the intended victim and chomp down on thin air instead.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gnzhUcfQKHnddp9GzfRkQk" name="SS_stupid_never_dies_22" alt="In werewolf form, Davy performs an aerial combo on a wyvern in Stupid Never Dies" src="https://cdn.mos.cms.futurecdn.net/gnzhUcfQKHnddp9GzfRkQk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Wherefore art thou</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FyjSQCALAHjgHWabvCCh7S" name="PR_keyart02_nologo_1080" caption="" alt="Key art showing a close up of Romeo with a robotic helmet in Romeo is a Dead Man" src="https://cdn.mos.cms.futurecdn.net/FyjSQCALAHjgHWabvCCh7S-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Grasshopper Manufacture)</span></figcaption></figure><p class="fancy-box__body-text">Weirdly, Stupid Never Dies isn't 2026's only tale of starcross'd undead romance from a Japanese developer with history at Capcom. Suda51's Romeo Is A Dead Man goes even further with its can't-sit-still visual presentation, and pairs it with a much sharper combat system – read our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/action/romeo-is-a-dead-man-review/">Romeo Is A Dead Man review</a> here.</p></div></div><p>Meanwhile, there’s always a ticking clock at your back. There's a time limit on how long you can spend in the dungeon before the game… well, it doesn't immediately kill you, but it nerfs Davy so hard that, honestly, you might wish it did.</p><p>So, with all that in mind, why bother wrestling with the intricacies of any Style that leaves you waiting on a cooldown for an attack that might just miss, when it’s so much quicker to slash your way through the hordes at werewolf speed?</p><p>And so, that’s the way I end up playing Stupid Never Dies. Relying on the same two or three Styles (the werewolf, the lich, the vampire at a push), hammering Stupid Parry for all it’s worth and just kind of hoping for the best. Occasionally, I’ll even turn on the Go Nuts Mode, which makes you – quoting the menu directly – "strong as shit", just to chew through repetitious segments quicker.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qoDP2wwgJSUQ8FKRXEmmCk" name="SS_stupid_never_dies_18" alt=""Nice death, loser," says Stupid Never Dies in a newsprint collage over an image of Davy lying on the ground defeated" src="https://cdn.mos.cms.futurecdn.net/qoDP2wwgJSUQ8FKRXEmmCk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GPTRACK50)</span></figcaption></figure><p>I do feel bad for throwing out most of the game’s more interesting ideas but, honestly, they’re necessary for a functional experience. And the more I play, the more I realize that combat finesse isn’t really the deciding factor in success or failure. This is first and foremost a game about leveling up: every run at the dungeon boosts the amount of XP collected, so that by your hundredth attempt you might be able to do 20 level-ups within the first minute. </p><p>It’s an RPG on fast-forward, the numbers going up over and over again. And as long as that number is higher than the next layer you enter, it’ll be a cakewalk. Try to reach beyond your assigned level, though, and you’ll find yourself throwing punches at a brick wall. </p><p>Leveling up at this ridiculous speed, with visual fireworks that go off every single time, does have a certain dopamine-loop satisfaction to it. That makes it easy enough to pour time into these dungeon runs. But for all the color, and the cool visual flourishes, and the poppy soundtrack, I find myself playing Stupid Never Dies with my brain only ever halfway engaged, not really feeling much of anything. For hours at a time, I’m just as much of a zombie as Davy.</p><p>Stupid Never Dies was reviewed on PC, with a code provided by the publisher.</p><p><em>Never die, and never stop playing, with our </em><a href="https://www.gamesradar.com/best-arpgs/"><em>best ARPGs</em></a><em> ranking that bring you even more action. Keep an eye on our </em><a href="https://www.gamesradar.com/video-game-release-dates/"><em>new releases</em></a><em> list for what's coming next!</em></p>
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                                                            <title><![CDATA[ Razer's first Hall effect keyboard fixes my greatest annoyance with the previous generation ]]></title>
                                                                                                <dc:content><![CDATA[ <p>After a couple of years riding the optical analog train, Razer has hopped to the Hall effect platform, providing magnet fans with the Razer Huntsman V3 HE. The more widely popular adjustable-switch option is still less reliable, the brand is quick to point out, but keen to get their name among the Hall effect champions, Sneki has yielded its classic approach for this release.  </p><p>Available in 65% and TKL form factors, the Razer Huntsman V3 HE starts life at a modest (for the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-hall-effect-keyboard/">best Hall effect keyboards</a>) $119.99, jumping up to $139.99 for those navigation buttons. That puts it in a particularly competitive situation when looking across the rest of the mainstream gaming market. It's undercutting the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/steelseries-apex-pro-tkl-gen-3-review/">SteelSeries Apex Pro Gen 3</a> range by a whole $100 in its smallest form factor, also dropping below the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/logitech-g512-x-review/">Logitech G512X</a> ($179.99) and at a fraction of Asus's flagship costs. </p><p>The wider market has a few contenders under $100 that will save you a few bucks, but at the moment the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/corsair-clipper-pro-mini-60-review/">Corsair Clipper Pro Mini 60</a> ($99) is the only mainstream Hall effect gaming keyboard I've tested that's cheaper than the Huntsman V3 HE. Whether it can hold its own against the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-gaming-keyboard-tested/">best gaming keyboards</a> on the market is another question. </p><div ><table><caption>Key Specs</caption><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$119.99 - $139.99 / </p></td><td  ></td></tr><tr><td class="firstcol " ><p>Type</p></td><td  ><p>Hall effect</p></td><td  ></td></tr><tr><td class="firstcol " ><p>Connection</p></td><td  ><p>Wired</p></td><td  ></td></tr><tr><td class="firstcol " ><p>Size</p></td><td  ><p>60% / TKL</p></td><td  ></td></tr><tr><td class="firstcol " ><p>Switches</p></td><td  ><p>Razer Hall Effect Magnetic Switches</p></td><td  ></td></tr><tr><td class="firstcol " ><p>Keycaps</p></td><td  ><p>PBT Doubleshot</p></td><td  ></td></tr><tr><td class="firstcol " ><p>Media keys</p></td><td  ><p>Dual function</p></td><td  ></td></tr><tr><td class="firstcol " ><p>Wrist rest</p></td><td  ><p>None</p></td><td  ></td></tr><tr><td class="firstcol " ><p>USB passthrough</p></td><td  ><p>None</p></td><td  ></td></tr></tbody></table></div><h2 class="article-body__section" id="section-design"><span>Design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rtjaDx2G7EG3QkLvrZyFQJ" name="Razer Huntsman HE" alt="Razer Huntsman V3 HE gaming keyboard on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/rtjaDx2G7EG3QkLvrZyFQJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>You wouldn't know this is Razer's first foray into a particular switch tech from looking at the Huntsman V3 HE. From the outside, this is the same all-black slab of brushed metal as any other Razer keyboard available. It's as solidly built as you'd expect from this brand as well, with an unyielding top plate, dense casing, and textured doubleshot PBT keycaps up top. </p><p>Underneath that top plate, we've got a pretty standard tray-mounted internal setup. That's a little cheaper than the gasket-mounted design you'll find in more premium decks, though I was relieved to find absolutely no ping, echo, or rattle across the chassis. That was my only gripe with the previous generation <a href="https://www.gamesradar.com/hardware/gaming-keyboards/razer-huntsman-v3-pro-mini-review/">Razer Huntsman V3 Pro Mini</a>; it felt great and had a few of its own tricks up its sleeve, but sounded pretty awful. The V3 HE model uses an additional sound-dampening layer to keep those unwanted echoes down. </p><p>While the Huntsman V3 HE suffers in uniformity and loses a little textured depth to its keypresses, it's still operating with a satisfying clack. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LeGBZVzQ9A7Fr255gsAT2P" name="Razer Huntsman HE" alt="Close up on flip feet at the back of Razer Huntsman V3 HE gaming keyboard" src="https://cdn.mos.cms.futurecdn.net/LeGBZVzQ9A7Fr255gsAT2P-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Two flip feet extend from the rear to provide a more comfortable elevation during longer typing sessions, and while they can pop out when moving or storing while unfolded, they hold everything in place well on the desk. </p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><p>Approaching the Huntsman V3 HE from the perspective of one searching specifically for a Hall effect keyboard, there are two main features we need to examine; the switches and the software. </p><p>Under each roughly textured keycap you'll find a creatively-named Razer Hall Effect Magnetic Switch. These clackers offer adjustment from 0.1mm to 4mm, the typical standard across the market, with a 40G operating force. That keeps them similar to standard linear red mechanical options in general operation, though with a little extra resistance as is usual for a magnetic switch. </p><p>Razer's got the full Hall effect menu here as well. Rapid Trigger mode resets each keypress dynamically, automatically preparing for the next input as soon as any upward motion is sensed rather than waiting for a full return on the key. Essentially, it makes for faster repeat presses in particularly competitive scenarios. </p><p>We've also got Snap Flex on this roster, an additional functional layer that can program certain moves and actions to the release of each key. That's accompanied by Dynamic Keystroke, a four-command action roster that can be triggered simply by pressing a single key. That doubles your inputs per-key compared to the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/corsair-vanguard-pro-96-review/">Corsair Vanguard Pro 96</a>, which only allows for two commands, but it's worth noting this is a particularly niche use-case. After years of testing the latest Hall effect decks, I typically only assign one or two keys to multi-input macros during more competitive endeavors. </p><p>Razer's magnetic switches aren't doing anything you won't find elsewhere by themselves, then, though they are doing it at a slightly lower price compared to most of the mainstream competition. Its Synapse software, however, has a nifty trick. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nMzJB6diqYqfveMVRKoUVY" name="Razer Huntsman HE" alt="Close up on arrow buttons and brushed effect of top plate on Razer Huntsman V3 HE gaming keyboard" src="https://cdn.mos.cms.futurecdn.net/nMzJB6diqYqfveMVRKoUVY-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Razer's still not too happy with Hall effect technology, that much is clear from the brand's insistence on its own optical analog switches. Those concerns have made their way into its customization software as well. </p><p>Alongside all the usual keybinding, actuation settings, and RGB configurations, Synapse also houses a recalibration tool for the Huntsman V3 HE. Magnetic fields from other devices on your desk <em>can </em>(though I've personally never witnessed it happening) interfere with the actuation of a Hall effect keyboard. Should that happen to you, Synapse will allow you to reset the accuracy of the magnets in your deck. </p><p>Say you're not approaching the Huntsman V3 HE from a Hall effect standpoint, though. To make way for those magnetic clackers, the simple design does drop some key features you'll find elsewhere on the market. There's no dedicated media controls here, less common on the TKL model compared to the 60%-er. This is also a fully wired deck, opting not to pump the additional weight (and cost) of the size of battery required to keep those magnetic clackers running. Still, the whole thing polls at 8,000Hz which ticks a box for the ultra-competitive among us, though most of us have little need for this fancy extra. </p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>The Razer Huntsman V3 HE's biggest success comes in the improvement of its typing feel and, crucially, sound. With no more pings and rattles across the casing, these smooth, light, and bouncy keys hit the ear with a crisp, robust clack. While there's a little inconsistency in this tonality across the deck, Enter and Space keys producing a notably deeper sound, actual keypresses remain steady in actuation and overall feel. </p><p>There is, however, a temperamental side to the new line. The first Huntsman V3 HE I had on my desk, a 60% model, exhibited a notable amount of chatter, particularly around certain keys such as Shift. A fresh board removed the problem entirely, so I'm confident it was a manufacturing error - but it's worth highlighting some batches may perform better than others. With everything up and running, the Huntsman V3 HE keeps its cool in both a casual setting and faster arenas. </p><p>Typing remains equally comfortable on the Huntsman V3 HE, with the smoothness of those switches coming into their own compared to cheaper Hall effect decks. Many fall down here, with a resistance level set too high to feel truly nippy under the fingertips. Both that robust sound profile and the light feel of these clackers come together to produce an effortless experience through longer typing sessions. </p><h2 class="article-body__section" id="section-should-you-buy-the-razer-huntsman-v3-he"><span>Should you buy the Razer Huntsman V3 HE?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="X4hvyDLyvujMZEjZYLbusc" name="Razer Huntsman HE" alt="Razer Huntsman V3 HE TKL and 65% boxes on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/X4hvyDLyvujMZEjZYLbusc-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The Razer Huntsman V3 HE is priced competitively when looking across the market at Corsair, SteelSeries, Logitech, and Asus. While it's not quite as cheap as smaller brands in this space, it does well to offer such a wide range of switch adjustment options in a sturdy chassis. </p><p>Both the 65% and TKL layouts will sit larger on your desk than the slightly cheaper Corsair Clipper Pro Mini 60, but this is an easy recommendation if you're looking to maintain those separate arrow buttons, while Razer easily wins over SteelSeries thanks to its dramatically reduced cost. </p><p>Ultimately, the Huntsman V3 HE comes with the same caveat shared by most magnetic keyboards. By default, they're more expensive than their mechanical counterparts, often with fewer quality of life features. On top of that, it's generally going to be particularly competitive players getting the best bang for their buck here. </p><p>If you know you want a compact magnetic keyboard with arrow buttons intact, I'd recommend Razer's over alternatives. If you're just after a new gaming keyboard and aren't scaling ranked leaderboards, you'll either save cash or find more wireless options with mechanical models. </p><h2 class="article-body__section" id="section-how-i-tested-the-razer-huntsman-v3-he"><span>How I tested the Razer Huntsman V3 HE</span></h2><p>I spent one month swapping between the Razer Huntsman V3 HE 65% and Razer Huntsman V3 HE TKL models, with an additional week spent on the larger form factor due to a faulty 65% unit. During that time, this keyboard became my daily driver for all work and play, taking center stage in Doom: The Dark Ages, CS2, High on Life 2, and Planet Coaster 2. For more information on <a href="https://www.gamesradar.com/how-we-test-keyboards-on-gamesradar/">how we test gaming keyboards</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>. </p><p><em>We're also hunting down the </em><a href="https://www.gamesradar.com/best-gaming-headsets/"><em>best gaming headsets</em></a><em> and the </em><a href="https://www.gamesradar.com/best-gaming-monitors-compared/"><em>best gaming monitors</em></a><em> to fully kit out your setup. </em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/gaming-keyboards/razer-huntsman-v3-he-review/</link>
                                                                            <description>
                            <![CDATA[ I've had the Razer Huntsman V3 HE on my desk for just over a month now, here's how it stacks up against the competition it's undercutting on price. ]]>
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                                                                        <pubDate>Mon, 19 Oct 2026 13:29:36 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming Keyboards]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Peripherals]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                                                                                    <dc:creator><![CDATA[ Tabitha Baker ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Pdm5hN2zwhdQpL8Amr4bW9-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Razer Huntsman V3 HE TKL keyboard on a wooden desk ]]></media:description>                                                            <media:text><![CDATA[Razer Huntsman V3 HE TKL keyboard on a wooden desk ]]></media:text>
                                <media:title type="plain"><![CDATA[Razer Huntsman V3 HE TKL keyboard on a wooden desk ]]></media:title>
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                                <p>After a couple of years riding the optical analog train, Razer has hopped to the Hall effect platform, providing magnet fans with the Razer Huntsman V3 HE. The more widely popular adjustable-switch option is still less reliable, the brand is quick to point out, but keen to get their name among the Hall effect champions, Sneki has yielded its classic approach for this release.  </p><p>Available in 65% and TKL form factors, the Razer Huntsman V3 HE starts life at a modest (for the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-hall-effect-keyboard/">best Hall effect keyboards</a>) $119.99, jumping up to $139.99 for those navigation buttons. That puts it in a particularly competitive situation when looking across the rest of the mainstream gaming market. It's undercutting the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/steelseries-apex-pro-tkl-gen-3-review/">SteelSeries Apex Pro Gen 3</a> range by a whole $100 in its smallest form factor, also dropping below the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/logitech-g512-x-review/">Logitech G512X</a> ($179.99) and at a fraction of Asus's flagship costs. </p><p>The wider market has a few contenders under $100 that will save you a few bucks, but at the moment the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/corsair-clipper-pro-mini-60-review/">Corsair Clipper Pro Mini 60</a> ($99) is the only mainstream Hall effect gaming keyboard I've tested that's cheaper than the Huntsman V3 HE. Whether it can hold its own against the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-gaming-keyboard-tested/">best gaming keyboards</a> on the market is another question. </p><div ><table><caption>Key Specs</caption><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$119.99 - $139.99 / </p></td><td  ></td></tr><tr><td class="firstcol " ><p>Type</p></td><td  ><p>Hall effect</p></td><td  ></td></tr><tr><td class="firstcol " ><p>Connection</p></td><td  ><p>Wired</p></td><td  ></td></tr><tr><td class="firstcol " ><p>Size</p></td><td  ><p>60% / TKL</p></td><td  ></td></tr><tr><td class="firstcol " ><p>Switches</p></td><td  ><p>Razer Hall Effect Magnetic Switches</p></td><td  ></td></tr><tr><td class="firstcol " ><p>Keycaps</p></td><td  ><p>PBT Doubleshot</p></td><td  ></td></tr><tr><td class="firstcol " ><p>Media keys</p></td><td  ><p>Dual function</p></td><td  ></td></tr><tr><td class="firstcol " ><p>Wrist rest</p></td><td  ><p>None</p></td><td  ></td></tr><tr><td class="firstcol " ><p>USB passthrough</p></td><td  ><p>None</p></td><td  ></td></tr></tbody></table></div><h2 class="article-body__section" id="section-design"><span>Design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rtjaDx2G7EG3QkLvrZyFQJ" name="Razer Huntsman HE" alt="Razer Huntsman V3 HE gaming keyboard on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/rtjaDx2G7EG3QkLvrZyFQJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>You wouldn't know this is Razer's first foray into a particular switch tech from looking at the Huntsman V3 HE. From the outside, this is the same all-black slab of brushed metal as any other Razer keyboard available. It's as solidly built as you'd expect from this brand as well, with an unyielding top plate, dense casing, and textured doubleshot PBT keycaps up top. </p><p>Underneath that top plate, we've got a pretty standard tray-mounted internal setup. That's a little cheaper than the gasket-mounted design you'll find in more premium decks, though I was relieved to find absolutely no ping, echo, or rattle across the chassis. That was my only gripe with the previous generation <a href="https://www.gamesradar.com/hardware/gaming-keyboards/razer-huntsman-v3-pro-mini-review/">Razer Huntsman V3 Pro Mini</a>; it felt great and had a few of its own tricks up its sleeve, but sounded pretty awful. The V3 HE model uses an additional sound-dampening layer to keep those unwanted echoes down. </p><p>While the Huntsman V3 HE suffers in uniformity and loses a little textured depth to its keypresses, it's still operating with a satisfying clack. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LeGBZVzQ9A7Fr255gsAT2P" name="Razer Huntsman HE" alt="Close up on flip feet at the back of Razer Huntsman V3 HE gaming keyboard" src="https://cdn.mos.cms.futurecdn.net/LeGBZVzQ9A7Fr255gsAT2P-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Two flip feet extend from the rear to provide a more comfortable elevation during longer typing sessions, and while they can pop out when moving or storing while unfolded, they hold everything in place well on the desk. </p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><p>Approaching the Huntsman V3 HE from the perspective of one searching specifically for a Hall effect keyboard, there are two main features we need to examine; the switches and the software. </p><p>Under each roughly textured keycap you'll find a creatively-named Razer Hall Effect Magnetic Switch. These clackers offer adjustment from 0.1mm to 4mm, the typical standard across the market, with a 40G operating force. That keeps them similar to standard linear red mechanical options in general operation, though with a little extra resistance as is usual for a magnetic switch. </p><p>Razer's got the full Hall effect menu here as well. Rapid Trigger mode resets each keypress dynamically, automatically preparing for the next input as soon as any upward motion is sensed rather than waiting for a full return on the key. Essentially, it makes for faster repeat presses in particularly competitive scenarios. </p><p>We've also got Snap Flex on this roster, an additional functional layer that can program certain moves and actions to the release of each key. That's accompanied by Dynamic Keystroke, a four-command action roster that can be triggered simply by pressing a single key. That doubles your inputs per-key compared to the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/corsair-vanguard-pro-96-review/">Corsair Vanguard Pro 96</a>, which only allows for two commands, but it's worth noting this is a particularly niche use-case. After years of testing the latest Hall effect decks, I typically only assign one or two keys to multi-input macros during more competitive endeavors. </p><p>Razer's magnetic switches aren't doing anything you won't find elsewhere by themselves, then, though they are doing it at a slightly lower price compared to most of the mainstream competition. Its Synapse software, however, has a nifty trick. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nMzJB6diqYqfveMVRKoUVY" name="Razer Huntsman HE" alt="Close up on arrow buttons and brushed effect of top plate on Razer Huntsman V3 HE gaming keyboard" src="https://cdn.mos.cms.futurecdn.net/nMzJB6diqYqfveMVRKoUVY-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Razer's still not too happy with Hall effect technology, that much is clear from the brand's insistence on its own optical analog switches. Those concerns have made their way into its customization software as well. </p><p>Alongside all the usual keybinding, actuation settings, and RGB configurations, Synapse also houses a recalibration tool for the Huntsman V3 HE. Magnetic fields from other devices on your desk <em>can </em>(though I've personally never witnessed it happening) interfere with the actuation of a Hall effect keyboard. Should that happen to you, Synapse will allow you to reset the accuracy of the magnets in your deck. </p><p>Say you're not approaching the Huntsman V3 HE from a Hall effect standpoint, though. To make way for those magnetic clackers, the simple design does drop some key features you'll find elsewhere on the market. There's no dedicated media controls here, less common on the TKL model compared to the 60%-er. This is also a fully wired deck, opting not to pump the additional weight (and cost) of the size of battery required to keep those magnetic clackers running. Still, the whole thing polls at 8,000Hz which ticks a box for the ultra-competitive among us, though most of us have little need for this fancy extra. </p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>The Razer Huntsman V3 HE's biggest success comes in the improvement of its typing feel and, crucially, sound. With no more pings and rattles across the casing, these smooth, light, and bouncy keys hit the ear with a crisp, robust clack. While there's a little inconsistency in this tonality across the deck, Enter and Space keys producing a notably deeper sound, actual keypresses remain steady in actuation and overall feel. </p><p>There is, however, a temperamental side to the new line. The first Huntsman V3 HE I had on my desk, a 60% model, exhibited a notable amount of chatter, particularly around certain keys such as Shift. A fresh board removed the problem entirely, so I'm confident it was a manufacturing error - but it's worth highlighting some batches may perform better than others. With everything up and running, the Huntsman V3 HE keeps its cool in both a casual setting and faster arenas. </p><p>Typing remains equally comfortable on the Huntsman V3 HE, with the smoothness of those switches coming into their own compared to cheaper Hall effect decks. Many fall down here, with a resistance level set too high to feel truly nippy under the fingertips. Both that robust sound profile and the light feel of these clackers come together to produce an effortless experience through longer typing sessions. </p><h2 class="article-body__section" id="section-should-you-buy-the-razer-huntsman-v3-he"><span>Should you buy the Razer Huntsman V3 HE?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="X4hvyDLyvujMZEjZYLbusc" name="Razer Huntsman HE" alt="Razer Huntsman V3 HE TKL and 65% boxes on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/X4hvyDLyvujMZEjZYLbusc-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The Razer Huntsman V3 HE is priced competitively when looking across the market at Corsair, SteelSeries, Logitech, and Asus. While it's not quite as cheap as smaller brands in this space, it does well to offer such a wide range of switch adjustment options in a sturdy chassis. </p><p>Both the 65% and TKL layouts will sit larger on your desk than the slightly cheaper Corsair Clipper Pro Mini 60, but this is an easy recommendation if you're looking to maintain those separate arrow buttons, while Razer easily wins over SteelSeries thanks to its dramatically reduced cost. </p><p>Ultimately, the Huntsman V3 HE comes with the same caveat shared by most magnetic keyboards. By default, they're more expensive than their mechanical counterparts, often with fewer quality of life features. On top of that, it's generally going to be particularly competitive players getting the best bang for their buck here. </p><p>If you know you want a compact magnetic keyboard with arrow buttons intact, I'd recommend Razer's over alternatives. If you're just after a new gaming keyboard and aren't scaling ranked leaderboards, you'll either save cash or find more wireless options with mechanical models. </p><h2 class="article-body__section" id="section-how-i-tested-the-razer-huntsman-v3-he"><span>How I tested the Razer Huntsman V3 HE</span></h2><p>I spent one month swapping between the Razer Huntsman V3 HE 65% and Razer Huntsman V3 HE TKL models, with an additional week spent on the larger form factor due to a faulty 65% unit. During that time, this keyboard became my daily driver for all work and play, taking center stage in Doom: The Dark Ages, CS2, High on Life 2, and Planet Coaster 2. For more information on <a href="https://www.gamesradar.com/how-we-test-keyboards-on-gamesradar/">how we test gaming keyboards</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>. </p><p><em>We're also hunting down the </em><a href="https://www.gamesradar.com/best-gaming-headsets/"><em>best gaming headsets</em></a><em> and the </em><a href="https://www.gamesradar.com/best-gaming-monitors-compared/"><em>best gaming monitors</em></a><em> to fully kit out your setup. </em></p>
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                                                            <title><![CDATA[ Cyberpunk: Edgerunners 2 review: "Another nova Night City story" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The interminable wait for a Cyberpunk 2077 sequel continues, but at least we have Cyberpunk: Edgerunners 2 to fill the void. A collaboration between digital worldbuilders CD Projekt Red and acclaimed Japanese animation house Studio Trigger, this follow-up to 2022's inaugural season of anime features an entirely new cast of characters navigating the same unforgiving Corpo-ruled world. And though nothing here can quite top the impact of David's tragic arc in season 1, Edgerunners 2 is another nova Night City story.</p><p>Four years in the making, <a href="https://www.gamesradar.com/entertainment/anime-shows/cyberpunk-edgerunners-season-2-release-date-trailer-story/">Cyberpunk: Edgerunners 2</a> can't be dinged for a lack of ambition. Orbiting a quartet of interconnected protagonists, at times it can feel like multiple seasons of TV in one. The closest to a lead is D. (Nazeeh Tarsha) – a spiky-haired netrunner who's out for revenge on those responsible for the massacre of his nomad tribe. Early on, he meets Roman (Valeria Rodriguez), a young wannabe filmmaker who champions analogue photography over BDs, and knows a great subject when he sees one.</p><p>Then there's Talia (Kimoy Lee), a gravely ill young woman who has progressively replaced each failing body part with chrome, and is now more machine than human. Her story dovetails with that of Weak Kingsley (Clancy Brown), a former Edgerunner who went cyberpsycho and had all his upgrades stripped. King, as he's otherwise known, was once close with Talia's mother, Avida (Cesili Williams), and makes saving the self-destructive Talia his redemptive mission.</p><p>Perhaps most intriguing of all, there's Capri (Brittany Lauda) – a mysterious, impossibly powerful digital construct that anyone and everyone wants control over, including Kang Tao corpo Kiril Yang (Daniel Wu), who also happens to be Talia's father. Unlike season 1's speed-enhancing Sandevistan, Capri is more than mere MacGuffin; she is unpredictable, revels in chaos, and has a history waiting to be unearthed that will be of particular interest to 2077 players.</p><h2 id="doom-and-chooms">Doom and chooms</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aKR8hbcmhWXrE6TJpF6PeC" name="Cyberpunk: Edgerunners season 2" alt="Cyberpunk: Edgerunners season 2" src="https://cdn.mos.cms.futurecdn.net/aKR8hbcmhWXrE6TJpF6PeC-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Netflix)</span></figcaption></figure><p>For the most part, this more ambitious structure works. While it sometimes lacks the propulsion and greater intimacy that comes with following a single central character's journey across 10 episodes, there is a more diverse variety of story threads being woven here. D.'s revenge mission closely mirrors the escalating stakes of season one, delivering on the requisite spectacle and sense of impending doom, but Roman, King and Talia all offer very different flavors. Talia's thread, in particular, is deeply somber and sad, as she reckons with her failing body after maxing out her cyberware capacity. Likewise, King, once a legend, but with nothing else to live for anymore, ties his fate to Talia's in a way that is tender and caring – a rare glimmer of hope and decency in a cruel world.</p><div  class="fancy-box"><div class="fancy_box-title">Fast Facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> October 20<br><strong>Available on: </strong>Netflix<br><strong>Showrunner: </strong>Bartosz Sztybor<br><strong>Episodes reviewed:</strong> 10 of 10</p></div></div><p>Roman is the least successful of the four and more of a storytelling device there to connect the other protagonists, rather than a memorable character in his own right. Though ostensibly a coming-of-age story for the young documentarian, who finds himself in way over his head as D.'s public rampage escalates, more often than not he's simply a witness to proceedings, rather than an active participant.</p><p>If there's a downside to this structure, it's that D. and Roman's story is siloed off from Talia and King's for much of the season, with fairly minimal overlap. But as their paths fully converge in the final episodes, the long wait is paid off. It would have been easy for all involved to re-run David's story, perhaps with a different outcome, but Edgerunners 2 deserves credit for not simply rehashing its predecessor's winning formula.</p><h2 id="chrome-is-where-the-heart-is">Chrome is where the heart is</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tiJgnSG7ZFzfKCa9v9acFk" name="Cyberpunk Edgerunners season 2" alt="Talia in Cyberpunk: Edgerunners 2" src="https://cdn.mos.cms.futurecdn.net/tiJgnSG7ZFzfKCa9v9acFk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Netflix/CD Projekt Red)</span></figcaption></figure><p>Where Edgerunners excels, once again, is its sublime animation. Studio Trigger has outdone itself here; it's an even more impressive and creative rendering of CDPR's world than the first go-round. The ultra-stylized character designs are distinct and full of personality, action is eye-poppingly fluid and dynamic, while fans of the game will revel in its recreation of familiar locales from across Night City. You'll almost certainly want to pick up a controller and (re)visit them yourself after rolling credits (<a href="https://www.gamesradar.com/entertainment/anime-shows/cyberpunk-edgerunners-season-2-director-searched-cyberpunk-2077-with-a-virtual-camera-to-find-the-best-night-city-spots-to-use-in-the-anime/">which is exactly what the team at Studio Trigger did</a>).</p><p>Netflix and co. have shown impressive restraint keeping Capri out of trailers, as she's an aesthetically stunning creation. Visualized as a piece of neon pink and green abstract art born of The Net, Capri has no limitations, and Trigger doesn't hold back on the chaos that follows in her wake. Indeed, as the season progresses, the scale and spectacle are more reminiscent of Akira than even David's Cyberskeleton-aided rampage. Quite what a figure as powerful as Capri means for the future of this world is a fascinating question.</p><div><blockquote><p>Where Edgerunners excels, once again, is its sublime animation</p></blockquote></div><p>What you might still be wondering is whether Edgerunners 2 continues the story of Lucy or dearly departed David Martinez from the first season. That is best discovered by watching, but there are connections – some overt (and rather clumsy), others more ambiguous or thematic. But it's important to note that Edgerunners 2 embraces the anthology format, rather than positioning itself as a direct continuation of the first season, and as such you could comfortably watch Edgerunners 2 after skipping the first season or the game. Though why you'd want to is another matter.</p><p>Whether you're coming to it completely fresh, or as someone who was in on 2077 from day one (bugs and all), Edgerunners 2 is yet another victory lap following Cyberpunk's extraordinary redemption story. It can't quite top its predecessor and is unlikely to be quite as beloved as a result, but Edgerunners 2 proves there are still plenty of stories worth telling in Night City.</p><p>Cyberpunk: Edgerunners 2 releases on Netflix on October 20. Make sure you're there the moment the new episodes drop with our <a href="https://www.gamesradar.com/entertainment/anime-shows/cyberpunk-edgerunners-season-2-release-date-time/">Cyberpunk: Edgerunners 2 release schedule</a>. Or for more from Night City, check out our <a href="https://www.gamesradar.com/entertainment/anime-shows/cyberpunk-edgerunners-season-2-is-in-constant-dialogue-with-season-1-with-one-character-inspired-by-a-david-martinez-what-if-moment/">exclusive interview</a> with showrunner Bartosz Sztybor.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/entertainment/anime-shows/cyberpunk-edgerunners-2-review/</link>
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                            <![CDATA[ Cyberpunk: Edgerunners 2 review: "Another nova Night City story" ]]>
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                                                                        <pubDate>Mon, 19 Oct 2026 07:01:00 +0000</pubDate>                                                                                                                                <updated>Mon, 19 Oct 2026 08:38:15 +0000</updated>
                                                                                                                                            <category><![CDATA[Anime Shows]]></category>
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                                                    <category><![CDATA[Cyberpunk]]></category>
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                                                                                                <author><![CDATA[ jordan.farley@futurenet.com (Jordan Farley) ]]></author>                    <dc:creator><![CDATA[ Jordan Farley ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/H85j6AsjczhXRd9Uv9dTpP-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;I&#039;m the Managing Editor, Entertainment here at GamesRadar+, overseeing the site&#039;s film and TV coverage. In a previous life as a print dinosaur, I was the Deputy Editor of Total Film magazine, and the news editor at SFX magazine. Fun fact: two of my favourite films released on the same day - Blade Runner and The Thing.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Weak Kingsley firing a gun in Cyberpunk: Edgerunners season 2]]></media:description>                                                            <media:text><![CDATA[Weak Kingsley firing a gun in Cyberpunk: Edgerunners season 2]]></media:text>
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                                <p>The interminable wait for a Cyberpunk 2077 sequel continues, but at least we have Cyberpunk: Edgerunners 2 to fill the void. A collaboration between digital worldbuilders CD Projekt Red and acclaimed Japanese animation house Studio Trigger, this follow-up to 2022's inaugural season of anime features an entirely new cast of characters navigating the same unforgiving Corpo-ruled world. And though nothing here can quite top the impact of David's tragic arc in season 1, Edgerunners 2 is another nova Night City story.</p><p>Four years in the making, <a href="https://www.gamesradar.com/entertainment/anime-shows/cyberpunk-edgerunners-season-2-release-date-trailer-story/">Cyberpunk: Edgerunners 2</a> can't be dinged for a lack of ambition. Orbiting a quartet of interconnected protagonists, at times it can feel like multiple seasons of TV in one. The closest to a lead is D. (Nazeeh Tarsha) – a spiky-haired netrunner who's out for revenge on those responsible for the massacre of his nomad tribe. Early on, he meets Roman (Valeria Rodriguez), a young wannabe filmmaker who champions analogue photography over BDs, and knows a great subject when he sees one.</p><p>Then there's Talia (Kimoy Lee), a gravely ill young woman who has progressively replaced each failing body part with chrome, and is now more machine than human. Her story dovetails with that of Weak Kingsley (Clancy Brown), a former Edgerunner who went cyberpsycho and had all his upgrades stripped. King, as he's otherwise known, was once close with Talia's mother, Avida (Cesili Williams), and makes saving the self-destructive Talia his redemptive mission.</p><p>Perhaps most intriguing of all, there's Capri (Brittany Lauda) – a mysterious, impossibly powerful digital construct that anyone and everyone wants control over, including Kang Tao corpo Kiril Yang (Daniel Wu), who also happens to be Talia's father. Unlike season 1's speed-enhancing Sandevistan, Capri is more than mere MacGuffin; she is unpredictable, revels in chaos, and has a history waiting to be unearthed that will be of particular interest to 2077 players.</p><h2 id="doom-and-chooms">Doom and chooms</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aKR8hbcmhWXrE6TJpF6PeC" name="Cyberpunk: Edgerunners season 2" alt="Cyberpunk: Edgerunners season 2" src="https://cdn.mos.cms.futurecdn.net/aKR8hbcmhWXrE6TJpF6PeC-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Netflix)</span></figcaption></figure><p>For the most part, this more ambitious structure works. While it sometimes lacks the propulsion and greater intimacy that comes with following a single central character's journey across 10 episodes, there is a more diverse variety of story threads being woven here. D.'s revenge mission closely mirrors the escalating stakes of season one, delivering on the requisite spectacle and sense of impending doom, but Roman, King and Talia all offer very different flavors. Talia's thread, in particular, is deeply somber and sad, as she reckons with her failing body after maxing out her cyberware capacity. Likewise, King, once a legend, but with nothing else to live for anymore, ties his fate to Talia's in a way that is tender and caring – a rare glimmer of hope and decency in a cruel world.</p><div  class="fancy-box"><div class="fancy_box-title">Fast Facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> October 20<br><strong>Available on: </strong>Netflix<br><strong>Showrunner: </strong>Bartosz Sztybor<br><strong>Episodes reviewed:</strong> 10 of 10</p></div></div><p>Roman is the least successful of the four and more of a storytelling device there to connect the other protagonists, rather than a memorable character in his own right. Though ostensibly a coming-of-age story for the young documentarian, who finds himself in way over his head as D.'s public rampage escalates, more often than not he's simply a witness to proceedings, rather than an active participant.</p><p>If there's a downside to this structure, it's that D. and Roman's story is siloed off from Talia and King's for much of the season, with fairly minimal overlap. But as their paths fully converge in the final episodes, the long wait is paid off. It would have been easy for all involved to re-run David's story, perhaps with a different outcome, but Edgerunners 2 deserves credit for not simply rehashing its predecessor's winning formula.</p><h2 id="chrome-is-where-the-heart-is">Chrome is where the heart is</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tiJgnSG7ZFzfKCa9v9acFk" name="Cyberpunk Edgerunners season 2" alt="Talia in Cyberpunk: Edgerunners 2" src="https://cdn.mos.cms.futurecdn.net/tiJgnSG7ZFzfKCa9v9acFk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Netflix/CD Projekt Red)</span></figcaption></figure><p>Where Edgerunners excels, once again, is its sublime animation. Studio Trigger has outdone itself here; it's an even more impressive and creative rendering of CDPR's world than the first go-round. The ultra-stylized character designs are distinct and full of personality, action is eye-poppingly fluid and dynamic, while fans of the game will revel in its recreation of familiar locales from across Night City. You'll almost certainly want to pick up a controller and (re)visit them yourself after rolling credits (<a href="https://www.gamesradar.com/entertainment/anime-shows/cyberpunk-edgerunners-season-2-director-searched-cyberpunk-2077-with-a-virtual-camera-to-find-the-best-night-city-spots-to-use-in-the-anime/">which is exactly what the team at Studio Trigger did</a>).</p><p>Netflix and co. have shown impressive restraint keeping Capri out of trailers, as she's an aesthetically stunning creation. Visualized as a piece of neon pink and green abstract art born of The Net, Capri has no limitations, and Trigger doesn't hold back on the chaos that follows in her wake. Indeed, as the season progresses, the scale and spectacle are more reminiscent of Akira than even David's Cyberskeleton-aided rampage. Quite what a figure as powerful as Capri means for the future of this world is a fascinating question.</p><div><blockquote><p>Where Edgerunners excels, once again, is its sublime animation</p></blockquote></div><p>What you might still be wondering is whether Edgerunners 2 continues the story of Lucy or dearly departed David Martinez from the first season. That is best discovered by watching, but there are connections – some overt (and rather clumsy), others more ambiguous or thematic. But it's important to note that Edgerunners 2 embraces the anthology format, rather than positioning itself as a direct continuation of the first season, and as such you could comfortably watch Edgerunners 2 after skipping the first season or the game. Though why you'd want to is another matter.</p><p>Whether you're coming to it completely fresh, or as someone who was in on 2077 from day one (bugs and all), Edgerunners 2 is yet another victory lap following Cyberpunk's extraordinary redemption story. It can't quite top its predecessor and is unlikely to be quite as beloved as a result, but Edgerunners 2 proves there are still plenty of stories worth telling in Night City.</p><p>Cyberpunk: Edgerunners 2 releases on Netflix on October 20. Make sure you're there the moment the new episodes drop with our <a href="https://www.gamesradar.com/entertainment/anime-shows/cyberpunk-edgerunners-season-2-release-date-time/">Cyberpunk: Edgerunners 2 release schedule</a>. Or for more from Night City, check out our <a href="https://www.gamesradar.com/entertainment/anime-shows/cyberpunk-edgerunners-season-2-is-in-constant-dialogue-with-season-1-with-one-character-inspired-by-a-david-martinez-what-if-moment/">exclusive interview</a> with showrunner Bartosz Sztybor.</p>
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                                                            <title><![CDATA[ Call of Duty: Modern Warfare 4 review: "Delivers a spectacular campaign, all while multiplayer is better than ever" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>They don't make many games like Call of Duty anymore. Activision's yearly blockbuster has an obscene budget and you can feel the dollars that made Call of Duty: Modern Warfare 4 at work in every shootout, in every shuffle up and down a pipe, in every cutscene.</p><p>Firing guns feels incredible, movement is phenomenal. Traversal has had a big upgrade: it's not Omnimovement – getting around instead feels closer to that seen in 2022's Modern Warfare 2 but there's a level of responsiveness at all times, even when other shooters typically restrict. Often your character will do what you want, as soon as you tell them to do it, with plenty of control even when mantling or sliding.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="q2uD5dZvp697ze9dAtm7un" name="PR_MW4_DMZDeepDive_Infil_01" alt="Three players ready their weapons next to a miliary truck in Call of Duty: Modern Warfare 4's DMZ mode" src="https://cdn.mos.cms.futurecdn.net/q2uD5dZvp697ze9dAtm7un-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>Gunfights feel responsive, with weapons often being easy to handle, and the impact of every bullet that meets the mark feeling meaningful. Shoot an AI opponent in the leg and they'll fall over and crawl for cover, or roll onto their back and wait for death. Shoot a player and the now-familiar hit sound effects will pile on as you pile on the lead – the feedback helps to stay on target, and popping opponents is almost disturbingly satisfying.</p><p>You may not like the way every gun handles in Modern Warfare 4, but you <em>will </em>find a gun that works for you. These fluid and engaging gunfights are the basis of the entire game, a foundation that everything else layers on top. But this year, those layers are also sublime.</p><h2 id="taking-to-task-force">Taking to Task Force</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bffJ4jndKWyabytt57HKHk" name="SS_cod_mw4_campaign_paris_1" alt="Shooting enemy soldiers on the streets of Paris in Call of Duty Modern Warfare 4" src="https://cdn.mos.cms.futurecdn.net/bffJ4jndKWyabytt57HKHk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">FAST FACTS</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 23, 2026<br><strong>Platform(s):</strong> PC, PS5, Switch 3, Xbox Series X<br><strong>Developer:</strong> Infinity Ward<br><strong>Publisher: </strong>Activision</p></div></div><p>The campaign starts with Wu-Tang Clan's C.R.E.A.M. is playing as you wander through the streets of Seoul. People are going about their day, the convenience stores are stocked, and the city feels alive. Then North Korean forces attack, and Call of Duty: Modern Warfare 4 gets down to business. There's a real sense of place even if in classic Call of Duty fashion it's still incongruous, letting you stroll around the convenience store swinging haymakers at the crisps as everyone chatters around you.</p><p>It's the start to a campaign that feels authentic in the way that few franchises really manage to pull off. Call of Duty is one of them, when it's on form, and I'm happy to report that <a href="https://www.gamesradar.com/games/call-of-duty-modern-warfare-4-guide/"><u>Modern Warfare 4</u></a> is one of The Good Ones: it looks superb, moves at a relentless pace, and manages to bring years worth of Modern Warfare storytelling to a satisfying conclusion. When special forces soldiers are free to draw the line, who's to decide what's right or wrong?</p><p>It manages to do this while simultaneously cleaning the decks of most of the lingering threads from the disappointing <a href="https://www.gamesradar.com/call-of-duty-modern-warfare-3-guide/"><u>Modern Warfare 3</u></a> (which we called "underwhelming" in our <a href="http://underwhelming"><u>Modern Warfare 3 review</u></a>). A lot of this is achieved by killing off a whole bunch of beloved characters, often brutally and without warning. Several times after a shocking death the camera lingers on dead characters to show you they're really dead and won't be returning in some of the post-launch content or a much maligned sequel Infinity Ward isn't responsible for.</p><iframe src="https://content.jwplatform.com/players/b3nNeC77.html" id="b3nNeC77" title="Call of Duty: Modern Warfare 4's campaign is one of the good ones" width="1920" height="1080" frameborder="0" scrolling="auto" allowfullscreen></iframe><p>Filling the void left by these deaths are a heap of new characters that I quickly gel with. Big bad Mads Mikkelsen is a lot of fun, but the standout is Lanny Joon as Ko who gives a stellar performance. Elsewhere, I squeak with delight when I recognize the voice of Luke Tennie from <a href="https://www.gamesradar.com/harrison-ford-shrinking-apple-tv-plus-reactions/"><u>Apple TV's Shrinking</u></a>. Most of these characters are lightly sketched out, but you're moving at such a quick pace you won't notice. Exposition is delivered breathlessly as you push from firefight to firefight, whispered in the quiet moments as you scurry around hoovering up ammo and armor plates from vanquished foes.</p><p>It's one of the most morally challenging Call of Duty campaigns in recent years, as the game pushes you gleefully to do things that don't fit with the usually narrow worldview of the series. One level has you playing as a North Korean soldier terrorizing a small village as you look for a dissident. How brutal you want to be is up to you but it's an unflinching level, let down slightly by the fact you're scuffling around the place looking for collectibles.</p><h2 id="price-to-see-you">Price to see you</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CwAEK5gREmWV49USEbmtiS" name="SS_cod_mw4_campaign_paris_driving" alt="Shooting out a car window in Paris in Call of Duty Modern Warfare 4" src="https://cdn.mos.cms.futurecdn.net/CwAEK5gREmWV49USEbmtiS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>John Price, now on the run after assassinating General Shepherd in Modern Warfare 3, has grown a full beard instead of his ridiculous mustache and has to reckon with his own morality. There a few tough moments here: beating someone to death in an alleyway, facing off against "good guys" during fights through the Parisian streets, and even shooting-to-kill at former squad mates. After years of Price being the most recognizable good guy in the Call of Duty series, he's kind of a dick here, but trying to square that is part of the point.</p><p>Modern Warfare 4 has made me struggle with my own morality too, because I really wish it would relax its stance against civilian casualties. It's not a late heel turn for me, but the fact that innocents are in the middle of most of the gunfights and just clipping one results in an instant game over while enemies are unbothered has my ghillies in a twist. Have you ever tried to fire an assault rifle in fully automatic while hanging from the passenger seat of a speeding car without hitting civilians? I have, and it's pretty difficult.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="BDiYKhxmLphLDNdwcjnG78" name="SS_cod_mw4_campaign_price_hands_up" alt="Captain Price raises his hands in the snow as he's approached by two people with guns behind him" src="https://cdn.mos.cms.futurecdn.net/BDiYKhxmLphLDNdwcjnG78-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>These moments are rare frustrations in Modern Warfare 4's campaign, which is otherwise  packed full of some of the series' most bombastic sequences to date. Several of the game's most impressive moments come early, with one highlight seeing you stalk a target through a club before you end up having to blast your way out.</p><div><blockquote><p>Stranded is an expansive mission that has you dropping in with nothing but a pistol.</p></blockquote></div><p>Stranded, meanwhile, will be in 'best campaign mission' debates for years. The mission is an expansive playground that has you dropping in with nothing but a pistol and slowly gathering gear as you roll around the North Korean countryside exploring points of interest on foot and slowly gather yourself an arsenal, before attacking the objectives as you wish.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fbnfGAbV2ErGkn5cLoWrse" name="SS_cod_mw4_campaign_down_sights" alt="Aiming down sights in a firefight amid shipping containers in Call of Duty Modern Warfare 4" src="https://cdn.mos.cms.futurecdn.net/fbnfGAbV2ErGkn5cLoWrse-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>This is followed up by an amphibious assault on Seoul that feels like a full circle moment for Call of Duty, looking back to its D-Day origins. Call of Duty's campaigns have always been at their best when you're pushing against something impossibly well-defended, whether that's the beaches of Normandy or the cityscape of Seoul. </p><p>Unfortunately, the execution here is a little shaky and emblematic of some of Modern Warfare 4's biggest problems: if you stray too far from your commander, you're instantly killed with a tooltip popping up to tell you to follow your squad leader to exit the beach safely. It happens again and again, and after the freedom of Stranded, there's a disconnect when you're strapped back into the rollercoaster's straight line.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FWua75YEozNT3mXps6Mkxe" name="SS_cod_mw4_campaign_gun_to_head" alt="Holding a handgun to an exhausted, injured enemy's head in Call of Duty Modern Warfare 4" src="https://cdn.mos.cms.futurecdn.net/FWua75YEozNT3mXps6Mkxe-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>It's a shame, as, when Modern Warfare 4's missions hit, I'm reminded why the series' campaigns remain so important in a genre increasingly measured by online success and hours streamed.</p><p>It might still be junk food – even if this is a higher quality than limp-burger-like Black Ops 7 or Modern Warfare 3's attempts – but there are glimpses here of how Infinity Ward's modern approach to a military thriller can still push further. If only they'd let me off the leash a little.</p><h2 id="run-dmz">Run DMZ</h2><iframe src="https://content.jwplatform.com/players/zfQf1GMH.html" id="zfQf1GMH" title="Modern Warfare 4's DMZ puts freedom front and center" width="1920" height="1080" frameborder="0" scrolling="auto" allowfullscreen></iframe><p>DMZ, Modern Warfare 4's headline addition, puts freedom front and center. Evolving on the mode first introduced in Call of Duty Warzone 2.0, this is a full-blooded extraction shooter taking place in Hajin City, a huge map that stretches between North and South Korea. Hajin City doesn't feel like a real place in the same way as <a href="https://www.gamesradar.com/games/fps/escape-from-tarkov-review/"><u>Escape From Tarkov's miserable arenas</u></a>, but it is expansive and well designed, with impressive verticality.</p><p>There are a few standout spots which seem to be tied into story missions that you can approach too. In one, me and my group pull off a daring heist at a casino, while a more frustrating mission sees us attempting to raid a robotics lab full of robocanines. Both missions have raid-like mechanics, and these more scripted experiences feel like they add something a bit different to the traditional extraction shooter experience. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8XD7r89CQEwSpqxVKQRyKJ" name="DMZ Counting Room Vault header" alt="Counting Room Vault in Modern Warfare 4 DMZ" src="https://cdn.mos.cms.futurecdn.net/8XD7r89CQEwSpqxVKQRyKJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>Playing in this pseudo PVE-environment, DMZ could be one of my favorite multiplayer games released this year. You gear up, you drop into the map and prowl around shooting enemies and hoovering up loot until you either achieve the mission you came here to do, get scared and head for an extract, or get brutally murdered by another group of players or the AI.</p><p>Progress is rewarding. While your operators will level and be reset as you prestige, everything that gives you XP will also unlock new stations at your FOB – a safe area where you can recuperate between matches, spending currency and crafting recipes to make yourself more powerful.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="esfTySAjKzZL57HX6L9sen" name="PR_MW4_DMZDeepDive_HeliExfil_01" alt="Players rush a helicopter in Call of Duty: Modern Warfare 4's DMZ mode as they try to exfiltrate" src="https://cdn.mos.cms.futurecdn.net/esfTySAjKzZL57HX6L9sen-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>The rewards are generous, and the end result is that DMZ feels less like an extraction shooter and more like a roguelike, which does take the sting out of getting ganked. Warzone's meteoric rise saw a point when casual players got pushed out in favor of more experienced players, so it remains to be seen how DMZ will evolve in future.</p><p>The nature of extraction shooters is such that not everyone will be pushed towards the same climatic conflicts, but the Call of Duty audience tends to favor an aggressive playstyle, and I'd expect this to filter down into DMZ.</p><h2 id="class-warfare">Class warfare</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wzHQqDKgkHUSzie6gDTKLZ" name="PR_cod_mw4_DMZ_13" alt="Hajin city from the rooftops in Call of Duty: Modern Warfare 4's DMZ mode, with a squad of three players taking in the view and a helicopter in the misty sky" src="https://cdn.mos.cms.futurecdn.net/wzHQqDKgkHUSzie6gDTKLZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>Less revolutionary, but no less impressive, is the game's multiplayer. At this point, Call of Duty's multiplayer mode is iterative, more akin to FIFA (erm, I mean, EA Sports FC). This suits everyone fine. There's a new collection of weapons to unlock and upgrade, camouflage to earn and an unending supply daydreaming, clueless players to blast your way through in the name of hitting that prestige button as many times as possible.</p><div><blockquote><p>Modern Warfare 4 is the best arena shooter on the market right now.</p></blockquote></div><p>Modern Warfare 4 is the best arena shooter on the market right now in terms of how smooth it feels and how engaging it is to play. The arsenal of (fictional, unlicensed) weapons offers up a horde of good choices for a variety of playstyles. I even like the maps this year. Transit 213 feels like one of the franchise's best already, taking the Shipment ideals but updating it for the modern day.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="V5mowjCUXLNzrUk59Jc2v7" name="Modern Warfare 4" alt="John Price and Valeria Garza sit next to one another in a helicopter in Call of Duty Modern Warfare 4" src="https://cdn.mos.cms.futurecdn.net/V5mowjCUXLNzrUk59Jc2v7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Operational record</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VYScDULV7AhnKmE8URe7RC" name="SS_blops_7_key_art_kagan" caption="" alt="Key art of Kagan squatting with a gun in Call of Duty: Black Ops 7" src="https://cdn.mos.cms.futurecdn.net/VYScDULV7AhnKmE8URe7RC-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox, Activision)</span></figcaption></figure><p class="fancy-box__body-text">Last year, in our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/call-of-duty/call-of-duty-black-ops-7-review/">Black Ops 7 review</a>, we called it a "campaign misfire" with an "underwhelming" Endgame mode.</p></div></div><p>Sadly, the big negatives are largely the same. Killstreaks remain an anti-fun device that rewards players for kill streaks at the expense of the rest of the lobby. I will rally against killstreaks to my dying breath, and I'm not convinced it's even particularly fun for the person that's awarded them. The other thing is that the player base is… not particularly engaged. It's not hard to walk up on players that aren't listening at all, or to play on a team that has no concept of how to pick up objectives at their very feet. People should feel free to play however they want – and it's bound to get sweatier as players drop off – but I can't shake the sense some teammates and enemies alike are second screening Family Guy Funny Moments compilations.</p><p>The bigger additions to Modern Warfare 4's multiplayer are hit and miss: I like Inflation, a 6v6 mode where killed players drop cash and you have to scoop it up similar to the game's existing Kill Confirmed mode. The twist is that the amount of cash you drop is a percentage of what you're currently carrying, and the winners are the team holding the most cash when the round times out. This has the fascinating impact that the better players are holding more cash and thus are worth more when you kill them, and suddenly there's a frantic back and forth, a game that isn't over until it's very much over.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UYBdTe9WFLLcmg3YqpnwmY" name="PR_cod_mw4_DMZ_4" alt="Three players dangle from a rope coming out of the back of the plane in Call of Duty: Modern Warfare 4's DMZ mode" src="https://cdn.mos.cms.futurecdn.net/UYBdTe9WFLLcmg3YqpnwmY-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>Other new modes are a mixed bag. Collateral seems determined to take over the <a href="https://www.gamesradar.com/valorant-tips/"><u>Valorant</u></a> / <a href="https://www.gamesradar.com/counter-strike-2-guide/"><u>Counter-Strike 2</u></a> niche, doing away with standard weapon names and perks and offering purchases like "Power Pistol" or "Semi Auto Rifle" for a round-based attack and defend mode. It's confusing primarily because Call of Duty already has a round-based attack and defend mode, Search and Destroy.</p><p>Except, here, regenerating health is turned off and in its place there's the overarching economy. This is one of the headline additions to Modern Warfare 4 and I can't help but feel like it's a naked attempt to bring the gameplay of Counter-Strike to console players. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xe8pm7qWmQpYsmZYHu72B7" name="COD Modern Warfare 4 Mads" alt="Actor Mads Mikkelsen in Call of Duty: Modern Warfare 4" src="https://cdn.mos.cms.futurecdn.net/xe8pm7qWmQpYsmZYHu72B7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>Frontline, meanwhile, is like Team Deathmatch with fixed respawns, which is a miserable exercise in repeating the same kill corridors over and over. Ground War Outpost is equally annoying, with a flood of people shooting you from every treeline, sandbag, or tower. You can't escape combat, but the furious sound of being in a Call of Duty: Modern Warfare 4 firefight is so intense that you can't really relax into it in the same way as you can in something like <a href="https://www.gamesradar.com/uk/battlefield-6/"><u>Battlefield 6</u></a> or <a href="https://www.gamesradar.com/games/fps/wardogs-driver-xp/"><u>Wardogs</u></a>.</p><p>But it doesn't matter. The multiplayer is phenomenal, and if the campaign is junk food, this is closer to an all-you-can-eat buffet inviting you to snack on what works for you and steer clear of the bits that don't. I have a sneaking feeling that I am getting too old for Call of Duty, a feeling Modern Warfare 4 has reinforced. But even if I'm not as fast at the game's multiplayer as I used to be. Even if some of the additions seem meaningless, Call of Duty: Modern Warfare 4 is, surprisingly, one of the best games this year, and it's phenomenal fun. Isn't that supposed to be the whole point?</p><p>Call of Duty: Modern Warfare 4 was reviewed on PC, with a code provided by the publisher.</p><p><em>Answer the call by checking out our </em><a href="https://www.gamesradar.com/best-call-of-duty-games/"><em>best Call of Duty games</em></a><em> and </em><a href="https://www.gamesradar.com/best-fps-games/"><em>best FPS games</em></a><em> rankings for more to play next!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/call-of-duty/call-of-duty-modern-warfare-4-review/</link>
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                            <![CDATA[ This is one of The Good Ones ]]>
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                                                                        <pubDate>Fri, 16 Oct 2026 17:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 23 Oct 2026 16:10:54 +0000</updated>
                                                                                                                                            <category><![CDATA[Call of Duty]]></category>
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                                                                                                <author><![CDATA[ jake.tucker@futurenet.com (Jake Tucker) ]]></author>                    <dc:creator><![CDATA[ Jake Tucker ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/4SzJANGbadG9kWwCZo7JYj-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jake is the editorial director for the PC Gaming Show and a lifelong fan of shooters and turn-based strategy. He&#039;s best known for launching NME&#039;s gaming site and eating three quarter pounders in one sitting that one time.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A solider standing in front of a burning building in Modern Warfare 4]]></media:description>                                                            <media:text><![CDATA[A solider standing in front of a burning building in Modern Warfare 4]]></media:text>
                                <media:title type="plain"><![CDATA[A solider standing in front of a burning building in Modern Warfare 4]]></media:title>
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                                <p>They don't make many games like Call of Duty anymore. Activision's yearly blockbuster has an obscene budget and you can feel the dollars that made Call of Duty: Modern Warfare 4 at work in every shootout, in every shuffle up and down a pipe, in every cutscene.</p><p>Firing guns feels incredible, movement is phenomenal. Traversal has had a big upgrade: it's not Omnimovement – getting around instead feels closer to that seen in 2022's Modern Warfare 2 but there's a level of responsiveness at all times, even when other shooters typically restrict. Often your character will do what you want, as soon as you tell them to do it, with plenty of control even when mantling or sliding.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="q2uD5dZvp697ze9dAtm7un" name="PR_MW4_DMZDeepDive_Infil_01" alt="Three players ready their weapons next to a miliary truck in Call of Duty: Modern Warfare 4's DMZ mode" src="https://cdn.mos.cms.futurecdn.net/q2uD5dZvp697ze9dAtm7un-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>Gunfights feel responsive, with weapons often being easy to handle, and the impact of every bullet that meets the mark feeling meaningful. Shoot an AI opponent in the leg and they'll fall over and crawl for cover, or roll onto their back and wait for death. Shoot a player and the now-familiar hit sound effects will pile on as you pile on the lead – the feedback helps to stay on target, and popping opponents is almost disturbingly satisfying.</p><p>You may not like the way every gun handles in Modern Warfare 4, but you <em>will </em>find a gun that works for you. These fluid and engaging gunfights are the basis of the entire game, a foundation that everything else layers on top. But this year, those layers are also sublime.</p><h2 id="taking-to-task-force">Taking to Task Force</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bffJ4jndKWyabytt57HKHk" name="SS_cod_mw4_campaign_paris_1" alt="Shooting enemy soldiers on the streets of Paris in Call of Duty Modern Warfare 4" src="https://cdn.mos.cms.futurecdn.net/bffJ4jndKWyabytt57HKHk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">FAST FACTS</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 23, 2026<br><strong>Platform(s):</strong> PC, PS5, Switch 3, Xbox Series X<br><strong>Developer:</strong> Infinity Ward<br><strong>Publisher: </strong>Activision</p></div></div><p>The campaign starts with Wu-Tang Clan's C.R.E.A.M. is playing as you wander through the streets of Seoul. People are going about their day, the convenience stores are stocked, and the city feels alive. Then North Korean forces attack, and Call of Duty: Modern Warfare 4 gets down to business. There's a real sense of place even if in classic Call of Duty fashion it's still incongruous, letting you stroll around the convenience store swinging haymakers at the crisps as everyone chatters around you.</p><p>It's the start to a campaign that feels authentic in the way that few franchises really manage to pull off. Call of Duty is one of them, when it's on form, and I'm happy to report that <a href="https://www.gamesradar.com/games/call-of-duty-modern-warfare-4-guide/"><u>Modern Warfare 4</u></a> is one of The Good Ones: it looks superb, moves at a relentless pace, and manages to bring years worth of Modern Warfare storytelling to a satisfying conclusion. When special forces soldiers are free to draw the line, who's to decide what's right or wrong?</p><p>It manages to do this while simultaneously cleaning the decks of most of the lingering threads from the disappointing <a href="https://www.gamesradar.com/call-of-duty-modern-warfare-3-guide/"><u>Modern Warfare 3</u></a> (which we called "underwhelming" in our <a href="http://underwhelming"><u>Modern Warfare 3 review</u></a>). A lot of this is achieved by killing off a whole bunch of beloved characters, often brutally and without warning. Several times after a shocking death the camera lingers on dead characters to show you they're really dead and won't be returning in some of the post-launch content or a much maligned sequel Infinity Ward isn't responsible for.</p><iframe src="https://content.jwplatform.com/players/b3nNeC77.html" id="b3nNeC77" title="Call of Duty: Modern Warfare 4's campaign is one of the good ones" width="1920" height="1080" frameborder="0" scrolling="auto" allowfullscreen></iframe><p>Filling the void left by these deaths are a heap of new characters that I quickly gel with. Big bad Mads Mikkelsen is a lot of fun, but the standout is Lanny Joon as Ko who gives a stellar performance. Elsewhere, I squeak with delight when I recognize the voice of Luke Tennie from <a href="https://www.gamesradar.com/harrison-ford-shrinking-apple-tv-plus-reactions/"><u>Apple TV's Shrinking</u></a>. Most of these characters are lightly sketched out, but you're moving at such a quick pace you won't notice. Exposition is delivered breathlessly as you push from firefight to firefight, whispered in the quiet moments as you scurry around hoovering up ammo and armor plates from vanquished foes.</p><p>It's one of the most morally challenging Call of Duty campaigns in recent years, as the game pushes you gleefully to do things that don't fit with the usually narrow worldview of the series. One level has you playing as a North Korean soldier terrorizing a small village as you look for a dissident. How brutal you want to be is up to you but it's an unflinching level, let down slightly by the fact you're scuffling around the place looking for collectibles.</p><h2 id="price-to-see-you">Price to see you</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CwAEK5gREmWV49USEbmtiS" name="SS_cod_mw4_campaign_paris_driving" alt="Shooting out a car window in Paris in Call of Duty Modern Warfare 4" src="https://cdn.mos.cms.futurecdn.net/CwAEK5gREmWV49USEbmtiS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>John Price, now on the run after assassinating General Shepherd in Modern Warfare 3, has grown a full beard instead of his ridiculous mustache and has to reckon with his own morality. There a few tough moments here: beating someone to death in an alleyway, facing off against "good guys" during fights through the Parisian streets, and even shooting-to-kill at former squad mates. After years of Price being the most recognizable good guy in the Call of Duty series, he's kind of a dick here, but trying to square that is part of the point.</p><p>Modern Warfare 4 has made me struggle with my own morality too, because I really wish it would relax its stance against civilian casualties. It's not a late heel turn for me, but the fact that innocents are in the middle of most of the gunfights and just clipping one results in an instant game over while enemies are unbothered has my ghillies in a twist. Have you ever tried to fire an assault rifle in fully automatic while hanging from the passenger seat of a speeding car without hitting civilians? I have, and it's pretty difficult.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="BDiYKhxmLphLDNdwcjnG78" name="SS_cod_mw4_campaign_price_hands_up" alt="Captain Price raises his hands in the snow as he's approached by two people with guns behind him" src="https://cdn.mos.cms.futurecdn.net/BDiYKhxmLphLDNdwcjnG78-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>These moments are rare frustrations in Modern Warfare 4's campaign, which is otherwise  packed full of some of the series' most bombastic sequences to date. Several of the game's most impressive moments come early, with one highlight seeing you stalk a target through a club before you end up having to blast your way out.</p><div><blockquote><p>Stranded is an expansive mission that has you dropping in with nothing but a pistol.</p></blockquote></div><p>Stranded, meanwhile, will be in 'best campaign mission' debates for years. The mission is an expansive playground that has you dropping in with nothing but a pistol and slowly gathering gear as you roll around the North Korean countryside exploring points of interest on foot and slowly gather yourself an arsenal, before attacking the objectives as you wish.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fbnfGAbV2ErGkn5cLoWrse" name="SS_cod_mw4_campaign_down_sights" alt="Aiming down sights in a firefight amid shipping containers in Call of Duty Modern Warfare 4" src="https://cdn.mos.cms.futurecdn.net/fbnfGAbV2ErGkn5cLoWrse-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>This is followed up by an amphibious assault on Seoul that feels like a full circle moment for Call of Duty, looking back to its D-Day origins. Call of Duty's campaigns have always been at their best when you're pushing against something impossibly well-defended, whether that's the beaches of Normandy or the cityscape of Seoul. </p><p>Unfortunately, the execution here is a little shaky and emblematic of some of Modern Warfare 4's biggest problems: if you stray too far from your commander, you're instantly killed with a tooltip popping up to tell you to follow your squad leader to exit the beach safely. It happens again and again, and after the freedom of Stranded, there's a disconnect when you're strapped back into the rollercoaster's straight line.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FWua75YEozNT3mXps6Mkxe" name="SS_cod_mw4_campaign_gun_to_head" alt="Holding a handgun to an exhausted, injured enemy's head in Call of Duty Modern Warfare 4" src="https://cdn.mos.cms.futurecdn.net/FWua75YEozNT3mXps6Mkxe-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>It's a shame, as, when Modern Warfare 4's missions hit, I'm reminded why the series' campaigns remain so important in a genre increasingly measured by online success and hours streamed.</p><p>It might still be junk food – even if this is a higher quality than limp-burger-like Black Ops 7 or Modern Warfare 3's attempts – but there are glimpses here of how Infinity Ward's modern approach to a military thriller can still push further. If only they'd let me off the leash a little.</p><h2 id="run-dmz">Run DMZ</h2><iframe src="https://content.jwplatform.com/players/zfQf1GMH.html" id="zfQf1GMH" title="Modern Warfare 4's DMZ puts freedom front and center" width="1920" height="1080" frameborder="0" scrolling="auto" allowfullscreen></iframe><p>DMZ, Modern Warfare 4's headline addition, puts freedom front and center. Evolving on the mode first introduced in Call of Duty Warzone 2.0, this is a full-blooded extraction shooter taking place in Hajin City, a huge map that stretches between North and South Korea. Hajin City doesn't feel like a real place in the same way as <a href="https://www.gamesradar.com/games/fps/escape-from-tarkov-review/"><u>Escape From Tarkov's miserable arenas</u></a>, but it is expansive and well designed, with impressive verticality.</p><p>There are a few standout spots which seem to be tied into story missions that you can approach too. In one, me and my group pull off a daring heist at a casino, while a more frustrating mission sees us attempting to raid a robotics lab full of robocanines. Both missions have raid-like mechanics, and these more scripted experiences feel like they add something a bit different to the traditional extraction shooter experience. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8XD7r89CQEwSpqxVKQRyKJ" name="DMZ Counting Room Vault header" alt="Counting Room Vault in Modern Warfare 4 DMZ" src="https://cdn.mos.cms.futurecdn.net/8XD7r89CQEwSpqxVKQRyKJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>Playing in this pseudo PVE-environment, DMZ could be one of my favorite multiplayer games released this year. You gear up, you drop into the map and prowl around shooting enemies and hoovering up loot until you either achieve the mission you came here to do, get scared and head for an extract, or get brutally murdered by another group of players or the AI.</p><p>Progress is rewarding. While your operators will level and be reset as you prestige, everything that gives you XP will also unlock new stations at your FOB – a safe area where you can recuperate between matches, spending currency and crafting recipes to make yourself more powerful.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="esfTySAjKzZL57HX6L9sen" name="PR_MW4_DMZDeepDive_HeliExfil_01" alt="Players rush a helicopter in Call of Duty: Modern Warfare 4's DMZ mode as they try to exfiltrate" src="https://cdn.mos.cms.futurecdn.net/esfTySAjKzZL57HX6L9sen-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>The rewards are generous, and the end result is that DMZ feels less like an extraction shooter and more like a roguelike, which does take the sting out of getting ganked. Warzone's meteoric rise saw a point when casual players got pushed out in favor of more experienced players, so it remains to be seen how DMZ will evolve in future.</p><p>The nature of extraction shooters is such that not everyone will be pushed towards the same climatic conflicts, but the Call of Duty audience tends to favor an aggressive playstyle, and I'd expect this to filter down into DMZ.</p><h2 id="class-warfare">Class warfare</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wzHQqDKgkHUSzie6gDTKLZ" name="PR_cod_mw4_DMZ_13" alt="Hajin city from the rooftops in Call of Duty: Modern Warfare 4's DMZ mode, with a squad of three players taking in the view and a helicopter in the misty sky" src="https://cdn.mos.cms.futurecdn.net/wzHQqDKgkHUSzie6gDTKLZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>Less revolutionary, but no less impressive, is the game's multiplayer. At this point, Call of Duty's multiplayer mode is iterative, more akin to FIFA (erm, I mean, EA Sports FC). This suits everyone fine. There's a new collection of weapons to unlock and upgrade, camouflage to earn and an unending supply daydreaming, clueless players to blast your way through in the name of hitting that prestige button as many times as possible.</p><div><blockquote><p>Modern Warfare 4 is the best arena shooter on the market right now.</p></blockquote></div><p>Modern Warfare 4 is the best arena shooter on the market right now in terms of how smooth it feels and how engaging it is to play. The arsenal of (fictional, unlicensed) weapons offers up a horde of good choices for a variety of playstyles. I even like the maps this year. Transit 213 feels like one of the franchise's best already, taking the Shipment ideals but updating it for the modern day.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="V5mowjCUXLNzrUk59Jc2v7" name="Modern Warfare 4" alt="John Price and Valeria Garza sit next to one another in a helicopter in Call of Duty Modern Warfare 4" src="https://cdn.mos.cms.futurecdn.net/V5mowjCUXLNzrUk59Jc2v7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Operational record</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VYScDULV7AhnKmE8URe7RC" name="SS_blops_7_key_art_kagan" caption="" alt="Key art of Kagan squatting with a gun in Call of Duty: Black Ops 7" src="https://cdn.mos.cms.futurecdn.net/VYScDULV7AhnKmE8URe7RC-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox, Activision)</span></figcaption></figure><p class="fancy-box__body-text">Last year, in our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/call-of-duty/call-of-duty-black-ops-7-review/">Black Ops 7 review</a>, we called it a "campaign misfire" with an "underwhelming" Endgame mode.</p></div></div><p>Sadly, the big negatives are largely the same. Killstreaks remain an anti-fun device that rewards players for kill streaks at the expense of the rest of the lobby. I will rally against killstreaks to my dying breath, and I'm not convinced it's even particularly fun for the person that's awarded them. The other thing is that the player base is… not particularly engaged. It's not hard to walk up on players that aren't listening at all, or to play on a team that has no concept of how to pick up objectives at their very feet. People should feel free to play however they want – and it's bound to get sweatier as players drop off – but I can't shake the sense some teammates and enemies alike are second screening Family Guy Funny Moments compilations.</p><p>The bigger additions to Modern Warfare 4's multiplayer are hit and miss: I like Inflation, a 6v6 mode where killed players drop cash and you have to scoop it up similar to the game's existing Kill Confirmed mode. The twist is that the amount of cash you drop is a percentage of what you're currently carrying, and the winners are the team holding the most cash when the round times out. This has the fascinating impact that the better players are holding more cash and thus are worth more when you kill them, and suddenly there's a frantic back and forth, a game that isn't over until it's very much over.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UYBdTe9WFLLcmg3YqpnwmY" name="PR_cod_mw4_DMZ_4" alt="Three players dangle from a rope coming out of the back of the plane in Call of Duty: Modern Warfare 4's DMZ mode" src="https://cdn.mos.cms.futurecdn.net/UYBdTe9WFLLcmg3YqpnwmY-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>Other new modes are a mixed bag. Collateral seems determined to take over the <a href="https://www.gamesradar.com/valorant-tips/"><u>Valorant</u></a> / <a href="https://www.gamesradar.com/counter-strike-2-guide/"><u>Counter-Strike 2</u></a> niche, doing away with standard weapon names and perks and offering purchases like "Power Pistol" or "Semi Auto Rifle" for a round-based attack and defend mode. It's confusing primarily because Call of Duty already has a round-based attack and defend mode, Search and Destroy.</p><p>Except, here, regenerating health is turned off and in its place there's the overarching economy. This is one of the headline additions to Modern Warfare 4 and I can't help but feel like it's a naked attempt to bring the gameplay of Counter-Strike to console players. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xe8pm7qWmQpYsmZYHu72B7" name="COD Modern Warfare 4 Mads" alt="Actor Mads Mikkelsen in Call of Duty: Modern Warfare 4" src="https://cdn.mos.cms.futurecdn.net/xe8pm7qWmQpYsmZYHu72B7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>Frontline, meanwhile, is like Team Deathmatch with fixed respawns, which is a miserable exercise in repeating the same kill corridors over and over. Ground War Outpost is equally annoying, with a flood of people shooting you from every treeline, sandbag, or tower. You can't escape combat, but the furious sound of being in a Call of Duty: Modern Warfare 4 firefight is so intense that you can't really relax into it in the same way as you can in something like <a href="https://www.gamesradar.com/uk/battlefield-6/"><u>Battlefield 6</u></a> or <a href="https://www.gamesradar.com/games/fps/wardogs-driver-xp/"><u>Wardogs</u></a>.</p><p>But it doesn't matter. The multiplayer is phenomenal, and if the campaign is junk food, this is closer to an all-you-can-eat buffet inviting you to snack on what works for you and steer clear of the bits that don't. I have a sneaking feeling that I am getting too old for Call of Duty, a feeling Modern Warfare 4 has reinforced. But even if I'm not as fast at the game's multiplayer as I used to be. Even if some of the additions seem meaningless, Call of Duty: Modern Warfare 4 is, surprisingly, one of the best games this year, and it's phenomenal fun. Isn't that supposed to be the whole point?</p><p>Call of Duty: Modern Warfare 4 was reviewed on PC, with a code provided by the publisher.</p><p><em>Answer the call by checking out our </em><a href="https://www.gamesradar.com/best-call-of-duty-games/"><em>best Call of Duty games</em></a><em> and </em><a href="https://www.gamesradar.com/best-fps-games/"><em>best FPS games</em></a><em> rankings for more to play next!</em></p>
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                                                            <title><![CDATA[ The CRKD Nitro Deck 2 has got my Joy-Cons collecting dust, but it's not a perfect replacement ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The CRKD Nitro Deck 2 has been a long time coming.</p><p>Quite literally, in fact. CRKD originally announced the accessory in December 2025, almost a year ago. Since then, the follow-up to the <a href="https://www.gamesradar.com/nitro-deck-review/">original Nitro Deck</a> has experienced delay after delay, but the wait has been worth it. Just like the OG, the <a href="https://www.gamesradar.com/hardware/gaming-controllers/the-best-nintendo-switch-2-controllers/">Switch 2 controller</a> transforms the handheld into a more comfortable and adaptable device, equipping it with ergonomic grips, adjustable capacitor thumbsticks, and more, and the upgrades are so palpable that it makes me wish they were there by default.<br><br>That would mean putting up with the loud and intrusive rumble and having to source a new case, though, as the Deck 2's bulky size makes it incompatible with everything I've thrown its way. Yet it's a small price to pay to make Nintendo's current-gen console feel truly premium.</p><h2 class="article-body__section" id="section-design"><span>Design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="t66WF7NYQ6sd8xwnLx9wHL" name="Deck2-5" alt="Photo of the CRKD Nitro Deck 2 sitting on a Star Wars-themed wooden table." src="https://cdn.mos.cms.futurecdn.net/t66WF7NYQ6sd8xwnLx9wHL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>It's difficult to look at the Nitro Deck 2 and not think "Steam Deck" but that's not necessarily a bad thing. I'm pretty privy to the look and feel of Valve's pixel-pusher, and anything that emulates its appeal is a win in my book.<br><br>They aren't twins, and I believe the familiarities are accidental as the extra length of the Nitro Deck 2 is likely to accommodate the new handheld's larger 7.9-inch screen more than anything else. Yet, I'm definitely more of a fan of the Deck 2's elongated shape, and the fact that its "Black Edition" has a retro-inspired translucent chassis by default. </p><p>There's no plain Jane where this new and improved model is concerned. The controller's transparent 'Smoke Black Edition' exists instead of a simple black alternative, and there's also a PAL Grey and White model available too. That retro-fueled GameCube-inspired look of the original doesn't exist, but I suspect that'll change in the future. The Switch 2 actually allows you to play GameCube games via the Nintendo Switch Online library, unlike the original handheld, so it would be a missed opportunity to not see a purple-blue Nitro Deck this time around.</p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="agKDF6GCUwYYDZ7FA6xcPL" name="Deck2-2" alt="Photo of the CRKD Nitro Deck 2 sitting on a Star Wars-themed wooden table." src="https://cdn.mos.cms.futurecdn.net/agKDF6GCUwYYDZ7FA6xcPL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>Speaking of which, the Nitro Deck 2 possesses a lot of similarities to its previous generation. It's a controller that's designed to transform your handheld into something more adept and ergonomic, but there's a bit more freedom this time around. Instead of having to deal with the finicky process of carefully sliding your Switch into the device, you simply need to pull each grip to the side. This allows the Deck 2 to extend, allowing you to place the Switch 2 inside. A locking mechanism on the back can then be turned and tightened to keep it in place and prevent it from slipping out.<br><br>The new mechanism sits on top of a kickstand, which remains a single column as it did on the original version. The two sets of mappable back peddles also remain unchanged, as does the CRKD logo that's equipped with RFID technology for easy connectivity to the accompanying app - a neat feature which I appreciated as someone who hates dealing with long-winded serial numbers. </p><p>The Nitro Deck 2 is naturally also flush with new buttons to match the Switch 2. On the left side of the pad, you have the thumbstick and the circular D-pad underneath. Rather than keeping the capture button as is, CRKD has combined it with the minus button at the top right-hand side. Pressing the upper half will activate the minus options, while the bottom will allow you to take screenshots and game clips as normal.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8M2VSUBWkhicaim3YWEiad" name="Deck2-6" alt="Close up of right CRKD Nitro Deck 2 thumb stick." src="https://cdn.mos.cms.futurecdn.net/8M2VSUBWkhicaim3YWEiad-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>A Syncing button now takes the place of where you'd traditionally find the capture button on a left Switch 2 Joy-Con. Meanwhile, on the opposite side of the device, the layout is vastly similar. The plus button has also been split into two - with the upper half triggering the plus functionality as normal and the bottom being a program button. The latter is assigned to GameChat by default, but that's likely to make up for the lack of a dedicated 'C' GameChat button. Something I'm entirely okay with, as I never use it.</p><p>Below this you'll find the right thumbstick and a CRKD light-up Home button. The CRKD CaptiStick-branded Capacitor Sticks are powered by capacitor sensors, which the brand insists can provide "drift-free precision," but that's not all they bring to the Deck 2. Both are surrounded by dials, which can be turned at any moment to adjust resistance. Being able to tighten or loosen stick tension at a whim is extremely handy if you're wanting pinpoint accuracy for platformers or kart racers, and it's a nice inclusion for the upgraded gamepad.<br><br>Additionally, you've also got a set of three trigger buttons on either side of the controller. The D-pad is interchangeable with additional pads sold separately by CRKD, but most interestingly enough, the accessory can be used as a Pro-style controller. CRKD ships a plastic rectangular slab, which can be placed in the center instead of a Switch 2 display. While that means having to adjust your comfort to using a handheld-sized pad for docked gaming, it does give the new Deck 2 more appeal, though I'm still not 100% confirmed that it provides enough to warrant its $99.99 / £89.99 price point. But more on that later.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wQ2MdorXc7UrwSMTZ5sjPL" name="Deck2-4" alt="Photo of the CRKD Nitro Deck 2 sitting on a Star Wars-themed wooden table." src="https://cdn.mos.cms.futurecdn.net/wQ2MdorXc7UrwSMTZ5sjPL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>When I first attached the Nitro Deck 2 to my handheld and sent my Joy-Cons to the side table storage of my living room, where gaming accessories go to collect dust and rot, I immediately knew I had to lower the rumble.  By default, it is set to max, and is so loud that it made for some very awkward gaming-in-bed moments. Having to constantly explain that you are, in fact, playing Fire Emblem and not doing <em>anything</em> notorious to your partner does not make for a good time. It's so loud, in fact, that it even managed to continually wake up my cat on a night-to-night basis.</p><p>You see, with Fortune's Weave, the game sets off the handheld's HD rumble whenever you are within the radius of enemies during battles. This happens a lot as you are constantly dealing with swarms of soldiers or evil possessed skeletons on any given map, but the motors of the controller don't quite have the nuance of the console's rumbling ways. They get loud and a bit grating on the ears, but you can at least adjust them through a combination of buttons (holding L + the plus button for three seconds), and toggle both the left and right rumbles separately. Thanks for that, CRKD.<br> <br>Toggling the motors down to their lowest setting made my time with the Deck 2 far less awkward, and fortunately, it is one of the very few grievances I have with the accessory overall. My entire journey with the device is only really inhibited by some minor nitpicks, like the fact that it's too big to fit into my favorite Switch 2 cases, which means I'll likely have to pick up the brand's $39.99 / £34.99 (<a href="https://crkd.gg/products/nitro-deck-2-hardshell-carry-case?" target="_blank">via CRKD</a>) hardshell carrying case, or the tightening mechanism sometimes sounds like it's breaking each time you turn it. Otherwise, this made using the Switch 2 feel truly next-gen.</p><div><blockquote><p>Having to constantly explain that you are, in fact, playing Fire Emblem and not doing anything notorious to your partner does not make for a good time.</p><p>Rosalie Newcombe</p></blockquote></div><p>Using the Nitro Deck 2 feels very similar to using my OLED Steam Deck, but that's a positive for me. I absolutely despise the awkward flat backs of the Joy-Con controllers, so having two ergonomic grips to wrap my hands around feels more comfortable and natural. However, one of my personal favorite features was not the comfort but the inclusion of a U-shaped adapter. </p><p>I'm not a fan of Bluetooth, especially when it comes to controllers. While using the <a href="https://www.gamesradar.com/gamesir-g8-galileo-review/">GameSir G8+</a> I feel like I'm constantly having to spend more hours dealing with connection issues than actual gaming. The wired link between the Nitro Deck 2 and the Switch 2 meant that tedium was a non-issue. </p><p>It's also handy for knowing how to align the 7.9-inch display into the device. As the Deck 2 wraps around the console, it was confusing at first to know whether or not I had it hooked up properly. There's no satisfying click or feeling involved whatsoever. The adapter requires the Type-C ports of both the handheld and the device to be stacked on top of one another, and connecting the two made the entire device feel more secure. <br><br>What I didn't like the feeling of all that much was using it in docked mode. Don't get me wrong, I love the fact that CRKD chose to give the option of using the Nitro Deck 2 as a typical controller, especially as it makes the price feel more justifiable. Yet, it feels like you're basically using a Steam Deck-sized device as a gamepad, and that is not comfortable on your wrists for Mario Kart World, Fire Emblem Fortune's Weave, or any game out there. In a pinch, I can absolutely see it coming in handy, but it should not make someone's decision to purchase the Nitro Deck 2.</p><h2 class="article-body__section" id="section-should-you-buy-the-crkd-nitro-deck-2-controller"><span>Should you buy the CRKD Nitro Deck 2 controller?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xNL3LFRLPY9JHxS8CXFjtD" name="Deck2-7" alt="Photo of the CRKD Nitro Deck 2 with the Switch 2 in the middle." src="https://cdn.mos.cms.futurecdn.net/xNL3LFRLPY9JHxS8CXFjtD-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>The CRKD Nitro Deck 2 is cool, but I'm not so sure it's $99.99 / £89.99 cool.<br><br>That feels like a lot to pay for a controller of its type when you factor in the  $49.99 / £39.99 MSRP of the original, and the fact that many of you looking for new Switch 2 accessories may have just had to cope with the console's newly increased price. <br><br>If you have the funds where $100 doesn't feel like a lot, and you play your Switch 2 day in and day out, then it'll absolutely improve your handheld mode experience. Going back to the default Joy-Con controller layout after using the Nitro Deck 2 for weeks feels like a huge step down, and the comfy curvature of the pad's form factor makes diving into just about any game feel magnificent. When I dreamed up the Switch 2 in my head way before its first unveiling, this is more what I had in mind.<br><br>But no matter how next-gen it feels, its price and some minor grievances (that rumble really had an effect on me) prevent me from giving it a full five-star rating. Should it ever trickle down to an MSRP more in line with the original, then it should absolutely be part of your setup, and I hope that happens once the holiday sales kick off later this year. Though in the meantime, I'd only fully recommend this to those with the budget to spare. Or at least to those who truly hate the cramp-inducing flat backs of the Switch 2 Joy-Cons.</p><h2 class="article-body__section" id="section-how-i-tested-the-crkd-nitro-deck-2-controller"><span>How I tested the CRKD Nitro Deck 2 controller</span></h2><p>To put the new Nitro Deck 2 through it paces I swapped out my dusty old Joy-Cons and attached to my console for a little over two weeks. Whether I was connected over Bluetooth or via the accompanying adapter, I played everything on the new CRKD accessory, from Fire Emblem Fortune's Weave, Mario Kart World, Pokemon Pokopia, and even Nintendo Switch Online titles like Star Fox Adventures and Super Mario Sunshine via the GameCube library. I also used the Nitro Deck 2 as a Pro Controller in docked mode to see how it matched up to my wireless controllers of choice.<br><br>For more on <a href="https://www.gamesradar.com/how-we-test-controllers-on-gamesradar/">how we test controllers</a>, check out the <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ hardware policy.</a></p><p><em>Creating the ultimate Switch 2 setup? Check out our guides to the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-nintendo-switch-headset-tested/"><em>best Nintendo Switch headsets</em></a><em>, the </em><a href="https://www.gamesradar.com/hardware/best-nintendo-switch-2-cases/"><em>best Nintendo Switch 2 cases</em></a><em>, and the </em><a href="https://www.gamesradar.com/hardware/the-best-nintendo-switch-2-micro-sd-express-cards/"><em>best Nintendo Switch 2 microSD Express Cards</em></a><em> while you're here.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/gaming-keyboards/crkd-nitro-deck-2-review/</link>
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                            <![CDATA[ CRKD's new Nitro Deck 2 is finally here, and it's an almost perfect match for Ninty's new handheld. ]]>
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                                                                        <pubDate>Fri, 16 Oct 2026 16:33:44 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming Keyboards]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Nintendo Switch]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Peripherals]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                <author><![CDATA[ rosalie.newcombe@futurenet.com (Rosalie Newcombe) ]]></author>                    <dc:creator><![CDATA[ Rosalie Newcombe ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ggiQdbUqiUUCvwkPEcYNg6-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hardware Editor at GamesRadar+, ever since I first held a NES controller in my hand I&#039;ve been obsessed with gaming, and the hardware it runs on. I could hook up a NES and SNES to a telly, without instructions, before I could walk. Even now, nothing is more exciting then taking a console, or handheld, out the box for the first time and setting it up. This obsession transformed into a love of games and game music, which lead to my music degree and dream of becoming a Scottish Nobuo Uematsu. After sharing my love of games through music, I began to share my love through words on sites like TechRadar and iMore. This lead to becoming a Hardware staff writer for PCGamesN, and later the Senior Tech Writer for Dexerto, covering all things Steam Deck, PlayStation and Nintendo. With that experience, I was able to level up as Hardware Editor for GamesRadar+, where I&#039;m still just as Nintendo, PlayStation and gaming tech obsessed as ever.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future/Rosalie Newcombe]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Photo of the CRKD Nitro Deck 2 sitting on a Star Wars-themed wooden table.]]></media:description>                                                            <media:text><![CDATA[Photo of the CRKD Nitro Deck 2 sitting on a Star Wars-themed wooden table.]]></media:text>
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                                <p>The CRKD Nitro Deck 2 has been a long time coming.</p><p>Quite literally, in fact. CRKD originally announced the accessory in December 2025, almost a year ago. Since then, the follow-up to the <a href="https://www.gamesradar.com/nitro-deck-review/">original Nitro Deck</a> has experienced delay after delay, but the wait has been worth it. Just like the OG, the <a href="https://www.gamesradar.com/hardware/gaming-controllers/the-best-nintendo-switch-2-controllers/">Switch 2 controller</a> transforms the handheld into a more comfortable and adaptable device, equipping it with ergonomic grips, adjustable capacitor thumbsticks, and more, and the upgrades are so palpable that it makes me wish they were there by default.<br><br>That would mean putting up with the loud and intrusive rumble and having to source a new case, though, as the Deck 2's bulky size makes it incompatible with everything I've thrown its way. Yet it's a small price to pay to make Nintendo's current-gen console feel truly premium.</p><h2 class="article-body__section" id="section-design"><span>Design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="t66WF7NYQ6sd8xwnLx9wHL" name="Deck2-5" alt="Photo of the CRKD Nitro Deck 2 sitting on a Star Wars-themed wooden table." src="https://cdn.mos.cms.futurecdn.net/t66WF7NYQ6sd8xwnLx9wHL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>It's difficult to look at the Nitro Deck 2 and not think "Steam Deck" but that's not necessarily a bad thing. I'm pretty privy to the look and feel of Valve's pixel-pusher, and anything that emulates its appeal is a win in my book.<br><br>They aren't twins, and I believe the familiarities are accidental as the extra length of the Nitro Deck 2 is likely to accommodate the new handheld's larger 7.9-inch screen more than anything else. Yet, I'm definitely more of a fan of the Deck 2's elongated shape, and the fact that its "Black Edition" has a retro-inspired translucent chassis by default. </p><p>There's no plain Jane where this new and improved model is concerned. The controller's transparent 'Smoke Black Edition' exists instead of a simple black alternative, and there's also a PAL Grey and White model available too. That retro-fueled GameCube-inspired look of the original doesn't exist, but I suspect that'll change in the future. The Switch 2 actually allows you to play GameCube games via the Nintendo Switch Online library, unlike the original handheld, so it would be a missed opportunity to not see a purple-blue Nitro Deck this time around.</p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="agKDF6GCUwYYDZ7FA6xcPL" name="Deck2-2" alt="Photo of the CRKD Nitro Deck 2 sitting on a Star Wars-themed wooden table." src="https://cdn.mos.cms.futurecdn.net/agKDF6GCUwYYDZ7FA6xcPL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>Speaking of which, the Nitro Deck 2 possesses a lot of similarities to its previous generation. It's a controller that's designed to transform your handheld into something more adept and ergonomic, but there's a bit more freedom this time around. Instead of having to deal with the finicky process of carefully sliding your Switch into the device, you simply need to pull each grip to the side. This allows the Deck 2 to extend, allowing you to place the Switch 2 inside. A locking mechanism on the back can then be turned and tightened to keep it in place and prevent it from slipping out.<br><br>The new mechanism sits on top of a kickstand, which remains a single column as it did on the original version. The two sets of mappable back peddles also remain unchanged, as does the CRKD logo that's equipped with RFID technology for easy connectivity to the accompanying app - a neat feature which I appreciated as someone who hates dealing with long-winded serial numbers. </p><p>The Nitro Deck 2 is naturally also flush with new buttons to match the Switch 2. On the left side of the pad, you have the thumbstick and the circular D-pad underneath. Rather than keeping the capture button as is, CRKD has combined it with the minus button at the top right-hand side. Pressing the upper half will activate the minus options, while the bottom will allow you to take screenshots and game clips as normal.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8M2VSUBWkhicaim3YWEiad" name="Deck2-6" alt="Close up of right CRKD Nitro Deck 2 thumb stick." src="https://cdn.mos.cms.futurecdn.net/8M2VSUBWkhicaim3YWEiad-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>A Syncing button now takes the place of where you'd traditionally find the capture button on a left Switch 2 Joy-Con. Meanwhile, on the opposite side of the device, the layout is vastly similar. The plus button has also been split into two - with the upper half triggering the plus functionality as normal and the bottom being a program button. The latter is assigned to GameChat by default, but that's likely to make up for the lack of a dedicated 'C' GameChat button. Something I'm entirely okay with, as I never use it.</p><p>Below this you'll find the right thumbstick and a CRKD light-up Home button. The CRKD CaptiStick-branded Capacitor Sticks are powered by capacitor sensors, which the brand insists can provide "drift-free precision," but that's not all they bring to the Deck 2. Both are surrounded by dials, which can be turned at any moment to adjust resistance. Being able to tighten or loosen stick tension at a whim is extremely handy if you're wanting pinpoint accuracy for platformers or kart racers, and it's a nice inclusion for the upgraded gamepad.<br><br>Additionally, you've also got a set of three trigger buttons on either side of the controller. The D-pad is interchangeable with additional pads sold separately by CRKD, but most interestingly enough, the accessory can be used as a Pro-style controller. CRKD ships a plastic rectangular slab, which can be placed in the center instead of a Switch 2 display. While that means having to adjust your comfort to using a handheld-sized pad for docked gaming, it does give the new Deck 2 more appeal, though I'm still not 100% confirmed that it provides enough to warrant its $99.99 / £89.99 price point. But more on that later.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wQ2MdorXc7UrwSMTZ5sjPL" name="Deck2-4" alt="Photo of the CRKD Nitro Deck 2 sitting on a Star Wars-themed wooden table." src="https://cdn.mos.cms.futurecdn.net/wQ2MdorXc7UrwSMTZ5sjPL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>When I first attached the Nitro Deck 2 to my handheld and sent my Joy-Cons to the side table storage of my living room, where gaming accessories go to collect dust and rot, I immediately knew I had to lower the rumble.  By default, it is set to max, and is so loud that it made for some very awkward gaming-in-bed moments. Having to constantly explain that you are, in fact, playing Fire Emblem and not doing <em>anything</em> notorious to your partner does not make for a good time. It's so loud, in fact, that it even managed to continually wake up my cat on a night-to-night basis.</p><p>You see, with Fortune's Weave, the game sets off the handheld's HD rumble whenever you are within the radius of enemies during battles. This happens a lot as you are constantly dealing with swarms of soldiers or evil possessed skeletons on any given map, but the motors of the controller don't quite have the nuance of the console's rumbling ways. They get loud and a bit grating on the ears, but you can at least adjust them through a combination of buttons (holding L + the plus button for three seconds), and toggle both the left and right rumbles separately. Thanks for that, CRKD.<br> <br>Toggling the motors down to their lowest setting made my time with the Deck 2 far less awkward, and fortunately, it is one of the very few grievances I have with the accessory overall. My entire journey with the device is only really inhibited by some minor nitpicks, like the fact that it's too big to fit into my favorite Switch 2 cases, which means I'll likely have to pick up the brand's $39.99 / £34.99 (<a href="https://crkd.gg/products/nitro-deck-2-hardshell-carry-case?" target="_blank">via CRKD</a>) hardshell carrying case, or the tightening mechanism sometimes sounds like it's breaking each time you turn it. Otherwise, this made using the Switch 2 feel truly next-gen.</p><div><blockquote><p>Having to constantly explain that you are, in fact, playing Fire Emblem and not doing anything notorious to your partner does not make for a good time.</p><p>Rosalie Newcombe</p></blockquote></div><p>Using the Nitro Deck 2 feels very similar to using my OLED Steam Deck, but that's a positive for me. I absolutely despise the awkward flat backs of the Joy-Con controllers, so having two ergonomic grips to wrap my hands around feels more comfortable and natural. However, one of my personal favorite features was not the comfort but the inclusion of a U-shaped adapter. </p><p>I'm not a fan of Bluetooth, especially when it comes to controllers. While using the <a href="https://www.gamesradar.com/gamesir-g8-galileo-review/">GameSir G8+</a> I feel like I'm constantly having to spend more hours dealing with connection issues than actual gaming. The wired link between the Nitro Deck 2 and the Switch 2 meant that tedium was a non-issue. </p><p>It's also handy for knowing how to align the 7.9-inch display into the device. As the Deck 2 wraps around the console, it was confusing at first to know whether or not I had it hooked up properly. There's no satisfying click or feeling involved whatsoever. The adapter requires the Type-C ports of both the handheld and the device to be stacked on top of one another, and connecting the two made the entire device feel more secure. <br><br>What I didn't like the feeling of all that much was using it in docked mode. Don't get me wrong, I love the fact that CRKD chose to give the option of using the Nitro Deck 2 as a typical controller, especially as it makes the price feel more justifiable. Yet, it feels like you're basically using a Steam Deck-sized device as a gamepad, and that is not comfortable on your wrists for Mario Kart World, Fire Emblem Fortune's Weave, or any game out there. In a pinch, I can absolutely see it coming in handy, but it should not make someone's decision to purchase the Nitro Deck 2.</p><h2 class="article-body__section" id="section-should-you-buy-the-crkd-nitro-deck-2-controller"><span>Should you buy the CRKD Nitro Deck 2 controller?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xNL3LFRLPY9JHxS8CXFjtD" name="Deck2-7" alt="Photo of the CRKD Nitro Deck 2 with the Switch 2 in the middle." src="https://cdn.mos.cms.futurecdn.net/xNL3LFRLPY9JHxS8CXFjtD-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>The CRKD Nitro Deck 2 is cool, but I'm not so sure it's $99.99 / £89.99 cool.<br><br>That feels like a lot to pay for a controller of its type when you factor in the  $49.99 / £39.99 MSRP of the original, and the fact that many of you looking for new Switch 2 accessories may have just had to cope with the console's newly increased price. <br><br>If you have the funds where $100 doesn't feel like a lot, and you play your Switch 2 day in and day out, then it'll absolutely improve your handheld mode experience. Going back to the default Joy-Con controller layout after using the Nitro Deck 2 for weeks feels like a huge step down, and the comfy curvature of the pad's form factor makes diving into just about any game feel magnificent. When I dreamed up the Switch 2 in my head way before its first unveiling, this is more what I had in mind.<br><br>But no matter how next-gen it feels, its price and some minor grievances (that rumble really had an effect on me) prevent me from giving it a full five-star rating. Should it ever trickle down to an MSRP more in line with the original, then it should absolutely be part of your setup, and I hope that happens once the holiday sales kick off later this year. Though in the meantime, I'd only fully recommend this to those with the budget to spare. Or at least to those who truly hate the cramp-inducing flat backs of the Switch 2 Joy-Cons.</p><h2 class="article-body__section" id="section-how-i-tested-the-crkd-nitro-deck-2-controller"><span>How I tested the CRKD Nitro Deck 2 controller</span></h2><p>To put the new Nitro Deck 2 through it paces I swapped out my dusty old Joy-Cons and attached to my console for a little over two weeks. Whether I was connected over Bluetooth or via the accompanying adapter, I played everything on the new CRKD accessory, from Fire Emblem Fortune's Weave, Mario Kart World, Pokemon Pokopia, and even Nintendo Switch Online titles like Star Fox Adventures and Super Mario Sunshine via the GameCube library. I also used the Nitro Deck 2 as a Pro Controller in docked mode to see how it matched up to my wireless controllers of choice.<br><br>For more on <a href="https://www.gamesradar.com/how-we-test-controllers-on-gamesradar/">how we test controllers</a>, check out the <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ hardware policy.</a></p><p><em>Creating the ultimate Switch 2 setup? Check out our guides to the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-nintendo-switch-headset-tested/"><em>best Nintendo Switch headsets</em></a><em>, the </em><a href="https://www.gamesradar.com/hardware/best-nintendo-switch-2-cases/"><em>best Nintendo Switch 2 cases</em></a><em>, and the </em><a href="https://www.gamesradar.com/hardware/the-best-nintendo-switch-2-micro-sd-express-cards/"><em>best Nintendo Switch 2 microSD Express Cards</em></a><em> while you're here.</em></p>
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                                                            <title><![CDATA[ Street Fighter movie review: "This reboot is far from a perfect knockout" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Capcom's had a helluva year. Resident Evil: Requiem, Pragmata, and Onimusha: The Way of the Sword are some of the best games released these past few months, and that's not to mention the latest, apparently greatest, Monster Hunter Stories instalment. Then, of course, there's Zack Cregger's brilliant Resident Evil, which set a new standard for video game adaptations at the theater.</p><p>But not everyone's perfect, not even Capcom. The latest attempt at bringing <a href="https://www.gamesradar.com/entertainment/street-fighter-movie-release-date-cast-plot-trailer-news/">Street Fighter</a> to the multiplex is an overstuffed miss – a hyper-edited, dick-joke-filled, tonally inconsistent movie that ends halfway through its own story. But rather than leaving you wanting more, you're left with a headache, caused by too many booming needle-drops and too few satisfying uppercuts. The character roster – full of hilarious wigs – is simply overstuffed, with four primary protagonists all given too little screen time.</p><p>First, there's Ken Masters, a once-respected fighter now doing adverts for Duracell and taking on novelty fights with polar bears. Ken's rich, jacked, and looks like Noah Centineo, but nobody wants to party with him, so he sings karaoke alone, belting out "What's Up?" by the 4 Non Blondes, a favourite of his missing brother, Ryu. </p><p>Speaking of which, Andrew Koji's solemn champion has gone into hiding after failing to save his and Ken's master, Gouken, from the evil Akuma. Like that beastly spirit, Ryu is possessed by a dark force, which comes out when he's fighting, so Ryu's swapped throwing hadoukens for selling noodles to tourists.</p><h2 id="fight-club">Fight club</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nb2dX9o2rUxx8UV58wpekb" name="Street Fighter" alt="Noah Centineo as Ken in the Street Fighter movie" src="https://cdn.mos.cms.futurecdn.net/nb2dX9o2rUxx8UV58wpekb-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Paramount)</span></figcaption></figure><p>That doesn't last long: M. Bison – an unleashed, high-camp David Dastmalchian – is hosting a second World Warrior tournament to lure out Ryu and capture his "hado" powers. Bison sends his best minion, Chun-Li, to seek out fighters from all over the world, but, to absolutely no one's surprise, she's not actually Bison's lapdog – she's an undercover Interpol agent whose personality boils down to wanting revenge and being hot, something that's mentioned a dozen times by multiple different characters.</p><div  class="fancy-box"><div class="fancy_box-title">Fast Facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> October 16<br><strong>Available in: </strong>Theaters<br><strong>Director:</strong> Kitao Sakurai<br><strong>Runtime</strong>: 119 minutes</p></div></div><p>Then there's Ken's agent, best friend, and former sparring partner Dan Hibiki, a metaphorical punching bag who, despite not having a grand entrance, is at the center of multiple major story beats and has an arc of his own. The marketing might not be drawing attention to Dan, but he has at least as much screentime as Chun-Li, if not Ryu. </p><p>That's not to mention the plethora of other characters, like Eric André's Don Sauvage, given ample air time to shout funny things, and Jason Momoa's green-skinned, hulking Blanka, who was brought up, we're told, by "eels… electric eels". Cody Rhodes' Guile has the most ridiculous haircut ever put to screen, while 50 Cent's Balrog, Vidyut Jammwal's Dhalsim, Orville Peck's Vega, Rayna Vallandingham's Juli, and Mel Jarnson's Cammy are all also… here. There's little more to each of these fighters than what you get from the character select screen; they are mere set dressing.</p><p>In order to juggle so many spinning plates, director Kitao Sakurai, a frequent collaborator of André, keeps things rolling at a bombastic pace, editing every scene like it's a TikTok, allowing nothing to breathe, and no emotional connections to be formed. Characters say their motivation out loud multiple times, just in case you were scrolling through reels while watching, like Ken, who we know is a loser, so everyone calls him one, until, suddenly, midway through a later-stage fight, he's cool again, just like that.</p><h2 id="another-round">Another round</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zWaZUSm7eApMCyHoNuCY25" name="Street Fighter" alt="Street Fighter movie" src="https://cdn.mos.cms.futurecdn.net/zWaZUSm7eApMCyHoNuCY25-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Paramount)</span></figcaption></figure><p>The actual fights suffer because of the pace. We've been living in a post-Raid and John Wick world for well over a decade, trained on visceral, sleek action that clearly shows every punch. Street Fighter goes in a different direction, using wires and CGI to recreate moves from the games, but they too often look janky. When something really cool happens, it's heavily signposted with slow motion. The recent Mortal Kombat movies got away with heightened, silly fighting moves because everything's a gory mess, but Street Fighter is squarely aimed at 12-year-old boys, so there's no blood, and therefore no distraction from some clunky-looking moves.</p><div><blockquote><p>Rather than leaving you wanting more, you're left with a headache, caused by too many booming needle-drops and too few satisfying uppercuts</p></blockquote></div><p>Street Fighter instead works best as a comedy. Sakurai's a great director of slapstick, which half of these fights are anyway, but your tolerance for the humour depends on how much you enjoy lowbrow jokes. Example: Ken gets punched in the cajones; someone shouts: "Yo, his dick is toast!" It's one of the movie's biggest laughs. The movie also shines during animated sequences, which are much more serious in tone and look stunning, like classic '90s anime. There's a clear vision behind these that's sorely lacking from the messy live-action movie they're stuck inside. </p><p>Were this entirely animated, it may have been another Capcom win, but sadly, that's not the case. Street Fighter's biggest flaw is simply trying to do too much, cramming three movies' worth of characters and plot into two hours, and then ending inexplicably halfway through a scene without resolving the main conflict. It's sequel bait when they really should have focused more on round one being perfect. </p><p>Street Fighter releases in theaters on October 16. For more, check out our ranking of the <a href="https://www.gamesradar.com/best-video-game-movies/">best video game movies</a> and our guide to the many <a href="https://www.gamesradar.com/upcoming-video-game-movies/">upcoming video game movies</a> in the works.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/entertainment/live-action-movies/street-fighter-movie-review/</link>
                                                                            <description>
                            <![CDATA[ Street Fighter movie review: "This reboot is far from a perfect knockout" ]]>
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                                                                        <pubDate>Thu, 15 Oct 2026 16:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 16 Oct 2026 09:09:17 +0000</updated>
                                                                                                                                            <category><![CDATA[Live Action Movies]]></category>
                                                    <category><![CDATA[Entertainment]]></category>
                                                    <category><![CDATA[Movies]]></category>
                                                                                                <author><![CDATA[ jack.shepherd@futurenet.com (Jack Shepherd) ]]></author>                    <dc:creator><![CDATA[ Jack Shepherd ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/jPngxUTaZWtuGwyacS9RVn-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jack Shepherd is the former Senior Entertainment Editor of GamesRadar. Jack used to work at The Independent as a general culture writer before specializing in TV and film for the likes of GR+, Total Film, SFX, and others. You can now find Jack working as a freelance journalist and editor.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Paramount]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Street Fighter movie]]></media:description>                                                            <media:text><![CDATA[Street Fighter movie]]></media:text>
                                <media:title type="plain"><![CDATA[Street Fighter movie]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Capcom's had a helluva year. Resident Evil: Requiem, Pragmata, and Onimusha: The Way of the Sword are some of the best games released these past few months, and that's not to mention the latest, apparently greatest, Monster Hunter Stories instalment. Then, of course, there's Zack Cregger's brilliant Resident Evil, which set a new standard for video game adaptations at the theater.</p><p>But not everyone's perfect, not even Capcom. The latest attempt at bringing <a href="https://www.gamesradar.com/entertainment/street-fighter-movie-release-date-cast-plot-trailer-news/">Street Fighter</a> to the multiplex is an overstuffed miss – a hyper-edited, dick-joke-filled, tonally inconsistent movie that ends halfway through its own story. But rather than leaving you wanting more, you're left with a headache, caused by too many booming needle-drops and too few satisfying uppercuts. The character roster – full of hilarious wigs – is simply overstuffed, with four primary protagonists all given too little screen time.</p><p>First, there's Ken Masters, a once-respected fighter now doing adverts for Duracell and taking on novelty fights with polar bears. Ken's rich, jacked, and looks like Noah Centineo, but nobody wants to party with him, so he sings karaoke alone, belting out "What's Up?" by the 4 Non Blondes, a favourite of his missing brother, Ryu. </p><p>Speaking of which, Andrew Koji's solemn champion has gone into hiding after failing to save his and Ken's master, Gouken, from the evil Akuma. Like that beastly spirit, Ryu is possessed by a dark force, which comes out when he's fighting, so Ryu's swapped throwing hadoukens for selling noodles to tourists.</p><h2 id="fight-club">Fight club</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nb2dX9o2rUxx8UV58wpekb" name="Street Fighter" alt="Noah Centineo as Ken in the Street Fighter movie" src="https://cdn.mos.cms.futurecdn.net/nb2dX9o2rUxx8UV58wpekb-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Paramount)</span></figcaption></figure><p>That doesn't last long: M. Bison – an unleashed, high-camp David Dastmalchian – is hosting a second World Warrior tournament to lure out Ryu and capture his "hado" powers. Bison sends his best minion, Chun-Li, to seek out fighters from all over the world, but, to absolutely no one's surprise, she's not actually Bison's lapdog – she's an undercover Interpol agent whose personality boils down to wanting revenge and being hot, something that's mentioned a dozen times by multiple different characters.</p><div  class="fancy-box"><div class="fancy_box-title">Fast Facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> October 16<br><strong>Available in: </strong>Theaters<br><strong>Director:</strong> Kitao Sakurai<br><strong>Runtime</strong>: 119 minutes</p></div></div><p>Then there's Ken's agent, best friend, and former sparring partner Dan Hibiki, a metaphorical punching bag who, despite not having a grand entrance, is at the center of multiple major story beats and has an arc of his own. The marketing might not be drawing attention to Dan, but he has at least as much screentime as Chun-Li, if not Ryu. </p><p>That's not to mention the plethora of other characters, like Eric André's Don Sauvage, given ample air time to shout funny things, and Jason Momoa's green-skinned, hulking Blanka, who was brought up, we're told, by "eels… electric eels". Cody Rhodes' Guile has the most ridiculous haircut ever put to screen, while 50 Cent's Balrog, Vidyut Jammwal's Dhalsim, Orville Peck's Vega, Rayna Vallandingham's Juli, and Mel Jarnson's Cammy are all also… here. There's little more to each of these fighters than what you get from the character select screen; they are mere set dressing.</p><p>In order to juggle so many spinning plates, director Kitao Sakurai, a frequent collaborator of André, keeps things rolling at a bombastic pace, editing every scene like it's a TikTok, allowing nothing to breathe, and no emotional connections to be formed. Characters say their motivation out loud multiple times, just in case you were scrolling through reels while watching, like Ken, who we know is a loser, so everyone calls him one, until, suddenly, midway through a later-stage fight, he's cool again, just like that.</p><h2 id="another-round">Another round</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zWaZUSm7eApMCyHoNuCY25" name="Street Fighter" alt="Street Fighter movie" src="https://cdn.mos.cms.futurecdn.net/zWaZUSm7eApMCyHoNuCY25-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Paramount)</span></figcaption></figure><p>The actual fights suffer because of the pace. We've been living in a post-Raid and John Wick world for well over a decade, trained on visceral, sleek action that clearly shows every punch. Street Fighter goes in a different direction, using wires and CGI to recreate moves from the games, but they too often look janky. When something really cool happens, it's heavily signposted with slow motion. The recent Mortal Kombat movies got away with heightened, silly fighting moves because everything's a gory mess, but Street Fighter is squarely aimed at 12-year-old boys, so there's no blood, and therefore no distraction from some clunky-looking moves.</p><div><blockquote><p>Rather than leaving you wanting more, you're left with a headache, caused by too many booming needle-drops and too few satisfying uppercuts</p></blockquote></div><p>Street Fighter instead works best as a comedy. Sakurai's a great director of slapstick, which half of these fights are anyway, but your tolerance for the humour depends on how much you enjoy lowbrow jokes. Example: Ken gets punched in the cajones; someone shouts: "Yo, his dick is toast!" It's one of the movie's biggest laughs. The movie also shines during animated sequences, which are much more serious in tone and look stunning, like classic '90s anime. There's a clear vision behind these that's sorely lacking from the messy live-action movie they're stuck inside. </p><p>Were this entirely animated, it may have been another Capcom win, but sadly, that's not the case. Street Fighter's biggest flaw is simply trying to do too much, cramming three movies' worth of characters and plot into two hours, and then ending inexplicably halfway through a scene without resolving the main conflict. It's sequel bait when they really should have focused more on round one being perfect. </p><p>Street Fighter releases in theaters on October 16. For more, check out our ranking of the <a href="https://www.gamesradar.com/best-video-game-movies/">best video game movies</a> and our guide to the many <a href="https://www.gamesradar.com/upcoming-video-game-movies/">upcoming video game movies</a> in the works.</p>
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                                                            <title><![CDATA[ Over the Hill review: "The single most stressful game I’ve played in years and I think it hates me" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The trailer for Over the Hill makes it look like you’ll be taking an off-road vehicle out into the wilderness and having a wonderful, relaxing time in warm sunshine, listening to acoustic guitar music as you trundle around paradise looking at the wildlife. Balderdash. It’s the single most stressful game I’ve played in years and I think it hates me.</p><p>It’s a bold move for a game to focus on the actual worst bits of open world driving games like Forza Horizon or even GTA. You know, the ones where you try to drive up a hill and it’s just a little too steep for your car to manage. Sliding around, skidding back down, and getting stuck against trees is the core experience at first, as there's just not enough grip to enjoy yourself. You can soon upgrade your tires, at which point things improve. But even with this added grip, Over the Hill is best described as a constant, laborious battle against hostile terrain – and that's far from enjoyable.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kPizDf6oJf8T2KT46rLboF" name="SS_over_the_hill_2026-10-11 (5)_1080" alt="A 4x4 in Over The Hill drives up a river at night as it rains" src="https://cdn.mos.cms.futurecdn.net/kPizDf6oJf8T2KT46rLboF-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Funselektor Labs)</span></figcaption></figure><p>Said terrain at least looks reasonably nice. The art style is noticeably similar to developer Funselektor’s <a href="https://www.gamesradar.com/art-of-rally-releases-on-ps4-and-ps5-next-month/"><u>sublime Art of Rally</u></a>. Not entirely flat-shaded, but certainly channeling that look. This can make more sparse areas like the Algerian desert look basic at times. The game uses lighting, fogging, and weather effects alongside a diegetic soundtrack to create its moods, but any sense of wonder quickly wears thin. There's so little to discover, it's frankly boring, a feeling compounded by the fact you're limited to moving at an absolute crawl. Even at full speed, you could probably run faster, if only you could exit the car.</p><h2 id="trails-and-tribulations">Trails and tribulations</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="k3xTBbemk7LowUpu5nsnEG" name="SS_over_the_hill_2026-10-09 (17)_1080" alt="A 4x4 in Over The Hill grapples out of a river by hooking onto a tree" src="https://cdn.mos.cms.futurecdn.net/k3xTBbemk7LowUpu5nsnEG-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Funselektor Labs)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">FAST FACTS</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 14, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X, Nintendo Switch 2<br><strong>Developer: </strong>In-house<br><strong>Publisher:</strong> Funselektor Labs</p></div></div><p>The game's best feature is the winch, which can latch onto trees with a quick press of the Y button on an Xbox pad. You then reel it back in, pulling yourself out of mud/water/rocks/trouble/the-clutches-of-despair in the process. It works really well and one item even lets you make an anchor point almost anywhere you like. That can feel like cheating, but sometimes there's no alternative. You soon acquire other limited use items too, like planks of wood to bridge small gaps and, later, a jack to reset you if you roll over. It doesn’t physically leverage your car’s chassis, instead respawning you, which really does feel like cheating when everything else is so hands-off.</p><p>While you can technically go anywhere, most steep hills are impassable, causing you to seek out the flattest routes, at which point you discover the world is actually quite linear. That at least means routes have been curated to offer a decent challenge, with jutting stones and slippery, bare rock faces clearly placed to test you.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tCqe9qeS2knJFrzfjmgkEG" name="SS_over_the_hill_2026-10-10 (5)_1080" alt="A 4x4 in Over The Hill drives over wooden walkways" src="https://cdn.mos.cms.futurecdn.net/tCqe9qeS2knJFrzfjmgkEG-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Funselektor Labs)</span></figcaption></figure><p>Some such routes are turned into 'trails', which are the most videogamey and enjoyable part of the proceedings as you try to make it to GTA-esque checkpoint circles that appear at shortish intervals along a challenging track. Some of them are brilliantly designed – the Bridal Veil in the second Canadian area is a standout, passing a beautiful waterfall, which I was lucky enough to discover while the virtual sun was out. Gorgeous.</p><p>Sunshine is pretty rare, though. Storms are frequent and sway every tree on the screen in spectacular fashion. Inching forward through the surprisingly hostile elements in turn disperses the map's fog of war, revealing question mark 'points of interest'. These might be crates with personalization mods for your car, vehicles to tow back to your camp, or gates which denote the start point of those standout trails. Clearing every point in one area removes that map's fog of war completely, though you won't need the map by then. There's no rush or even instruction to complete anything; you can take your time.</p><p>The physics are OK, but not quite as convincing as other, more realistic-looking off-roaders. Your truck's movement is questionable at extreme angles and deformable terrain like mud or snow always deforms to the same level. It doesn’t build up again under reversing, nor squish outwards like it does in Snowrunner, either. It’s just there until it's flattened. Nonetheless, it does look pretty nice when you’re slewing around in a swamp or window-deep in snow and your wheels are leaving great troughs in your wake.</p><h2 id="off-road-pokedex">Off Road Pokedex</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AZBwnfBPiLhJvcjdvAH6MG" name="SS_over_the_hill_Elk_20261010_183323_212_1080" alt="An elk in Over The Hill" src="https://cdn.mos.cms.futurecdn.net/AZBwnfBPiLhJvcjdvAH6MG-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Funselektor Labs)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Cosmetic upgrades FTW</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zg6ynaadkQ3zrZTZnSkhsF" name="SS_over_the_hill_2026-10-10 (8)_1080" caption="" alt="A 4x4 in Over The Hill tilts at an angle off a wooden walkway" src="https://cdn.mos.cms.futurecdn.net/zg6ynaadkQ3zrZTZnSkhsF-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Funselektor Labs)</span></figcaption></figure><p class="fancy-box__body-text">While there's little sense of reward in the gameplay itself, you can at least unlock customization items for your vehicle. I went with a nice Christmas-themed combo of fairy lights and a wreath, with a plane on a stick to really set it off.</p></div></div><p>There’s an instant camera so you can snap the local fauna, which is a lovely feature but rarely used. You won’t see as much wildlife as you might expect, but that just makes the occasional sighting of an eagle that much more special.</p><p>There are a few mechanics (actual mechanics, the kind that use spanners) here and there with a few dialogue boxes to their names who will sell you upgrade items, but for the most part it’s a decidedly isolated solo experience. You can change songs on the tape player in your car, either track by track or different albums, but the best match is the laid-back acoustic guitar fare, which sounds a lot like pixel art fishing game Cast ’n’ Chill.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xGQRWxyDmhMKAGStyRS7hg" name="PR_over_the_hill_Screenshot_20260327_150202_1080" alt="Multiple 4x4 in Over the Hill navigate Algeria's sand and trees" src="https://cdn.mos.cms.futurecdn.net/xGQRWxyDmhMKAGStyRS7hg-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Funselektor Labs)</span></figcaption></figure><p>If aching isolation sounds like your idea of hell, you can play with other people, winching each other out of trouble and pulling up larger meteorites together. However, Funselektor has made it clear that the game was first designed as a solo experience and online performance is still being worked on. The game runs well even on Steam Deck despite some pretty vast draw distances, and visible LOD redraw is kept impressively scarce.</p><p>There is something to be said for setting off into the night as rain hammers down on the metal roof of your vehicle, your headlights swaying and dipping as you carefully navigate the undulating terrain. The same goes for those old-school 'Top Gear' moments of clinging to a mountainside with a 200ft drop to your right. But when you realise you're in your umpteenth hour of watching a small, low-detail car crawl slowly over barren sand dunes or trundle through another desolate valley, you'll likely long for something to happen.</p><p>Over The Hill was reviewed on PC, with a code provided by the publisher.</p><p><em>Your journey isn't over yet. Check out our </em><a href="https://www.gamesradar.com/best-open-world-games/"><em>best open world games</em></a><em> ranking for more worlds to get lost in!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/open-world/over-the-hill-review/</link>
                                                                            <description>
                            <![CDATA[ Slow, laborious, and frequently frustrating ]]>
                                                                                                            </description>
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                                                                        <pubDate>Wed, 14 Oct 2026 16:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 14 Oct 2026 16:06:55 +0000</updated>
                                                                                                                                            <category><![CDATA[Open World Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                                                                                    <dc:creator><![CDATA[ Justin Towell ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/MfTkJPbRNgKaSPCvJk79vB-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Funselektor Labs]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[4x4s in Over the Hill cross a river with canoes on the roof]]></media:description>                                                            <media:text><![CDATA[4x4s in Over the Hill cross a river with canoes on the roof]]></media:text>
                                <media:title type="plain"><![CDATA[4x4s in Over the Hill cross a river with canoes on the roof]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>The trailer for Over the Hill makes it look like you’ll be taking an off-road vehicle out into the wilderness and having a wonderful, relaxing time in warm sunshine, listening to acoustic guitar music as you trundle around paradise looking at the wildlife. Balderdash. It’s the single most stressful game I’ve played in years and I think it hates me.</p><p>It’s a bold move for a game to focus on the actual worst bits of open world driving games like Forza Horizon or even GTA. You know, the ones where you try to drive up a hill and it’s just a little too steep for your car to manage. Sliding around, skidding back down, and getting stuck against trees is the core experience at first, as there's just not enough grip to enjoy yourself. You can soon upgrade your tires, at which point things improve. But even with this added grip, Over the Hill is best described as a constant, laborious battle against hostile terrain – and that's far from enjoyable.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kPizDf6oJf8T2KT46rLboF" name="SS_over_the_hill_2026-10-11 (5)_1080" alt="A 4x4 in Over The Hill drives up a river at night as it rains" src="https://cdn.mos.cms.futurecdn.net/kPizDf6oJf8T2KT46rLboF-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Funselektor Labs)</span></figcaption></figure><p>Said terrain at least looks reasonably nice. The art style is noticeably similar to developer Funselektor’s <a href="https://www.gamesradar.com/art-of-rally-releases-on-ps4-and-ps5-next-month/"><u>sublime Art of Rally</u></a>. Not entirely flat-shaded, but certainly channeling that look. This can make more sparse areas like the Algerian desert look basic at times. The game uses lighting, fogging, and weather effects alongside a diegetic soundtrack to create its moods, but any sense of wonder quickly wears thin. There's so little to discover, it's frankly boring, a feeling compounded by the fact you're limited to moving at an absolute crawl. Even at full speed, you could probably run faster, if only you could exit the car.</p><h2 id="trails-and-tribulations">Trails and tribulations</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="k3xTBbemk7LowUpu5nsnEG" name="SS_over_the_hill_2026-10-09 (17)_1080" alt="A 4x4 in Over The Hill grapples out of a river by hooking onto a tree" src="https://cdn.mos.cms.futurecdn.net/k3xTBbemk7LowUpu5nsnEG-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Funselektor Labs)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">FAST FACTS</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 14, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X, Nintendo Switch 2<br><strong>Developer: </strong>In-house<br><strong>Publisher:</strong> Funselektor Labs</p></div></div><p>The game's best feature is the winch, which can latch onto trees with a quick press of the Y button on an Xbox pad. You then reel it back in, pulling yourself out of mud/water/rocks/trouble/the-clutches-of-despair in the process. It works really well and one item even lets you make an anchor point almost anywhere you like. That can feel like cheating, but sometimes there's no alternative. You soon acquire other limited use items too, like planks of wood to bridge small gaps and, later, a jack to reset you if you roll over. It doesn’t physically leverage your car’s chassis, instead respawning you, which really does feel like cheating when everything else is so hands-off.</p><p>While you can technically go anywhere, most steep hills are impassable, causing you to seek out the flattest routes, at which point you discover the world is actually quite linear. That at least means routes have been curated to offer a decent challenge, with jutting stones and slippery, bare rock faces clearly placed to test you.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tCqe9qeS2knJFrzfjmgkEG" name="SS_over_the_hill_2026-10-10 (5)_1080" alt="A 4x4 in Over The Hill drives over wooden walkways" src="https://cdn.mos.cms.futurecdn.net/tCqe9qeS2knJFrzfjmgkEG-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Funselektor Labs)</span></figcaption></figure><p>Some such routes are turned into 'trails', which are the most videogamey and enjoyable part of the proceedings as you try to make it to GTA-esque checkpoint circles that appear at shortish intervals along a challenging track. Some of them are brilliantly designed – the Bridal Veil in the second Canadian area is a standout, passing a beautiful waterfall, which I was lucky enough to discover while the virtual sun was out. Gorgeous.</p><p>Sunshine is pretty rare, though. Storms are frequent and sway every tree on the screen in spectacular fashion. Inching forward through the surprisingly hostile elements in turn disperses the map's fog of war, revealing question mark 'points of interest'. These might be crates with personalization mods for your car, vehicles to tow back to your camp, or gates which denote the start point of those standout trails. Clearing every point in one area removes that map's fog of war completely, though you won't need the map by then. There's no rush or even instruction to complete anything; you can take your time.</p><p>The physics are OK, but not quite as convincing as other, more realistic-looking off-roaders. Your truck's movement is questionable at extreme angles and deformable terrain like mud or snow always deforms to the same level. It doesn’t build up again under reversing, nor squish outwards like it does in Snowrunner, either. It’s just there until it's flattened. Nonetheless, it does look pretty nice when you’re slewing around in a swamp or window-deep in snow and your wheels are leaving great troughs in your wake.</p><h2 id="off-road-pokedex">Off Road Pokedex</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AZBwnfBPiLhJvcjdvAH6MG" name="SS_over_the_hill_Elk_20261010_183323_212_1080" alt="An elk in Over The Hill" src="https://cdn.mos.cms.futurecdn.net/AZBwnfBPiLhJvcjdvAH6MG-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Funselektor Labs)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Cosmetic upgrades FTW</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zg6ynaadkQ3zrZTZnSkhsF" name="SS_over_the_hill_2026-10-10 (8)_1080" caption="" alt="A 4x4 in Over The Hill tilts at an angle off a wooden walkway" src="https://cdn.mos.cms.futurecdn.net/zg6ynaadkQ3zrZTZnSkhsF-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Funselektor Labs)</span></figcaption></figure><p class="fancy-box__body-text">While there's little sense of reward in the gameplay itself, you can at least unlock customization items for your vehicle. I went with a nice Christmas-themed combo of fairy lights and a wreath, with a plane on a stick to really set it off.</p></div></div><p>There’s an instant camera so you can snap the local fauna, which is a lovely feature but rarely used. You won’t see as much wildlife as you might expect, but that just makes the occasional sighting of an eagle that much more special.</p><p>There are a few mechanics (actual mechanics, the kind that use spanners) here and there with a few dialogue boxes to their names who will sell you upgrade items, but for the most part it’s a decidedly isolated solo experience. You can change songs on the tape player in your car, either track by track or different albums, but the best match is the laid-back acoustic guitar fare, which sounds a lot like pixel art fishing game Cast ’n’ Chill.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xGQRWxyDmhMKAGStyRS7hg" name="PR_over_the_hill_Screenshot_20260327_150202_1080" alt="Multiple 4x4 in Over the Hill navigate Algeria's sand and trees" src="https://cdn.mos.cms.futurecdn.net/xGQRWxyDmhMKAGStyRS7hg-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Funselektor Labs)</span></figcaption></figure><p>If aching isolation sounds like your idea of hell, you can play with other people, winching each other out of trouble and pulling up larger meteorites together. However, Funselektor has made it clear that the game was first designed as a solo experience and online performance is still being worked on. The game runs well even on Steam Deck despite some pretty vast draw distances, and visible LOD redraw is kept impressively scarce.</p><p>There is something to be said for setting off into the night as rain hammers down on the metal roof of your vehicle, your headlights swaying and dipping as you carefully navigate the undulating terrain. The same goes for those old-school 'Top Gear' moments of clinging to a mountainside with a 200ft drop to your right. But when you realise you're in your umpteenth hour of watching a small, low-detail car crawl slowly over barren sand dunes or trundle through another desolate valley, you'll likely long for something to happen.</p><p>Over The Hill was reviewed on PC, with a code provided by the publisher.</p><p><em>Your journey isn't over yet. Check out our </em><a href="https://www.gamesradar.com/best-open-world-games/"><em>best open world games</em></a><em> ranking for more worlds to get lost in!</em></p>
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                                                            <title><![CDATA[ Crystal Lake review: "Meandering and mostly scare-free Friday the 13th prequel" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The thing about the Friday the 13th movies are they're not very good. Nightmare on Elm Street has innovative effects, Halloween pivots off the expert tension of director John Carpenter. But the first entry in the Friday the 13th franchise is mostly inert. It isn’t until later entries that it amps up the thrills and chills, realizing that the hockey-masked Jason is a ridiculous immortal slasher/wrestler in a funny way, rather than a scary way. </p><p>So, if you’re a high-end studio like A24, how do you build an entire eight-episode season of television as a prequel? You focus on the one element of the original movie that totally works: Betsy Palmer’s bonkers turn as Mrs. Pamela Voorhees. And thankfully, they found the perfect modern actress to play the iconic killer lunch-lady in Linda Cardellini.</p><p>Unfortunately, like the movie that came before it, that’s pretty much all that works about the meandering, mostly scare-free Friday the 13th prequel, which debuts after an extremely long and messy development and production process. Fans tuning in to see the lurid sex and violence of the best of Friday the 13th (it’s a sleepover/drive-in classic for a reason) will mostly be frustrated at the lack of the former (there’s almost no nudity, and relatively chaste soap opera-level sex), and put off by the latter, which relies heavily on digital trickery and the same sort of faces getting torn off in gruesome ways, episode after episode. </p><p>Even worse, some big swings that completely change the mythology and continuity of the film series seem entirely misguided. Adding a Stranger Things-style conspiracy element to the show isn’t going to bring in new fans, and it’s just going to annoy the older ones.</p><h2 id="mask-off">Mask off</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pRuMogAgsJ3V87SPMxJwxc" name="Crystal Lake" alt="Linda Cardellini as Pamela Voorhees in Crystal Lake" src="https://cdn.mos.cms.futurecdn.net/pRuMogAgsJ3V87SPMxJwxc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Peacock/Sky)</span></figcaption></figure><p>We pick up with Pamela living with her son, Jason (Callum Vinson), who knows he's different from the other kids, but is very sweet and beloved by his mother. One day at Camp Crystal Lake, where she works as the lunch lady, Jason drowns thanks in part to the negligence of the counselors, though that doesn’t become a factor until much later in the season. A year later, the camp is about to reopen, and Pamela is still bereft, believing Jason is out there somewhere since they never found a body. And aside from going a little nuts at a town potluck, she’s pretty reasonable in her grief, calmed by the town’s kindly sheriff/romantic interest Levon Brooks (William Catlett). That is until she’s attacked at home by two armed thugs who have been tracking her – and Jason – for mysterious purposes.</p><div  class="fancy-box"><div class="fancy_box-title">Fast Facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> October 15 (US), October 19 (UK)<br><strong>Available on: </strong>Peacock (US), Sky/NOW (UK)<br><strong>Showrunner: </strong>Brad Caleb Kane<br><strong>Episodes reviewed:</strong> 8 of 8</p></div></div><p>There’s a burst of violence from Pamela, and more to come, as well as potentially other killers lurking in the wings. But other than walking us through Pamela’s increasingly brazen acts of brutality that she all but commits in the town square with no real interest from either the police, or Levon’s news reporter sister, Briana (Devin Kessler), who is investigating the overall conspiracy, there’s no "why" here. Is this about diving into the depths of madness to see where it comes from? Maybe – that certainly seems to be where the show lands in the final scenes – though a classic late-season flashback episode posits another, much dumber theory we won’t spoil here.</p><p>It’s also, unfortunately, not particularly funny. Or fun. Or scary. Everyone is playing this material dead seriously, from a weird little girl Pamela becomes obsessed with who seems to be a refugee from showrunner Brad Caleb Kane’s other horror prequel, IT: Welcome To Derry, to a group of hippies who seem like they wandered straight out of a high school production of Hair. </p><p>Horror – particularly slasher horror – needs the giddy laugh release of gruesome kills once the tension has been revved to unbearable levels. The rambling plot has none of that; the release isn’t necessary because mostly everyone seems confused about what they’re doing next, and why. Most of the deaths are perfunctory, and only one featuring a skinned body gets close to the proper level of gore for something like this, so it’s unfortunate it happens to a character who has been barely built up.</p><h2 id="mommie-dearest">Mommie dearest</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YEFeWhsB3sEPWPihMveg3d" name="Crystal Lake" alt="Linda Cardellini as Pamela Voorhees in Crystal Lake" src="https://cdn.mos.cms.futurecdn.net/YEFeWhsB3sEPWPihMveg3d-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Peacock/Sky)</span></figcaption></figure><p>At least Cardellini commits 100% to the material, pulling from the other dark turns in her filmography that on paper make this role make sense. But coming on the heels of her Emmy-winning role in HBO’s oddball DTF St. Louis, Crystal Lake is a significant step down that isn’t worthy of her talents; she’s much, much better than this show. And while she elevates the proceedings, it’s also hard not to think what Cardellini would have done, and what could have been done with Cardellini, if original showrunner Bryan Fuller had been allowed to continue with his likely singular vision.</p><div><blockquote><p>Adding a Stranger Things-style conspiracy element to the show isn’t going to bring in new fans</p></blockquote></div><p>Alternately, what could someone like Ti West, or any of the A24 slate of directors who know how to channel grindhouse and shlock have done with this material, instead of the Lifetime with slightly more blood version we get here? There are attempts to ape the gritty, indie nature of the original movie (one shot mirrors an iconic kill in the original beat for beat in a later episode), but mostly it looks visually bland, rather than ripped out of ‘70s or ‘80s cinema.</p><p>But that’s what could have been, not what is. Instead, we’ve got an eight-hour-long prequel in place of the 90-minute kill-fest that Friday the 13th made its name on, full of perfectly fine performances and okay murders. Cardellini, like Palmer before her, is great in the role of Pamela Voorhees, making a solid argument that the series should have continued with her, not Jason. But even Cardellini can’t save Crystal Lake from drowning.</p><p>Crystal Lake releases on October 15 in the US, and on October 19 in the UK. Look ahead with our guides to most exciting <a href="https://www.gamesradar.com/upcoming-horror-movies/">upcoming horror movies</a> and <a href="https://www.gamesradar.com/new-tv-shows/">new TV shows</a> heading your way.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/entertainment/horror-shows/crystal-lake-review/</link>
                                                                            <description>
                            <![CDATA[ Crystal Lake review: "Meandering and mostly scare-free Friday the 13th prequel" ]]>
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                                                                        <pubDate>Tue, 13 Oct 2026 15:30:00 +0000</pubDate>                                                                                                                                <updated>Wed, 14 Oct 2026 10:48:24 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror Shows]]></category>
                                                    <category><![CDATA[Entertainment]]></category>
                                                    <category><![CDATA[TV]]></category>
                                                                                                                    <dc:creator><![CDATA[ Alex Zalben ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/pAyunWtTPo6MafNT5WM7Ue-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Linda Cardellini as Jason&#039;s mom in Crystal Lake]]></media:description>                                                            <media:text><![CDATA[Linda Cardellini as Jason&#039;s mom in Crystal Lake]]></media:text>
                                <media:title type="plain"><![CDATA[Linda Cardellini as Jason&#039;s mom in Crystal Lake]]></media:title>
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                                <p>The thing about the Friday the 13th movies are they're not very good. Nightmare on Elm Street has innovative effects, Halloween pivots off the expert tension of director John Carpenter. But the first entry in the Friday the 13th franchise is mostly inert. It isn’t until later entries that it amps up the thrills and chills, realizing that the hockey-masked Jason is a ridiculous immortal slasher/wrestler in a funny way, rather than a scary way. </p><p>So, if you’re a high-end studio like A24, how do you build an entire eight-episode season of television as a prequel? You focus on the one element of the original movie that totally works: Betsy Palmer’s bonkers turn as Mrs. Pamela Voorhees. And thankfully, they found the perfect modern actress to play the iconic killer lunch-lady in Linda Cardellini.</p><p>Unfortunately, like the movie that came before it, that’s pretty much all that works about the meandering, mostly scare-free Friday the 13th prequel, which debuts after an extremely long and messy development and production process. Fans tuning in to see the lurid sex and violence of the best of Friday the 13th (it’s a sleepover/drive-in classic for a reason) will mostly be frustrated at the lack of the former (there’s almost no nudity, and relatively chaste soap opera-level sex), and put off by the latter, which relies heavily on digital trickery and the same sort of faces getting torn off in gruesome ways, episode after episode. </p><p>Even worse, some big swings that completely change the mythology and continuity of the film series seem entirely misguided. Adding a Stranger Things-style conspiracy element to the show isn’t going to bring in new fans, and it’s just going to annoy the older ones.</p><h2 id="mask-off">Mask off</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pRuMogAgsJ3V87SPMxJwxc" name="Crystal Lake" alt="Linda Cardellini as Pamela Voorhees in Crystal Lake" src="https://cdn.mos.cms.futurecdn.net/pRuMogAgsJ3V87SPMxJwxc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Peacock/Sky)</span></figcaption></figure><p>We pick up with Pamela living with her son, Jason (Callum Vinson), who knows he's different from the other kids, but is very sweet and beloved by his mother. One day at Camp Crystal Lake, where she works as the lunch lady, Jason drowns thanks in part to the negligence of the counselors, though that doesn’t become a factor until much later in the season. A year later, the camp is about to reopen, and Pamela is still bereft, believing Jason is out there somewhere since they never found a body. And aside from going a little nuts at a town potluck, she’s pretty reasonable in her grief, calmed by the town’s kindly sheriff/romantic interest Levon Brooks (William Catlett). That is until she’s attacked at home by two armed thugs who have been tracking her – and Jason – for mysterious purposes.</p><div  class="fancy-box"><div class="fancy_box-title">Fast Facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> October 15 (US), October 19 (UK)<br><strong>Available on: </strong>Peacock (US), Sky/NOW (UK)<br><strong>Showrunner: </strong>Brad Caleb Kane<br><strong>Episodes reviewed:</strong> 8 of 8</p></div></div><p>There’s a burst of violence from Pamela, and more to come, as well as potentially other killers lurking in the wings. But other than walking us through Pamela’s increasingly brazen acts of brutality that she all but commits in the town square with no real interest from either the police, or Levon’s news reporter sister, Briana (Devin Kessler), who is investigating the overall conspiracy, there’s no "why" here. Is this about diving into the depths of madness to see where it comes from? Maybe – that certainly seems to be where the show lands in the final scenes – though a classic late-season flashback episode posits another, much dumber theory we won’t spoil here.</p><p>It’s also, unfortunately, not particularly funny. Or fun. Or scary. Everyone is playing this material dead seriously, from a weird little girl Pamela becomes obsessed with who seems to be a refugee from showrunner Brad Caleb Kane’s other horror prequel, IT: Welcome To Derry, to a group of hippies who seem like they wandered straight out of a high school production of Hair. </p><p>Horror – particularly slasher horror – needs the giddy laugh release of gruesome kills once the tension has been revved to unbearable levels. The rambling plot has none of that; the release isn’t necessary because mostly everyone seems confused about what they’re doing next, and why. Most of the deaths are perfunctory, and only one featuring a skinned body gets close to the proper level of gore for something like this, so it’s unfortunate it happens to a character who has been barely built up.</p><h2 id="mommie-dearest">Mommie dearest</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YEFeWhsB3sEPWPihMveg3d" name="Crystal Lake" alt="Linda Cardellini as Pamela Voorhees in Crystal Lake" src="https://cdn.mos.cms.futurecdn.net/YEFeWhsB3sEPWPihMveg3d-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Peacock/Sky)</span></figcaption></figure><p>At least Cardellini commits 100% to the material, pulling from the other dark turns in her filmography that on paper make this role make sense. But coming on the heels of her Emmy-winning role in HBO’s oddball DTF St. Louis, Crystal Lake is a significant step down that isn’t worthy of her talents; she’s much, much better than this show. And while she elevates the proceedings, it’s also hard not to think what Cardellini would have done, and what could have been done with Cardellini, if original showrunner Bryan Fuller had been allowed to continue with his likely singular vision.</p><div><blockquote><p>Adding a Stranger Things-style conspiracy element to the show isn’t going to bring in new fans</p></blockquote></div><p>Alternately, what could someone like Ti West, or any of the A24 slate of directors who know how to channel grindhouse and shlock have done with this material, instead of the Lifetime with slightly more blood version we get here? There are attempts to ape the gritty, indie nature of the original movie (one shot mirrors an iconic kill in the original beat for beat in a later episode), but mostly it looks visually bland, rather than ripped out of ‘70s or ‘80s cinema.</p><p>But that’s what could have been, not what is. Instead, we’ve got an eight-hour-long prequel in place of the 90-minute kill-fest that Friday the 13th made its name on, full of perfectly fine performances and okay murders. Cardellini, like Palmer before her, is great in the role of Pamela Voorhees, making a solid argument that the series should have continued with her, not Jason. But even Cardellini can’t save Crystal Lake from drowning.</p><p>Crystal Lake releases on October 15 in the US, and on October 19 in the UK. Look ahead with our guides to most exciting <a href="https://www.gamesradar.com/upcoming-horror-movies/">upcoming horror movies</a> and <a href="https://www.gamesradar.com/new-tv-shows/">new TV shows</a> heading your way.</p>
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                                                            <title><![CDATA[ Castlevania: Belmont's Curse review: "Gothic brilliance and compellingly cryptic clues mark a triumphant return" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Castlevania: Belmont's Curse forced me to do something I have not done since playing my very first video game ever on the Sega Master System 2 in the early '90s. And that is: grabbing a pen and paper and writing down notes. Usually a method I reserved exclusively for Jankin matches in Alex Kidd in Miracle World, Belmont's Curse gave me so many cryptic clues, so many patterns to remember, so many intriguing characters or key items hidden away in places, that placing markers upon the map was simply not enough.</p><p>No, a game this complex warrants detailed manual transcription. Its recall challenges are a workout for the brain as much as its tricky traversals are a workout for the fingers and thumbs.</p><h2 id="the-seine-of-the-crime">The Seine of the Crime</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3tD6buovf9CAoPHaHys2Vb" name="PR_castlevania_belmonts_curse_0608_05_1080" alt="The rooftops of Paris are lit stark yellow and orange as a fire burns in Castlevania: Belmont's Curse" src="https://cdn.mos.cms.futurecdn.net/3tD6buovf9CAoPHaHys2Vb-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 15, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X, Nintendo Switch<br><strong>Developer: </strong>Evil Empire<br><strong>Publisher:</strong> Konami</p></div></div><p>Like all great Metroidvanias, I spend half my time soaring through the air and the other half staring at the map – a sprawling puzzle of tunnels and halls that spans iconic Parisian  locations such as Notre Dame and the Catacombs. And, of course, Dracula's Castle. An imposing, intricate structure full of brutal traps, ambush rooms, and the occasional roast chicken tucked away behind a wall.</p><p>Dracula's Castle reveals itself unexpectedly, following a series of clues and exploration that misleadingly appears to be guiding you to the next big boss fight. Under any other circumstances, the pursuit and anticipation of a boss being met with simply a cutscene could severely hamper motivation to continue playing.</p><p>However, the cutscene in which Dracula's Castle emerges is gripping and rewarding to watch, with striking animation that matches the dark, exquisite cinematography of the Netflix series. My disappointment at the lack of a boss quickly shifts into a deeper appreciation for Castlevania's ability to subvert expectations midgame.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zySQVT4J77HRniir6YzgTW" name="PR_castlevania_belmont_4" alt="Skeletons in a clock room in Castlevania: Belmont's Curse" src="https://cdn.mos.cms.futurecdn.net/zySQVT4J77HRniir6YzgTW-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>Visually, Castlevania: Belmont's Curse is a feast for the eyes. Lightning flashes through Gothic window arches, illuminating painterly backgrounds of a city in flames. Detailed depictions of buildings such as Notre Dame are so beautiful that it's easy to forget they're filled with hostile enemies.</p><p>None of which are too much trouble though. Belmont's Curse is generous in its weapon offering – with 7 weapon families, each with 4 weapons, plus a flexible Arcana System that lets you seamlessly swap between a variety of abilities and spells depending on enemy type. My personal favorite is a sword and shield combo that lets you charge dash through enemies, obliterating everything in your path. Needless to say, this weapon is excellent for runbacks.</p><p>This Metroidvania's rooms are packed full of a variety of monsters, but there are always plenty of effective ways to deal with the crowds via magic, weapons, and relics. Unlike previous Castlevania games, these items are obtained through exploration – you don't get them from enemy drops. Weapons are hidden in chests that await as a reward at the end of tricky traversal sections.</p><h2 id="whipped-into-shape">Whipped into shape</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AHPiDb2sq7mzN3RLVt6gj7" name="SS_castlevania_belmont_zipline" alt="Rose grapples on a energy beam to smash through a forcefield in Castlevania: Belmont's Curse" src="https://cdn.mos.cms.futurecdn.net/AHPiDb2sq7mzN3RLVt6gj7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>Of course, airborne traversal requires teeth-gritting precision and patience as you close-in on secrets; but the challenge is always followed by the relief of unlocking a shortcut and exclaiming, "I'll never have to do that again!" It's challenging but never torturous, made fluid and fun as you use the legendary Holy Whip to swing between hooks, grapple enemies, and yank yourself away from spikes.</p><p>Controlling Rose Belmont feels a tad heavy but intentional. Clearing out ambush rooms by grappling aerial enemies with the whip then falling to smash those below in, literally, one fell swoop is immensely satisfying. The pace of movement, slide dodges, and traversal tools borrow the best parts of Dead Cells, but the unique Castlevania essence shines through in the form of the whip.</p><p>Progression relies on deciphering cryptic clues to hunt down Tarot card bosses. The guidance buried within these clues is often not particularly obvious. After pacing back and forth library halls for hours, hitting every wall in sight, sometimes it's admittedly far more difficult to find the bosses than it is to actually fight them.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="c3eT7f5FxpHSARkgK829TW" name="PR_castlevania_belmont_2" alt="A room full of bloody saw blades in Castlevania: Belmont's Curse" src="https://cdn.mos.cms.futurecdn.net/c3eT7f5FxpHSARkgK829TW-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>Talos is a particular highlight boss, featuring mid-stage traversal sections timed against a countdown clock. Avoiding his powerful attacks then racing through the traps of the next room to relocate him provides that quintessential enjoyable stress only a Metroidvania can give.</p><p>Heart pounding? Yes. Palms sweating? Yes. Shouts of joy when Talos is defeated? Absolutely.</p><p>Although the wayfinding can be baffling and the fast-travel is surprisingly limited for a map so large, Belmont's Curse is a super accessible entry point for the Castlevania series. Accessibility options include toggles to increase health potion capacity, retry bosses without runbacks, and boost attack damage. The game also offers plenty of Mirror of Life save points, reducing the pressure of getting trap rooms and traversal sequences right the first time. Plus, enemies only respawn after you die, so you can thankfully re-enter a cleared room and it will still be cleared.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wvL4FWKafgXATG2CMiQEs3" name="SS_castlevania_belmont_two_stone_enemies" alt="Two enemies approach Rose as she parries, in Castlevania Belmont's Curse" src="https://cdn.mos.cms.futurecdn.net/wvL4FWKafgXATG2CMiQEs3-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>It was always going to be a tall order to follow up on the iconic Castlevania series music crafted by Michiru Yamane, and this is sadly where Belmont's Curse falls a bit short. The main motif is gothic and brooding, but the majority of the in-game music doesn't quite match the atmosphere of the visuals and the story.</p><p>Fortunately, the narrative more than makes up for the weaker soundtrack. The game delivers an intense dose of Belmont family drama that continues on from Castlevania 3: Dracula's Curse. The stakes are higher than ever as Leon Belmont reappears, and the mystery of Rose's curse brings an impending sense of doom.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZN9TKJ8WbX6jmeqjQB7qW7" name="SS_castlevania_belmonts_curse_review_7_1080" alt="Approaching Death in his boat on the River Styx in Castlevania: Belmont's Curse" src="https://cdn.mos.cms.futurecdn.net/ZN9TKJ8WbX6jmeqjQB7qW7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>Longtime Castlevania fans will delight in the array of nods and references throughout the game. Haunting paintings of Alucard literally lead the way via directional sword points through the labyrinthine corridors of Dracula's Castle; and we also get to face off against legendary Castlevania foes Death, Medusa, and Carmilla once more.</p><p>Often colourful and flashy, Belmont's Curse doesn't necessarily look like a Castlevania game. But it sure does feel like one. With enigmatic puzzles, gothic atmosphere, a dramatic anime-esque storyline, and well-paced action, this is a hugely compelling Metroidvania and a triumphant return for the iconic franchise.</p><p>Castlevania: Belmont's Curse was reviewed on PS5, with code provided by the publisher.</p><p><em>It's not a terrible night for </em>every <em>curse, as if you've been saddled with an overwhelming desire to play more like this we have a handy </em><a href="https://www.gamesradar.com/best-metroidvania-games/"><em>best Metroidvania games</em></a><em> ranking just for you!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action-rpg/castlevania-belmonts-curse-review/</link>
                                                                            <description>
                            <![CDATA[ Castlevania is back, trading its usual stone-carved ruins for the burning streets of 15th century Paris ]]>
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                                                                        <pubDate>Tue, 13 Oct 2026 07:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 13 Oct 2026 08:41:08 +0000</updated>
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                                                                                                                    <dc:creator><![CDATA[ Serena Cherry ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/mrHKq3u3VNHgBD6YDzo7kh-320-70.jpeg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Serena Cherry is a games journalist and a metal musician; she joined GamesRadar+ in 2022 as its Social Media Editor. Serena&#039;s writing has previously appeared in PC Gamer, Guitar World, Kerrang!, Metal Hammer, Decibel, Metal Injection, Metal Sucks, Terrorizer Magazine, Vice, EasyJet Magazine, CoasterForce, and Bristol 24/7. Besides Dark Souls, Bloodborne, and Elden Ring (obviously), she enjoys rollercoasters, anime, Formula 1, and Robot Wars. Most likely to be found talking excitedly about video game soundtracks.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Konami]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A many-headed boss peers at Rose in Castlevania: Belmont&#039;s Curse]]></media:description>                                                            <media:text><![CDATA[A many-headed boss peers at Rose in Castlevania: Belmont&#039;s Curse]]></media:text>
                                <media:title type="plain"><![CDATA[A many-headed boss peers at Rose in Castlevania: Belmont&#039;s Curse]]></media:title>
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                                <p>Castlevania: Belmont's Curse forced me to do something I have not done since playing my very first video game ever on the Sega Master System 2 in the early '90s. And that is: grabbing a pen and paper and writing down notes. Usually a method I reserved exclusively for Jankin matches in Alex Kidd in Miracle World, Belmont's Curse gave me so many cryptic clues, so many patterns to remember, so many intriguing characters or key items hidden away in places, that placing markers upon the map was simply not enough.</p><p>No, a game this complex warrants detailed manual transcription. Its recall challenges are a workout for the brain as much as its tricky traversals are a workout for the fingers and thumbs.</p><h2 id="the-seine-of-the-crime">The Seine of the Crime</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3tD6buovf9CAoPHaHys2Vb" name="PR_castlevania_belmonts_curse_0608_05_1080" alt="The rooftops of Paris are lit stark yellow and orange as a fire burns in Castlevania: Belmont's Curse" src="https://cdn.mos.cms.futurecdn.net/3tD6buovf9CAoPHaHys2Vb-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 15, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X, Nintendo Switch<br><strong>Developer: </strong>Evil Empire<br><strong>Publisher:</strong> Konami</p></div></div><p>Like all great Metroidvanias, I spend half my time soaring through the air and the other half staring at the map – a sprawling puzzle of tunnels and halls that spans iconic Parisian  locations such as Notre Dame and the Catacombs. And, of course, Dracula's Castle. An imposing, intricate structure full of brutal traps, ambush rooms, and the occasional roast chicken tucked away behind a wall.</p><p>Dracula's Castle reveals itself unexpectedly, following a series of clues and exploration that misleadingly appears to be guiding you to the next big boss fight. Under any other circumstances, the pursuit and anticipation of a boss being met with simply a cutscene could severely hamper motivation to continue playing.</p><p>However, the cutscene in which Dracula's Castle emerges is gripping and rewarding to watch, with striking animation that matches the dark, exquisite cinematography of the Netflix series. My disappointment at the lack of a boss quickly shifts into a deeper appreciation for Castlevania's ability to subvert expectations midgame.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zySQVT4J77HRniir6YzgTW" name="PR_castlevania_belmont_4" alt="Skeletons in a clock room in Castlevania: Belmont's Curse" src="https://cdn.mos.cms.futurecdn.net/zySQVT4J77HRniir6YzgTW-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>Visually, Castlevania: Belmont's Curse is a feast for the eyes. Lightning flashes through Gothic window arches, illuminating painterly backgrounds of a city in flames. Detailed depictions of buildings such as Notre Dame are so beautiful that it's easy to forget they're filled with hostile enemies.</p><p>None of which are too much trouble though. Belmont's Curse is generous in its weapon offering – with 7 weapon families, each with 4 weapons, plus a flexible Arcana System that lets you seamlessly swap between a variety of abilities and spells depending on enemy type. My personal favorite is a sword and shield combo that lets you charge dash through enemies, obliterating everything in your path. Needless to say, this weapon is excellent for runbacks.</p><p>This Metroidvania's rooms are packed full of a variety of monsters, but there are always plenty of effective ways to deal with the crowds via magic, weapons, and relics. Unlike previous Castlevania games, these items are obtained through exploration – you don't get them from enemy drops. Weapons are hidden in chests that await as a reward at the end of tricky traversal sections.</p><h2 id="whipped-into-shape">Whipped into shape</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AHPiDb2sq7mzN3RLVt6gj7" name="SS_castlevania_belmont_zipline" alt="Rose grapples on a energy beam to smash through a forcefield in Castlevania: Belmont's Curse" src="https://cdn.mos.cms.futurecdn.net/AHPiDb2sq7mzN3RLVt6gj7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>Of course, airborne traversal requires teeth-gritting precision and patience as you close-in on secrets; but the challenge is always followed by the relief of unlocking a shortcut and exclaiming, "I'll never have to do that again!" It's challenging but never torturous, made fluid and fun as you use the legendary Holy Whip to swing between hooks, grapple enemies, and yank yourself away from spikes.</p><p>Controlling Rose Belmont feels a tad heavy but intentional. Clearing out ambush rooms by grappling aerial enemies with the whip then falling to smash those below in, literally, one fell swoop is immensely satisfying. The pace of movement, slide dodges, and traversal tools borrow the best parts of Dead Cells, but the unique Castlevania essence shines through in the form of the whip.</p><p>Progression relies on deciphering cryptic clues to hunt down Tarot card bosses. The guidance buried within these clues is often not particularly obvious. After pacing back and forth library halls for hours, hitting every wall in sight, sometimes it's admittedly far more difficult to find the bosses than it is to actually fight them.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="c3eT7f5FxpHSARkgK829TW" name="PR_castlevania_belmont_2" alt="A room full of bloody saw blades in Castlevania: Belmont's Curse" src="https://cdn.mos.cms.futurecdn.net/c3eT7f5FxpHSARkgK829TW-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>Talos is a particular highlight boss, featuring mid-stage traversal sections timed against a countdown clock. Avoiding his powerful attacks then racing through the traps of the next room to relocate him provides that quintessential enjoyable stress only a Metroidvania can give.</p><p>Heart pounding? Yes. Palms sweating? Yes. Shouts of joy when Talos is defeated? Absolutely.</p><p>Although the wayfinding can be baffling and the fast-travel is surprisingly limited for a map so large, Belmont's Curse is a super accessible entry point for the Castlevania series. Accessibility options include toggles to increase health potion capacity, retry bosses without runbacks, and boost attack damage. The game also offers plenty of Mirror of Life save points, reducing the pressure of getting trap rooms and traversal sequences right the first time. Plus, enemies only respawn after you die, so you can thankfully re-enter a cleared room and it will still be cleared.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wvL4FWKafgXATG2CMiQEs3" name="SS_castlevania_belmont_two_stone_enemies" alt="Two enemies approach Rose as she parries, in Castlevania Belmont's Curse" src="https://cdn.mos.cms.futurecdn.net/wvL4FWKafgXATG2CMiQEs3-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>It was always going to be a tall order to follow up on the iconic Castlevania series music crafted by Michiru Yamane, and this is sadly where Belmont's Curse falls a bit short. The main motif is gothic and brooding, but the majority of the in-game music doesn't quite match the atmosphere of the visuals and the story.</p><p>Fortunately, the narrative more than makes up for the weaker soundtrack. The game delivers an intense dose of Belmont family drama that continues on from Castlevania 3: Dracula's Curse. The stakes are higher than ever as Leon Belmont reappears, and the mystery of Rose's curse brings an impending sense of doom.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZN9TKJ8WbX6jmeqjQB7qW7" name="SS_castlevania_belmonts_curse_review_7_1080" alt="Approaching Death in his boat on the River Styx in Castlevania: Belmont's Curse" src="https://cdn.mos.cms.futurecdn.net/ZN9TKJ8WbX6jmeqjQB7qW7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>Longtime Castlevania fans will delight in the array of nods and references throughout the game. Haunting paintings of Alucard literally lead the way via directional sword points through the labyrinthine corridors of Dracula's Castle; and we also get to face off against legendary Castlevania foes Death, Medusa, and Carmilla once more.</p><p>Often colourful and flashy, Belmont's Curse doesn't necessarily look like a Castlevania game. But it sure does feel like one. With enigmatic puzzles, gothic atmosphere, a dramatic anime-esque storyline, and well-paced action, this is a hugely compelling Metroidvania and a triumphant return for the iconic franchise.</p><p>Castlevania: Belmont's Curse was reviewed on PS5, with code provided by the publisher.</p><p><em>It's not a terrible night for </em>every <em>curse, as if you've been saddled with an overwhelming desire to play more like this we have a handy </em><a href="https://www.gamesradar.com/best-metroidvania-games/"><em>best Metroidvania games</em></a><em> ranking just for you!</em></p>
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                                                            <title><![CDATA[ VisionQuest review: "Successfully closes the loop on the MCU's most unusual trilogy" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Marvel’s most offbeat trilogy comes to a conclusion in VisionQuest. The follow-up to 2021 MCU TV pioneer WandaVision and 2024’s occult follow-up Agatha All Along, <a href="https://www.gamesradar.com/entertainment/marvel-tv-shows/visionquest-release-date-time-schedule-disney-plus/">VisionQuest</a> puts Paul Bettany’s sentient synthezoid in the spotlight for a story of fathers, sons, unlikely love, and the very origins of artificial general intelligence in the MCU.</p><p>Like its predecessors, VisionQuest is a mystery box series with a decidedly off-kilter sensibility. Several years after overriding his programming and flying away from Westview, White Vision is now working in a Scottish pub by day and living in a utopia of his own creation by night. The virtual architectural marvel that Vision calls home is a haven for orphaned Stark AIs J.A.R.V.I.S. (Hugh D'Arcy), F.R.I.D.A.Y. (Orla Brady), E.D.I.T.H. (Emily Hampshire), and even former Avengers villain, Ultron (James Spader). Per Vision’s house rules (and the limits of CGI budgets), all roam the oblique-angled halls as human avatars.</p><p>Vision’s relatively peaceful existence is upended when the bounty hunter Paladin (Todd Stashwick) puts Vision in his crosshairs for a mysterious Client, and unearths the existence of Vision's son, Tommy Shepherd (Ruaridh Mollica) – one of the twin boys born of Wanda’s Westview Hex who winds up in the body of a London pickpocket. Vision’s quest: save Tommy, evade Paladin, and reveal the identity of The Client. Oh, and did we mention there’s an avian serial killer known as Butcherbird bumping off prominent AI specialists across the globe?</p><h2 id="paranoid-androids">Paranoid androids</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="muLYRfiiQY5bCbfq8W5Xmj" name="VisionQuest" alt="Paul Bettany as Vision and James Spader as Ultron in VisionQuest" src="https://cdn.mos.cms.futurecdn.net/muLYRfiiQY5bCbfq8W5Xmj-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Disney/Marvel Studios)</span></figcaption></figure><p>VisionQuest, then, is a dense show. It packs an awful lot into 8 episodes, with most clocking in at close to, or over, an hour each. While WandaVision concerned itself with an exploration of the Scarlet Witch's grief (via the medium of TV sitcoms), VisionQuest has more existential questions front of mind as White Vision reckons with his relationship to his former self, sort of dad Ultron, magical son Tommy, and the legacy of how he came to be; let's say it isn't just Tony Stark and Bruce Banner who have fingerprints in Vision's source code.</p><div  class="fancy-box"><div class="fancy_box-title">Fast Facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> October 13 (US), October 14 (UK)<br><strong>Available on: </strong>Disney Plus<br><strong>Showrunner: </strong>Terry Matalas<br><strong>Episodes reviewed:</strong> 8 of 8</p></div></div><p>It can be surprisingly heady at points – like WandaVision's Ship of Theseus exchange extrapolated over 8 hours – but it also has a lot of heart, particularly when it comes to the show's more human-than-human AIs. J.A.R.V.I.S., F.R.I.D.A.Y., E.D.I.T.H., and security/maintenance men D.U.M.-E. and U. are a delightful bunch of oddballs for Vision to bounce off and find kinship with. And it even finds time to humanise mercenary assassin, Paladin.</p><p>As greater threats emerge, Bettany dials up the danger in his performance – one of many shades here that the long-serving Marvel star has never had the chance to play previously in the MCU. It's a far more complete, well, vision of the character than we've seen before. But the show's best work is reserved for genocidal AI Ultron, who's transformed into a lovable, megalomaniac grandpa who hangs out in Vision's attic. Spader's capricious murder bot steals every scene he's in.</p><p>Showrunner Terry Matalas previously created the well-received 12 Monkeys TV show and Picard season 3, so is no stranger to brain-bending, high-concept sci-fi shows. Sometimes, VisionQuest is too complicated for its own good; it can be hard to keep track of whether something is happening in the virtual world or tangible reality at points, and there's intentional obfuscation going on when it comes to the show's underpinning mysteries that only adds to the sense of confusion. This should lend itself to WandaVision-level theorizing week-to-week – a shame then that Marvel is releasing the show in two-episode batches, rather than letting each episode breathe.</p><p>Pleasingly, the answers we do get are satisfying and come at a regular enough clip that you're never left in the dark for too long, before the show swiftly moves onto the next mystery. T'Nia Miller's Jocasta has featured little in pre-release promotional materials, but becomes one of the show's more compelling central figures as the series progresses. And in the same way that Agatha All Along was a vehicle to introduce Joe Locke's Wiccan into the MCU proper, VisionQuest does the same for Raurdih's Mollica's Speed, taking him on a full emotional journey here. If anything, Tommy is better served by VisionQuest not concealing his identity or powers.</p><h2 id="like-father-like-son">Like father, like son</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zH7jjcWLuF2CpeAYTftwya" name="VisionQuest" alt="Paul Bettany as human Vision in VisionQuest" src="https://cdn.mos.cms.futurecdn.net/zH7jjcWLuF2CpeAYTftwya-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Disney/Marvel Studios)</span></figcaption></figure><p>WandaVision's ingenious sitcoms-through-the-ages structure is a tough act to follow, and there's a sense that VisionQuest is constantly striving to match its predecessor's audacious creativity. It's a show that has an awful lot of fourth-wall-breaking fun with the MCU, though, with winking references to Wanda's ignominious fate in Doctor Strange in the Multiverse of Madness, Thanos' scrotum-like chin and more. The fact that James D'Arcy reprises his Agent Carter role as Edwin Jarvis isn't even addressed, and for long-serving MCU fans, it ties up the existence of Jim Hammond – glimpsed briefly in sculpture form in Captain America: The First Avenger – in a way that brings MCU synthezoids full circle.</p><div><blockquote><p>Capricious murder bot Ultron steals every scene he's in</p></blockquote></div><p>VisionQuest does have a less contentious relationship with traditional superhero action than WandaVision – a show which infamously dropped the ball in its finale by prioritizing empty spectacle over a carefully mounting mystery. When Vision goes full phasing, laser-shooting synthezoid, easily dispatching a room full of armed heavies in the blink of an eye, it's thrilling. But, maddeningly, as he was in Infinity War, Vision is again critically compromised early in the series thanks to the sudden development of vibranium bullets (you'd think MCU bad guys would have thought to use them before now). As a way to put Vision on the back foot, it's a frustrating decision.</p><p>Like Vision himself, then, VisionQuest is a flawed creation: often brilliant, but riddled with imperfections and contradictions. As the final MCU project to hit screens before Marvel mega-event Avengers: Doomsday, it's also a little surprising how disconnected from the wider MCU story VisionQuest feels, with no sense that any of this will one day feed into the bigger picture. Instead, it serves as the end for a certain era of MCU TV, and it that sense it's a worthy final chapter.</p><p>VisionQuest streams on Disney Plus from October 13. Never miss an episode with our <a href="https://www.gamesradar.com/entertainment/marvel-tv-shows/visionquest-release-date-time-schedule-disney-plus/">VisionQuest release schedule</a>, or look ahead to the future of the MCU with our guide to all the <a href="https://www.gamesradar.com/upcoming-marvel-movies-shows/">upcoming Marvel shows</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/entertainment/marvel-tv-shows/visionquest-review/</link>
                                                                            <description>
                            <![CDATA[ VisionQuest review: "Never reaches the inspired heights of WandaVision, but successfully closes the loop on the MCU's most unusual trilogy" ]]>
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                                                                        <pubDate>Mon, 12 Oct 2026 19:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 13 Oct 2026 12:01:51 +0000</updated>
                                                                                                                                            <category><![CDATA[Marvel TV Shows]]></category>
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                                                                                                <author><![CDATA[ jordan.farley@futurenet.com (Jordan Farley) ]]></author>                    <dc:creator><![CDATA[ Jordan Farley ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/H85j6AsjczhXRd9Uv9dTpP-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;I&#039;m the Managing Editor, Entertainment here at GamesRadar+, overseeing the site&#039;s film and TV coverage. In a previous life as a print dinosaur, I was the Deputy Editor of Total Film magazine, and the news editor at SFX magazine. Fun fact: two of my favourite films released on the same day - Blade Runner and The Thing.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Ultron and Vision in VisionQuest]]></media:description>                                                            <media:text><![CDATA[Ultron and Vision in VisionQuest]]></media:text>
                                <media:title type="plain"><![CDATA[Ultron and Vision in VisionQuest]]></media:title>
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                                <p>Marvel’s most offbeat trilogy comes to a conclusion in VisionQuest. The follow-up to 2021 MCU TV pioneer WandaVision and 2024’s occult follow-up Agatha All Along, <a href="https://www.gamesradar.com/entertainment/marvel-tv-shows/visionquest-release-date-time-schedule-disney-plus/">VisionQuest</a> puts Paul Bettany’s sentient synthezoid in the spotlight for a story of fathers, sons, unlikely love, and the very origins of artificial general intelligence in the MCU.</p><p>Like its predecessors, VisionQuest is a mystery box series with a decidedly off-kilter sensibility. Several years after overriding his programming and flying away from Westview, White Vision is now working in a Scottish pub by day and living in a utopia of his own creation by night. The virtual architectural marvel that Vision calls home is a haven for orphaned Stark AIs J.A.R.V.I.S. (Hugh D'Arcy), F.R.I.D.A.Y. (Orla Brady), E.D.I.T.H. (Emily Hampshire), and even former Avengers villain, Ultron (James Spader). Per Vision’s house rules (and the limits of CGI budgets), all roam the oblique-angled halls as human avatars.</p><p>Vision’s relatively peaceful existence is upended when the bounty hunter Paladin (Todd Stashwick) puts Vision in his crosshairs for a mysterious Client, and unearths the existence of Vision's son, Tommy Shepherd (Ruaridh Mollica) – one of the twin boys born of Wanda’s Westview Hex who winds up in the body of a London pickpocket. Vision’s quest: save Tommy, evade Paladin, and reveal the identity of The Client. Oh, and did we mention there’s an avian serial killer known as Butcherbird bumping off prominent AI specialists across the globe?</p><h2 id="paranoid-androids">Paranoid androids</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="muLYRfiiQY5bCbfq8W5Xmj" name="VisionQuest" alt="Paul Bettany as Vision and James Spader as Ultron in VisionQuest" src="https://cdn.mos.cms.futurecdn.net/muLYRfiiQY5bCbfq8W5Xmj-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Disney/Marvel Studios)</span></figcaption></figure><p>VisionQuest, then, is a dense show. It packs an awful lot into 8 episodes, with most clocking in at close to, or over, an hour each. While WandaVision concerned itself with an exploration of the Scarlet Witch's grief (via the medium of TV sitcoms), VisionQuest has more existential questions front of mind as White Vision reckons with his relationship to his former self, sort of dad Ultron, magical son Tommy, and the legacy of how he came to be; let's say it isn't just Tony Stark and Bruce Banner who have fingerprints in Vision's source code.</p><div  class="fancy-box"><div class="fancy_box-title">Fast Facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> October 13 (US), October 14 (UK)<br><strong>Available on: </strong>Disney Plus<br><strong>Showrunner: </strong>Terry Matalas<br><strong>Episodes reviewed:</strong> 8 of 8</p></div></div><p>It can be surprisingly heady at points – like WandaVision's Ship of Theseus exchange extrapolated over 8 hours – but it also has a lot of heart, particularly when it comes to the show's more human-than-human AIs. J.A.R.V.I.S., F.R.I.D.A.Y., E.D.I.T.H., and security/maintenance men D.U.M.-E. and U. are a delightful bunch of oddballs for Vision to bounce off and find kinship with. And it even finds time to humanise mercenary assassin, Paladin.</p><p>As greater threats emerge, Bettany dials up the danger in his performance – one of many shades here that the long-serving Marvel star has never had the chance to play previously in the MCU. It's a far more complete, well, vision of the character than we've seen before. But the show's best work is reserved for genocidal AI Ultron, who's transformed into a lovable, megalomaniac grandpa who hangs out in Vision's attic. Spader's capricious murder bot steals every scene he's in.</p><p>Showrunner Terry Matalas previously created the well-received 12 Monkeys TV show and Picard season 3, so is no stranger to brain-bending, high-concept sci-fi shows. Sometimes, VisionQuest is too complicated for its own good; it can be hard to keep track of whether something is happening in the virtual world or tangible reality at points, and there's intentional obfuscation going on when it comes to the show's underpinning mysteries that only adds to the sense of confusion. This should lend itself to WandaVision-level theorizing week-to-week – a shame then that Marvel is releasing the show in two-episode batches, rather than letting each episode breathe.</p><p>Pleasingly, the answers we do get are satisfying and come at a regular enough clip that you're never left in the dark for too long, before the show swiftly moves onto the next mystery. T'Nia Miller's Jocasta has featured little in pre-release promotional materials, but becomes one of the show's more compelling central figures as the series progresses. And in the same way that Agatha All Along was a vehicle to introduce Joe Locke's Wiccan into the MCU proper, VisionQuest does the same for Raurdih's Mollica's Speed, taking him on a full emotional journey here. If anything, Tommy is better served by VisionQuest not concealing his identity or powers.</p><h2 id="like-father-like-son">Like father, like son</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zH7jjcWLuF2CpeAYTftwya" name="VisionQuest" alt="Paul Bettany as human Vision in VisionQuest" src="https://cdn.mos.cms.futurecdn.net/zH7jjcWLuF2CpeAYTftwya-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Disney/Marvel Studios)</span></figcaption></figure><p>WandaVision's ingenious sitcoms-through-the-ages structure is a tough act to follow, and there's a sense that VisionQuest is constantly striving to match its predecessor's audacious creativity. It's a show that has an awful lot of fourth-wall-breaking fun with the MCU, though, with winking references to Wanda's ignominious fate in Doctor Strange in the Multiverse of Madness, Thanos' scrotum-like chin and more. The fact that James D'Arcy reprises his Agent Carter role as Edwin Jarvis isn't even addressed, and for long-serving MCU fans, it ties up the existence of Jim Hammond – glimpsed briefly in sculpture form in Captain America: The First Avenger – in a way that brings MCU synthezoids full circle.</p><div><blockquote><p>Capricious murder bot Ultron steals every scene he's in</p></blockquote></div><p>VisionQuest does have a less contentious relationship with traditional superhero action than WandaVision – a show which infamously dropped the ball in its finale by prioritizing empty spectacle over a carefully mounting mystery. When Vision goes full phasing, laser-shooting synthezoid, easily dispatching a room full of armed heavies in the blink of an eye, it's thrilling. But, maddeningly, as he was in Infinity War, Vision is again critically compromised early in the series thanks to the sudden development of vibranium bullets (you'd think MCU bad guys would have thought to use them before now). As a way to put Vision on the back foot, it's a frustrating decision.</p><p>Like Vision himself, then, VisionQuest is a flawed creation: often brilliant, but riddled with imperfections and contradictions. As the final MCU project to hit screens before Marvel mega-event Avengers: Doomsday, it's also a little surprising how disconnected from the wider MCU story VisionQuest feels, with no sense that any of this will one day feed into the bigger picture. Instead, it serves as the end for a certain era of MCU TV, and it that sense it's a worthy final chapter.</p><p>VisionQuest streams on Disney Plus from October 13. Never miss an episode with our <a href="https://www.gamesradar.com/entertainment/marvel-tv-shows/visionquest-release-date-time-schedule-disney-plus/">VisionQuest release schedule</a>, or look ahead to the future of the MCU with our guide to all the <a href="https://www.gamesradar.com/upcoming-marvel-movies-shows/">upcoming Marvel shows</a>.</p>
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                                                            <title><![CDATA[ Valor Mortis review: "First-person Souslike parrying feels clutch, but I need more for this to truly stand out" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Valor Mortis is an easy game to like, and an even easier game to fantasize about kicking down a flight of stairs. It's a perfectly functional Soulslike based around swordplay and parrying, which is about as novel in 2026 as having a pause screen. It's also got terrible scripted parkour sequences that will make you wish you could snap off the lead character's legs. It even has a <em>frikkin' sewer level. </em></p><p>Yet, it keeps nearly winning me back. Its combat can be exhilarating, the pulpy writing charming, and its puppydoggish "look ma! I'm making my first Soulslike! I am, I am!" enthusiasm is contagious. How can you hate a game that has a boss fight against a sentient windmill? Well, that boss fight being a finicky slog certainly helps…</p><h2 id="you-died">You died</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MV3QxzoHxb48Tw4iEMWaAm" name="SS_valor_mortis_1" alt="Reaching out for a red orb within a soldier's ribs in Valor Mortis" src="https://cdn.mos.cms.futurecdn.net/MV3QxzoHxb48Tw4iEMWaAm-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lyrical Games)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 13, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer:</strong> One More Level<br><strong>Publisher:</strong> Lyrical Games</p></div></div><p>You're William, a loyal soldier of Napoleon Bonaparte with such low life expectancy that William dies on the battlefield before the game even starts. William somehow recovers from that setback, rising from the grave with a classic case of videogame protagonist amnesia. He's now in a nightmarish version of Europe where everyone has succumbed to a horrible plague that makes them want to draw swords and turn William into a shish kebab.  </p><p>William may not remember what's happened to him but you'll be able to get by on muscle memory if you've played anything even vaguely Souls-y before. Brutal combat that's all about parrying blows and striking at the perfect moment. No map screen. Shortcuts steadily unlocked. If you die you get one chance to get your level-up currency back, yada yada yada.</p><p>If you don't like learning to parry then go play something else (also, my deepest sympathies, gaming in 2026 must be miserable for you). Valor Mortis demands precise sword-tennis right from the start, with even rank-and-file enemies taking multiple parries to finally break their guard. If you bounced off <a href="https://www.gamesradar.com/sekiro-walkthough/"><u>Sekiro</u></a> and <a href="https://www.gamesradar.com/uk/onimusha-way-of-the-sword/"><u>Ominusha: Way of the Sword</u></a>, I'd recommend running away screaming from this.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iPbU5YpWvCgGVmDCRELQy6" name="PR_117_FlameThrower_ValorMortis_1080" alt="Shooting flames from your hand in Valor Mortis" src="https://cdn.mos.cms.futurecdn.net/iPbU5YpWvCgGVmDCRELQy6-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lyrical Games)</span></figcaption></figure><p>You also have a gun and the power to shoot flames from your fingers, and it's nice to see these treated not as mere bonuses but as valid strategies. I finally got through the game's first boss when I realized that I wanted him on fire as much as possible. And once you get the blunderbuss, it's great fun cutting swordsmen off by just blasting them in the face, Indiana Jones-style.</p><p>Still, being able to shoot fire from your hands is a videogame idea so ancient it might actually predate man discovering fire. The other powers you gain aren't that imaginative either. The ability to stop time is used for seen-it-all-before-puzzles, like freezing a cog in place so you can get through a gate before it drops. </p><p>Another power creates platforms and walls you can run on, but only in predetermined areas. The final power is a shield which deflects attacks, which rewards you spending the last twenty hours of mastering the parry with the power to, er, no longer have to worry about it as much. Eh?</p><h2 id="witch-is-familiar">Witch is Familiar</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MwDUPu7Nocned4XYLJMcBm" name="SS_valor_mortis_12" alt="An undead soldier with a red growth on their head in Valor Mortis clutches a rifle near a derailed train" src="https://cdn.mos.cms.futurecdn.net/MwDUPu7Nocned4XYLJMcBm-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lyrical Games)</span></figcaption></figure><p>Valor Mortis is made by the developers of <a href="https://www.gamesradar.com/have-you-tried-slicing-through-a-grotty-cyberpunk-world-in-ghostrunner/"><u>Ghostrunner, the fun but also incredibly infuriating parkour game</u></a>. That makes this the first time in human history a studio has pivoted to making a Soulslike and actually made a game that's <em>less </em>frustrating. But, as it goes on, Valor Mortis increasingly plays like it wants to be Ghostrunner 3.</p><p>Wall-running and swinging off poles works fine for a while. It's even somewhat liberating to play as someone so acrobatic in a genre that usually roots you stubbornly to the ground. But Valor Mortis occasionally demands perfect parkour from you in scripted set-pieces. This was around the point I debated throwing my gaming laptop into a roaring fire. </p><p>These feel like irritating memory tests rather than fun platforming challenges, and seem to forget I have access to a sprint button. Occasionally I'd leap on a platform only to be insta-killed because <em>tsk tsk</em> the game had plans to dramatically destroy that platform <em>before </em>I reached it, and my naughty sprinting ahead had spoiled the fun. Instant death for you.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7FVkNDhTSYa5wLcoeF8FF7" name="PR_41_Combat_ValorMortis_1080" alt="Clashing blades with an enemy wearing a gold mask in Valor Mortis" src="https://cdn.mos.cms.futurecdn.net/7FVkNDhTSYa5wLcoeF8FF7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lyrical Games)</span></figcaption></figure><p>A pity, because Valor Mortis does have a few nasty surprises (complimentary). I love how the 'dog' enemies are actually human soldiers who've horrifically twisted themselves into a canine shape. They then chase you, barking like bloodthirsty hounds. That's a stroke of evil genius. Please get it the hell away from me.</p><p>And there's a reason parrying is gaming's verb of choice at the moment. It feels great and jammy as hell to pull off, and that's still true here. The first person camera gives it a brutal you-are-there immediacy that a traditional third-person camera could only dream of. </p><p>The game's best boss fights, brutal parry-offs where you're only a few minor mistakes away from the grave, are immensely satisfying, even if a slightly wobbly power curve meant that the first boss was by far the most trouble I had.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iKEmrXDM24Mne2229CUjBm" name="SS_valor_mortis_7_cropped" alt="Approaching a moody shack at night in Valor Mortis, which is partially covered in a web-like black goo" src="https://cdn.mos.cms.futurecdn.net/iKEmrXDM24Mne2229CUjBm-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lyrical Games)</span></figcaption></figure><p>Fair warning that jank currently runs through it like a French blade through a whiny British videogame critic (er, hopefully not?). Crashes to desktop, a framerate that's all over the place, and one boss suddenly not attacking me presumably because they're aware I'm on a tight review deadline – thanks again, The Orphan! I played this on a PC that ran <a href="https://www.gamesradar.com/gears-of-war-e-day-guide/"><u>Gears of War: E-Day</u></a> without a hitch, so I'd recommend seeing how the launch day patch holds up across PC and console, which we're told addresses many of these issues.</p><p>As William explores, he occasionally hears the voice of Napoleon Bonaparte in his head, offering some unsolicited combat philosophy. Alas, Napoleon's hilariously banal insights wouldn't make the cut for an office motivational poster, let alone the battlefield. <em>This</em> is meant to be one of the greatest military strategists of all time? I'd be amazed if this chump could win a game of tiddlywinks.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ePHtkS68qTotP4wtoZ8o37" name="PR_100_Meet_Maria_ValorMortis_1080" alt="Maria in Valor Mortis" src="https://cdn.mos.cms.futurecdn.net/ePHtkS68qTotP4wtoZ8o37-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lyrical Games)</span></figcaption></figure><p>Fortunately, other characters are a lot more fun. Like the mad scientist who keeps sending you out on deadly research expeditions, and whose understanding of ethics is up there with the Umbrella corporation. One village is praying to a mysterious deity, and learning whether she's a God, a myth, or a real person is one of the game's best reveals. Shockingly, several unseen children might just steal the entire show. They narrate and guide you through a destroyed city, covering the walls in adorably crap drawings of the monsters you've faced. Awww.</p><p>Valor Mortis is not without its charms. For the most part it's a perfectly playable Soulslike with combat that's satisfying to master. But I've seen all its tricks before, executed better, and a shift to first-person isn't enough to make this truly stand apart. Soulslike imitators really need to learn that FromSoftware didn't get where they are today by copying someone else's homework.</p><p>Valor Mortis was reviewed on PC, with code provided by the publisher.</p><p><em>In the mood for more-tis? Check out our </em><a href="https://www.gamesradar.com/best-soulslike-games/"><u><em>best Soulslike games</em></u></a><em> ranking, and </em><a href="https://www.gamesradar.com/games-like-dark-souls/"><u><em>games like Dark Souls</em></u></a><em> recommendations!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action-rpg/valor-mortis-review/</link>
                                                                            <description>
                            <![CDATA[ Napoleon's Ghostrunner ]]>
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                                                                        <pubDate>Mon, 12 Oct 2026 13:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 12 Oct 2026 13:06:39 +0000</updated>
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                                                                                                <author><![CDATA[ stonewritesstuff@gmail.com (Abbie Stone) ]]></author>                    <dc:creator><![CDATA[ Abbie Stone ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/4xNYaEwHa5hdSTrKTar7dX-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Lyrical Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Slicing at a soldier as they fall in Valor Mortis]]></media:description>                                                            <media:text><![CDATA[Slicing at a soldier as they fall in Valor Mortis]]></media:text>
                                <media:title type="plain"><![CDATA[Slicing at a soldier as they fall in Valor Mortis]]></media:title>
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                                <p>Valor Mortis is an easy game to like, and an even easier game to fantasize about kicking down a flight of stairs. It's a perfectly functional Soulslike based around swordplay and parrying, which is about as novel in 2026 as having a pause screen. It's also got terrible scripted parkour sequences that will make you wish you could snap off the lead character's legs. It even has a <em>frikkin' sewer level. </em></p><p>Yet, it keeps nearly winning me back. Its combat can be exhilarating, the pulpy writing charming, and its puppydoggish "look ma! I'm making my first Soulslike! I am, I am!" enthusiasm is contagious. How can you hate a game that has a boss fight against a sentient windmill? Well, that boss fight being a finicky slog certainly helps…</p><h2 id="you-died">You died</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MV3QxzoHxb48Tw4iEMWaAm" name="SS_valor_mortis_1" alt="Reaching out for a red orb within a soldier's ribs in Valor Mortis" src="https://cdn.mos.cms.futurecdn.net/MV3QxzoHxb48Tw4iEMWaAm-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lyrical Games)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 13, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer:</strong> One More Level<br><strong>Publisher:</strong> Lyrical Games</p></div></div><p>You're William, a loyal soldier of Napoleon Bonaparte with such low life expectancy that William dies on the battlefield before the game even starts. William somehow recovers from that setback, rising from the grave with a classic case of videogame protagonist amnesia. He's now in a nightmarish version of Europe where everyone has succumbed to a horrible plague that makes them want to draw swords and turn William into a shish kebab.  </p><p>William may not remember what's happened to him but you'll be able to get by on muscle memory if you've played anything even vaguely Souls-y before. Brutal combat that's all about parrying blows and striking at the perfect moment. No map screen. Shortcuts steadily unlocked. If you die you get one chance to get your level-up currency back, yada yada yada.</p><p>If you don't like learning to parry then go play something else (also, my deepest sympathies, gaming in 2026 must be miserable for you). Valor Mortis demands precise sword-tennis right from the start, with even rank-and-file enemies taking multiple parries to finally break their guard. If you bounced off <a href="https://www.gamesradar.com/sekiro-walkthough/"><u>Sekiro</u></a> and <a href="https://www.gamesradar.com/uk/onimusha-way-of-the-sword/"><u>Ominusha: Way of the Sword</u></a>, I'd recommend running away screaming from this.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iPbU5YpWvCgGVmDCRELQy6" name="PR_117_FlameThrower_ValorMortis_1080" alt="Shooting flames from your hand in Valor Mortis" src="https://cdn.mos.cms.futurecdn.net/iPbU5YpWvCgGVmDCRELQy6-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lyrical Games)</span></figcaption></figure><p>You also have a gun and the power to shoot flames from your fingers, and it's nice to see these treated not as mere bonuses but as valid strategies. I finally got through the game's first boss when I realized that I wanted him on fire as much as possible. And once you get the blunderbuss, it's great fun cutting swordsmen off by just blasting them in the face, Indiana Jones-style.</p><p>Still, being able to shoot fire from your hands is a videogame idea so ancient it might actually predate man discovering fire. The other powers you gain aren't that imaginative either. The ability to stop time is used for seen-it-all-before-puzzles, like freezing a cog in place so you can get through a gate before it drops. </p><p>Another power creates platforms and walls you can run on, but only in predetermined areas. The final power is a shield which deflects attacks, which rewards you spending the last twenty hours of mastering the parry with the power to, er, no longer have to worry about it as much. Eh?</p><h2 id="witch-is-familiar">Witch is Familiar</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MwDUPu7Nocned4XYLJMcBm" name="SS_valor_mortis_12" alt="An undead soldier with a red growth on their head in Valor Mortis clutches a rifle near a derailed train" src="https://cdn.mos.cms.futurecdn.net/MwDUPu7Nocned4XYLJMcBm-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lyrical Games)</span></figcaption></figure><p>Valor Mortis is made by the developers of <a href="https://www.gamesradar.com/have-you-tried-slicing-through-a-grotty-cyberpunk-world-in-ghostrunner/"><u>Ghostrunner, the fun but also incredibly infuriating parkour game</u></a>. That makes this the first time in human history a studio has pivoted to making a Soulslike and actually made a game that's <em>less </em>frustrating. But, as it goes on, Valor Mortis increasingly plays like it wants to be Ghostrunner 3.</p><p>Wall-running and swinging off poles works fine for a while. It's even somewhat liberating to play as someone so acrobatic in a genre that usually roots you stubbornly to the ground. But Valor Mortis occasionally demands perfect parkour from you in scripted set-pieces. This was around the point I debated throwing my gaming laptop into a roaring fire. </p><p>These feel like irritating memory tests rather than fun platforming challenges, and seem to forget I have access to a sprint button. Occasionally I'd leap on a platform only to be insta-killed because <em>tsk tsk</em> the game had plans to dramatically destroy that platform <em>before </em>I reached it, and my naughty sprinting ahead had spoiled the fun. Instant death for you.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7FVkNDhTSYa5wLcoeF8FF7" name="PR_41_Combat_ValorMortis_1080" alt="Clashing blades with an enemy wearing a gold mask in Valor Mortis" src="https://cdn.mos.cms.futurecdn.net/7FVkNDhTSYa5wLcoeF8FF7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lyrical Games)</span></figcaption></figure><p>A pity, because Valor Mortis does have a few nasty surprises (complimentary). I love how the 'dog' enemies are actually human soldiers who've horrifically twisted themselves into a canine shape. They then chase you, barking like bloodthirsty hounds. That's a stroke of evil genius. Please get it the hell away from me.</p><p>And there's a reason parrying is gaming's verb of choice at the moment. It feels great and jammy as hell to pull off, and that's still true here. The first person camera gives it a brutal you-are-there immediacy that a traditional third-person camera could only dream of. </p><p>The game's best boss fights, brutal parry-offs where you're only a few minor mistakes away from the grave, are immensely satisfying, even if a slightly wobbly power curve meant that the first boss was by far the most trouble I had.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iKEmrXDM24Mne2229CUjBm" name="SS_valor_mortis_7_cropped" alt="Approaching a moody shack at night in Valor Mortis, which is partially covered in a web-like black goo" src="https://cdn.mos.cms.futurecdn.net/iKEmrXDM24Mne2229CUjBm-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lyrical Games)</span></figcaption></figure><p>Fair warning that jank currently runs through it like a French blade through a whiny British videogame critic (er, hopefully not?). Crashes to desktop, a framerate that's all over the place, and one boss suddenly not attacking me presumably because they're aware I'm on a tight review deadline – thanks again, The Orphan! I played this on a PC that ran <a href="https://www.gamesradar.com/gears-of-war-e-day-guide/"><u>Gears of War: E-Day</u></a> without a hitch, so I'd recommend seeing how the launch day patch holds up across PC and console, which we're told addresses many of these issues.</p><p>As William explores, he occasionally hears the voice of Napoleon Bonaparte in his head, offering some unsolicited combat philosophy. Alas, Napoleon's hilariously banal insights wouldn't make the cut for an office motivational poster, let alone the battlefield. <em>This</em> is meant to be one of the greatest military strategists of all time? I'd be amazed if this chump could win a game of tiddlywinks.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ePHtkS68qTotP4wtoZ8o37" name="PR_100_Meet_Maria_ValorMortis_1080" alt="Maria in Valor Mortis" src="https://cdn.mos.cms.futurecdn.net/ePHtkS68qTotP4wtoZ8o37-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lyrical Games)</span></figcaption></figure><p>Fortunately, other characters are a lot more fun. Like the mad scientist who keeps sending you out on deadly research expeditions, and whose understanding of ethics is up there with the Umbrella corporation. One village is praying to a mysterious deity, and learning whether she's a God, a myth, or a real person is one of the game's best reveals. Shockingly, several unseen children might just steal the entire show. They narrate and guide you through a destroyed city, covering the walls in adorably crap drawings of the monsters you've faced. Awww.</p><p>Valor Mortis is not without its charms. For the most part it's a perfectly playable Soulslike with combat that's satisfying to master. But I've seen all its tricks before, executed better, and a shift to first-person isn't enough to make this truly stand apart. Soulslike imitators really need to learn that FromSoftware didn't get where they are today by copying someone else's homework.</p><p>Valor Mortis was reviewed on PC, with code provided by the publisher.</p><p><em>In the mood for more-tis? Check out our </em><a href="https://www.gamesradar.com/best-soulslike-games/"><u><em>best Soulslike games</em></u></a><em> ranking, and </em><a href="https://www.gamesradar.com/games-like-dark-souls/"><u><em>games like Dark Souls</em></u></a><em> recommendations!</em></p>
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                                                            <title><![CDATA[ The Corsair Skiff 100 Plus's rubber domes bring smooth silence to the membrane market ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Membrane gaming keyboards are some of the cheapest available, but they often have a hard time defending themselves against the budget end of the mechanical market. The Corsair Skiff 100 Plus sits at the usual $59.99 / £59.99, but its typing experience, extra macro keys and vibrant RGB lighting combined with a healthy propensity for discounts falling at around $49.99 / £39.99 mean this deck really can give some of those cheaper mechanical clackers something to think about. </p><p>It's only going to make sense if you're looking for a super silent gaming keyboard, and the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-gaming-keyboard-tested/">best gaming keyboards</a> at the top of the market have nothing to worry about, but even if you're on the fence about losing that thwack sound the smoothness of these rubber domes is enough to keep those with tired hands coming back. </p><p>I always find membrane keyboards troublesome on the old fingers. Their caps often need far more pressure than mechanical options to actuate, often with a mushy, almost-stuck, feeling to them. While I haven't exactly been dancing across the keys during my time with the Corsair Skiff 100 Plus, it's certainly the <a href="https://www.gamesradar.com/the-best-membrane-keyboards/">best membrane gaming keyboard</a> I've tested so far from a typing feel standpoint. </p><div ><table><caption>Key Specs</caption><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$59.99 / £59.99</p></td></tr><tr><td class="firstcol " ><p>Type</p></td><td  ><p>Membrane</p></td></tr><tr><td class="firstcol " ><p>Connection</p></td><td  ><p>Wired</p></td></tr><tr><td class="firstcol " ><p>Size</p></td><td  ><p>Full</p></td></tr><tr><td class="firstcol " ><p>Switches</p></td><td  ><p>Rubber dome</p></td></tr><tr><td class="firstcol " ><p>Keycaps</p></td><td  ><p>ABS</p></td></tr><tr><td class="firstcol " ><p>Media keys</p></td><td  ><p>Control dial, six macro buttons</p></td></tr><tr><td class="firstcol " ><p>USB passthrough</p></td><td  ><p>None</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-corsair-skiff-100-plus-design"><span>Corsair Skiff 100 Plus design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VAAP58wdTYbZ6kSA7epvdj" name="Corsair Skiff 100 Plus" alt="Corsair Skiff 100 Plus with wrist rest attached on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/VAAP58wdTYbZ6kSA7epvdj-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Corsair isn't doing anything revolutionary with the design of the Skiff. This is an all-black plastic chassis illuminated by a bold set of bright LEDs. Yes, there's a little flex when pushing particularly hard on that top plate, but the plastic underneath feels sturdy and durable and hammering down on the keys themselves never presented a single bounce in my testing. </p><p>ABS keycaps can feel a little sticky under the fingertips, but are par for the course at this price. It should be noted, though, in the race against Amazon's collection of budget mechanical decks, that these clackers can't be replaced. Once they shine up, you're stuck with them. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="n5iW9nQTnxgVaA89AXyAM4" name="Corsair Skiff 100 Plus" alt="Close up on ABS keycaps of Corsair Skiff 100 Plus gaming keyboard" src="https://cdn.mos.cms.futurecdn.net/n5iW9nQTnxgVaA89AXyAM4-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>That's one of the main drawbacks of membrane keyboards, though one the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/glorious-gmbk-75-percent-review/">Glorious GMBK 75%</a> manages to overcome particularly well. If only the Corsair Skiff 100 Plus combined its far preferable typing feel with Glorious's swappable caps. </p><p>Otherwise, we've got a full-sized layout here, with comfortable spacing between the main deck keys and plenty of space in the top right corner for that volume dial. Corsair hasn't skimped on this aspect either, while it's seemingly plastic on the top it still has that brushed aesthetic regularly threaded through this brand's keyboards. </p><p>My only real gripe with the design here is in the cable. It's permanently plugged into the deck and it's that old cheap rubber material that keeps its kinks no matter how flat you try and straighten it out. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UFaLqJNnsBGKXPYeVe6tc9" name="Corsair Skiff 100 Plus" alt="Rear side of top lip on Corsair Skiff 100 Plus gaming keyboard, showing USB-A cable hardwired into chassis" src="https://cdn.mos.cms.futurecdn.net/UFaLqJNnsBGKXPYeVe6tc9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The permanent connection will make travel a little squeakier and that cable construction makes for a pretty messy desktop experience before it's properly managed or tucked away. </p><h2 class="article-body__section" id="section-corsair-skiff-100-plus-features"><span>Corsair Skiff 100 Plus features</span></h2><p>Corsair uses standard rubber dome switches under each of its ABS keycaps, which means you're not getting the speed or smoothness of a mechanical clacker or the additional actuation controls of a <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-hall-effect-keyboard/">Hall effect keyboard</a>. Still, you're paying less than you usually would for a mainstream brand's gaming keyboard using either of those clackers, and getting more additional features in the process. </p><p>Membrane keyboards may sacrifice typing feel but they're still loved by players on a budget for their sturdy feature sets compared to comparably priced mechanical options. You're getting six additional macro keys lined up along the left side of the chassis here, for example. While they can only be configured with recorded macros, rather than system features, it's certainly more than you'll find from most budget mechanical options. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CzztMnhYujdSS9Xr9xASBG" name="Corsair Skiff 100 Plus" alt="Left side of Corsair Skiff 100 Plus, with six macro buttons sitting flush with the main casing" src="https://cdn.mos.cms.futurecdn.net/CzztMnhYujdSS9Xr9xASBG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The volume dial on the top right also has other membrane keyboards like the <a href="https://www.gamesradar.com/roccat-magma-review/">Roccat Magma</a> beat, though dedicated playback controls can only be accessed when holding the function button at the same time. That's neater than having to squeeze extra buttons onto the deck, but some may prefer track skips to have their own controls. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xDFcMBkQRdK38tD8vyMTUM" name="Corsair Skiff 100 Plus" alt="Close up on control dial in the top right corner of the Corsair Skiff 100 Plus gaming keyboard" src="https://cdn.mos.cms.futurecdn.net/xDFcMBkQRdK38tD8vyMTUM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Surface-level customizations like basic RGB lighting effects and macro settings can be configured in Corsair Web Hub, but you'll need to download iCue to go deeper into each of those ten lighting zones and configure Win-Lock conditions. PS5 and PS4 compatibility mode can also be toggled with Fn+Windows, held for five seconds. </p><p>The Corsair Skiff 100 Plus also comes with a wrist rest in the box, which is always appreciated. In this case, the pad isn't quite as plush as you'll find on other, more expensive, models, but it's perfectly raised to provide a more comfortable angle for the keyboard itself and keeps the brand's soft-touch covering as well. It handles temperature particularly well, staying cool to the touch after longer sessions unlike some of the more pillowy options out there. </p><p>There's one 'but' here, and it's a little hidden in the spec sheet. The Corsair Skiff 100 Plus doesn't feature full N-key rollover, instead we're back to 12-key selective rollover here. That's not going to hurt most of us too much, though.</p><h2 class="article-body__section" id="section-corsair-skiff-100-plus-performance"><span>Corsair Skiff 100 Plus performance</span></h2><p>Onto how the Corsair Skiff 100 Plus actually feels to use, and I will say I was surprised here. I'm normally warming up the hands when I prepare for a membrane keyboard review. Those heavier switches can take their toll on the joints. </p><p>While there's still more actuation force required here compared to a mechanical deck, though, the Corsair Skiff 100 Plus feels relatively breezy. Only the hybrid mecha-mechanical SteelSeries Apex 5 beats this one for typing feel among its peers. Every keystroke is smooth, and even manages to maintain a nice sense of tactility at the bottom of each press. Some keys feel a little lighter than others; main alphas are a little heavier, while larger keys like the backspace, space, and enter have a little more give to them. </p><p>In-game, repeat keypresses feel a little sluggish compared to a mechanical deck, but side by side with heavier switches that <em>don't </em>have this level of smoothness they're nearly sprightly. I was still able to zip across arenas in Doom: The Dark Ages, even if my CS:2 performance was a little more cumbersome than usual. </p><p>Crucially, keypresses are recorded as quickly as casual players will need them, and feel comparatively comfortable when they are. </p><h2 class="article-body__section" id="section-should-you-buy-the-corsair-skiff-100-plus"><span>Should you buy the Corsair Skiff 100 Plus?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CtohiTKgqEyWJe22Ns5k2T" name="Corsair Skiff 100 Plus" alt="Corsair Skiff 100 Plus gaming keyboard standing upright on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/CtohiTKgqEyWJe22Ns5k2T-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Casual gamers looking for a keyboard to run their everyday Steam library will be happy here, while I'd still recommend typists opt for something more mechanical under the hood. That $59.99 / £59.99 full price is set a little awkwardly against cheaper mechanical decks, but if you value additional macro controls and a wrist rest more than a lighter typing feel the Skiff 100 Pro is well worth keeping an eye on. With discounts settling early in this keyboard's life, I'm hopeful this one will find itself at $40-$50 soon enough - and that price it's an easy recommendation for membrane keyboard fans. </p><h2 class="article-body__section" id="section-how-i-tested-the-corsair-skiff-100-plus"><span>How I tested the Corsair Skiff 100 Plus</span></h2><p>I used the Corsair Skiff 100 Plus for all my daily work and play for a period of one week, while testing alongside some alternatives for a second week. That was a busy few weeks of typing, but I also took the Skiff out for a spin in my usual roster of Doom: The Dark Ages and CS:2 as well as some Planet Coaster 2 and High on Life 2. For more information on <a href="https://www.gamesradar.com/how-we-test-keyboards-on-gamesradar/">how we test gaming keyboards</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>. </p><p><em>We're also rounding up the </em><a href="https://www.gamesradar.com/the-best-hot-swappable-keyboard/"><em>best hot-swappable keyboards</em></a><em> and the </em><a href="https://www.gamesradar.com/best-wireless-gaming-keyboard/"><em>best wireless gaming keyboards</em></a><em> for more options. </em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/gaming-keyboards/corsair-skiff-100-plus-review/</link>
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                            <![CDATA[ Membrane keyboards are often tough on the fingers but the Corsair Skiff 100 Plus goes a long way to remedying the issue. ]]>
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                                                                        <pubDate>Fri, 09 Oct 2026 15:26:31 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming Keyboards]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Peripherals]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                                                                                    <dc:creator><![CDATA[ Tabitha Baker ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Pdm5hN2zwhdQpL8Amr4bW9-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Corsair Skiff 100 Plus gaming keyboard standing upright with blue backlighting on a wooden desk]]></media:description>                                                            <media:text><![CDATA[Corsair Skiff 100 Plus gaming keyboard standing upright with blue backlighting on a wooden desk]]></media:text>
                                <media:title type="plain"><![CDATA[Corsair Skiff 100 Plus gaming keyboard standing upright with blue backlighting on a wooden desk]]></media:title>
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                                <p>Membrane gaming keyboards are some of the cheapest available, but they often have a hard time defending themselves against the budget end of the mechanical market. The Corsair Skiff 100 Plus sits at the usual $59.99 / £59.99, but its typing experience, extra macro keys and vibrant RGB lighting combined with a healthy propensity for discounts falling at around $49.99 / £39.99 mean this deck really can give some of those cheaper mechanical clackers something to think about. </p><p>It's only going to make sense if you're looking for a super silent gaming keyboard, and the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-gaming-keyboard-tested/">best gaming keyboards</a> at the top of the market have nothing to worry about, but even if you're on the fence about losing that thwack sound the smoothness of these rubber domes is enough to keep those with tired hands coming back. </p><p>I always find membrane keyboards troublesome on the old fingers. Their caps often need far more pressure than mechanical options to actuate, often with a mushy, almost-stuck, feeling to them. While I haven't exactly been dancing across the keys during my time with the Corsair Skiff 100 Plus, it's certainly the <a href="https://www.gamesradar.com/the-best-membrane-keyboards/">best membrane gaming keyboard</a> I've tested so far from a typing feel standpoint. </p><div ><table><caption>Key Specs</caption><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$59.99 / £59.99</p></td></tr><tr><td class="firstcol " ><p>Type</p></td><td  ><p>Membrane</p></td></tr><tr><td class="firstcol " ><p>Connection</p></td><td  ><p>Wired</p></td></tr><tr><td class="firstcol " ><p>Size</p></td><td  ><p>Full</p></td></tr><tr><td class="firstcol " ><p>Switches</p></td><td  ><p>Rubber dome</p></td></tr><tr><td class="firstcol " ><p>Keycaps</p></td><td  ><p>ABS</p></td></tr><tr><td class="firstcol " ><p>Media keys</p></td><td  ><p>Control dial, six macro buttons</p></td></tr><tr><td class="firstcol " ><p>USB passthrough</p></td><td  ><p>None</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-corsair-skiff-100-plus-design"><span>Corsair Skiff 100 Plus design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VAAP58wdTYbZ6kSA7epvdj" name="Corsair Skiff 100 Plus" alt="Corsair Skiff 100 Plus with wrist rest attached on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/VAAP58wdTYbZ6kSA7epvdj-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Corsair isn't doing anything revolutionary with the design of the Skiff. This is an all-black plastic chassis illuminated by a bold set of bright LEDs. Yes, there's a little flex when pushing particularly hard on that top plate, but the plastic underneath feels sturdy and durable and hammering down on the keys themselves never presented a single bounce in my testing. </p><p>ABS keycaps can feel a little sticky under the fingertips, but are par for the course at this price. It should be noted, though, in the race against Amazon's collection of budget mechanical decks, that these clackers can't be replaced. Once they shine up, you're stuck with them. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="n5iW9nQTnxgVaA89AXyAM4" name="Corsair Skiff 100 Plus" alt="Close up on ABS keycaps of Corsair Skiff 100 Plus gaming keyboard" src="https://cdn.mos.cms.futurecdn.net/n5iW9nQTnxgVaA89AXyAM4-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>That's one of the main drawbacks of membrane keyboards, though one the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/glorious-gmbk-75-percent-review/">Glorious GMBK 75%</a> manages to overcome particularly well. If only the Corsair Skiff 100 Plus combined its far preferable typing feel with Glorious's swappable caps. </p><p>Otherwise, we've got a full-sized layout here, with comfortable spacing between the main deck keys and plenty of space in the top right corner for that volume dial. Corsair hasn't skimped on this aspect either, while it's seemingly plastic on the top it still has that brushed aesthetic regularly threaded through this brand's keyboards. </p><p>My only real gripe with the design here is in the cable. It's permanently plugged into the deck and it's that old cheap rubber material that keeps its kinks no matter how flat you try and straighten it out. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UFaLqJNnsBGKXPYeVe6tc9" name="Corsair Skiff 100 Plus" alt="Rear side of top lip on Corsair Skiff 100 Plus gaming keyboard, showing USB-A cable hardwired into chassis" src="https://cdn.mos.cms.futurecdn.net/UFaLqJNnsBGKXPYeVe6tc9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The permanent connection will make travel a little squeakier and that cable construction makes for a pretty messy desktop experience before it's properly managed or tucked away. </p><h2 class="article-body__section" id="section-corsair-skiff-100-plus-features"><span>Corsair Skiff 100 Plus features</span></h2><p>Corsair uses standard rubber dome switches under each of its ABS keycaps, which means you're not getting the speed or smoothness of a mechanical clacker or the additional actuation controls of a <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-hall-effect-keyboard/">Hall effect keyboard</a>. Still, you're paying less than you usually would for a mainstream brand's gaming keyboard using either of those clackers, and getting more additional features in the process. </p><p>Membrane keyboards may sacrifice typing feel but they're still loved by players on a budget for their sturdy feature sets compared to comparably priced mechanical options. You're getting six additional macro keys lined up along the left side of the chassis here, for example. While they can only be configured with recorded macros, rather than system features, it's certainly more than you'll find from most budget mechanical options. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CzztMnhYujdSS9Xr9xASBG" name="Corsair Skiff 100 Plus" alt="Left side of Corsair Skiff 100 Plus, with six macro buttons sitting flush with the main casing" src="https://cdn.mos.cms.futurecdn.net/CzztMnhYujdSS9Xr9xASBG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The volume dial on the top right also has other membrane keyboards like the <a href="https://www.gamesradar.com/roccat-magma-review/">Roccat Magma</a> beat, though dedicated playback controls can only be accessed when holding the function button at the same time. That's neater than having to squeeze extra buttons onto the deck, but some may prefer track skips to have their own controls. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xDFcMBkQRdK38tD8vyMTUM" name="Corsair Skiff 100 Plus" alt="Close up on control dial in the top right corner of the Corsair Skiff 100 Plus gaming keyboard" src="https://cdn.mos.cms.futurecdn.net/xDFcMBkQRdK38tD8vyMTUM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Surface-level customizations like basic RGB lighting effects and macro settings can be configured in Corsair Web Hub, but you'll need to download iCue to go deeper into each of those ten lighting zones and configure Win-Lock conditions. PS5 and PS4 compatibility mode can also be toggled with Fn+Windows, held for five seconds. </p><p>The Corsair Skiff 100 Plus also comes with a wrist rest in the box, which is always appreciated. In this case, the pad isn't quite as plush as you'll find on other, more expensive, models, but it's perfectly raised to provide a more comfortable angle for the keyboard itself and keeps the brand's soft-touch covering as well. It handles temperature particularly well, staying cool to the touch after longer sessions unlike some of the more pillowy options out there. </p><p>There's one 'but' here, and it's a little hidden in the spec sheet. The Corsair Skiff 100 Plus doesn't feature full N-key rollover, instead we're back to 12-key selective rollover here. That's not going to hurt most of us too much, though.</p><h2 class="article-body__section" id="section-corsair-skiff-100-plus-performance"><span>Corsair Skiff 100 Plus performance</span></h2><p>Onto how the Corsair Skiff 100 Plus actually feels to use, and I will say I was surprised here. I'm normally warming up the hands when I prepare for a membrane keyboard review. Those heavier switches can take their toll on the joints. </p><p>While there's still more actuation force required here compared to a mechanical deck, though, the Corsair Skiff 100 Plus feels relatively breezy. Only the hybrid mecha-mechanical SteelSeries Apex 5 beats this one for typing feel among its peers. Every keystroke is smooth, and even manages to maintain a nice sense of tactility at the bottom of each press. Some keys feel a little lighter than others; main alphas are a little heavier, while larger keys like the backspace, space, and enter have a little more give to them. </p><p>In-game, repeat keypresses feel a little sluggish compared to a mechanical deck, but side by side with heavier switches that <em>don't </em>have this level of smoothness they're nearly sprightly. I was still able to zip across arenas in Doom: The Dark Ages, even if my CS:2 performance was a little more cumbersome than usual. </p><p>Crucially, keypresses are recorded as quickly as casual players will need them, and feel comparatively comfortable when they are. </p><h2 class="article-body__section" id="section-should-you-buy-the-corsair-skiff-100-plus"><span>Should you buy the Corsair Skiff 100 Plus?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CtohiTKgqEyWJe22Ns5k2T" name="Corsair Skiff 100 Plus" alt="Corsair Skiff 100 Plus gaming keyboard standing upright on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/CtohiTKgqEyWJe22Ns5k2T-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Casual gamers looking for a keyboard to run their everyday Steam library will be happy here, while I'd still recommend typists opt for something more mechanical under the hood. That $59.99 / £59.99 full price is set a little awkwardly against cheaper mechanical decks, but if you value additional macro controls and a wrist rest more than a lighter typing feel the Skiff 100 Pro is well worth keeping an eye on. With discounts settling early in this keyboard's life, I'm hopeful this one will find itself at $40-$50 soon enough - and that price it's an easy recommendation for membrane keyboard fans. </p><h2 class="article-body__section" id="section-how-i-tested-the-corsair-skiff-100-plus"><span>How I tested the Corsair Skiff 100 Plus</span></h2><p>I used the Corsair Skiff 100 Plus for all my daily work and play for a period of one week, while testing alongside some alternatives for a second week. That was a busy few weeks of typing, but I also took the Skiff out for a spin in my usual roster of Doom: The Dark Ages and CS:2 as well as some Planet Coaster 2 and High on Life 2. For more information on <a href="https://www.gamesradar.com/how-we-test-keyboards-on-gamesradar/">how we test gaming keyboards</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>. </p><p><em>We're also rounding up the </em><a href="https://www.gamesradar.com/the-best-hot-swappable-keyboard/"><em>best hot-swappable keyboards</em></a><em> and the </em><a href="https://www.gamesradar.com/best-wireless-gaming-keyboard/"><em>best wireless gaming keyboards</em></a><em> for more options. </em></p>
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                                                            <title><![CDATA[ The Corsair Vanguard Air 99 Wireless is super silent, but some persistent issues might be too large to overlook ]]></title>
                                                                                                <dc:content><![CDATA[ <p>It's not so bad, I thought. What could it cost? $150? $170? Nope. </p><p>The Corsair Vanguard 99 Air is a wireless optical mechanical keyboard with a nicely quiet low profile typing experience, but a key piece of software that I couldn't get working. And it costs $259.99. </p><p>That's the price of some of the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-gaming-keyboard-tested/">best gaming keyboards</a> on the market, decks tuned with high-end typing experiences, feature-full magnetic switches, or luxury build materials. It can't be the price of the low-profile clackers I've had on (and off) my desk for the last few months.  </p><p>Corsair has been flying high with recent releases like the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/corsair-vanguard-pro-96-review/">Vanguard Pro 96</a> and <a href="https://www.gamesradar.com/hardware/gaming-keyboards/corsair-galleon-100-sd-review/">Galleon 100 SD</a> shooting to the top of my recommendation lists. The Corsair Vanguard 99 Air may serve you well if you're after a low profile option with silent keystrokes, but it's going to be difficult to fully get behind in 2026. </p><div ><table><caption>Key Specs</caption><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$259.99 / £239.99</p></td></tr><tr><td class="firstcol " ><p>Type</p></td><td  ><p>Optical-mechanical</p></td></tr><tr><td class="firstcol " ><p>Connection</p></td><td  ><p>2.4GHz / Bluetooth / wired</p></td></tr><tr><td class="firstcol " ><p>Size</p></td><td  ><p>99%</p></td></tr><tr><td class="firstcol " ><p>Switches</p></td><td  ><p>Corsair OPX Low-Profile</p></td></tr><tr><td class="firstcol " ><p>Keycaps</p></td><td  ><p>PBT</p></td></tr><tr><td class="firstcol " ><p>Media keys</p></td><td  ><p>Dedicated dial</p></td></tr><tr><td class="firstcol " ><p>Wrist rest</p></td><td  ><p>None</p></td></tr><tr><td class="firstcol " ><p>USB passthrough</p></td><td  ><p>None</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-what-i-like-about-the-corsair-vanguard-99-air-wireless"><span>What I like about the Corsair Vanguard 99 Air Wireless</span></h2><h2 id="compact-99-layout">Compact 99% layout</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="f9mrNrfLpppVH9EBvE6RWf" name="Corsair Vanguard Air 99" alt="Corsair Vanguard Air 99 Wireless gaming keyboard photographed from the number pad on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/f9mrNrfLpppVH9EBvE6RWf-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Squished gaming keyboard layouts are becoming far more popular as folk push toward more compect designs while still keeping their number pads intact. That's certainly a trend I can get behind, especially with the Vanguard Air 99's additional strip of macro keys running down the right hand side as well. </p><p>It's a little longer than a 96% offering, and still suffers slightly from the squished arrow keys in the Corsair Vanguard Pro 96, but ultimately you're getting everything you need here without having to load a behemoth onto your desk. </p><h2 id="slick-design">Slick design</h2><p>From the semi-transparent accent keys to its subtle RGB lighting, the Corsair Vanguard Air 99 gets a lot right with it aesthetic. Even the slightly rounded keycaps offer a nicely comfortable landing spot with just the right amount of visual interest to keep the board looking slick on a desk. </p><p>That extends through to the typing experience as well. These are notably quiet clackers, but it's impossible not to be impressed with the sound dampening underneath as well. Every keystroke <em>feels </em>cushioned  but sounds it as well. Rather than the echoes, pings, and thocks of a chunkier mechanical deck, all I can hear is the tippity taps of particularly light optical clackers. </p><h2 id="good-key-travel">Good key travel</h2><p>Once thing that generally puts me off about low profile keyboards is their lack of, to put it obviously, depth. I know I know, a low profile deck is all about light touches, speed, and soft pressure, but I prefer a tactility that few slimline decks can accomplish. </p><p>Corsair has nailed it here, with a suitably satisfying feel to each keystroke that manages to keep everyday typing and gaming rich and interesting while still keeping that silent low profile DNA. </p><h2 id="meaningful-screen-updates">Meaningful screen updates</h2><p>Since the launch of the Corsair Vanguard Pro 96 and its pretty boring display / glorified digital photo frame, Corsair has added more screen options to its iCue-supported devices. Now that the Vanguard Air 99 is among them, you've got a good supply of options to keep tucked away in that top right corner. Media information, FPS, weather, and calendar displays are all available... as well as your photos. </p><h2 class="article-body__section" id="section-what-to-consider"><span>What to consider</span></h2><h2 id="some-typing-quirks">Some typing... quirks</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3146px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="xeJGWayG3NzB7gdbxrhTfk" name="Corsair Vanguard Air 99" alt="Close up on left side of Corsair Vanguard Air 99 Wireless gaming keyboard" src="https://cdn.mos.cms.futurecdn.net/xeJGWayG3NzB7gdbxrhTfk-1920-80.jpg" mos="" align="middle" fullscreen="" width="3146" height="1770" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Unfortunately, the first major problem I encountered with the Corsair Vanguard Air 99 was its chatter, and it was a problem that presented itself almost immediately. Multiple inputs are regularly detect off a single keystroke and it's pretty frequent. </p><p>This was ultimately solved with a later firmware update on a new unit, but it should be known that the original device I received suffered pretty heavily. </p><h2 id="concerning-stream-deck-functionality">Concerning Stream Deck functionality</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fxFi2RAY7SVZHqHvcYazY5" name="Corsair Vanguard Air 99" alt="View of left side Stream Deck button panel on Corsair Vanguard Air 99 Wireless gaming keyboard" src="https://cdn.mos.cms.futurecdn.net/fxFi2RAY7SVZHqHvcYazY5-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Finally, we get to one of the most frustrating parts of the Corsair Vanguard Air 99 experience. Those seven macro keys lined up along the right side of the deck are designed to work with the brand's Stream Deck software for a greater degree of flexibility in your extra controls. The key word there being 'designed' to. </p><p>In reality, I couldn't get the Stream Deck software to recognize the keyboard once, no matter how it was connected, how up to date both the keyboard and software were, and even with a completely fresh second unit at my disposal. Corsair supplied me with a brand new retail device after I got in touch around this issue, but unfortunately it was never resolved in my testing. </p><h2 class="article-body__section" id="section-should-you-buy-the-corsair-vanguard-air-99"><span>Should you buy the Corsair Vanguard Air 99?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3460px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="pdZLJWQPNBtsToAFe6hFvC" name="Corsair Vanguard Air 99" alt="Close up on display and control dial in the top right corner of the Corsair Vanguard Air 99 Wireless gaming keyboard" src="https://cdn.mos.cms.futurecdn.net/pdZLJWQPNBtsToAFe6hFvC-1920-80.jpg" mos="" align="middle" fullscreen="" width="3460" height="1946" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>I wouldn't recommend the Corsair Vanguard Air 99 to anyone initially drawn in by the promise of that Stream Deck integration and, considering the price point, I'd be wary recommending it to those just looking for a low profile keyboard. It feels solid in the hands, but with early chattering and this level of software volatility, it's difficult to call the Air 99 a reliable piece of kit. </p><p>If you're after a silent-as-possible low profile keyboard and don't mind potentially missing out on one of the advertised features, there's still a nicely designed deck to be found here. Smooth typists and light-handed players will be delighted with the overall build and feel and that boosted screen works a lot harder than previous iterations as well. Ultimately, though, this isn't an easy recommendation to make - especially at this price point. </p><h2 id="the-competition">The competition</h2><a class="card card--standard card--rows-2 card--align-inline" href="https://www.gamesradar.com/gamesradar-hardware-policy/"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/pghhPogYUtBRmdHbqvPE9V.jpg" alt="side profile of Asus ROG Falchion RX Low Profile keyboard showing elevation"></p></div><div class="card__content"><h3 class="card__title">Asus ROG Falchion RX Low Profile</h3><div class="card__description-wrapper"><div class="card__description"><p>It's smaller, and drops a good chunk of those control options, but the Asus ROG Falchion RX Low Profile remains the best typing experience I've had on a low profile keyboard and makes some smart choices to keep volume and media controls intact. </p></div></div></div></a><div class="card card--standard card--rows-2 card--align-inline"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/upM5fZbRyhyoLXrNoj2kWh.jpg" alt="Corsair Vanguard Pro 96 gaming keyboard on a wooden desk with blue backlighting"></p></div><div class="card__content"><h3 class="card__title">Corsair Vanguard Pro 96</h3><div class="card__description-wrapper"><div class="card__description"><p>You're spending less and getting magnetic switches under the hood here. If you're not set on a wireless low profile number, Corsair's full Vanguard offering is the way to go. </p></div></div></div></div><h2 class="article-body__section" id="section-how-i-tested-the-corsair-vanguard-air-99"><span>How I tested the Corsair Vanguard Air 99</span></h2><p>I've had the Corsair Vanguard Air 99 on my desk for a total of four weeks (and in my possession for a few months). That's because I spent two weeks putting the deck through all my usual speed, durability, and typing tests before trading my device out for a new one following chatter and connectivity issues. With a fresh unit in hand, I tested for a further two weeks afterwards. </p><p>I primarily tested across Apex Legends and CS2, with additional gameplay in Planet Coaster 2, Doom: The Dark Ages, and Farming Simulator 25, while using the keyboard for everyday productivity at the same time. For more information on <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">how we test gaming keyboards</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>. </p><p><em>I'm rounding up plenty more of the </em><a href="https://www.gamesradar.com/best-wireless-gaming-keyboard/"><em>best wireless gaming keyboards</em></a><em> as well as the </em><a href="https://www.gamesradar.com/the-best-hot-swappable-keyboard/"><em>best hot-swappable keyboards</em></a><em> on the market as well. </em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/gaming-keyboards/corsair-vanguard-air-99-review/</link>
                                                                            <description>
                            <![CDATA[ The Corsair Vanguard Air 99 has caused some problems in testing, so it's difficult to recommend in 2026. ]]>
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                                                                        <pubDate>Fri, 09 Oct 2026 13:21:35 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming Keyboards]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Peripherals]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                                                                                    <dc:creator><![CDATA[ Tabitha Baker ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Pdm5hN2zwhdQpL8Amr4bW9-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Corsair Vanguard Air 99 Wireless gaming keyboard standing on a wooden desk]]></media:description>                                                            <media:text><![CDATA[Corsair Vanguard Air 99 Wireless gaming keyboard standing on a wooden desk]]></media:text>
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                                <p>It's not so bad, I thought. What could it cost? $150? $170? Nope. </p><p>The Corsair Vanguard 99 Air is a wireless optical mechanical keyboard with a nicely quiet low profile typing experience, but a key piece of software that I couldn't get working. And it costs $259.99. </p><p>That's the price of some of the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-gaming-keyboard-tested/">best gaming keyboards</a> on the market, decks tuned with high-end typing experiences, feature-full magnetic switches, or luxury build materials. It can't be the price of the low-profile clackers I've had on (and off) my desk for the last few months.  </p><p>Corsair has been flying high with recent releases like the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/corsair-vanguard-pro-96-review/">Vanguard Pro 96</a> and <a href="https://www.gamesradar.com/hardware/gaming-keyboards/corsair-galleon-100-sd-review/">Galleon 100 SD</a> shooting to the top of my recommendation lists. The Corsair Vanguard 99 Air may serve you well if you're after a low profile option with silent keystrokes, but it's going to be difficult to fully get behind in 2026. </p><div ><table><caption>Key Specs</caption><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$259.99 / £239.99</p></td></tr><tr><td class="firstcol " ><p>Type</p></td><td  ><p>Optical-mechanical</p></td></tr><tr><td class="firstcol " ><p>Connection</p></td><td  ><p>2.4GHz / Bluetooth / wired</p></td></tr><tr><td class="firstcol " ><p>Size</p></td><td  ><p>99%</p></td></tr><tr><td class="firstcol " ><p>Switches</p></td><td  ><p>Corsair OPX Low-Profile</p></td></tr><tr><td class="firstcol " ><p>Keycaps</p></td><td  ><p>PBT</p></td></tr><tr><td class="firstcol " ><p>Media keys</p></td><td  ><p>Dedicated dial</p></td></tr><tr><td class="firstcol " ><p>Wrist rest</p></td><td  ><p>None</p></td></tr><tr><td class="firstcol " ><p>USB passthrough</p></td><td  ><p>None</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-what-i-like-about-the-corsair-vanguard-99-air-wireless"><span>What I like about the Corsair Vanguard 99 Air Wireless</span></h2><h2 id="compact-99-layout">Compact 99% layout</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="f9mrNrfLpppVH9EBvE6RWf" name="Corsair Vanguard Air 99" alt="Corsair Vanguard Air 99 Wireless gaming keyboard photographed from the number pad on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/f9mrNrfLpppVH9EBvE6RWf-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Squished gaming keyboard layouts are becoming far more popular as folk push toward more compect designs while still keeping their number pads intact. That's certainly a trend I can get behind, especially with the Vanguard Air 99's additional strip of macro keys running down the right hand side as well. </p><p>It's a little longer than a 96% offering, and still suffers slightly from the squished arrow keys in the Corsair Vanguard Pro 96, but ultimately you're getting everything you need here without having to load a behemoth onto your desk. </p><h2 id="slick-design">Slick design</h2><p>From the semi-transparent accent keys to its subtle RGB lighting, the Corsair Vanguard Air 99 gets a lot right with it aesthetic. Even the slightly rounded keycaps offer a nicely comfortable landing spot with just the right amount of visual interest to keep the board looking slick on a desk. </p><p>That extends through to the typing experience as well. These are notably quiet clackers, but it's impossible not to be impressed with the sound dampening underneath as well. Every keystroke <em>feels </em>cushioned  but sounds it as well. Rather than the echoes, pings, and thocks of a chunkier mechanical deck, all I can hear is the tippity taps of particularly light optical clackers. </p><h2 id="good-key-travel">Good key travel</h2><p>Once thing that generally puts me off about low profile keyboards is their lack of, to put it obviously, depth. I know I know, a low profile deck is all about light touches, speed, and soft pressure, but I prefer a tactility that few slimline decks can accomplish. </p><p>Corsair has nailed it here, with a suitably satisfying feel to each keystroke that manages to keep everyday typing and gaming rich and interesting while still keeping that silent low profile DNA. </p><h2 id="meaningful-screen-updates">Meaningful screen updates</h2><p>Since the launch of the Corsair Vanguard Pro 96 and its pretty boring display / glorified digital photo frame, Corsair has added more screen options to its iCue-supported devices. Now that the Vanguard Air 99 is among them, you've got a good supply of options to keep tucked away in that top right corner. Media information, FPS, weather, and calendar displays are all available... as well as your photos. </p><h2 class="article-body__section" id="section-what-to-consider"><span>What to consider</span></h2><h2 id="some-typing-quirks">Some typing... quirks</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3146px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="xeJGWayG3NzB7gdbxrhTfk" name="Corsair Vanguard Air 99" alt="Close up on left side of Corsair Vanguard Air 99 Wireless gaming keyboard" src="https://cdn.mos.cms.futurecdn.net/xeJGWayG3NzB7gdbxrhTfk-1920-80.jpg" mos="" align="middle" fullscreen="" width="3146" height="1770" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Unfortunately, the first major problem I encountered with the Corsair Vanguard Air 99 was its chatter, and it was a problem that presented itself almost immediately. Multiple inputs are regularly detect off a single keystroke and it's pretty frequent. </p><p>This was ultimately solved with a later firmware update on a new unit, but it should be known that the original device I received suffered pretty heavily. </p><h2 id="concerning-stream-deck-functionality">Concerning Stream Deck functionality</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fxFi2RAY7SVZHqHvcYazY5" name="Corsair Vanguard Air 99" alt="View of left side Stream Deck button panel on Corsair Vanguard Air 99 Wireless gaming keyboard" src="https://cdn.mos.cms.futurecdn.net/fxFi2RAY7SVZHqHvcYazY5-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Finally, we get to one of the most frustrating parts of the Corsair Vanguard Air 99 experience. Those seven macro keys lined up along the right side of the deck are designed to work with the brand's Stream Deck software for a greater degree of flexibility in your extra controls. The key word there being 'designed' to. </p><p>In reality, I couldn't get the Stream Deck software to recognize the keyboard once, no matter how it was connected, how up to date both the keyboard and software were, and even with a completely fresh second unit at my disposal. Corsair supplied me with a brand new retail device after I got in touch around this issue, but unfortunately it was never resolved in my testing. </p><h2 class="article-body__section" id="section-should-you-buy-the-corsair-vanguard-air-99"><span>Should you buy the Corsair Vanguard Air 99?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3460px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="pdZLJWQPNBtsToAFe6hFvC" name="Corsair Vanguard Air 99" alt="Close up on display and control dial in the top right corner of the Corsair Vanguard Air 99 Wireless gaming keyboard" src="https://cdn.mos.cms.futurecdn.net/pdZLJWQPNBtsToAFe6hFvC-1920-80.jpg" mos="" align="middle" fullscreen="" width="3460" height="1946" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>I wouldn't recommend the Corsair Vanguard Air 99 to anyone initially drawn in by the promise of that Stream Deck integration and, considering the price point, I'd be wary recommending it to those just looking for a low profile keyboard. It feels solid in the hands, but with early chattering and this level of software volatility, it's difficult to call the Air 99 a reliable piece of kit. </p><p>If you're after a silent-as-possible low profile keyboard and don't mind potentially missing out on one of the advertised features, there's still a nicely designed deck to be found here. Smooth typists and light-handed players will be delighted with the overall build and feel and that boosted screen works a lot harder than previous iterations as well. Ultimately, though, this isn't an easy recommendation to make - especially at this price point. </p><h2 id="the-competition">The competition</h2><a class="card card--standard card--rows-2 card--align-inline" href="https://www.gamesradar.com/gamesradar-hardware-policy/"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/pghhPogYUtBRmdHbqvPE9V.jpg" alt="side profile of Asus ROG Falchion RX Low Profile keyboard showing elevation"></p></div><div class="card__content"><h3 class="card__title">Asus ROG Falchion RX Low Profile</h3><div class="card__description-wrapper"><div class="card__description"><p>It's smaller, and drops a good chunk of those control options, but the Asus ROG Falchion RX Low Profile remains the best typing experience I've had on a low profile keyboard and makes some smart choices to keep volume and media controls intact. </p></div></div></div></a><div class="card card--standard card--rows-2 card--align-inline"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/upM5fZbRyhyoLXrNoj2kWh.jpg" alt="Corsair Vanguard Pro 96 gaming keyboard on a wooden desk with blue backlighting"></p></div><div class="card__content"><h3 class="card__title">Corsair Vanguard Pro 96</h3><div class="card__description-wrapper"><div class="card__description"><p>You're spending less and getting magnetic switches under the hood here. If you're not set on a wireless low profile number, Corsair's full Vanguard offering is the way to go. </p></div></div></div></div><h2 class="article-body__section" id="section-how-i-tested-the-corsair-vanguard-air-99"><span>How I tested the Corsair Vanguard Air 99</span></h2><p>I've had the Corsair Vanguard Air 99 on my desk for a total of four weeks (and in my possession for a few months). That's because I spent two weeks putting the deck through all my usual speed, durability, and typing tests before trading my device out for a new one following chatter and connectivity issues. With a fresh unit in hand, I tested for a further two weeks afterwards. </p><p>I primarily tested across Apex Legends and CS2, with additional gameplay in Planet Coaster 2, Doom: The Dark Ages, and Farming Simulator 25, while using the keyboard for everyday productivity at the same time. For more information on <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">how we test gaming keyboards</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>. </p><p><em>I'm rounding up plenty more of the </em><a href="https://www.gamesradar.com/best-wireless-gaming-keyboard/"><em>best wireless gaming keyboards</em></a><em> as well as the </em><a href="https://www.gamesradar.com/the-best-hot-swappable-keyboard/"><em>best hot-swappable keyboards</em></a><em> on the market as well. </em></p>
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                                                            <title><![CDATA[ Avatar: Seven Havens review: "Juicy narrative threads let down by inconsistent animation and hard-to-follow action" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>On paper, Avatar: Seven Havens is absolute catnip for me. Picking up at some point long after Legend of Korra, the world has been reduced to seven havens (get it?) following a mysterious cataclysm that the remaining people blame the previous Avatar for causing. Heady stuff! In practice, however, this juicy plot and narrative threads are let down by inconsistent animation and hard-to-follow action.</p><p><em>Note: spoilers for the end of episode 1 follow.</em></p><p>The new show follows Pavi and Nisha, long-lost twins who also happen to both(?) be the Avatar(s) somehow. From every in-universe source as well as everything we as viewers know, if true double Avatars would be a first. The mystery of how that's possible, what happened to them and the world at large, and the struggles of the city of Ellora to survive is the driving force behind the new animated show's first season.</p><h2 id="new-faces-new-places">New faces, new places</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="io6iGUtbnztTDdTN8dGVGf" name="Avatar: Seven Havens" alt="Avatar: Seven Havens on Paramount+" src="https://cdn.mos.cms.futurecdn.net/io6iGUtbnztTDdTN8dGVGf-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Paramount+)</span></figcaption></figure><p>Helpfully, this is all completely fascinating to me, a huge Avatar nerd that's seen the movie and other shows, read the comics, and owns every art book. Post-apocalyptic Avatar setting? Yes, please. What do you mean Korra ruined the world? How is it possible there are two Avatars? This kind of hype is intentionally cultivated, of course, but I would be lying if I said it didn't work on me.</p><p>One major hurdle any new Avatar show is going to encounter, just like Legend of Korra before it, is that introducing a new Avatar as protagonist essentially means an entirely new cast and setting. They're generational, so it's not like, for example, Asami can reasonably feature heavily in Avatar: Seven Havens even if Legend of Korra had a bit of a "have your cake and eat it too" attitude by slipping in <em>very </em>old characters from the original show as well as descendants.</p><div  class="fancy-box"><div class="fancy_box-title">Fast Facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 9<br><strong>Available on: </strong>Paramount Plus<br><strong>Executive Producers:</strong> Michael Dante DiMartino, Bryan Konietzko, Ethan Spaulding, Sehaj Sethi<br><strong>Episodes reviewed:</strong> 6</p></div></div><p>But Nisha and Pavi are immediately charming, and their supporting cast of Jae and Karthik, among others, stand out even if they're not quite the Team Avatar of old. The fact that Nisha and Pavi are voiced by Aishu Devan and Saheli Khan, respectively, also helps bridge the gap a bit given they're roughly as young as Zach Tyler Eisen was when voicing Aang in the original Last Airbender series. There's a throughline there, whereas Korra always felt more like an adult.</p><p>All the ways in which this really works for me and pushes the right buttons are frustrated by the simple fact that Avatar: Seven Havens often just doesn't look that good when it matters. I won't speculate as to how it happened or why, but the work produced by Avatar Studios and Nickelodeon Animation Studios, with animation services provided by French studio La Chouette Compagnie, regularly pales in comparison to previous Avatar offerings.</p><p>It is perhaps unfair that Avatar Aang: The Last Airbender, the sequel movie to the original series, released earlier this year and looks incredible – animated movie budgets and animated series budgets are not the same. Plus, Studio Mir (known for its previous work on the Avatar franchise) crafts a high bar to clear, even if I've quite enjoyed other La Chouette productions like the Disney animated series Dragon Striker.</p><h2 id="braving-the-elements">Braving the elements </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1918px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="QTpm3tz79hqsh8AbwBZDKW" name="avatar" alt="First look art of Pavi and Jae in Avatar: Seven Havens." src="https://cdn.mos.cms.futurecdn.net/QTpm3tz79hqsh8AbwBZDKW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1918" height="1079" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Avatar Studios)</span></figcaption></figure><p>While the Avatar: Seven Havens environments and backgrounds are colorful and bright with some incredible attention paid to lighting at times, most of the major character design elements feel flat. Compared to the design of the city of Ellora, which is awesome in the literal sense of the word and regularly gets featured in broad, zooming shots, major characters feel a bit bland even if the crowds of nameless characters are themselves nice to look at.</p><div><blockquote><p>It doesn't matter how fast or slick your animation is if it can't be followed logically</p></blockquote></div><p>But the real problem is Avatar: Seven Havens' action. The martial arts and bending of the elements while mixing the two are hallmarks of the franchise, and Seven Havens has a readability problem. It doesn't matter how fast or slick your animation is if it can't be followed logically, and Seven Havens frequently gets lost. Even in isolation, it's rarely impressive, though there are still several moments that stand out, like Jae taking on multiple bandits at once, for example, despite my overall disappointment.</p><p>I take no pleasure in now agreeing with much of the early sentiment towards Avatar: Seven Havens. When the trailers first came out, the collective response to the animation was fairly tepid, but I firmly planted my feet on the "wait and see" side of the line. Trailers are rarely representative of an entire product! But I waited, and I've seen, and I've unfortunately been left wanting. The classic Avatar theme rising up behind Nisha and Pavi embracing their destiny is wildly effective when it happens, but it can't make sequences that follow look any better.</p><p>Avatar: Seven Havens is out now on Paramount Plus, with new episodes releasing weekly. For more, here's our guide to the best <a href="https://www.gamesradar.com/new-tv-shows/">new TV shows</a> heading your way.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/entertainment/animation-shows/avatar-seven-havens-season-1-review/</link>
                                                                            <description>
                            <![CDATA[ Avatar: Seven Havens review: "Juicy narrative threads let down by inconsistent animation and hard-to-follow action" ]]>
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                                                                        <pubDate>Fri, 09 Oct 2026 07:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Animated Shows]]></category>
                                                    <category><![CDATA[Entertainment]]></category>
                                                    <category><![CDATA[TV]]></category>
                                                                                                <author><![CDATA[ rollin.bishop@futurenet.com (Rollin Bishop) ]]></author>                    <dc:creator><![CDATA[ Rollin Bishop ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/WfX4JKKc2vGresrCQRUSE6-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Avatar: Seven Havens on Paramount+]]></media:description>                                                            <media:text><![CDATA[Avatar: Seven Havens on Paramount+]]></media:text>
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                                <p>On paper, Avatar: Seven Havens is absolute catnip for me. Picking up at some point long after Legend of Korra, the world has been reduced to seven havens (get it?) following a mysterious cataclysm that the remaining people blame the previous Avatar for causing. Heady stuff! In practice, however, this juicy plot and narrative threads are let down by inconsistent animation and hard-to-follow action.</p><p><em>Note: spoilers for the end of episode 1 follow.</em></p><p>The new show follows Pavi and Nisha, long-lost twins who also happen to both(?) be the Avatar(s) somehow. From every in-universe source as well as everything we as viewers know, if true double Avatars would be a first. The mystery of how that's possible, what happened to them and the world at large, and the struggles of the city of Ellora to survive is the driving force behind the new animated show's first season.</p><h2 id="new-faces-new-places">New faces, new places</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="io6iGUtbnztTDdTN8dGVGf" name="Avatar: Seven Havens" alt="Avatar: Seven Havens on Paramount+" src="https://cdn.mos.cms.futurecdn.net/io6iGUtbnztTDdTN8dGVGf-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Paramount+)</span></figcaption></figure><p>Helpfully, this is all completely fascinating to me, a huge Avatar nerd that's seen the movie and other shows, read the comics, and owns every art book. Post-apocalyptic Avatar setting? Yes, please. What do you mean Korra ruined the world? How is it possible there are two Avatars? This kind of hype is intentionally cultivated, of course, but I would be lying if I said it didn't work on me.</p><p>One major hurdle any new Avatar show is going to encounter, just like Legend of Korra before it, is that introducing a new Avatar as protagonist essentially means an entirely new cast and setting. They're generational, so it's not like, for example, Asami can reasonably feature heavily in Avatar: Seven Havens even if Legend of Korra had a bit of a "have your cake and eat it too" attitude by slipping in <em>very </em>old characters from the original show as well as descendants.</p><div  class="fancy-box"><div class="fancy_box-title">Fast Facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 9<br><strong>Available on: </strong>Paramount Plus<br><strong>Executive Producers:</strong> Michael Dante DiMartino, Bryan Konietzko, Ethan Spaulding, Sehaj Sethi<br><strong>Episodes reviewed:</strong> 6</p></div></div><p>But Nisha and Pavi are immediately charming, and their supporting cast of Jae and Karthik, among others, stand out even if they're not quite the Team Avatar of old. The fact that Nisha and Pavi are voiced by Aishu Devan and Saheli Khan, respectively, also helps bridge the gap a bit given they're roughly as young as Zach Tyler Eisen was when voicing Aang in the original Last Airbender series. There's a throughline there, whereas Korra always felt more like an adult.</p><p>All the ways in which this really works for me and pushes the right buttons are frustrated by the simple fact that Avatar: Seven Havens often just doesn't look that good when it matters. I won't speculate as to how it happened or why, but the work produced by Avatar Studios and Nickelodeon Animation Studios, with animation services provided by French studio La Chouette Compagnie, regularly pales in comparison to previous Avatar offerings.</p><p>It is perhaps unfair that Avatar Aang: The Last Airbender, the sequel movie to the original series, released earlier this year and looks incredible – animated movie budgets and animated series budgets are not the same. Plus, Studio Mir (known for its previous work on the Avatar franchise) crafts a high bar to clear, even if I've quite enjoyed other La Chouette productions like the Disney animated series Dragon Striker.</p><h2 id="braving-the-elements">Braving the elements </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1918px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="QTpm3tz79hqsh8AbwBZDKW" name="avatar" alt="First look art of Pavi and Jae in Avatar: Seven Havens." src="https://cdn.mos.cms.futurecdn.net/QTpm3tz79hqsh8AbwBZDKW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1918" height="1079" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Avatar Studios)</span></figcaption></figure><p>While the Avatar: Seven Havens environments and backgrounds are colorful and bright with some incredible attention paid to lighting at times, most of the major character design elements feel flat. Compared to the design of the city of Ellora, which is awesome in the literal sense of the word and regularly gets featured in broad, zooming shots, major characters feel a bit bland even if the crowds of nameless characters are themselves nice to look at.</p><div><blockquote><p>It doesn't matter how fast or slick your animation is if it can't be followed logically</p></blockquote></div><p>But the real problem is Avatar: Seven Havens' action. The martial arts and bending of the elements while mixing the two are hallmarks of the franchise, and Seven Havens has a readability problem. It doesn't matter how fast or slick your animation is if it can't be followed logically, and Seven Havens frequently gets lost. Even in isolation, it's rarely impressive, though there are still several moments that stand out, like Jae taking on multiple bandits at once, for example, despite my overall disappointment.</p><p>I take no pleasure in now agreeing with much of the early sentiment towards Avatar: Seven Havens. When the trailers first came out, the collective response to the animation was fairly tepid, but I firmly planted my feet on the "wait and see" side of the line. Trailers are rarely representative of an entire product! But I waited, and I've seen, and I've unfortunately been left wanting. The classic Avatar theme rising up behind Nisha and Pavi embracing their destiny is wildly effective when it happens, but it can't make sequences that follow look any better.</p><p>Avatar: Seven Havens is out now on Paramount Plus, with new episodes releasing weekly. For more, here's our guide to the best <a href="https://www.gamesradar.com/new-tv-shows/">new TV shows</a> heading your way.</p>
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                                                            <title><![CDATA[ Lego PlayStation #72306 review: "An impressive and incredibly detailed tribute to an iconic retro console" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>When it comes to retro gaming, the Lego PlayStation represents one of the most iconic and instantly recognizable consoles ever produced, marking Sony's arrival on the scene that would change the gaming industry forever. Unlike the previously released scaled-down <a href="https://www.gamesradar.com/toys-collectibles/lego-sega-genesis-console-40926-review/">Lego Sega Genesis Console (40926)</a>, the PlayStation is recreated on an almost perfect 1:1 scale with the original, making it an eye-catching display piece and easily one of the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego sets</a> for retro gamers.</p><h2 class="article-body__section" id="section-lego-playstation-features"><span>Lego PlayStation features</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$179.99 / £139.99</p></td></tr><tr><td class="firstcol " ><p>Ages</p></td><td  ><p>18+</p></td></tr><tr><td class="firstcol " ><p>Pieces</p></td><td  ><p>1,911</p></td></tr><tr><td class="firstcol " ><p>Time to build</p></td><td  ><p>9 - 10hrs</p></td></tr><tr><td class="firstcol " ><p>Minifigures</p></td><td  ><p>0</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>H: 2.5in (6cm) / W: 10.5in (26cm) / D: 7.5in (19cm)</p></td></tr><tr><td class="firstcol " ><p>Item number</p></td><td  ><p>72306</p></td></tr></tbody></table></div><ul><li><strong>Iconic console</strong></li><li><strong>Full size replica</strong></li><li><strong>Incredible detail</strong></li></ul><p>The first thing that strikes you when you see the Lego PlayStation is just how much it looks like the actual console, which is no mean feat when you consider its unique shape and all of the curved surfaces involved! Likewise, the DualShock – Sony's first controller – is perfectly recreated despite the unusual angle of its hand grips, as well as sporting those iconic PlayStation face buttons.</p><p>Price will no doubt be a deciding factor for many people, as the Lego PlayStation is going to set you back $179.99 / £139.99 which places it firmly in the premium collectable category. However, I believe that it earns this increased price tag, due to the sheer number of impressive features packed into that classic gray case.</p><h2 class="article-body__section" id="section-playstation-build"><span>PlayStation build</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="p5pn69Ed7CSPYaeY3Nnv9Q" name="Lego-PlayStation-build" alt="Structure inside the Lego PlayStation #72306 showing the PS logo and circuit boards" src="https://cdn.mos.cms.futurecdn.net/p5pn69Ed7CSPYaeY3Nnv9Q-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Iain Wilson)</span></figcaption></figure><ul><li><strong>Hidden details included right from the start</strong></li><li><strong>Two internal dioramas that can be viewed externally</strong></li><li><strong>Easy to follow instructions despite complex elements</strong></li></ul><p>Naturally, you're going to be working your way through <em>a lot </em>of gray bricks that make up the exterior of the Lego PlayStation, however the internal build is far from boring. One of the first things you construct as you start forming the base is a large PS symbol, with color scheme matching the original logo. Around this a green layer is formed with gold and silver pieces laid on top, which actually has the appearance of components on a circuit board and really gives the impression that you're looking at the internal workings of an electronic device.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="m3ytYARAAmDkTPwo7xUftP" name="Lego-PlayStation-dioramas" alt="The Ape Escape and Gran Turismo internal dioramas removed from the Lego PlayStation #72306" src="https://cdn.mos.cms.futurecdn.net/m3ytYARAAmDkTPwo7xUftP-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Iain Wilson)</span></figcaption></figure><p>Then we get to the two internal dioramas, representing huge PlayStation hits Gran Turismo and Ape Escape. These pack a great deal of detail into a small area, and while constructing them can be a little fiddly due to the many tiny pieces involved, the overall effect is worth the effort. I particularly enjoyed that the Gran Turismo cars are actually minifig roller skates with different colored tiles on top, and that the main Ape Escape character has an interchangeable red or blue helmet – with a nearby box built into the scenery to hold the other piece!</p><p>I'm even prepared to forgive the 15 small stickers used in these areas, as the rest of the pieces with designs on them (such as the external buttons and logos) are all printed and look great. While the dioramas slot snugly into place within the PlayStation, they can easily be slid out by pulling the sides of the console outwards, for clearer viewing or display.</p><h2 class="article-body__section" id="section-playstation-design"><span>PlayStation design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sfpWwaqqJB8fesPj775KZe" name="Lego-PlayStation-comparison" alt="The Lego PlayStation #72306 compared to an original PlayStation console" src="https://cdn.mos.cms.futurecdn.net/sfpWwaqqJB8fesPj775KZe-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Iain Wilson)</span></figcaption></figure><ul><li><strong>Incredibly accurate recreation</strong></li><li><strong>Technically impressive design</strong></li><li><strong>Working Power and Open buttons</strong></li></ul><p>It's hard to overstate the amount of attention to detail and effort that has gone into making this set an almost perfect recreation of the PlayStation console and controller, which really stands out when you see it side by side with the original machine! Everything matches up perfectly, from the AC In, AV Multi Out, and Serial I/O ports on the back, to the ridges along the sides and controller ports at the front that you can actually plug the DualShock into. Flip it over and it even has the four 'rubber' feet in the correct places, a detail most may not even see!</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KQLufxGu8jPhG4cGZyXv5Q" name="Lego-PlayStation-inside" alt="The Lego PlayStation #72306 with disc tray lid open showing dioramas inside" src="https://cdn.mos.cms.futurecdn.net/KQLufxGu8jPhG4cGZyXv5Q-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Iain Wilson)</span></figcaption></figure><p>Of course, the stand out feature on the Lego PlayStation is the working buttons on the top, which function through a clever series of pivots and rubber cushions. Press the Power button and a luminous rod pops up through a slot in front of it to represent the LED lighting up, while a prod of the Open button causes the disc tray lid to smoothly swing upwards exactly as you remember it. Push the lid back down and it locks into place with a satisfyingly click, again just as the original did.</p><p>This functioning mechanism really gives Lego PlayStation the "wow" factor, and every single person I've shown it to has been blown away by how impressive it is. You do have to be a little careful when operating it, as if you push either of the buttons down too hard they can become jammed within their housing, but this is relatively easy to fix and shouldn't happen if they're used with the care this set deserves.</p><h2 class="article-body__section" id="section-should-you-buy-playstation"><span>Should you buy PlayStation?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="N4cte5FYb5dJBw3QjGnXGQ" name="Lego-PlayStation-top" alt="Top view of the Lego PlayStation #72306 with DualShock controller" src="https://cdn.mos.cms.futurecdn.net/N4cte5FYb5dJBw3QjGnXGQ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Iain Wilson)</span></figcaption></figure><p>There have now been a few officially licensed Lego games console sets released, but in my mind the PlayStation stands above them as an impressive and incredibly detailed tribute to an iconic retro console. I constantly had a smile on my face while building it due to all of the wonderful little touches and the genuinely remarkable mechanics that make it function, so if it's within your budget then you shouldn't hesitate to make it part of your collection.</p><h2 id="ratings-2">Ratings</h2><div ><table><thead><tr><th class="firstcol " ><p>Criteria</p></th><th  ><p>Notes</p></th><th  ><p>Score</p></th></tr></thead><tbody><tr><td class="firstcol " ><p>Build experience</p></td><td  ><p>A really enjoyable build with lots of fun and clever elements that are guaranteed to make you smile.</p></td><td  ><p>4.5/5</p></td></tr><tr><td class="firstcol " ><p>Accessibility</p></td><td  ><p>Thankfully few stickers to apply, though there are some fiddly elements with assembling the dioramas and putting the mechanisms together.</p></td><td  ><p>3.5/5</p></td></tr><tr><td class="firstcol " ><p>Instruction quality</p></td><td  ><p>Very clear steps throughout, including additional top-down views of key sections to confirm exact placement of pieces.</p></td><td  ><p>4.5/5</p></td></tr><tr><td class="firstcol " ><p>Extra features</p></td><td  ><p>Lots of little details, two dioramas, plus fully working Power and Open buttons mean this set is packed full of extra features.</p></td><td  ><p>5/5</p></td></tr></tbody></table></div><h2 id="buy-it-if-2">Buy it if...</h2><div class="product"><p>✅ <strong>You want an interactive display piece</strong><br>The working Open and Power buttons, connectable controller, and removable dioramas mean this set will do a lot more than just sit on a shelf looking pretty.</p></div><div class="product"><p>✅ <strong>You're a retro gaming fan</strong><br>The original PlayStation holds a special place in the hearts of many retro gamers, and this faithful recreation will take pride of place in any collection.</p></div><h2 id="don-39-t-buy-it-if-2">Don't buy it if...</h2><div class="product"><p>❌ <strong>You're on a budget</strong><br>This substantial set runs well into triple figures, so if you're looking for a more affordable alternative then check out the <a href="https://www.gamesradar.com/toys-collectibles/lego-nintendo-game-boy-review/" data-dimension112="24e6a1c6-c1c8-11f1-a40e-f73e57a761ee" data-action="Deal Block" data-label="Lego Game Boy (72046)" data-dimension48="Lego Game Boy (72046)" data-dimension25="">Lego Game Boy (72046)</a> or Sega Genesis Console instead.</p></div><div class="product"><p>❌ <strong>You want a quick and easy build</strong><br>At over 1,900 pieces including some intricate and fiddly sections, this build will take considerable time and effort to complete.</p></div><h2 class="article-body__section" id="section-how-we-tested-lego-playstation-72306"><span>How we tested Lego PlayStation #72306</span></h2><p>This review was made using a set provided by a third-party PR company on behalf of Lego.</p><p>I built the Lego PlayStation (72306) set over a few sessions, with the main console taking me around 8 hours to build followed by another hour or so to complete the controller. With the pieces divided between a total of 14 bags, there are plenty of neat break points so you can make your individual sessions as long or short as you like.</p><p>For more, check out our guide to <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">how we test products</a>.</p><p><em>For more recommendations on cool collectibles, why not check out our guide to the </em><a href="https://www.gamesradar.com/toys-collectibles/best-toys"><em>best toys</em></a><em>?</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/toys-collectibles/lego-playstation-72306-review/</link>
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                            <![CDATA[ Lego PlayStation #72306 review ]]>
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                                                                        <pubDate>Thu, 08 Oct 2026 15:15:21 +0000</pubDate>                                                                                                                                <updated>Fri, 09 Oct 2026 10:18:21 +0000</updated>
                                                                                                                                            <category><![CDATA[Toys & Collectibles]]></category>
                                                                                                <author><![CDATA[ iain.wilson@futurenet.com (Iain Wilson) ]]></author>                    <dc:creator><![CDATA[ Iain Wilson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/UxYnS3Sn5bs4fBafqPm9dL-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Iain originally joined Future in 2012 to write guides for CVG, PSM3, and Xbox World, before moving on to join GamesRadar in 2013 as Guides Editor. His words have also appeared in OPM, OXM, PC Gamer, GamesMaster, and SFX. He is better known to many as ‘Mr Trophy’, due to his slightly unhealthy obsession with amassing intangible PlayStation silverware, and he now has over 1,000 Platinum pots weighing down the shelves of his virtual award cabinet. He does not care for Xbox Achievements.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Lego PlayStation #72306]]></media:description>                                                            <media:text><![CDATA[Lego PlayStation #72306]]></media:text>
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                            <![CDATA[
                            <article>
                                <p>When it comes to retro gaming, the Lego PlayStation represents one of the most iconic and instantly recognizable consoles ever produced, marking Sony's arrival on the scene that would change the gaming industry forever. Unlike the previously released scaled-down <a href="https://www.gamesradar.com/toys-collectibles/lego-sega-genesis-console-40926-review/">Lego Sega Genesis Console (40926)</a>, the PlayStation is recreated on an almost perfect 1:1 scale with the original, making it an eye-catching display piece and easily one of the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego sets</a> for retro gamers.</p><h2 class="article-body__section" id="section-lego-playstation-features"><span>Lego PlayStation features</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$179.99 / £139.99</p></td></tr><tr><td class="firstcol " ><p>Ages</p></td><td  ><p>18+</p></td></tr><tr><td class="firstcol " ><p>Pieces</p></td><td  ><p>1,911</p></td></tr><tr><td class="firstcol " ><p>Time to build</p></td><td  ><p>9 - 10hrs</p></td></tr><tr><td class="firstcol " ><p>Minifigures</p></td><td  ><p>0</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>H: 2.5in (6cm) / W: 10.5in (26cm) / D: 7.5in (19cm)</p></td></tr><tr><td class="firstcol " ><p>Item number</p></td><td  ><p>72306</p></td></tr></tbody></table></div><ul><li><strong>Iconic console</strong></li><li><strong>Full size replica</strong></li><li><strong>Incredible detail</strong></li></ul><p>The first thing that strikes you when you see the Lego PlayStation is just how much it looks like the actual console, which is no mean feat when you consider its unique shape and all of the curved surfaces involved! Likewise, the DualShock – Sony's first controller – is perfectly recreated despite the unusual angle of its hand grips, as well as sporting those iconic PlayStation face buttons.</p><p>Price will no doubt be a deciding factor for many people, as the Lego PlayStation is going to set you back $179.99 / £139.99 which places it firmly in the premium collectable category. However, I believe that it earns this increased price tag, due to the sheer number of impressive features packed into that classic gray case.</p><h2 class="article-body__section" id="section-playstation-build"><span>PlayStation build</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="p5pn69Ed7CSPYaeY3Nnv9Q" name="Lego-PlayStation-build" alt="Structure inside the Lego PlayStation #72306 showing the PS logo and circuit boards" src="https://cdn.mos.cms.futurecdn.net/p5pn69Ed7CSPYaeY3Nnv9Q-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Iain Wilson)</span></figcaption></figure><ul><li><strong>Hidden details included right from the start</strong></li><li><strong>Two internal dioramas that can be viewed externally</strong></li><li><strong>Easy to follow instructions despite complex elements</strong></li></ul><p>Naturally, you're going to be working your way through <em>a lot </em>of gray bricks that make up the exterior of the Lego PlayStation, however the internal build is far from boring. One of the first things you construct as you start forming the base is a large PS symbol, with color scheme matching the original logo. Around this a green layer is formed with gold and silver pieces laid on top, which actually has the appearance of components on a circuit board and really gives the impression that you're looking at the internal workings of an electronic device.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="m3ytYARAAmDkTPwo7xUftP" name="Lego-PlayStation-dioramas" alt="The Ape Escape and Gran Turismo internal dioramas removed from the Lego PlayStation #72306" src="https://cdn.mos.cms.futurecdn.net/m3ytYARAAmDkTPwo7xUftP-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Iain Wilson)</span></figcaption></figure><p>Then we get to the two internal dioramas, representing huge PlayStation hits Gran Turismo and Ape Escape. These pack a great deal of detail into a small area, and while constructing them can be a little fiddly due to the many tiny pieces involved, the overall effect is worth the effort. I particularly enjoyed that the Gran Turismo cars are actually minifig roller skates with different colored tiles on top, and that the main Ape Escape character has an interchangeable red or blue helmet – with a nearby box built into the scenery to hold the other piece!</p><p>I'm even prepared to forgive the 15 small stickers used in these areas, as the rest of the pieces with designs on them (such as the external buttons and logos) are all printed and look great. While the dioramas slot snugly into place within the PlayStation, they can easily be slid out by pulling the sides of the console outwards, for clearer viewing or display.</p><h2 class="article-body__section" id="section-playstation-design"><span>PlayStation design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sfpWwaqqJB8fesPj775KZe" name="Lego-PlayStation-comparison" alt="The Lego PlayStation #72306 compared to an original PlayStation console" src="https://cdn.mos.cms.futurecdn.net/sfpWwaqqJB8fesPj775KZe-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Iain Wilson)</span></figcaption></figure><ul><li><strong>Incredibly accurate recreation</strong></li><li><strong>Technically impressive design</strong></li><li><strong>Working Power and Open buttons</strong></li></ul><p>It's hard to overstate the amount of attention to detail and effort that has gone into making this set an almost perfect recreation of the PlayStation console and controller, which really stands out when you see it side by side with the original machine! Everything matches up perfectly, from the AC In, AV Multi Out, and Serial I/O ports on the back, to the ridges along the sides and controller ports at the front that you can actually plug the DualShock into. Flip it over and it even has the four 'rubber' feet in the correct places, a detail most may not even see!</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KQLufxGu8jPhG4cGZyXv5Q" name="Lego-PlayStation-inside" alt="The Lego PlayStation #72306 with disc tray lid open showing dioramas inside" src="https://cdn.mos.cms.futurecdn.net/KQLufxGu8jPhG4cGZyXv5Q-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Iain Wilson)</span></figcaption></figure><p>Of course, the stand out feature on the Lego PlayStation is the working buttons on the top, which function through a clever series of pivots and rubber cushions. Press the Power button and a luminous rod pops up through a slot in front of it to represent the LED lighting up, while a prod of the Open button causes the disc tray lid to smoothly swing upwards exactly as you remember it. Push the lid back down and it locks into place with a satisfyingly click, again just as the original did.</p><p>This functioning mechanism really gives Lego PlayStation the "wow" factor, and every single person I've shown it to has been blown away by how impressive it is. You do have to be a little careful when operating it, as if you push either of the buttons down too hard they can become jammed within their housing, but this is relatively easy to fix and shouldn't happen if they're used with the care this set deserves.</p><h2 class="article-body__section" id="section-should-you-buy-playstation"><span>Should you buy PlayStation?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="N4cte5FYb5dJBw3QjGnXGQ" name="Lego-PlayStation-top" alt="Top view of the Lego PlayStation #72306 with DualShock controller" src="https://cdn.mos.cms.futurecdn.net/N4cte5FYb5dJBw3QjGnXGQ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Iain Wilson)</span></figcaption></figure><p>There have now been a few officially licensed Lego games console sets released, but in my mind the PlayStation stands above them as an impressive and incredibly detailed tribute to an iconic retro console. I constantly had a smile on my face while building it due to all of the wonderful little touches and the genuinely remarkable mechanics that make it function, so if it's within your budget then you shouldn't hesitate to make it part of your collection.</p><h2 id="ratings-2">Ratings</h2><div ><table><thead><tr><th class="firstcol " ><p>Criteria</p></th><th  ><p>Notes</p></th><th  ><p>Score</p></th></tr></thead><tbody><tr><td class="firstcol " ><p>Build experience</p></td><td  ><p>A really enjoyable build with lots of fun and clever elements that are guaranteed to make you smile.</p></td><td  ><p>4.5/5</p></td></tr><tr><td class="firstcol " ><p>Accessibility</p></td><td  ><p>Thankfully few stickers to apply, though there are some fiddly elements with assembling the dioramas and putting the mechanisms together.</p></td><td  ><p>3.5/5</p></td></tr><tr><td class="firstcol " ><p>Instruction quality</p></td><td  ><p>Very clear steps throughout, including additional top-down views of key sections to confirm exact placement of pieces.</p></td><td  ><p>4.5/5</p></td></tr><tr><td class="firstcol " ><p>Extra features</p></td><td  ><p>Lots of little details, two dioramas, plus fully working Power and Open buttons mean this set is packed full of extra features.</p></td><td  ><p>5/5</p></td></tr></tbody></table></div><h2 id="buy-it-if-2">Buy it if...</h2><div class="product"><p>✅ <strong>You want an interactive display piece</strong><br>The working Open and Power buttons, connectable controller, and removable dioramas mean this set will do a lot more than just sit on a shelf looking pretty.</p></div><div class="product"><p>✅ <strong>You're a retro gaming fan</strong><br>The original PlayStation holds a special place in the hearts of many retro gamers, and this faithful recreation will take pride of place in any collection.</p></div><h2 id="don-39-t-buy-it-if-2">Don't buy it if...</h2><div class="product"><p>❌ <strong>You're on a budget</strong><br>This substantial set runs well into triple figures, so if you're looking for a more affordable alternative then check out the <a href="https://www.gamesradar.com/toys-collectibles/lego-nintendo-game-boy-review/" data-dimension112="24e6a1c6-c1c8-11f1-a40e-f73e57a761ee" data-action="Deal Block" data-label="Lego Game Boy (72046)" data-dimension48="Lego Game Boy (72046)" data-dimension25="">Lego Game Boy (72046)</a> or Sega Genesis Console instead.</p></div><div class="product"><p>❌ <strong>You want a quick and easy build</strong><br>At over 1,900 pieces including some intricate and fiddly sections, this build will take considerable time and effort to complete.</p></div><h2 class="article-body__section" id="section-how-we-tested-lego-playstation-72306"><span>How we tested Lego PlayStation #72306</span></h2><p>This review was made using a set provided by a third-party PR company on behalf of Lego.</p><p>I built the Lego PlayStation (72306) set over a few sessions, with the main console taking me around 8 hours to build followed by another hour or so to complete the controller. With the pieces divided between a total of 14 bags, there are plenty of neat break points so you can make your individual sessions as long or short as you like.</p><p>For more, check out our guide to <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">how we test products</a>.</p><p><em>For more recommendations on cool collectibles, why not check out our guide to the </em><a href="https://www.gamesradar.com/toys-collectibles/best-toys"><em>best toys</em></a><em>?</em></p>
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                                                            <title><![CDATA[ Clive Barker's Hellraiser: Revival review: "Pinhead's return is glorious – a true love letter to the original movies" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Early on in Clive Barker's Hellraiser: Revival, as I try to escape a torture dungeon full of mangled victims with only a plank of wood for protection, a huge man in tough leather stomps towards me, calling me "vanilla" as he shrugs off my hits. In a way, he's not wrong. While the violent adventure protagonist Aiden Lynch is thrust into is filled with extreme gore and upsetting imagery, its core combat is fairly basic. Enemies take hits until eventually keeling over on the spot, and guns I pick up later feel like peashooters.</p><p>Then I get my hands back on the Genesis Configuration, the mysterious  puzzle box that led to me being kidnapped in the first place (after my girlfriend Sunny is summoned through an impossible gateway in our bedroom mid-coitus), and the whirring mechanism that is <a href="https://www.gamesradar.com/games/survival-horror/clive-barkers-hellraiser-revival-guide/">Hellraiser: Revival</a> begins to reshape, shift, and slot into place.</p><h2 id="such-sights">Such sights</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="djvivGeqakgySk7U9tBacT" name="SS_hellraiser_revival_combat_armored_1080" alt="Swinging a bat against a metal armored enemy in Hellraiser: Revival" src="https://cdn.mos.cms.futurecdn.net/djvivGeqakgySk7U9tBacT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Saber Interactive)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>September 24, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X, Nintendo Switch 2<br><strong>Developer: </strong>In-house<br><strong>Publisher:</strong> Saber Interactive</p></div></div><p>With Cenobite Hell Priest 'Pinhead' (voiced by original actor Doug Bradley) and his crew's pain-dimension antics serving as an enigmatic third-party, and themes that revolve around the arrogance of humans and boundary pushing without demonizing fetishes, Revival feels true to the spirit of Clive Barker's The Hellbound Heart novella, and the original Hellraiser movies. Ditching the direct-to-video sequels that turned the Cenobites into simplistic slasher villains, it's great to see the nuance and complexity of their torturous machinations return. This isn't just a great Hellraiser game, but a great continuation of Hellraiser across any medium.</p><p>Even so, there's no escaping it – Hellraiser: Revival is still a horror-themed action game that has to take Aiden through a sequence of bloodsoaked combat rooms. Yet, an increasing number of toys, from propelling flames towards enemies or flinging metal saws across the room to decapitate foes Gravity Gun-style, keep action interesting. There's a <a href="https://www.gamesradar.com/uk/condemned-criminal-origins/">Condemned: Criminal Origins</a>-like grottiness and emphasis on melee combat. If an Xbox 360 crackled with the blue electrical energy that marks a Cenobite visitation, this would be the result.</p><p>While fights could use more impact, and finisher animations are somewhat limited, there are still moments that impress, whether that's cutting off the limb of a human enemy and having them begin to bleed out before instantly collapsing, or switching to a baseball bat to batter armor away, exposing flesh to damage. Eventual supernatural threats, the shambling Unworthy, even offer Doom-like health restoration if you get close enough to finish them off with your Genesis cube once they're staggered.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9ayZ7T2butmoYMAptW9ECD" name="SS_hellraiser_revival_combat_cube_chains_1080" alt="Chaining a group of enemies using the Genesis Configuration in Hellraiser: Revival" src="https://cdn.mos.cms.futurecdn.net/9ayZ7T2butmoYMAptW9ECD-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Saber Interactive)</span></figcaption></figure><p>Gore in combat is one thing – who hasn't lopped off limbs in a game before? – even if the occasional opportunity to command the Hellraiser series' iconic hook-chains is a novelty. But, Hellraiser: Revival ratchets up to another level in set-dressing and cutscenes. This is undoubtedly one of the most explicit games I've ever played, with scenes ranging from flaying to body-ripping and stomach-churning flesh statues. One primary antagonist has shades of <a href="https://www.gamesradar.com/uk/games/action/bioshock/">Bioshock</a>'s Sander Cohen about him, but here his flesh artistry is truly sickening to observe.</p><p>Many moments are direct callbacks to the original Hellraiser movies as well, though arguably have more impact as, here, completely digital, there's no blurred line between real and practical effect. Hellraiser: Revival has plenty of new sights to show you as well. It's almost the game's mission to ensure you find something stomach churning. (I'm avoiding showing too much in the screenshots here).</p><p>After fighting my way through this cult's basement, solving the odd puzzle to progress, I emerge into a thriving sex nightclub that serves as the organization's front. The standard club goers here are innocents, just looking for a place to have a good time, while the Cenobite-worshipping cult are essentially posers who use the guise of BDSM to prey on the vulnerable, who mask their sex club in positive, consent-forward posters until one step into the VIP section they're replaced with banners hailing their prophet. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QsaGqchp3nZGLdHDxiLPfW" name="SS_hellraiser_revival_club_zora_1080" alt="Zora speaks with Aiden in Marlowe's club as a nearby dancer gyrates in Hellraiser: Revival" src="https://cdn.mos.cms.futurecdn.net/QsaGqchp3nZGLdHDxiLPfW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Saber Interactive)</span></figcaption></figure><p>As always with Hellraiser, villainous depravity is dialed up to 11, but there's truth in how Hellraiser: Revival tackles the subculture its themes are rooted in, and how bad actors can hide their own selfish abuse behind rhetoric. Count yourself lucky if you've never crossed paths with someone like that.</p><p>Thankfully, Pinhead has just as little time for the cult as Aiden does – though more out of a bored apathy that its leaders think they can match the Cenobites' freak – sending you on a collision course to take out them out in exchange for favors from Leviathan's labyrinthine realm.</p><p>While, as a game rooted in combat sequences, the focus is often on meting out ironic punishment against enactors of abuse, there are some surprising moments of sweetness. One early, short scene has Aiden talking frankly about consent boundaries with a patron at the club as he searches for a keycard. Likewise, on his quest to revive Sunny from the Hell-like Labyrinth, Pinhead emphasizes to Aiden that she entered the pain dimension of her own consensual volition and that, if resurrected, she has just as much free will to leave Aiden again if she wishes.</p><h2 id="demons-to-some">Demons to some</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3bXKfA49Ydh2bmKv9Qpaz9" name="SS_Hellraiser   26_09_2026 15_53_55_1080" alt="Pinhead is tired of Aiden's relentless distrust in Hellraiser: Revival" src="https://cdn.mos.cms.futurecdn.net/3bXKfA49Ydh2bmKv9Qpaz9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Saber Interactive)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Call it a comeback</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wzh97pwxSrPSAZQe92vEhn" name="SS_hellraiser_resurrections_comic_deep_gospel_crop_" caption="" alt="The Female Cenobite (also known as Mother Superior, or The Fallen) - who is pale, clothed in leather, and has ripped open throat - holds out a bloodied, jagged knife that has a curve on the end" src="https://cdn.mos.cms.futurecdn.net/Wzh97pwxSrPSAZQe92vEhn-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Boom Studios)</span></figcaption></figure><p class="fancy-box__body-text">Revival isn't the only new piece of Hellraiser media to pare back the lore. The just-released Hellraiser: Resurrections comics also do so, leading into a new series this winter. Are we on the cusp of exploring whole new boundaries of Cenobite lore?</p></div></div><p>Plumbing the cult's base of operations for clues, and exploring the Labyrinth and its nightmarish reflections on reality, Hellraiser: Revival effectively explores objectification, control, and consent in relationships more responsibly than a lot of other games would dream of. For all its shocking violent imagery, Hellraiser: Revival can also be thematically mature. It's clear Saber Interactive really understands what sets Hellraiser's original entries apart from the horror competition. The story itself has been worked on collaboratively with Hellraiser's creator Clive Barker, and it shows. In that respect, this a much better resurrection of the Cenobites than the flashy but shallow <a href="https://www.gamesradar.com/how-to-watch-hellraiser-online-and-stream-2022-horror-movie-reboot-from-anywhere/"><u>Brucker-directed 2022 Hellraiser reboot</u></a>. </p><p>This sense of purpose helps make the gore that litters the cult's compound feel more than pure shock value – though in Hellraiser the shock is part of the point too. Exploring denser, lively environments is where Hellraiser: Revival shines, such as poking around a deranged artist's workshop (and occasionally bopping enemies that emerge from Iron Maidens), or tracking down a ticket to gain entry to a peep show. Detours through sewers and woods are less interesting, though, thankfully, don't overstay their welcome.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="K2T94tomMBqT2XSEnbbmdS" name="SS_hellraiser_revival_bruno_mansion_1080" alt="Fighting two armored enemies within a plush mansion in Hellraiser: Revival" src="https://cdn.mos.cms.futurecdn.net/K2T94tomMBqT2XSEnbbmdS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Saber Interactive)</span></figcaption></figure><p>Between gunning through these locations, Aiden finds himself intermittently visiting the Labyrinth realm from which the Cenobites hail. Filled with tight, claustrophobic tunnels, and clever use of quick-loads to create impossible geometry and decoy dead ends, these excursions feel true to the movies – Hellraiser 2 especially – while also making creative use of the digital medium.</p><p>No combat ever occurs in the Labyrinth, but there is danger. Sequences where Chatterer – the teeth-chattering, mouth-flayed creature – pursues you by walking menacingly towards you and teleporting around are nice and tense without being too demanding, the slight increase in pressure amplifying the disorientation of the maze to great effect. Sliding under hallway block death-chains to get away feels humorously like Call of Duty's omnimovement, and it's not long before I'm taking my traversal skills outside the Labyrinth to stunt on shotgun-wielding enemies back in the real world.</p><p>Light puzzling also exists here, but is thankfully not obtrusive. When it's revealed that the Genesis Configuration can move platforms at a distance and transfer fire between sconces, I worried that these would get in the way – the last thing I want is Pinhead tutorializing me on environmental puzzles – but they don't appear too often.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hCdeaBnPQMvhEirkjhzcnh" name="SS_Hellraiser   26_09_2026 10_44_49_1080" alt="Aiming a metal saw blade using the cube at an Unworthy zombie-like foe in a sewer in Hellraiser: Revival" src="https://cdn.mos.cms.futurecdn.net/hCdeaBnPQMvhEirkjhzcnh-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Saber Interactive)</span></figcaption></figure><p>Snappy as good horror should be, Hellraiser: Revival took me just under 9 hours to beat, and never kept me in one place for too long. Despite some maps and number pad puzzles that give the impression of Resident Evil-like spaces, this is much more linear and keeps moving rapidly, always changing up the types of spaces and action you're doing even if combat does loom larger than I'd like, and I spend a touch too long juggling my limited inventory space between bullets and bandages.</p><p>Only during some so-so boss battles and fiddly insta-fail stealth sections do I start to get restless, but even these are infrequent. I even find myself invested in the narrative right up until the credits drop (which feature an unmissable, diabolical, and utterly iconic music remix I won't spoil here but had me cheering out loud). My horror gaming besties know that's a rare treat indeed, and it's a game I'm still turning in my (pin)head even now.</p><p>Rarely subtle, Hellraiser: Revival's rawness is truly shocking, but what's stuck with me more than the sights of sculpted, twisted muscles are the stories behind them. For a game based on Clive Barker's work (seriously, read the Books of Blood if you haven't), that's the right place to land. This is a pain that lingers.</p><p>Cliver Barker's Hellraiser: Revival was reviewed on PC, with code provided by the publisher.</p><p><em>Want to raise more hell? Check out our </em><a href="https://www.gamesradar.com/best-horror-games/"><u><em>best horror games</em></u></a><em> ranking, and keep an eye on our </em><a href="https://www.gamesradar.com/upcoming-horror-games/"><u><em>upcoming horror games</em></u></a><em> list for more.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/horror/clive-barkers-hellraiser-revival-review/</link>
                                                                            <description>
                            <![CDATA[ The Labyrinth is calling ]]>
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                                                                        <pubDate>Thu, 08 Oct 2026 12:00:00 +0000</pubDate>                                                                                                                                <updated>Thu, 08 Oct 2026 16:39:05 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                    <category><![CDATA[Xbox]]></category>
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                                                                                                <author><![CDATA[ oscar.taylor-kent@futurenet.com (Oscar Taylor-Kent) ]]></author>                    <dc:creator><![CDATA[ Oscar Taylor-Kent ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/tAGBsLp6arrjDpz7yUPZyX-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Games Editor Oscar Taylor-Kent brings his years of Official PlayStation Magazine and PLAY knowledge to the fore. A noted PS Vita apologist, he&#039;s also written for Edge, PC Gamer, SFX, Official Xbox Magazine, Kotaku, Waypoint, and more. When not dishing out deadly combos in Ninja Gaiden 4, he&#039;s a fan of platformers, RPGs, mysteries, and narrative games. A lover of retro games as well, he&#039;s always up for a quick evening speed through Sonic 3 &amp; Knuckles or yet another Jakathon through Naughty Dog&#039;s PS2 masterpieces.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Saber Interactive]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A close-up of the Hell Priest, Pinhead, a cenobite from Clive Barker&#039;s Hellraiser: Revival, who has pins arranged in a grid on his face]]></media:description>                                                            <media:text><![CDATA[A close-up of the Hell Priest, Pinhead, a cenobite from Clive Barker&#039;s Hellraiser: Revival, who has pins arranged in a grid on his face]]></media:text>
                                <media:title type="plain"><![CDATA[A close-up of the Hell Priest, Pinhead, a cenobite from Clive Barker&#039;s Hellraiser: Revival, who has pins arranged in a grid on his face]]></media:title>
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                                <p>Early on in Clive Barker's Hellraiser: Revival, as I try to escape a torture dungeon full of mangled victims with only a plank of wood for protection, a huge man in tough leather stomps towards me, calling me "vanilla" as he shrugs off my hits. In a way, he's not wrong. While the violent adventure protagonist Aiden Lynch is thrust into is filled with extreme gore and upsetting imagery, its core combat is fairly basic. Enemies take hits until eventually keeling over on the spot, and guns I pick up later feel like peashooters.</p><p>Then I get my hands back on the Genesis Configuration, the mysterious  puzzle box that led to me being kidnapped in the first place (after my girlfriend Sunny is summoned through an impossible gateway in our bedroom mid-coitus), and the whirring mechanism that is <a href="https://www.gamesradar.com/games/survival-horror/clive-barkers-hellraiser-revival-guide/">Hellraiser: Revival</a> begins to reshape, shift, and slot into place.</p><h2 id="such-sights">Such sights</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="djvivGeqakgySk7U9tBacT" name="SS_hellraiser_revival_combat_armored_1080" alt="Swinging a bat against a metal armored enemy in Hellraiser: Revival" src="https://cdn.mos.cms.futurecdn.net/djvivGeqakgySk7U9tBacT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Saber Interactive)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>September 24, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X, Nintendo Switch 2<br><strong>Developer: </strong>In-house<br><strong>Publisher:</strong> Saber Interactive</p></div></div><p>With Cenobite Hell Priest 'Pinhead' (voiced by original actor Doug Bradley) and his crew's pain-dimension antics serving as an enigmatic third-party, and themes that revolve around the arrogance of humans and boundary pushing without demonizing fetishes, Revival feels true to the spirit of Clive Barker's The Hellbound Heart novella, and the original Hellraiser movies. Ditching the direct-to-video sequels that turned the Cenobites into simplistic slasher villains, it's great to see the nuance and complexity of their torturous machinations return. This isn't just a great Hellraiser game, but a great continuation of Hellraiser across any medium.</p><p>Even so, there's no escaping it – Hellraiser: Revival is still a horror-themed action game that has to take Aiden through a sequence of bloodsoaked combat rooms. Yet, an increasing number of toys, from propelling flames towards enemies or flinging metal saws across the room to decapitate foes Gravity Gun-style, keep action interesting. There's a <a href="https://www.gamesradar.com/uk/condemned-criminal-origins/">Condemned: Criminal Origins</a>-like grottiness and emphasis on melee combat. If an Xbox 360 crackled with the blue electrical energy that marks a Cenobite visitation, this would be the result.</p><p>While fights could use more impact, and finisher animations are somewhat limited, there are still moments that impress, whether that's cutting off the limb of a human enemy and having them begin to bleed out before instantly collapsing, or switching to a baseball bat to batter armor away, exposing flesh to damage. Eventual supernatural threats, the shambling Unworthy, even offer Doom-like health restoration if you get close enough to finish them off with your Genesis cube once they're staggered.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9ayZ7T2butmoYMAptW9ECD" name="SS_hellraiser_revival_combat_cube_chains_1080" alt="Chaining a group of enemies using the Genesis Configuration in Hellraiser: Revival" src="https://cdn.mos.cms.futurecdn.net/9ayZ7T2butmoYMAptW9ECD-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Saber Interactive)</span></figcaption></figure><p>Gore in combat is one thing – who hasn't lopped off limbs in a game before? – even if the occasional opportunity to command the Hellraiser series' iconic hook-chains is a novelty. But, Hellraiser: Revival ratchets up to another level in set-dressing and cutscenes. This is undoubtedly one of the most explicit games I've ever played, with scenes ranging from flaying to body-ripping and stomach-churning flesh statues. One primary antagonist has shades of <a href="https://www.gamesradar.com/uk/games/action/bioshock/">Bioshock</a>'s Sander Cohen about him, but here his flesh artistry is truly sickening to observe.</p><p>Many moments are direct callbacks to the original Hellraiser movies as well, though arguably have more impact as, here, completely digital, there's no blurred line between real and practical effect. Hellraiser: Revival has plenty of new sights to show you as well. It's almost the game's mission to ensure you find something stomach churning. (I'm avoiding showing too much in the screenshots here).</p><p>After fighting my way through this cult's basement, solving the odd puzzle to progress, I emerge into a thriving sex nightclub that serves as the organization's front. The standard club goers here are innocents, just looking for a place to have a good time, while the Cenobite-worshipping cult are essentially posers who use the guise of BDSM to prey on the vulnerable, who mask their sex club in positive, consent-forward posters until one step into the VIP section they're replaced with banners hailing their prophet. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QsaGqchp3nZGLdHDxiLPfW" name="SS_hellraiser_revival_club_zora_1080" alt="Zora speaks with Aiden in Marlowe's club as a nearby dancer gyrates in Hellraiser: Revival" src="https://cdn.mos.cms.futurecdn.net/QsaGqchp3nZGLdHDxiLPfW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Saber Interactive)</span></figcaption></figure><p>As always with Hellraiser, villainous depravity is dialed up to 11, but there's truth in how Hellraiser: Revival tackles the subculture its themes are rooted in, and how bad actors can hide their own selfish abuse behind rhetoric. Count yourself lucky if you've never crossed paths with someone like that.</p><p>Thankfully, Pinhead has just as little time for the cult as Aiden does – though more out of a bored apathy that its leaders think they can match the Cenobites' freak – sending you on a collision course to take out them out in exchange for favors from Leviathan's labyrinthine realm.</p><p>While, as a game rooted in combat sequences, the focus is often on meting out ironic punishment against enactors of abuse, there are some surprising moments of sweetness. One early, short scene has Aiden talking frankly about consent boundaries with a patron at the club as he searches for a keycard. Likewise, on his quest to revive Sunny from the Hell-like Labyrinth, Pinhead emphasizes to Aiden that she entered the pain dimension of her own consensual volition and that, if resurrected, she has just as much free will to leave Aiden again if she wishes.</p><h2 id="demons-to-some">Demons to some</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3bXKfA49Ydh2bmKv9Qpaz9" name="SS_Hellraiser   26_09_2026 15_53_55_1080" alt="Pinhead is tired of Aiden's relentless distrust in Hellraiser: Revival" src="https://cdn.mos.cms.futurecdn.net/3bXKfA49Ydh2bmKv9Qpaz9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Saber Interactive)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Call it a comeback</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wzh97pwxSrPSAZQe92vEhn" name="SS_hellraiser_resurrections_comic_deep_gospel_crop_" caption="" alt="The Female Cenobite (also known as Mother Superior, or The Fallen) - who is pale, clothed in leather, and has ripped open throat - holds out a bloodied, jagged knife that has a curve on the end" src="https://cdn.mos.cms.futurecdn.net/Wzh97pwxSrPSAZQe92vEhn-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Boom Studios)</span></figcaption></figure><p class="fancy-box__body-text">Revival isn't the only new piece of Hellraiser media to pare back the lore. The just-released Hellraiser: Resurrections comics also do so, leading into a new series this winter. Are we on the cusp of exploring whole new boundaries of Cenobite lore?</p></div></div><p>Plumbing the cult's base of operations for clues, and exploring the Labyrinth and its nightmarish reflections on reality, Hellraiser: Revival effectively explores objectification, control, and consent in relationships more responsibly than a lot of other games would dream of. For all its shocking violent imagery, Hellraiser: Revival can also be thematically mature. It's clear Saber Interactive really understands what sets Hellraiser's original entries apart from the horror competition. The story itself has been worked on collaboratively with Hellraiser's creator Clive Barker, and it shows. In that respect, this a much better resurrection of the Cenobites than the flashy but shallow <a href="https://www.gamesradar.com/how-to-watch-hellraiser-online-and-stream-2022-horror-movie-reboot-from-anywhere/"><u>Brucker-directed 2022 Hellraiser reboot</u></a>. </p><p>This sense of purpose helps make the gore that litters the cult's compound feel more than pure shock value – though in Hellraiser the shock is part of the point too. Exploring denser, lively environments is where Hellraiser: Revival shines, such as poking around a deranged artist's workshop (and occasionally bopping enemies that emerge from Iron Maidens), or tracking down a ticket to gain entry to a peep show. Detours through sewers and woods are less interesting, though, thankfully, don't overstay their welcome.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="K2T94tomMBqT2XSEnbbmdS" name="SS_hellraiser_revival_bruno_mansion_1080" alt="Fighting two armored enemies within a plush mansion in Hellraiser: Revival" src="https://cdn.mos.cms.futurecdn.net/K2T94tomMBqT2XSEnbbmdS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Saber Interactive)</span></figcaption></figure><p>Between gunning through these locations, Aiden finds himself intermittently visiting the Labyrinth realm from which the Cenobites hail. Filled with tight, claustrophobic tunnels, and clever use of quick-loads to create impossible geometry and decoy dead ends, these excursions feel true to the movies – Hellraiser 2 especially – while also making creative use of the digital medium.</p><p>No combat ever occurs in the Labyrinth, but there is danger. Sequences where Chatterer – the teeth-chattering, mouth-flayed creature – pursues you by walking menacingly towards you and teleporting around are nice and tense without being too demanding, the slight increase in pressure amplifying the disorientation of the maze to great effect. Sliding under hallway block death-chains to get away feels humorously like Call of Duty's omnimovement, and it's not long before I'm taking my traversal skills outside the Labyrinth to stunt on shotgun-wielding enemies back in the real world.</p><p>Light puzzling also exists here, but is thankfully not obtrusive. When it's revealed that the Genesis Configuration can move platforms at a distance and transfer fire between sconces, I worried that these would get in the way – the last thing I want is Pinhead tutorializing me on environmental puzzles – but they don't appear too often.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hCdeaBnPQMvhEirkjhzcnh" name="SS_Hellraiser   26_09_2026 10_44_49_1080" alt="Aiming a metal saw blade using the cube at an Unworthy zombie-like foe in a sewer in Hellraiser: Revival" src="https://cdn.mos.cms.futurecdn.net/hCdeaBnPQMvhEirkjhzcnh-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Saber Interactive)</span></figcaption></figure><p>Snappy as good horror should be, Hellraiser: Revival took me just under 9 hours to beat, and never kept me in one place for too long. Despite some maps and number pad puzzles that give the impression of Resident Evil-like spaces, this is much more linear and keeps moving rapidly, always changing up the types of spaces and action you're doing even if combat does loom larger than I'd like, and I spend a touch too long juggling my limited inventory space between bullets and bandages.</p><p>Only during some so-so boss battles and fiddly insta-fail stealth sections do I start to get restless, but even these are infrequent. I even find myself invested in the narrative right up until the credits drop (which feature an unmissable, diabolical, and utterly iconic music remix I won't spoil here but had me cheering out loud). My horror gaming besties know that's a rare treat indeed, and it's a game I'm still turning in my (pin)head even now.</p><p>Rarely subtle, Hellraiser: Revival's rawness is truly shocking, but what's stuck with me more than the sights of sculpted, twisted muscles are the stories behind them. For a game based on Clive Barker's work (seriously, read the Books of Blood if you haven't), that's the right place to land. This is a pain that lingers.</p><p>Cliver Barker's Hellraiser: Revival was reviewed on PC, with code provided by the publisher.</p><p><em>Want to raise more hell? Check out our </em><a href="https://www.gamesradar.com/best-horror-games/"><u><em>best horror games</em></u></a><em> ranking, and keep an eye on our </em><a href="https://www.gamesradar.com/upcoming-horror-games/"><u><em>upcoming horror games</em></u></a><em> list for more.</em></p>
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                                                            <title><![CDATA[ The HyperX Cloud III is a superb wired headset, and a no-brainer purchase when discounts are inbound ]]></title>
                                                                                                <dc:content><![CDATA[ <p>You've likely seen the HyperX Cloud III before. </p><p>It's a common sight to behold if you've ever spent time hunting through the <a href="https://www.gamesradar.com/best-gaming-headsets/">best gaming headsets</a> on Amazon, which is what led me to finally test it out for myself. I wanted to ensure anyone who didn't take the time to scroll through the second page of Amazon's search results was still getting their money's worth. Just because a headset turns up on page one doesn't necessarily mean it's worth your time and attention, but that <em>does</em> happen to be the case here.<br><br>Its fantastic sound, comfortable fit, and multi-platform prowess make it a worthwhile pickup, and its White-Pink colorway (which I tested below) is perfectly suited for cute and cozy setups. Though if you are debating adding this to your online shopping basket, just make sure it's sporting one of its many, many discounts before you buy. </p><h2 class="article-body__section" id="section-key-specs"><span>Key specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p> $99.99 / £101.99</p></td></tr><tr><td class="firstcol " ><p><strong>Acoustic design</strong></p></td><td  ><p>Over ear, circumaural, closed back.</p></td></tr><tr><td class="firstcol " ><p><strong>Connection</strong></p></td><td  ><p>Wired (USB-C/USB-A)</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>Dynamic, 53mm with Neodymium magnets</p></td></tr><tr><td class="firstcol " ><p><strong>Frequency response</strong></p></td><td  ><p>10Hz-21kHz</p></td></tr><tr><td class="firstcol " ><p><strong>Microphone</strong></p></td><td  ><p>Electret condenser microphone</p></td></tr><tr><td class="firstcol " ><p><strong>ANC</strong></p></td><td  ><p>N/A</p></td></tr><tr><td class="firstcol " ><p><strong>Controls</strong></p></td><td  ><p>Mic mute button, volume dial</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>N/A</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>308g (320g with  microphone)</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PC, PS5, PS4, Xbox Series X|S, Xbox One, Nintendo Switch, Mac, Mobile.</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-design"><span>Design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5KogvXrmb7rUzkWqA3SGjh" name="CloudIII-1" alt="Photo of the earcups of the White-Pink HyperX Cloud III wired gaming headset." src="https://cdn.mos.cms.futurecdn.net/5KogvXrmb7rUzkWqA3SGjh-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>HyperX lives by the "if it's not broke, don't fix it" philosophy when it comes to the look of its headsets, and the Cloud III is no different. If it weren't for the fact that I opted for the White-Pink version for review, this headset would look identical to its wireless counterpart, the <a href="https://www.gamesradar.com/hardware/headsets-headphones/hyperx-cloud-3-wireless-review/">HyperX Cloud 3 Wireless</a>. Which is great, as just because you're choosing the less feature-full version of the two doesn't mean that you deserve the least best-looking of the pair.</p><p>As this is pretty much the same headset, it shares the same over-ear form factor, lightly memory foam-padded leather headband, and metal yokes. With this 'White-Pink' version, the yokes are a cool-toned metallic pink rather than red, and the cups, fabric-coated cord, and headband are all draped in the same bright white paint job.<br><br>While this design has been used before, that doesn't stop me from being a fan. The brand's decision to ensure the yokes, 'HyperX' logos, the interior of the earcups, and the tiny speckles of the accompanying cord are all pink with this model in particular has won me over. Especially as it blends in well with my cute and cozy work-in-progress PC gaming setup.</p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kngJTrq8bCjnKcX9U3tUkh" name="CloudIII-5" alt="Photo of the USB cable for the White-Pink HyperX Cloud III wired gaming headset." src="https://cdn.mos.cms.futurecdn.net/kngJTrq8bCjnKcX9U3tUkh-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>Wired headsets like the HyperX Cloud II aren't bursting at the seams with features, but there's still a bit more to this pair than meets the eye. It's equipped with angled 53mm drivers, with a 10Hz-21kHz sound frequency, and is compatible with a wide range of gaming platforms thanks to the brand's unique cabling.<br><br>Instead of a basic USB-C wired connection. HyperX has included a 3.5mm cable with an extension that provides the option of USB-C. The headset also includes a USB-A adapter (which is attached by default) to open it up to more platforms, including that of the PS5. While this may not seem exciting to some, I've tested alternatives in a similar price range, like that of the <a href="https://www.gamesradar.com/hardware/accessories/the-asus-tuf-gaming-x-hatsune-miku-collab-as-awoken-the-15-year-old-vocaloid-fangirl-within-me/">Asus TUF Gaming H1 GEN II Hatsune Miku Edition wired headset</a>, which was limited to USB-A only, so this is a refreshing sight to behold. Sure, you could always just buy an adapter, but I'm always going to prefer it when brands provide everything you need from the get-go.</p><p>Additionally, the wired Cloud III features a detachable Electret condenser microphone and onboard controls, including a mic mute button and volume dial.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>With the high price of the Cloud III, I was expecting a lot, and I was not disappointed. While not as densely packed as I prefer, the memory foam padding on the underside of the headband made the pair incredibly comfortable to wear for long periods of time, which was handy now that Fire Emblem Fortune's Weave is taking up all my free time.<br><br>As the latest game in the series has got me glued to my Switch 2, I chose to test the pair's audio with the handheld first and foremost, and it was an easy feat. Thanks to the cabling choice, I was able to pop off the USB-A adapter and stick the headset directly into the console's top USB-C port. Both the game's audio and dialogue absolutely shone through the white-added cups, which was exactly what a game that relies on amping you up through triumphant battles needed.</p><p>Talking of the sound, I was a big fan of what the pair was able to muster, no matter if I was glued to Fire Emblem or playing on my PC, PS5, and even my Steam Deck. The extended frequency meant that there was more room for low-end sounds to pull through, which lent itself to games and music alike. I've recently been on a bit of a Smashing Pumpkins kick, and Billy's guitar has never sounded clearer or crunchier - which is exactly what you want when it comes to a Siamese Dream album playthrough. <br><br>Throughout my testing, the cord did become a bit of an annoyance, particularly as it's pretty long. However, its adaptability meant I could pop off one end and use the 3.5mm connection instead. This came in handy when it came to not just the Switch 2, but the PC too.</p><p>My rig only has one USB-C port, and as I test a lot of tech, it's often already in use. However, I could easily adapt the Cloud III to my setup, as I had 3.5mm, USB-A, and USB-C connection types to play around with. The long cabling was a bit of a nuisance while I was playing through Counter-Strike 2 or Marvel Rivals on Steam, and sat most of the time curled up on my lap as I helped keep my team healed and alive as Invisible Women. However, I'd much rather it be too long than too short.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oj9eNyozzosYTPyzJ3sVjh" name="CloudIII-4" alt="Close up of the microphone of the White-Pink HyperX Cloud III wired gaming headset." src="https://cdn.mos.cms.futurecdn.net/oj9eNyozzosYTPyzJ3sVjh-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>The microphone of the HyperX Cloud III is also just as fantastic as the audio quality. If you want a clear and concise recording without any unwanted background noise, this is it. It's also detachable, so if you prefer to stick with microphones like that of the <a href="https://www.gamesradar.com/hardware/peripherals/shure-mv7i-review-convenience-and-excellence-rolled-into-one-superb-sounding-package/">Shure MV7i</a> and not have a headset one dangling in your peripheral vision, you can remove it entirely.<br><br>Much like the rest of the headset's design, I also love the look of it. Looks aren't as important as sound quality, but again, I'm still thankful HyperX chose to add a drop of color, utilizing the same dusty pink on its grill as found across the pair. Often, microphone headsets can add a cheapness to an accessory's appearance, but the white and pink microphone adds to the can's cute, cozy, and sleek aesthetics. </p><h2 class="article-body__section" id="section-should-you-buy-the-hyperx-cloud-iii-gaming-headset"><span>Should you buy the HyperX Cloud III gaming headset?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aK4H4PGoE37x7drGTjpGah" name="CloudIII-6" alt="Photo of the White-Pink HyperX Cloud III wired gaming headset laying on a pink mousepad." src="https://cdn.mos.cms.futurecdn.net/aK4H4PGoE37x7drGTjpGah-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>The HyperX Cloud III is undoubtedly pricey for a wired headset. At $99.99 / £101.99 there's a huge range of wireless alternatives you could buy in its stead, and I'd recommend that you do - particularly as models like <a href="https://www.gamesradar.com/hardware/headsets-headphones/steelseries-arctis-nova-3-wireless-review-a-budget-friendly-cozy-gamer-dream/">SteelSeries Arctis Nova 3 Wireless</a> can be picked up for less when there's sales inbound, and it provides wired <em>and</em> wireless connectivity options. </p><p>However, because the Cloud III isn't exactly new, you're far more likely to find it sitting at $56 / £69, and that's a perfectly reasonable price to pay. Just like most headsets, as it's been around the block, it's prone to discounts and is a regular feature of big sales events, from Prime Day to Black Friday. </p><p>Anything under $60 / £70 feels more appropriate for this headset. If you happen to stumble upon it at Amazon or anywhere else for that price (or for even less), you should snap it up if great audio quality, a great microphone, and a comfortable fit are high up on your list of priorities.</p><h2 class="article-body__section" id="section-how-i-tested-the-hyperx-cloud-iii-gaming-headset"><span>How I tested the HyperX Cloud III gaming headset</span></h2><p>During a two-week testing period, I hooked up the HyperX Cloud III wired headset to my PC, PS5, and the Nintendo Switch 2 to put its 53mm audio drivers to work. On the PC, I picked up Counter-Strike 2, Marvel Rivals, and Dispatch; meanwhile, Marvel Rivals, Doom Eternal, Fortnite, and Silent Hill Townfall were my testing games of choice when it came to Sony's pixel-pusher.</p><p>When it came to the Switch 2, I played Mario Kart World and Fire Emblem Fortune's Weave using the pair, while keeping it on my head when it came to some Netflix downtime to watch Monster: The Lizzie Borden Story, and catching up with The Shards via Disney+. Additionally, I used the wired cans to listen to a range of genres on Spotify, most notably Troye Sivan and the Smashing Pumpkins.</p><p>For more information on <a href="https://www.gamesradar.com/how-we-test-headsets-on-gamesradar/">how we test gaming headsets</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>.</p><p><em>Not sure if the HyperX Cloud III wired headset is for you? Check out our guides to the </em><a href="https://www.gamesradar.com/best-pc-headset-for-gaming/"><em>best PC headset for gaming</em></a><em>, the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-ps5-headset-tested/"><em>best PS5 headset</em></a><em>, and the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-xbox-series-x-headset/"><em>best Xbox Series X headset</em></a><em> for more options for your setup.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/headsets-headphones/hyperx-cloud-iii-wired-review/</link>
                                                                            <description>
                            <![CDATA[ The HyperX Cloud III wired gaming headset is a no-brainer purchase, so long as you can catch it when discounts are at play. ]]>
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                                                                        <pubDate>Wed, 07 Oct 2026 16:21:56 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Headsets & Headphones]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                <author><![CDATA[ rosalie.newcombe@futurenet.com (Rosalie Newcombe) ]]></author>                    <dc:creator><![CDATA[ Rosalie Newcombe ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ggiQdbUqiUUCvwkPEcYNg6-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hardware Editor at GamesRadar+, ever since I first held a NES controller in my hand I&#039;ve been obsessed with gaming, and the hardware it runs on. I could hook up a NES and SNES to a telly, without instructions, before I could walk. Even now, nothing is more exciting then taking a console, or handheld, out the box for the first time and setting it up. This obsession transformed into a love of games and game music, which lead to my music degree and dream of becoming a Scottish Nobuo Uematsu. After sharing my love of games through music, I began to share my love through words on sites like TechRadar and iMore. This lead to becoming a Hardware staff writer for PCGamesN, and later the Senior Tech Writer for Dexerto, covering all things Steam Deck, PlayStation and Nintendo. With that experience, I was able to level up as Hardware Editor for GamesRadar+, where I&#039;m still just as Nintendo, PlayStation and gaming tech obsessed as ever.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future/Rosalie Newcombe]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Photo of the White-Pink HyperX Cloud III wired gaming headset.]]></media:description>                                                            <media:text><![CDATA[Photo of the White-Pink HyperX Cloud III wired gaming headset.]]></media:text>
                                <media:title type="plain"><![CDATA[Photo of the White-Pink HyperX Cloud III wired gaming headset.]]></media:title>
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                                <p>You've likely seen the HyperX Cloud III before. </p><p>It's a common sight to behold if you've ever spent time hunting through the <a href="https://www.gamesradar.com/best-gaming-headsets/">best gaming headsets</a> on Amazon, which is what led me to finally test it out for myself. I wanted to ensure anyone who didn't take the time to scroll through the second page of Amazon's search results was still getting their money's worth. Just because a headset turns up on page one doesn't necessarily mean it's worth your time and attention, but that <em>does</em> happen to be the case here.<br><br>Its fantastic sound, comfortable fit, and multi-platform prowess make it a worthwhile pickup, and its White-Pink colorway (which I tested below) is perfectly suited for cute and cozy setups. Though if you are debating adding this to your online shopping basket, just make sure it's sporting one of its many, many discounts before you buy. </p><h2 class="article-body__section" id="section-key-specs"><span>Key specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p> $99.99 / £101.99</p></td></tr><tr><td class="firstcol " ><p><strong>Acoustic design</strong></p></td><td  ><p>Over ear, circumaural, closed back.</p></td></tr><tr><td class="firstcol " ><p><strong>Connection</strong></p></td><td  ><p>Wired (USB-C/USB-A)</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>Dynamic, 53mm with Neodymium magnets</p></td></tr><tr><td class="firstcol " ><p><strong>Frequency response</strong></p></td><td  ><p>10Hz-21kHz</p></td></tr><tr><td class="firstcol " ><p><strong>Microphone</strong></p></td><td  ><p>Electret condenser microphone</p></td></tr><tr><td class="firstcol " ><p><strong>ANC</strong></p></td><td  ><p>N/A</p></td></tr><tr><td class="firstcol " ><p><strong>Controls</strong></p></td><td  ><p>Mic mute button, volume dial</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>N/A</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>308g (320g with  microphone)</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PC, PS5, PS4, Xbox Series X|S, Xbox One, Nintendo Switch, Mac, Mobile.</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-design"><span>Design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5KogvXrmb7rUzkWqA3SGjh" name="CloudIII-1" alt="Photo of the earcups of the White-Pink HyperX Cloud III wired gaming headset." src="https://cdn.mos.cms.futurecdn.net/5KogvXrmb7rUzkWqA3SGjh-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>HyperX lives by the "if it's not broke, don't fix it" philosophy when it comes to the look of its headsets, and the Cloud III is no different. If it weren't for the fact that I opted for the White-Pink version for review, this headset would look identical to its wireless counterpart, the <a href="https://www.gamesradar.com/hardware/headsets-headphones/hyperx-cloud-3-wireless-review/">HyperX Cloud 3 Wireless</a>. Which is great, as just because you're choosing the less feature-full version of the two doesn't mean that you deserve the least best-looking of the pair.</p><p>As this is pretty much the same headset, it shares the same over-ear form factor, lightly memory foam-padded leather headband, and metal yokes. With this 'White-Pink' version, the yokes are a cool-toned metallic pink rather than red, and the cups, fabric-coated cord, and headband are all draped in the same bright white paint job.<br><br>While this design has been used before, that doesn't stop me from being a fan. The brand's decision to ensure the yokes, 'HyperX' logos, the interior of the earcups, and the tiny speckles of the accompanying cord are all pink with this model in particular has won me over. Especially as it blends in well with my cute and cozy work-in-progress PC gaming setup.</p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kngJTrq8bCjnKcX9U3tUkh" name="CloudIII-5" alt="Photo of the USB cable for the White-Pink HyperX Cloud III wired gaming headset." src="https://cdn.mos.cms.futurecdn.net/kngJTrq8bCjnKcX9U3tUkh-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>Wired headsets like the HyperX Cloud II aren't bursting at the seams with features, but there's still a bit more to this pair than meets the eye. It's equipped with angled 53mm drivers, with a 10Hz-21kHz sound frequency, and is compatible with a wide range of gaming platforms thanks to the brand's unique cabling.<br><br>Instead of a basic USB-C wired connection. HyperX has included a 3.5mm cable with an extension that provides the option of USB-C. The headset also includes a USB-A adapter (which is attached by default) to open it up to more platforms, including that of the PS5. While this may not seem exciting to some, I've tested alternatives in a similar price range, like that of the <a href="https://www.gamesradar.com/hardware/accessories/the-asus-tuf-gaming-x-hatsune-miku-collab-as-awoken-the-15-year-old-vocaloid-fangirl-within-me/">Asus TUF Gaming H1 GEN II Hatsune Miku Edition wired headset</a>, which was limited to USB-A only, so this is a refreshing sight to behold. Sure, you could always just buy an adapter, but I'm always going to prefer it when brands provide everything you need from the get-go.</p><p>Additionally, the wired Cloud III features a detachable Electret condenser microphone and onboard controls, including a mic mute button and volume dial.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>With the high price of the Cloud III, I was expecting a lot, and I was not disappointed. While not as densely packed as I prefer, the memory foam padding on the underside of the headband made the pair incredibly comfortable to wear for long periods of time, which was handy now that Fire Emblem Fortune's Weave is taking up all my free time.<br><br>As the latest game in the series has got me glued to my Switch 2, I chose to test the pair's audio with the handheld first and foremost, and it was an easy feat. Thanks to the cabling choice, I was able to pop off the USB-A adapter and stick the headset directly into the console's top USB-C port. Both the game's audio and dialogue absolutely shone through the white-added cups, which was exactly what a game that relies on amping you up through triumphant battles needed.</p><p>Talking of the sound, I was a big fan of what the pair was able to muster, no matter if I was glued to Fire Emblem or playing on my PC, PS5, and even my Steam Deck. The extended frequency meant that there was more room for low-end sounds to pull through, which lent itself to games and music alike. I've recently been on a bit of a Smashing Pumpkins kick, and Billy's guitar has never sounded clearer or crunchier - which is exactly what you want when it comes to a Siamese Dream album playthrough. <br><br>Throughout my testing, the cord did become a bit of an annoyance, particularly as it's pretty long. However, its adaptability meant I could pop off one end and use the 3.5mm connection instead. This came in handy when it came to not just the Switch 2, but the PC too.</p><p>My rig only has one USB-C port, and as I test a lot of tech, it's often already in use. However, I could easily adapt the Cloud III to my setup, as I had 3.5mm, USB-A, and USB-C connection types to play around with. The long cabling was a bit of a nuisance while I was playing through Counter-Strike 2 or Marvel Rivals on Steam, and sat most of the time curled up on my lap as I helped keep my team healed and alive as Invisible Women. However, I'd much rather it be too long than too short.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oj9eNyozzosYTPyzJ3sVjh" name="CloudIII-4" alt="Close up of the microphone of the White-Pink HyperX Cloud III wired gaming headset." src="https://cdn.mos.cms.futurecdn.net/oj9eNyozzosYTPyzJ3sVjh-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>The microphone of the HyperX Cloud III is also just as fantastic as the audio quality. If you want a clear and concise recording without any unwanted background noise, this is it. It's also detachable, so if you prefer to stick with microphones like that of the <a href="https://www.gamesradar.com/hardware/peripherals/shure-mv7i-review-convenience-and-excellence-rolled-into-one-superb-sounding-package/">Shure MV7i</a> and not have a headset one dangling in your peripheral vision, you can remove it entirely.<br><br>Much like the rest of the headset's design, I also love the look of it. Looks aren't as important as sound quality, but again, I'm still thankful HyperX chose to add a drop of color, utilizing the same dusty pink on its grill as found across the pair. Often, microphone headsets can add a cheapness to an accessory's appearance, but the white and pink microphone adds to the can's cute, cozy, and sleek aesthetics. </p><h2 class="article-body__section" id="section-should-you-buy-the-hyperx-cloud-iii-gaming-headset"><span>Should you buy the HyperX Cloud III gaming headset?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aK4H4PGoE37x7drGTjpGah" name="CloudIII-6" alt="Photo of the White-Pink HyperX Cloud III wired gaming headset laying on a pink mousepad." src="https://cdn.mos.cms.futurecdn.net/aK4H4PGoE37x7drGTjpGah-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>The HyperX Cloud III is undoubtedly pricey for a wired headset. At $99.99 / £101.99 there's a huge range of wireless alternatives you could buy in its stead, and I'd recommend that you do - particularly as models like <a href="https://www.gamesradar.com/hardware/headsets-headphones/steelseries-arctis-nova-3-wireless-review-a-budget-friendly-cozy-gamer-dream/">SteelSeries Arctis Nova 3 Wireless</a> can be picked up for less when there's sales inbound, and it provides wired <em>and</em> wireless connectivity options. </p><p>However, because the Cloud III isn't exactly new, you're far more likely to find it sitting at $56 / £69, and that's a perfectly reasonable price to pay. Just like most headsets, as it's been around the block, it's prone to discounts and is a regular feature of big sales events, from Prime Day to Black Friday. </p><p>Anything under $60 / £70 feels more appropriate for this headset. If you happen to stumble upon it at Amazon or anywhere else for that price (or for even less), you should snap it up if great audio quality, a great microphone, and a comfortable fit are high up on your list of priorities.</p><h2 class="article-body__section" id="section-how-i-tested-the-hyperx-cloud-iii-gaming-headset"><span>How I tested the HyperX Cloud III gaming headset</span></h2><p>During a two-week testing period, I hooked up the HyperX Cloud III wired headset to my PC, PS5, and the Nintendo Switch 2 to put its 53mm audio drivers to work. On the PC, I picked up Counter-Strike 2, Marvel Rivals, and Dispatch; meanwhile, Marvel Rivals, Doom Eternal, Fortnite, and Silent Hill Townfall were my testing games of choice when it came to Sony's pixel-pusher.</p><p>When it came to the Switch 2, I played Mario Kart World and Fire Emblem Fortune's Weave using the pair, while keeping it on my head when it came to some Netflix downtime to watch Monster: The Lizzie Borden Story, and catching up with The Shards via Disney+. Additionally, I used the wired cans to listen to a range of genres on Spotify, most notably Troye Sivan and the Smashing Pumpkins.</p><p>For more information on <a href="https://www.gamesradar.com/how-we-test-headsets-on-gamesradar/">how we test gaming headsets</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>.</p><p><em>Not sure if the HyperX Cloud III wired headset is for you? Check out our guides to the </em><a href="https://www.gamesradar.com/best-pc-headset-for-gaming/"><em>best PC headset for gaming</em></a><em>, the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-ps5-headset-tested/"><em>best PS5 headset</em></a><em>, and the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-xbox-series-x-headset/"><em>best Xbox Series X headset</em></a><em> for more options for your setup.</em></p>
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                                                            <title><![CDATA[ Silver Pines review: "This Metroidvania take on Silent Hill and Resident Evil is a mystery that's hard to put down" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I haven't had this much fun waking up in a strange diner and fighting for my life since Fahrenheit. Silver Pines wears its influences on its traditional detective coat sleeve, and that's by no means a bad thing. It fuses together the elements it's taking from each masterfully, resulting in a survival horror Metroidvania that is powerfully gripping from start to finish as Detective Walker investigates a strange, forgotten, and abandoned town on the trail of a missing musician.</p><p>Beautiful painterly visuals contrast the grimness of the setting very nicely. As does the relaxing ambient music from jukeboxes or radios that breaks up some of the quietness of exploration. The dreamlike quality combined with nightmarish content invoke a very strong and moody atmosphere that perfectly accompanies its investigative storyline where reality itself comes into question.</p><h2 id="silver-lining">Silver lining</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mpXA7z4s25oJcQPv7T2trH" name="SS_silver_pines_3" alt="Walker talks with the bartender at The Rabbit Hole in Silver Pines, saying he has no memory of how he got here" src="https://cdn.mos.cms.futurecdn.net/mpXA7z4s25oJcQPv7T2trH-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Team17)</span></figcaption></figure><p>Not only does Silver Pines look and sound good, it also feels good thanks to excellent pacing across both its narrative and  with how you progress through its haunting, dense world.</p><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 8, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X, Nintendo Switch 2, Nintendo Switch<br><strong>Developer: </strong>Wych Elm Games<br><strong>Publisher: </strong>Team17</p></div></div><p>Unlocking new items allows  Walker to traverse new areas of the detailed map, making it exciting to revisit past areas to push further into the secret corners of Silver Pines. While inventory juggling and unlocking is vital in the likes of Resident Evil as well with its many, many keys, Silver Pines bridges that gap to feel more Metroidvania shaped in how the map unfurls and you keep feeling like you're pushing at the space's boundaries.</p><p>This system interplays spectacularly with the inventory management in how tools have multiple uses. The crowbar, which can pull down wooden panels, is a lot more versatile than the box cutter, but naturally takes up more space. It does at least double as a melee weapon though, so it doesn't feel like wasted item slots to be taking it everywhere with you. The manhole cover key, on the other hand, is a little more of a nuisance. Where key items in Resi frequently get used up, they stick around far more often in Silver Pines.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cqXwE3CCt57Myvy7ntpQx" name="PR_silver_pines_steam_3" alt="A locked gate in Silver Pines" src="https://cdn.mos.cms.futurecdn.net/cqXwE3CCt57Myvy7ntpQx-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Team17)</span></figcaption></figure><p>You can combine items, find upgrades for your guns so they take up less space, and often leave key components <em>in</em> the puzzle you know they're for so you're not left carting them around while you look for the rest. There are also plenty of storage boxes so you can swap out what you need or think you might need (i.e. more guns) so you're always prepared. But you really do have to move, transfer, combine and rotate things in your inventory on a regular basis to optimize what you're carrying. "I'll never run out of empty bottles," I said, and then did and wondered if I could pour my Molotov cocktail all over the floor so I could stuff some herbs into it instead.</p><p>Silver Pines' camera system is a wonderful way of making it easier to keep track of mysteries and areas, <a href="https://www.gamesradar.com/ubisofts-new-prince-of-persia-game-boasts-a-feature-that-every-metroidvania-should-have/"><u>which builds on the now-beloved mechanic from Prince of Persia: The Lost Crown</u></a>. Found a point of interest? Take a quick pic. Silver Pines encourages you to do so while examining objects or coming across key areas on the map, but you can and should use it a lot more of your own volition, as any good detective would.</p><p>I take snaps of signs with numbers I want to call. Signs that may hold some secret information on a second glance. The price of cigarettes? Yeah, that could be important. Snap it. You also don't want to find yourself thinking it will be easy to come back to an item when you have the space to pick it up and then wandering the town in a daze searching for it later. Don't be like me. Use your camera plenty.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cps8SHLArewLfbo2Rk7phL" name="PR_SP_Screenshots__16" alt="Walker takes a photo of a tree with markings on it with candles below in Silver Pines" src="https://cdn.mos.cms.futurecdn.net/cps8SHLArewLfbo2Rk7phL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Team17)</span></figcaption></figure><p>Little touches like the item vending machine and using the pay phones for both saving and story purposes add an extra layer of shine to an already polished game. Yes, you do have to pay to use the phone, so it's always worth giving the coin slot a good rummage.</p><p>Checking in with your client, Mr Jackman, by saving also helps remind you what you're up to when you pick up a save and lets you know when you're on the right track. Even when I'm sure of my path ahead, I'm always curious to hear what Walker's updated report will be. The game is kind enough to sometimes have Jackman call <em>you</em> after particularly big story moments (usually capped off with a boss fight) so there are a few free save opportunities if you're totally short on coins too.</p><h2 id="come-pine-with-me">Come Pine with me</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="D356aHmKWoNaXbJeYLWsaL" name="PR_SP_Screenshots__12" alt="A group of monsters shambles towards Walker in a room with lots of chairs in Silver Pines as he shoots them down" src="https://cdn.mos.cms.futurecdn.net/D356aHmKWoNaXbJeYLWsaL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Team17)</span></figcaption></figure><p>Silver Pines is a game that sticks with you. I rolled from one ending right into the next and into the next, trying to scrape together whatever clues I could while finishing off what I needed for them and turning everything over in my mind even while I wasn't playing.</p><p>I scoured the map for vents I hadn't opened, ledges I hadn't yet thrown myself off to see what was down there and I usually found something to make it worth my while. I ended up going back and wiping out any last straggler enemies just so the whole town was safe for me to bring up my inventory and pore over my notes at any given time. And because no one wants a Silent Hill-esque monstrosity lurching after them while they're desperately looking for a vending machine.</p><p>Really the only problem I have is that Silver Pines can get in its own way with its storytelling. Even with a strong idea of where the story was heading, I was gripped to learn and discover everything I could. It does such a strong job of worldbuilding and creating intrigue into the town as a whole, not just Walker's own objective, that three endings later I still have questions and wild theories that I want more information on.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eiaHMSR45L4ZJBCiq6KrAJ" name="SS_silver_pines_8_720" alt="A figure stands within stark red light in Silver Pines' exterior" src="https://cdn.mos.cms.futurecdn.net/eiaHMSR45L4ZJBCiq6KrAJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Team17)</span></figcaption></figure><p>I'm left here going full Jonathan Frakes in Beyond Belief: What's the importance of the TV shows? Why let me call the Conmag number? What does it all mean?! Everything is so well-choreographed that it feels off for there to be loose ends.</p><p>While it's true that great horror keeps mysteries spinning long after you've finished with them, it feels like all the Silver Pines endings I've uncovered (which is all of them) stop just short of arriving in the sweet spot, feeling like I've missed something rather than being truly haunted by forbidden discovery.</p><p>As things are, it's a disservice to such an excellent game to be left unsatisfied. Maybe it's about the journey rather than the destination, but I don't feel like the journey is over and honestly I don't want it to be. I'll be messing with my pushpins and red string a while longer, hoping there is more to come, as it's a world I'm not ready to be done with. Perhaps this whole thing is an elaborate ploy to teach me that perfection is unattainable.</p><p>Silver Pines was reviewed with PC code via Steam Deck, with a code provided by the publisher.</p><p><em>Check out our </em><a href="https://www.gamesradar.com/best-survival-horror-games/"><em>best survival horror games</em></a><em> ranking for more!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/silver-pines-review/</link>
                                                                            <description>
                            <![CDATA[ Compelling, atmospheric, and brilliant ]]>
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                                                                        <pubDate>Tue, 06 Oct 2026 13:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 06 Oct 2026 16:42:13 +0000</updated>
                                                                                                                                            <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Max Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/YCTXSjnQxhjEXoKi2pZYyf-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Team17]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Key art for Silver Pines showing Walker looking upward with the town behind him, one of the lenses in his glasses imposed with &#039;V&#039; on the jacket of a montaged image of musician Eddie Velvet]]></media:description>                                                            <media:text><![CDATA[Key art for Silver Pines showing Walker looking upward with the town behind him, one of the lenses in his glasses imposed with &#039;V&#039; on the jacket of a montaged image of musician Eddie Velvet]]></media:text>
                                <media:title type="plain"><![CDATA[Key art for Silver Pines showing Walker looking upward with the town behind him, one of the lenses in his glasses imposed with &#039;V&#039; on the jacket of a montaged image of musician Eddie Velvet]]></media:title>
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                                <p>I haven't had this much fun waking up in a strange diner and fighting for my life since Fahrenheit. Silver Pines wears its influences on its traditional detective coat sleeve, and that's by no means a bad thing. It fuses together the elements it's taking from each masterfully, resulting in a survival horror Metroidvania that is powerfully gripping from start to finish as Detective Walker investigates a strange, forgotten, and abandoned town on the trail of a missing musician.</p><p>Beautiful painterly visuals contrast the grimness of the setting very nicely. As does the relaxing ambient music from jukeboxes or radios that breaks up some of the quietness of exploration. The dreamlike quality combined with nightmarish content invoke a very strong and moody atmosphere that perfectly accompanies its investigative storyline where reality itself comes into question.</p><h2 id="silver-lining">Silver lining</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mpXA7z4s25oJcQPv7T2trH" name="SS_silver_pines_3" alt="Walker talks with the bartender at The Rabbit Hole in Silver Pines, saying he has no memory of how he got here" src="https://cdn.mos.cms.futurecdn.net/mpXA7z4s25oJcQPv7T2trH-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Team17)</span></figcaption></figure><p>Not only does Silver Pines look and sound good, it also feels good thanks to excellent pacing across both its narrative and  with how you progress through its haunting, dense world.</p><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 8, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X, Nintendo Switch 2, Nintendo Switch<br><strong>Developer: </strong>Wych Elm Games<br><strong>Publisher: </strong>Team17</p></div></div><p>Unlocking new items allows  Walker to traverse new areas of the detailed map, making it exciting to revisit past areas to push further into the secret corners of Silver Pines. While inventory juggling and unlocking is vital in the likes of Resident Evil as well with its many, many keys, Silver Pines bridges that gap to feel more Metroidvania shaped in how the map unfurls and you keep feeling like you're pushing at the space's boundaries.</p><p>This system interplays spectacularly with the inventory management in how tools have multiple uses. The crowbar, which can pull down wooden panels, is a lot more versatile than the box cutter, but naturally takes up more space. It does at least double as a melee weapon though, so it doesn't feel like wasted item slots to be taking it everywhere with you. The manhole cover key, on the other hand, is a little more of a nuisance. Where key items in Resi frequently get used up, they stick around far more often in Silver Pines.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cqXwE3CCt57Myvy7ntpQx" name="PR_silver_pines_steam_3" alt="A locked gate in Silver Pines" src="https://cdn.mos.cms.futurecdn.net/cqXwE3CCt57Myvy7ntpQx-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Team17)</span></figcaption></figure><p>You can combine items, find upgrades for your guns so they take up less space, and often leave key components <em>in</em> the puzzle you know they're for so you're not left carting them around while you look for the rest. There are also plenty of storage boxes so you can swap out what you need or think you might need (i.e. more guns) so you're always prepared. But you really do have to move, transfer, combine and rotate things in your inventory on a regular basis to optimize what you're carrying. "I'll never run out of empty bottles," I said, and then did and wondered if I could pour my Molotov cocktail all over the floor so I could stuff some herbs into it instead.</p><p>Silver Pines' camera system is a wonderful way of making it easier to keep track of mysteries and areas, <a href="https://www.gamesradar.com/ubisofts-new-prince-of-persia-game-boasts-a-feature-that-every-metroidvania-should-have/"><u>which builds on the now-beloved mechanic from Prince of Persia: The Lost Crown</u></a>. Found a point of interest? Take a quick pic. Silver Pines encourages you to do so while examining objects or coming across key areas on the map, but you can and should use it a lot more of your own volition, as any good detective would.</p><p>I take snaps of signs with numbers I want to call. Signs that may hold some secret information on a second glance. The price of cigarettes? Yeah, that could be important. Snap it. You also don't want to find yourself thinking it will be easy to come back to an item when you have the space to pick it up and then wandering the town in a daze searching for it later. Don't be like me. Use your camera plenty.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cps8SHLArewLfbo2Rk7phL" name="PR_SP_Screenshots__16" alt="Walker takes a photo of a tree with markings on it with candles below in Silver Pines" src="https://cdn.mos.cms.futurecdn.net/cps8SHLArewLfbo2Rk7phL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Team17)</span></figcaption></figure><p>Little touches like the item vending machine and using the pay phones for both saving and story purposes add an extra layer of shine to an already polished game. Yes, you do have to pay to use the phone, so it's always worth giving the coin slot a good rummage.</p><p>Checking in with your client, Mr Jackman, by saving also helps remind you what you're up to when you pick up a save and lets you know when you're on the right track. Even when I'm sure of my path ahead, I'm always curious to hear what Walker's updated report will be. The game is kind enough to sometimes have Jackman call <em>you</em> after particularly big story moments (usually capped off with a boss fight) so there are a few free save opportunities if you're totally short on coins too.</p><h2 id="come-pine-with-me">Come Pine with me</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="D356aHmKWoNaXbJeYLWsaL" name="PR_SP_Screenshots__12" alt="A group of monsters shambles towards Walker in a room with lots of chairs in Silver Pines as he shoots them down" src="https://cdn.mos.cms.futurecdn.net/D356aHmKWoNaXbJeYLWsaL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Team17)</span></figcaption></figure><p>Silver Pines is a game that sticks with you. I rolled from one ending right into the next and into the next, trying to scrape together whatever clues I could while finishing off what I needed for them and turning everything over in my mind even while I wasn't playing.</p><p>I scoured the map for vents I hadn't opened, ledges I hadn't yet thrown myself off to see what was down there and I usually found something to make it worth my while. I ended up going back and wiping out any last straggler enemies just so the whole town was safe for me to bring up my inventory and pore over my notes at any given time. And because no one wants a Silent Hill-esque monstrosity lurching after them while they're desperately looking for a vending machine.</p><p>Really the only problem I have is that Silver Pines can get in its own way with its storytelling. Even with a strong idea of where the story was heading, I was gripped to learn and discover everything I could. It does such a strong job of worldbuilding and creating intrigue into the town as a whole, not just Walker's own objective, that three endings later I still have questions and wild theories that I want more information on.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eiaHMSR45L4ZJBCiq6KrAJ" name="SS_silver_pines_8_720" alt="A figure stands within stark red light in Silver Pines' exterior" src="https://cdn.mos.cms.futurecdn.net/eiaHMSR45L4ZJBCiq6KrAJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Team17)</span></figcaption></figure><p>I'm left here going full Jonathan Frakes in Beyond Belief: What's the importance of the TV shows? Why let me call the Conmag number? What does it all mean?! Everything is so well-choreographed that it feels off for there to be loose ends.</p><p>While it's true that great horror keeps mysteries spinning long after you've finished with them, it feels like all the Silver Pines endings I've uncovered (which is all of them) stop just short of arriving in the sweet spot, feeling like I've missed something rather than being truly haunted by forbidden discovery.</p><p>As things are, it's a disservice to such an excellent game to be left unsatisfied. Maybe it's about the journey rather than the destination, but I don't feel like the journey is over and honestly I don't want it to be. I'll be messing with my pushpins and red string a while longer, hoping there is more to come, as it's a world I'm not ready to be done with. Perhaps this whole thing is an elaborate ploy to teach me that perfection is unattainable.</p><p>Silver Pines was reviewed with PC code via Steam Deck, with a code provided by the publisher.</p><p><em>Check out our </em><a href="https://www.gamesradar.com/best-survival-horror-games/"><em>best survival horror games</em></a><em> ranking for more!</em></p>
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                                                            <title><![CDATA[ The Witcher 3 Remastered review: "An exceptional update that refines the rough edges to make a great RPG even better" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>There's a massive laundry list of changes in The Witcher 3: Wild Hunt Remastered, but you know what the singular best one is? They fixed those accursed trees Roach gets stuck on when you're on horseback.  </p><p><a href="https://www.gamesradar.com/witcher-3-guide/">The Witcher 3</a> has long been recognized as both a pivotal RPG and open-world game, but it's undeniable there's a host of little frustrations that have always been present in the fantasy epic. Chief among those, for me, was the way Roach would always get stuck or snagged by trees as you rode by them – and while that may seem like an innocuous change on paper, that no longer happening is a genuine major frustration taken off the board.</p><p>More largely, it's indicative of what The Witcher 3 Remastered is on a larger scale. No one really asked for this update, or even expected it, but it's hard to deny that it improves The Witcher 3 pretty much across the board. It's made me think about how quickly we move on from video games in general, and how I wish we'd have more chances to return to games of the past, not just with visual remasters or remakes – but an integral look at how the core systems and experience can be refined or improved.</p><h2 id="an-old-friend">An old friend</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="E4VyPpP8fsigL4B9kBVcAn" name="PR_TW3RE_Launch_Combat_Signs_XBOX_16x9_CLEAN_1080" alt="Geralt uses a force sign in combat in The Witcher 3 Wild Hunt Remastered on Xbox, blurring the screen as water splashes towards a drowner" src="https://cdn.mos.cms.futurecdn.net/E4VyPpP8fsigL4B9kBVcAn-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CD Projekt Red)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> September 29, 2026<br><strong>Platform(s):</strong> PC, PS5, Xbox Series X, Nintendo Switch 2<br><strong>Developer: </strong>CD Projekt Red<br><strong>Publisher:</strong> CD Projekt</p></div></div><p>When The Witcher 3 released, I was still in college, living in a tiny house that was, somehow, even smaller than a two-bedroom apartment. I remember being locked in my closet of a bedroom for 300 hours, entranced by The Witcher 3 and the world it  effortlessly weaves. As someone, at that time, without friends, overworked, and destitutely poor, there was something about Geralt's experience that deeply resonated with me. A character locked into a path he never chose, but trying to make the best of it.</p><p>While I don't want to focus too much on the original experience of The Witcher 3, I can say that returning to the game again years later has only grown my appreciation of it. <a href="https://www.gamesradar.com/games/the-witcher-3-bloodborne-fallout-4-and-more-turn-10-this-year-showing-just-how-massive-2015-was-for-games">The Witcher 3's writing felt like a step above in 2015</a>, but even over a decade later, there are very few games that can match it. The complexity of its morality and choices, the way those side quests effortlessly weave into the overarching narrative, and Geralt's fascinating growth as a father all still have real emotional heft. Of course, none of that is lost with this remaster, and it also includes The Witcher 3's two expansions. Two exceptional tales that reflect Geralt in new ways, digging into regret and redemption in Hearts of Stone, and longing for a peaceful life in Blood and Wine.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fTDa4YcGt4aUwMd2kMRFYS" name="best-steam-autumn-sale-games-the-witcher-3-remastered" alt="Geralt of Rivia fighting an enemy during a moment in The Witcher 3: Wild Hunt Remastered" src="https://cdn.mos.cms.futurecdn.net/fTDa4YcGt4aUwMd2kMRFYS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CD PROJEKT RED)</span></figcaption></figure><p>The remaster doesn't make The Witcher 3 feel like a new game; it's ostensibly the same experience, shining highs, warts, and all. That's by and large a good thing, as the messy nature of The Witcher 3 is ultimately what makes it so intoxicating – a grand journey and riveting world that feels living, breathing. But so many of those warts have now been papered over and made less egregious, if not nonexistent now. It's a bit like your friend dying their hair and getting a new haircut – you never imagined them with that hairdo, but now that you see it, it's really working. </p><p>This remaster feels very much in line with the <a href="https://www.gamesradar.com/cyberpunk-2077-guide/">Cyberpunk 2077</a> 2.0 update CD Projekt Red released for its sci-fi RPG, and I'm honestly a bit blown away by the sheer amount of changes across the board here, and how thoughtful many of them feel.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dDJ5H2sb8xEM62SXAzQn8F" name="TheWitcher3-Remasted-08" alt="The Witcher 3: Wild Hunt Remastered screenshot" src="https://cdn.mos.cms.futurecdn.net/dDJ5H2sb8xEM62SXAzQn8F-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CDPR)</span></figcaption></figure><p>The most obvious alteration in this remaster is a complete graphical overhaul, with lighting in particular being given the most attention. For the most part, the visual upgrade makes The Witcher 3 even more stunning, with environments especially given an extra pop. The Italian Riviera-inspired fields of Tuissant shimmer in the sunlight, and you can almost feel the thick humidity of Velen's swamps. Hair physics have also been touched up, and character animations look even smoother. </p><p>While I largely think the visuals lean into The Witcher 3's distinct blend of realism and stylization even more, there is the occasional character that looks just a bit wonky in the upgraded visuals. Equally, this visual upgrade seemingly comes with a few new performance issues. Playing on PC I've occasionally run into slowdowns in some of the busier scenes or combat encounters. But it should be noted that CD Projekt Red has already committed to performance improvements. </p><p>While you likely wouldn't notice unless you were deliberately looking for it, there's a whole wealth of new animations spread across combat as well. Geralt has new visual effects for casting Signs, new combat finishers, and idle animations. These changes are subtle, obviously, but add a greater sense of variety, especially when you combine them with the sweeping changes made to gameplay systems.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UGXvUKPaD3TLkWo7RePWHE" name="TheWitcher3-Remasted-10" alt="The Witcher 3: Wild Hunt Remastered screenshot" src="https://cdn.mos.cms.futurecdn.net/UGXvUKPaD3TLkWo7RePWHE-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CDPR)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Blast from the past</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fwBAqyV6q8GvJUafc9CHVQ" name="1 (2).jpg" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/fwBAqyV6q8GvJUafc9CHVQ-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: CD Projekt Red)</span></figcaption></figure><p class="fancy-box__body-text">In our original <a data-analytics-id="inline-link" href="https://www.gamesradar.com/witcher-3-wild-hunt-review/">The Witcher 3: Wild Hunt review</a>, we called it "a leap in world design and fidelity, and a spectacle that deserves to be savored."</p></div></div><p>The Witcher 3 Remastered's visual upgrade is nice, but where the majority of changes lie for this version of the game is in gameplay changes. Again, I must state here how utterly thankful I am to be rid of that godforsaken tree problem. </p><p>But the change I legitimately enjoy the most is the overhauled skill system, which feels much smarter, streamlined, and encourages experimentation. The original game's skill system was, in short, a mess. Even just the layout of the skill system has been entirely changed, resembling more of a proper skill tree now rather than just a slapdash grid of things to choose from. This visually makes a whole lot more sense, providing a nice new sense of progression. But under the hood, there have also been changes to refine bonus values for skills, synergies between certain skills, and more. </p><p>It's a bit hard to drill down into exactly how this changes things, but after a few dozen hours, I can say I absolutely found The Witcher 3's progression more satisfying with this system. It feels drastically easier to make "builds" now, and really fine-tune what kind of Witcher you want to play as, whether that's a sword-slinging expert or a crafty master of bombs and potions.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="6paJkrpH9f8bc96jY57Ej3" name="witcher 3 remastered" alt="Geralt attacking a person in The Witcher 3 Remastered." src="https://cdn.mos.cms.futurecdn.net/6paJkrpH9f8bc96jY57Ej3-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CD Projekt Red)</span></figcaption></figure><p>To complement these changes, combat has a new "Modern" camera that tracks closer to Geralt to make the action pop, while enemy behavior has also been very slightly tweaked. These changes aren't enough to make The Witcher 3's combat one of the all-time greats, but it does go a decent way to making battles feel more dynamic and challenging. I particularly like the new camera design, as it feels like even that slight shift in perspective makes battles feel more like crunchy knock-down brawls, rather than tactical RPG affairs – a shift that fits the game's tone better.</p><p>My other favorite change is an overhauled menu, which is much simpler and easier to navigate. In particular, the codex doesn't feel nearly as cumbersome, to the point that I actually enjoy reading some of those character bios and books without having to dig through a metaphorical pile. </p><p>The way you move through The Witcher 3's world and engage with it has also been nicely touched up and made less aggravating: climbing doesn't feel as cumbersome, some quest tracking is easier, Witcher senses feel clearer to use, it's easier to run away from combat, and the list goes on.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="msqR3YUJMRv36v2rvVCFnn" name="PR_TW3RE_Launch_Vista_Kaer_Morhen_Geralt_PC_16x9_CLEAN_1080" alt="Geralt looks at Kaer Morhen, a fort in a forest, in The Witcher 3 Wild Hunt Remastered" src="https://cdn.mos.cms.futurecdn.net/msqR3YUJMRv36v2rvVCFnn-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CD Projekt Red)</span></figcaption></figure><p>Again, a lot of these are changes that you simply wouldn't notice if you weren't looking, but as someone who's put a good 600 hours into The Witcher 3 over the last decade, the difference is palpable. This remaster simply looks and feels better to play in so many ways, not changing the overall experience, but enhancing it – a game that already got a "next-gen update" last year. </p><p>While remasters or remakes certainly aren't anything new, it's extremely rare to see a studio take a brush to a past game to truly touch it up, really dig down to the roots and say, "What can we do to make this even better – take out some of those frustrations that couldn't be erased initially?" These video games that take thousands of man-hours, years of people's lives poured into them, deserve that chance in so many ways. It's just a shame more don't get it. </p><p>But in The Witcher 3's case, the sprawling RPG has simply never been better.</p><p>The Witcher 3: Wild Hunt – Remastered was reviewed on PC with a code provided by the publisher.</p><p><em>Tracking down your own gaming prey while you wait for </em><a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-songs-of-the-past-guide/"><em>The Witcher 3: Songs of the Past</em></a><em> expansion and </em><a href="https://www.gamesradar.com/games/the-witcher/the-witcher-4-guide/"><em>The Witcher 4</em></a><em>? Our </em><a href="https://www.gamesradar.com/games-like-witcher-3/"><em>games like The Witcher 3</em></a><em> recommendations can point you on the right path, while our </em><a href="https://www.gamesradar.com/best-open-world-games/"><em>best open world games</em></a><em> and </em><a href="https://www.gamesradar.com/best-rpg-games/"><em>best RPGs</em></a><em> rankings have even more in store.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/the-witcher/the-witcher-3-wild-hunt-remastered-review/</link>
                                                                            <description>
                            <![CDATA[ This sprawling RPG epic has simply never been better ]]>
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                                                                        <pubDate>Fri, 02 Oct 2026 20:01:50 +0000</pubDate>                                                                                                                                <updated>Wed, 07 Oct 2026 12:08:29 +0000</updated>
                                                                                                                                            <category><![CDATA[The Witcher]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Hayes Madsen ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/xKJcqMAqbMUBMUdQYyMGm3-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[CD Projekt Red]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Geralt in The Witcher 3 Wild Hunt Remastered on Xbox]]></media:description>                                                            <media:text><![CDATA[Geralt in The Witcher 3 Wild Hunt Remastered on Xbox]]></media:text>
                                <media:title type="plain"><![CDATA[Geralt in The Witcher 3 Wild Hunt Remastered on Xbox]]></media:title>
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                                <p>There's a massive laundry list of changes in The Witcher 3: Wild Hunt Remastered, but you know what the singular best one is? They fixed those accursed trees Roach gets stuck on when you're on horseback.  </p><p><a href="https://www.gamesradar.com/witcher-3-guide/">The Witcher 3</a> has long been recognized as both a pivotal RPG and open-world game, but it's undeniable there's a host of little frustrations that have always been present in the fantasy epic. Chief among those, for me, was the way Roach would always get stuck or snagged by trees as you rode by them – and while that may seem like an innocuous change on paper, that no longer happening is a genuine major frustration taken off the board.</p><p>More largely, it's indicative of what The Witcher 3 Remastered is on a larger scale. No one really asked for this update, or even expected it, but it's hard to deny that it improves The Witcher 3 pretty much across the board. It's made me think about how quickly we move on from video games in general, and how I wish we'd have more chances to return to games of the past, not just with visual remasters or remakes – but an integral look at how the core systems and experience can be refined or improved.</p><h2 id="an-old-friend">An old friend</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="E4VyPpP8fsigL4B9kBVcAn" name="PR_TW3RE_Launch_Combat_Signs_XBOX_16x9_CLEAN_1080" alt="Geralt uses a force sign in combat in The Witcher 3 Wild Hunt Remastered on Xbox, blurring the screen as water splashes towards a drowner" src="https://cdn.mos.cms.futurecdn.net/E4VyPpP8fsigL4B9kBVcAn-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CD Projekt Red)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> September 29, 2026<br><strong>Platform(s):</strong> PC, PS5, Xbox Series X, Nintendo Switch 2<br><strong>Developer: </strong>CD Projekt Red<br><strong>Publisher:</strong> CD Projekt</p></div></div><p>When The Witcher 3 released, I was still in college, living in a tiny house that was, somehow, even smaller than a two-bedroom apartment. I remember being locked in my closet of a bedroom for 300 hours, entranced by The Witcher 3 and the world it  effortlessly weaves. As someone, at that time, without friends, overworked, and destitutely poor, there was something about Geralt's experience that deeply resonated with me. A character locked into a path he never chose, but trying to make the best of it.</p><p>While I don't want to focus too much on the original experience of The Witcher 3, I can say that returning to the game again years later has only grown my appreciation of it. <a href="https://www.gamesradar.com/games/the-witcher-3-bloodborne-fallout-4-and-more-turn-10-this-year-showing-just-how-massive-2015-was-for-games">The Witcher 3's writing felt like a step above in 2015</a>, but even over a decade later, there are very few games that can match it. The complexity of its morality and choices, the way those side quests effortlessly weave into the overarching narrative, and Geralt's fascinating growth as a father all still have real emotional heft. Of course, none of that is lost with this remaster, and it also includes The Witcher 3's two expansions. Two exceptional tales that reflect Geralt in new ways, digging into regret and redemption in Hearts of Stone, and longing for a peaceful life in Blood and Wine.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fTDa4YcGt4aUwMd2kMRFYS" name="best-steam-autumn-sale-games-the-witcher-3-remastered" alt="Geralt of Rivia fighting an enemy during a moment in The Witcher 3: Wild Hunt Remastered" src="https://cdn.mos.cms.futurecdn.net/fTDa4YcGt4aUwMd2kMRFYS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CD PROJEKT RED)</span></figcaption></figure><p>The remaster doesn't make The Witcher 3 feel like a new game; it's ostensibly the same experience, shining highs, warts, and all. That's by and large a good thing, as the messy nature of The Witcher 3 is ultimately what makes it so intoxicating – a grand journey and riveting world that feels living, breathing. But so many of those warts have now been papered over and made less egregious, if not nonexistent now. It's a bit like your friend dying their hair and getting a new haircut – you never imagined them with that hairdo, but now that you see it, it's really working. </p><p>This remaster feels very much in line with the <a href="https://www.gamesradar.com/cyberpunk-2077-guide/">Cyberpunk 2077</a> 2.0 update CD Projekt Red released for its sci-fi RPG, and I'm honestly a bit blown away by the sheer amount of changes across the board here, and how thoughtful many of them feel.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dDJ5H2sb8xEM62SXAzQn8F" name="TheWitcher3-Remasted-08" alt="The Witcher 3: Wild Hunt Remastered screenshot" src="https://cdn.mos.cms.futurecdn.net/dDJ5H2sb8xEM62SXAzQn8F-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CDPR)</span></figcaption></figure><p>The most obvious alteration in this remaster is a complete graphical overhaul, with lighting in particular being given the most attention. For the most part, the visual upgrade makes The Witcher 3 even more stunning, with environments especially given an extra pop. The Italian Riviera-inspired fields of Tuissant shimmer in the sunlight, and you can almost feel the thick humidity of Velen's swamps. Hair physics have also been touched up, and character animations look even smoother. </p><p>While I largely think the visuals lean into The Witcher 3's distinct blend of realism and stylization even more, there is the occasional character that looks just a bit wonky in the upgraded visuals. Equally, this visual upgrade seemingly comes with a few new performance issues. Playing on PC I've occasionally run into slowdowns in some of the busier scenes or combat encounters. But it should be noted that CD Projekt Red has already committed to performance improvements. </p><p>While you likely wouldn't notice unless you were deliberately looking for it, there's a whole wealth of new animations spread across combat as well. Geralt has new visual effects for casting Signs, new combat finishers, and idle animations. These changes are subtle, obviously, but add a greater sense of variety, especially when you combine them with the sweeping changes made to gameplay systems.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UGXvUKPaD3TLkWo7RePWHE" name="TheWitcher3-Remasted-10" alt="The Witcher 3: Wild Hunt Remastered screenshot" src="https://cdn.mos.cms.futurecdn.net/UGXvUKPaD3TLkWo7RePWHE-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CDPR)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Blast from the past</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fwBAqyV6q8GvJUafc9CHVQ" name="1 (2).jpg" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/fwBAqyV6q8GvJUafc9CHVQ-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: CD Projekt Red)</span></figcaption></figure><p class="fancy-box__body-text">In our original <a data-analytics-id="inline-link" href="https://www.gamesradar.com/witcher-3-wild-hunt-review/">The Witcher 3: Wild Hunt review</a>, we called it "a leap in world design and fidelity, and a spectacle that deserves to be savored."</p></div></div><p>The Witcher 3 Remastered's visual upgrade is nice, but where the majority of changes lie for this version of the game is in gameplay changes. Again, I must state here how utterly thankful I am to be rid of that godforsaken tree problem. </p><p>But the change I legitimately enjoy the most is the overhauled skill system, which feels much smarter, streamlined, and encourages experimentation. The original game's skill system was, in short, a mess. Even just the layout of the skill system has been entirely changed, resembling more of a proper skill tree now rather than just a slapdash grid of things to choose from. This visually makes a whole lot more sense, providing a nice new sense of progression. But under the hood, there have also been changes to refine bonus values for skills, synergies between certain skills, and more. </p><p>It's a bit hard to drill down into exactly how this changes things, but after a few dozen hours, I can say I absolutely found The Witcher 3's progression more satisfying with this system. It feels drastically easier to make "builds" now, and really fine-tune what kind of Witcher you want to play as, whether that's a sword-slinging expert or a crafty master of bombs and potions.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="6paJkrpH9f8bc96jY57Ej3" name="witcher 3 remastered" alt="Geralt attacking a person in The Witcher 3 Remastered." src="https://cdn.mos.cms.futurecdn.net/6paJkrpH9f8bc96jY57Ej3-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CD Projekt Red)</span></figcaption></figure><p>To complement these changes, combat has a new "Modern" camera that tracks closer to Geralt to make the action pop, while enemy behavior has also been very slightly tweaked. These changes aren't enough to make The Witcher 3's combat one of the all-time greats, but it does go a decent way to making battles feel more dynamic and challenging. I particularly like the new camera design, as it feels like even that slight shift in perspective makes battles feel more like crunchy knock-down brawls, rather than tactical RPG affairs – a shift that fits the game's tone better.</p><p>My other favorite change is an overhauled menu, which is much simpler and easier to navigate. In particular, the codex doesn't feel nearly as cumbersome, to the point that I actually enjoy reading some of those character bios and books without having to dig through a metaphorical pile. </p><p>The way you move through The Witcher 3's world and engage with it has also been nicely touched up and made less aggravating: climbing doesn't feel as cumbersome, some quest tracking is easier, Witcher senses feel clearer to use, it's easier to run away from combat, and the list goes on.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="msqR3YUJMRv36v2rvVCFnn" name="PR_TW3RE_Launch_Vista_Kaer_Morhen_Geralt_PC_16x9_CLEAN_1080" alt="Geralt looks at Kaer Morhen, a fort in a forest, in The Witcher 3 Wild Hunt Remastered" src="https://cdn.mos.cms.futurecdn.net/msqR3YUJMRv36v2rvVCFnn-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CD Projekt Red)</span></figcaption></figure><p>Again, a lot of these are changes that you simply wouldn't notice if you weren't looking, but as someone who's put a good 600 hours into The Witcher 3 over the last decade, the difference is palpable. This remaster simply looks and feels better to play in so many ways, not changing the overall experience, but enhancing it – a game that already got a "next-gen update" last year. </p><p>While remasters or remakes certainly aren't anything new, it's extremely rare to see a studio take a brush to a past game to truly touch it up, really dig down to the roots and say, "What can we do to make this even better – take out some of those frustrations that couldn't be erased initially?" These video games that take thousands of man-hours, years of people's lives poured into them, deserve that chance in so many ways. It's just a shame more don't get it. </p><p>But in The Witcher 3's case, the sprawling RPG has simply never been better.</p><p>The Witcher 3: Wild Hunt – Remastered was reviewed on PC with a code provided by the publisher.</p><p><em>Tracking down your own gaming prey while you wait for </em><a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-songs-of-the-past-guide/"><em>The Witcher 3: Songs of the Past</em></a><em> expansion and </em><a href="https://www.gamesradar.com/games/the-witcher/the-witcher-4-guide/"><em>The Witcher 4</em></a><em>? Our </em><a href="https://www.gamesradar.com/games-like-witcher-3/"><em>games like The Witcher 3</em></a><em> recommendations can point you on the right path, while our </em><a href="https://www.gamesradar.com/best-open-world-games/"><em>best open world games</em></a><em> and </em><a href="https://www.gamesradar.com/best-rpg-games/"><em>best RPGs</em></a><em> rankings have even more in store.</em></p>
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                                                            <title><![CDATA[ 'It's an onion!' I shouted, as I built the Lego Shrek, Donkey & Puss in Boots set ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Ogres are like onions, if onions were built out of bricks and (not to give away too many spoilers) it's those root vegetables that had me rushing across the room in glee and exclaiming 'onions!' on a rainy Wednesday night this week. The Lego Shrek, Donkey & Puss in Boots set is filled with more than a glancing nod to the celebrated first film, from the exclusive printed signpost pieces to a simple blue flower with red thorns. </p><p>The 1,403-piece set took me a couple of evenings to devour, but I'll confess I wasn't coming into this set 100% objectively. Character sets rarely get my heart pumping. There's something about the cold, plastic eyes of my favorites when locked into Lego's harder edges that gives me the creeps. I'm happy to report, though, Lego Shrek neatly sidesteps this curse and I'm impressed by just how well the green giant comes across here. </p><p>Is it going to replace any of the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego sets</a> for scale, mastery, or creativity? It's unlikely. But if you're a Shrek fan this is an excellent shelf piece. </p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xYDag3QGvMKFCfCUawpRAH" name="Lego Shrek" alt="Lego Shrek, Donkey & Puss in Boots set box on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/xYDag3QGvMKFCfCUawpRAH-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><div ><table><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$129.99 / £109.99</p></td></tr><tr><td class="firstcol " ><p><strong>Ages</strong></p></td><td  ><p>18+</p></td></tr><tr><td class="firstcol " ><p><strong>Complexity</strong></p></td><td  ><p>Medium</p></td></tr><tr><td class="firstcol " ><p><strong>Pieces</strong></p></td><td  ><p>1403</p></td></tr><tr><td class="firstcol " ><p><strong>Minifigures</strong></p></td><td  ><p>1</p></td></tr><tr><td class="firstcol " ><p><strong>Build time</strong></p></td><td  ><p>4-5 hours</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>H: 9.5-inch, W: 8.5-inch, D: 6-inch</p></td></tr><tr><td class="firstcol " ><p><strong>Item number</strong></p></td><td  ><p>72423</p></td></tr></tbody></table></div><p>Lego Shrek, Donkey & Puss in Boots stands at 8.5-inches wide and 6-inches deep when fully built, comprised of 1,403 pieces. That's a pretty dense equation, but a lot of these bricks are smaller nubbins that go a long way to creating a sense of texture in these details. </p><p>That means the $129.99 / £109.99 price tag has an easier time justifying itself - judging by recent releases this is the going rate for a 1,400 piece set. </p><p>The value of those pieces holds quite firm, though. There are seven printed blocks here, developed specifically for Shrek and Donkey's faces and that 'Beware Ogre' signpost at the front, as well as a Puss in Boots minifigure, complete with hat, sword, cape, and wee little printed boots. </p><h2 class="article-body__section" id="section-lego-shrek-donkey-puss-in-boots-build"><span>Lego Shrek, Donkey & Puss in Boots build</span></h2><p>This is a pretty straightforward build process that doesn't jump around the diorama too much, we go from the base to Donkey, sprinkle in a few environmental extras, and then move onto the big man himself. Bags 5-10 are dedicated to Shrek's figure, while 1-4 will have you working on that swamp and ass. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sckBPqMwKCQcZm7dnPVphV" name="Lego Shrek, Donkey & Puss in Boots" alt="Lego Donkey figure on a brown base" src="https://cdn.mos.cms.futurecdn.net/sckBPqMwKCQcZm7dnPVphV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>As is to be expected from our rotund pal and his furry donkey friend, a lot of this work deals with covering corners and joins. That means heavy use of slopes and larger curved round corners, rounding out those boxy bases. </p><p>For the most part, instructions are clear and easy to follow. I'd recommend a brighter building environment, particularly when working through bag 6 as the darker brown of Shrek's garb can be incredibly difficult to parse from the instructions without the big light on. Where left and right sides need to be considered, Lego splits internal pieces into red and green camps for a better visual understanding of direction and to avoid mistakes. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8CejDWYuuH9W9Q3FvkgVya" name="Lego Shrek, Donkey & Puss in Boots" alt="Bricks forming base of Lego Shrek structure on a wooden table" src="https://cdn.mos.cms.futurecdn.net/8CejDWYuuH9W9Q3FvkgVya-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Creating Shrek's legs was the only hurdle I encountered. There are a lot of similar shapes at play here, all converging on one base with a lot of rotations within the directions. Working on top and underneath the base with very similar brick concoctions is a little trickier than the rest of the build. I'm grown enough to admit I had to break down my first leg entirely after noticing a mistake. </p><p>It's a satisfying build process overall, though, with that classic 'oh this is what I've been building for the last hour' recognition moment as each bag comes to an end. Using black mechanical claws with horizontal bar plates for the strings around Shrek's tunic is particularly ingenious move. </p><h2 class="article-body__section" id="section-lego-shrek-donkey-puss-in-boots-design"><span>Lego Shrek, Donkey & Puss in Boots design</span></h2><p>I was surprised by how well Shrek came to life at the end of this process. Characters, especially particularly round ones, don't always fare well against those straight-edge bricks and I was worried about his face in particular coming across a little uncanny. </p><p>However, with the extra scope in the price tag to include far more curves and smaller pieces, everyone's favorite Ogre looks fantastic on the base. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3s6iD3JiHbqXuRkNVoE4Bi" name="Lego Shrek, Donkey & Puss in Boots" alt="Close up on Beware Ogre sign as part of Lego Shrek, Donkey & Puss in Boots set" src="https://cdn.mos.cms.futurecdn.net/3s6iD3JiHbqXuRkNVoE4Bi-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Donkey looks a little less rounded, coming across slightly slimmer than I'd have expected - next to Shrek he looks a bit one dimensional. There's still a nice level of detail here, with jagged pieces creating an impressive sense of texture underneath his front white stripe and down his mane. It's the 1x2 Rock Claw pieces doing the heavy lifting here, both across Donkey and in Shrek's tunic, allowing for a finer level of ruffle than typically afforded by your standard studs. </p><p>Shrek's a big guy, though, so keeping him sturdy on that swamp base is a lot of work. Held in place by two ball joints under his feet, and secured to Donkey's side by studs, this larger chap stands pretty securely in place. Those rotations under his boots give him a little wobble, which can be unnerving when moving the diorama, but he's sturdy when stuck in place. Donkey himself is built straight into the (nice) boulder he's perched on. </p><p>All that anchoring does mean there's very little articulation in these joins. The only posing power we have here is Donkey's mouth and ears and Shrek's left arm. </p><p>Lego thrives on its smaller details in sets like this, though, and there's no shortage of surprises in this display. From smaller hints like a blue flower with red thorns and a small onion tucked away at the back of the base to larger icons like that signpost, there's plenty of storytelling in Shrek and Donkey's environment. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="73HKX22CqPC5M9rXUsC53o" name="Lego Shrek, Donkey & Puss in Boots" alt="A blue Lego flower with red thorns behind the Lego Shrek, Donkey & Puss in Boots set" src="https://cdn.mos.cms.futurecdn.net/73HKX22CqPC5M9rXUsC53o-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Unfortunately, Puss feels like an afterthought. He's only here in minifigure form and, while his theming stands out well, he's just a little too luminous for my liking. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZeL28wAGozTdHTZCtZZZh5" name="Lego Shrek, Donkey & Puss in Boots" alt="Puss in Boots minifigure from the Lego Shrek, Donkey & Puss in Boots set" src="https://cdn.mos.cms.futurecdn.net/ZeL28wAGozTdHTZCtZZZh5-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Shrek's green plates are vibrant, yes, but against the browns of his tunic, Puss's almost luminous toning feels a little off. Being a minifigure, this kitty's scaling is also out of whack - his head and much of his torso being about the same size as Shrek's eye and brow. </p><h2 class="article-body__section" id="section-should-you-buy-lego-shrek-donkey-puss-in-boots"><span>Should you buy Lego Shrek, Donkey & Puss in Boots?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ayeUiaUqanAR4qTvJb5sU9" name="Lego Shrek, Donkey & Puss in Boots" alt="Lego Shrek, Donkey & Puss in Boots set on a wooden desk with green backlighting" src="https://cdn.mos.cms.futurecdn.net/ayeUiaUqanAR4qTvJb5sU9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The Lego Shrek, Donkey & Puss in Boots set can feel a little overpriced considering the lack of posability and the disappointing Puss minifigure, but there are some nice exclusive printed pieces here, not a sticker in sight, and the extra detail afforded by the additional brick count helps both Shrek and Donkey avoid the Lego figure curse. </p><p>Movie fans are going to find joy in both the smaller and larger aspects of this build and the finished product will look fantastic in any swamp. Clever piece usage, surprisingly convincing texture effects, and just the right level of reliance on curves makes this well worth investigating. </p><h2 id="buy-it-if-3">Buy it if...</h2><div class="product"><p>✅ <strong>You're a fan of the movies: </strong>Plenty of hidden details make this a Shrek fan's dream. <br><br>✅ <strong>You've been wary of Lego figures in the past: </strong>Shrek and Donkey both neatly sidestep the blocky vibes of previous Lego character figures. </p></div><h2 id="don-39-t-buy-it-if-3">Don't buy it if: </h2><div class="product"><p>❌ <strong>You move your displays around a lot: </strong>Shrek feels solid in place, but can wobble when carried around. <br><br>❌ <strong>You're buying it for Donkey: </strong>There's a great texture here, but Donkey's actual form feels a little off. </p></div><h2 class="article-body__section" id="section-how-we-tested-lego-shrek-donkey-puss-in-boots"><span>How we tested Lego Shrek, Donkey & Puss in Boots</span></h2><p>This review was made using a kit supplied by the manufacturer.</p><p>I spent two evenings putting the Lego Shrek, Donkey & Puss in Boots set together, totaling between four and five hours of build time split across two sessions. Stumbling blocks, fixes, and frustrations were logged as they appeared during the build process, and the final sculpture was fully examined for durability and stability. For more information on how we make our recommendations, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>. </p><p><em>We're also rounding up all the </em><a href="https://www.gamesradar.com/toys-collectibles/best-toys/"><em>best toys</em></a><em> on the market this year. </em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/toys-collectibles/lego-shrek-donkey-and-puss-in-boots-72423-review/</link>
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                            <![CDATA[ Lego Shrek is finally here, and with a satisfying build everyone's favorite ogre looks fantastic in brick. ]]>
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                                                                        <pubDate>Fri, 02 Oct 2026 13:40:28 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Toys & Collectibles]]></category>
                                                                                                                    <dc:creator><![CDATA[ Tabitha Baker ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Pdm5hN2zwhdQpL8Amr4bW9-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Lego Shrek, Donkey &amp; Puss in Boots set on a wooden desk with green backlighting]]></media:description>                                                            <media:text><![CDATA[Lego Shrek, Donkey &amp; Puss in Boots set on a wooden desk with green backlighting]]></media:text>
                                <media:title type="plain"><![CDATA[Lego Shrek, Donkey &amp; Puss in Boots set on a wooden desk with green backlighting]]></media:title>
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                                <p>Ogres are like onions, if onions were built out of bricks and (not to give away too many spoilers) it's those root vegetables that had me rushing across the room in glee and exclaiming 'onions!' on a rainy Wednesday night this week. The Lego Shrek, Donkey & Puss in Boots set is filled with more than a glancing nod to the celebrated first film, from the exclusive printed signpost pieces to a simple blue flower with red thorns. </p><p>The 1,403-piece set took me a couple of evenings to devour, but I'll confess I wasn't coming into this set 100% objectively. Character sets rarely get my heart pumping. There's something about the cold, plastic eyes of my favorites when locked into Lego's harder edges that gives me the creeps. I'm happy to report, though, Lego Shrek neatly sidesteps this curse and I'm impressed by just how well the green giant comes across here. </p><p>Is it going to replace any of the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego sets</a> for scale, mastery, or creativity? It's unlikely. But if you're a Shrek fan this is an excellent shelf piece. </p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xYDag3QGvMKFCfCUawpRAH" name="Lego Shrek" alt="Lego Shrek, Donkey & Puss in Boots set box on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/xYDag3QGvMKFCfCUawpRAH-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><div ><table><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$129.99 / £109.99</p></td></tr><tr><td class="firstcol " ><p><strong>Ages</strong></p></td><td  ><p>18+</p></td></tr><tr><td class="firstcol " ><p><strong>Complexity</strong></p></td><td  ><p>Medium</p></td></tr><tr><td class="firstcol " ><p><strong>Pieces</strong></p></td><td  ><p>1403</p></td></tr><tr><td class="firstcol " ><p><strong>Minifigures</strong></p></td><td  ><p>1</p></td></tr><tr><td class="firstcol " ><p><strong>Build time</strong></p></td><td  ><p>4-5 hours</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>H: 9.5-inch, W: 8.5-inch, D: 6-inch</p></td></tr><tr><td class="firstcol " ><p><strong>Item number</strong></p></td><td  ><p>72423</p></td></tr></tbody></table></div><p>Lego Shrek, Donkey & Puss in Boots stands at 8.5-inches wide and 6-inches deep when fully built, comprised of 1,403 pieces. That's a pretty dense equation, but a lot of these bricks are smaller nubbins that go a long way to creating a sense of texture in these details. </p><p>That means the $129.99 / £109.99 price tag has an easier time justifying itself - judging by recent releases this is the going rate for a 1,400 piece set. </p><p>The value of those pieces holds quite firm, though. There are seven printed blocks here, developed specifically for Shrek and Donkey's faces and that 'Beware Ogre' signpost at the front, as well as a Puss in Boots minifigure, complete with hat, sword, cape, and wee little printed boots. </p><h2 class="article-body__section" id="section-lego-shrek-donkey-puss-in-boots-build"><span>Lego Shrek, Donkey & Puss in Boots build</span></h2><p>This is a pretty straightforward build process that doesn't jump around the diorama too much, we go from the base to Donkey, sprinkle in a few environmental extras, and then move onto the big man himself. Bags 5-10 are dedicated to Shrek's figure, while 1-4 will have you working on that swamp and ass. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sckBPqMwKCQcZm7dnPVphV" name="Lego Shrek, Donkey & Puss in Boots" alt="Lego Donkey figure on a brown base" src="https://cdn.mos.cms.futurecdn.net/sckBPqMwKCQcZm7dnPVphV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>As is to be expected from our rotund pal and his furry donkey friend, a lot of this work deals with covering corners and joins. That means heavy use of slopes and larger curved round corners, rounding out those boxy bases. </p><p>For the most part, instructions are clear and easy to follow. I'd recommend a brighter building environment, particularly when working through bag 6 as the darker brown of Shrek's garb can be incredibly difficult to parse from the instructions without the big light on. Where left and right sides need to be considered, Lego splits internal pieces into red and green camps for a better visual understanding of direction and to avoid mistakes. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8CejDWYuuH9W9Q3FvkgVya" name="Lego Shrek, Donkey & Puss in Boots" alt="Bricks forming base of Lego Shrek structure on a wooden table" src="https://cdn.mos.cms.futurecdn.net/8CejDWYuuH9W9Q3FvkgVya-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Creating Shrek's legs was the only hurdle I encountered. There are a lot of similar shapes at play here, all converging on one base with a lot of rotations within the directions. Working on top and underneath the base with very similar brick concoctions is a little trickier than the rest of the build. I'm grown enough to admit I had to break down my first leg entirely after noticing a mistake. </p><p>It's a satisfying build process overall, though, with that classic 'oh this is what I've been building for the last hour' recognition moment as each bag comes to an end. Using black mechanical claws with horizontal bar plates for the strings around Shrek's tunic is particularly ingenious move. </p><h2 class="article-body__section" id="section-lego-shrek-donkey-puss-in-boots-design"><span>Lego Shrek, Donkey & Puss in Boots design</span></h2><p>I was surprised by how well Shrek came to life at the end of this process. Characters, especially particularly round ones, don't always fare well against those straight-edge bricks and I was worried about his face in particular coming across a little uncanny. </p><p>However, with the extra scope in the price tag to include far more curves and smaller pieces, everyone's favorite Ogre looks fantastic on the base. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3s6iD3JiHbqXuRkNVoE4Bi" name="Lego Shrek, Donkey & Puss in Boots" alt="Close up on Beware Ogre sign as part of Lego Shrek, Donkey & Puss in Boots set" src="https://cdn.mos.cms.futurecdn.net/3s6iD3JiHbqXuRkNVoE4Bi-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Donkey looks a little less rounded, coming across slightly slimmer than I'd have expected - next to Shrek he looks a bit one dimensional. There's still a nice level of detail here, with jagged pieces creating an impressive sense of texture underneath his front white stripe and down his mane. It's the 1x2 Rock Claw pieces doing the heavy lifting here, both across Donkey and in Shrek's tunic, allowing for a finer level of ruffle than typically afforded by your standard studs. </p><p>Shrek's a big guy, though, so keeping him sturdy on that swamp base is a lot of work. Held in place by two ball joints under his feet, and secured to Donkey's side by studs, this larger chap stands pretty securely in place. Those rotations under his boots give him a little wobble, which can be unnerving when moving the diorama, but he's sturdy when stuck in place. Donkey himself is built straight into the (nice) boulder he's perched on. </p><p>All that anchoring does mean there's very little articulation in these joins. The only posing power we have here is Donkey's mouth and ears and Shrek's left arm. </p><p>Lego thrives on its smaller details in sets like this, though, and there's no shortage of surprises in this display. From smaller hints like a blue flower with red thorns and a small onion tucked away at the back of the base to larger icons like that signpost, there's plenty of storytelling in Shrek and Donkey's environment. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="73HKX22CqPC5M9rXUsC53o" name="Lego Shrek, Donkey & Puss in Boots" alt="A blue Lego flower with red thorns behind the Lego Shrek, Donkey & Puss in Boots set" src="https://cdn.mos.cms.futurecdn.net/73HKX22CqPC5M9rXUsC53o-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Unfortunately, Puss feels like an afterthought. He's only here in minifigure form and, while his theming stands out well, he's just a little too luminous for my liking. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZeL28wAGozTdHTZCtZZZh5" name="Lego Shrek, Donkey & Puss in Boots" alt="Puss in Boots minifigure from the Lego Shrek, Donkey & Puss in Boots set" src="https://cdn.mos.cms.futurecdn.net/ZeL28wAGozTdHTZCtZZZh5-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Shrek's green plates are vibrant, yes, but against the browns of his tunic, Puss's almost luminous toning feels a little off. Being a minifigure, this kitty's scaling is also out of whack - his head and much of his torso being about the same size as Shrek's eye and brow. </p><h2 class="article-body__section" id="section-should-you-buy-lego-shrek-donkey-puss-in-boots"><span>Should you buy Lego Shrek, Donkey & Puss in Boots?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ayeUiaUqanAR4qTvJb5sU9" name="Lego Shrek, Donkey & Puss in Boots" alt="Lego Shrek, Donkey & Puss in Boots set on a wooden desk with green backlighting" src="https://cdn.mos.cms.futurecdn.net/ayeUiaUqanAR4qTvJb5sU9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The Lego Shrek, Donkey & Puss in Boots set can feel a little overpriced considering the lack of posability and the disappointing Puss minifigure, but there are some nice exclusive printed pieces here, not a sticker in sight, and the extra detail afforded by the additional brick count helps both Shrek and Donkey avoid the Lego figure curse. </p><p>Movie fans are going to find joy in both the smaller and larger aspects of this build and the finished product will look fantastic in any swamp. Clever piece usage, surprisingly convincing texture effects, and just the right level of reliance on curves makes this well worth investigating. </p><h2 id="buy-it-if-3">Buy it if...</h2><div class="product"><p>✅ <strong>You're a fan of the movies: </strong>Plenty of hidden details make this a Shrek fan's dream. <br><br>✅ <strong>You've been wary of Lego figures in the past: </strong>Shrek and Donkey both neatly sidestep the blocky vibes of previous Lego character figures. </p></div><h2 id="don-39-t-buy-it-if-3">Don't buy it if: </h2><div class="product"><p>❌ <strong>You move your displays around a lot: </strong>Shrek feels solid in place, but can wobble when carried around. <br><br>❌ <strong>You're buying it for Donkey: </strong>There's a great texture here, but Donkey's actual form feels a little off. </p></div><h2 class="article-body__section" id="section-how-we-tested-lego-shrek-donkey-puss-in-boots"><span>How we tested Lego Shrek, Donkey & Puss in Boots</span></h2><p>This review was made using a kit supplied by the manufacturer.</p><p>I spent two evenings putting the Lego Shrek, Donkey & Puss in Boots set together, totaling between four and five hours of build time split across two sessions. Stumbling blocks, fixes, and frustrations were logged as they appeared during the build process, and the final sculpture was fully examined for durability and stability. For more information on how we make our recommendations, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>. </p><p><em>We're also rounding up all the </em><a href="https://www.gamesradar.com/toys-collectibles/best-toys/"><em>best toys</em></a><em> on the market this year. </em></p>
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                                                            <title><![CDATA[ Star Wars: Galactic Racer review: "True to its Burnout legacy, blisteringly fast space racing keeps me coming back" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Star Wars is full of vile scum and hideous villains worthy of punishment, but perhaps none have a face more punchable than the arch-rival of Star Wars: Galactic Racer, Kestar Bool. He's the current champion of the recently established Galactic League and is a truly detestable one at that. A whinging, arrogant rich kid with an undeniable talent for tearing up the track who really needs to be taken down a peg or two.</p><p>The moment the game's faceless protagonist, Shade, meets him was all the motivation I needed, but I didn't realise the road to challenging him would be more demanding and thrilling than I imagined. This is what I've felt has been missing from big-budget racing games of the last few years – high-octane action and real challenges to get invested in – and Star Wars: Galactic Racer delivers on both in bucketloads.</p><h2 id="feel-don-t-think">Feel, don’t think</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2Hohf62j36jSik8SQ5sK88" name="Star Wars Galactic Racer Landspeeder lantaana afterburners" alt="Star Wars Galactic Racer landspeeder using afterburners and approaching start/finish line on Lantaana race" src="https://cdn.mos.cms.futurecdn.net/2Hohf62j36jSik8SQ5sK88-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p><a href="https://www.gamesradar.com/uk/star-wars-galactic-racer/">Star Wars: Galactic Racer</a> feels sublime to play, and that becomes apparent after just a few races in my campaign journey. Given that developer Fuse Games was founded by five former Criterion Games developers – the studio behind the likes of Burnout and several Need For Speed games – it's hardly a surprise either.</p><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> October 6, 2026<br><strong>Platform(s):</strong> PC, PS5, Xbox Series X<br><strong>Developer: </strong>Fuse Games<br><strong>Publisher:</strong> Secret Mode</p></div></div><p><a href="https://www.gamesradar.com/games/racing/star-wars-galactic-racer-devs-explain-the-different-speeders-youll-be-taking-round-the-tracks/">Unburdened by tyres and petrol engines, the driving model allows the three repulsorcraft types</a> – all-rounder landspeeders, nippy speeder bikes, and fluid skim speeders – to feel extremely slick, gliding around corners in wide arcs or sharply banking in at speed with no substantial effort on the controls. Once you master advanced drifting manoeuvres, the brakes often feel optional, so Galactic Racer is more Mario Kart than Gran Turismo in that regard.</p><p>There's superb tactility to the game, particularly in its pre-race check sequence. You've got to rapidly input cheat code-like button sequences (one of the Auto-Pilot ability inputs is actually the famous Konami code) within five seconds to prime your afterburners, activate any abilities you've picked up on your current Tour, and start your engine. Each button press is accompanied by satisfying bleep-bloops and, on the PS5's DualSense controller, there's even a nice bit of resistance on the trigger, like turning a key in a car, to start your engine – and I say that as someone who usually turns off adaptive triggers at the first opportunity.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ob4VD7PX2UBkYwrVGKRv3b" name="Star Wars Galactic Racer pre-race checks inputs" alt="Star Wars Galactic Racer pre-race checks ability inputs on screen" src="https://cdn.mos.cms.futurecdn.net/ob4VD7PX2UBkYwrVGKRv3b-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p>Admittedly, it's a lot to take in at first. The high-speed racing feels both awesome and terrifying as a novice racer as you go through plenty of butt-clenching moments that result in narrowly making it through a series of tight corners, unscathed if you're lucky, or going out in a dramatic fireball. <a href="https://www.gamesradar.com/games/racing/star-wars-galactic-racer-has-some-of-the-best-crashes-ive-seen-in-a-long-time-but-with-custom-builds-that-incentivize-checking-yourself-before-you-wreck-yourself/">Galactic Racer at least makes each crash look spectacular while you consider your errors</a>, with engine parts and crumpled bodywork blasting across the track in slow-motion and from multiple angles.</p><p>But, the more you learn the tracks, improve your racecraft, and push the limits of your speeder, the closer you get to entering a racing flow state, feeling the Force as you fly right on the edge and use everything in your arsenal, no matter how underhanded, to beat your opponents to the finish line. Success in Galactic Racer means giving it your full focus at all times. That's not going to be to everyone's tastes for an arcade racer, but when you come out on top, or even just barely survive a race, it makes for the most satisfying and immersive racing game I've played.</p><h2 id="star-tours">Star Tours</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mUp5jBLY3bprzPvfGUfFmG" name="Star Wars Galactic Racer tour map events" alt="Star Wars Galactic Race Galactic League tour map on Jakku" src="https://cdn.mos.cms.futurecdn.net/mUp5jBLY3bprzPvfGUfFmG-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p>The smooth and speedy driving model is what makes the racing exciting in moment-to-moment gameplay, but it's <a href="https://www.gamesradar.com/games/racing/star-wars-galactic-racer-proves-that-roguelikes-and-racing-are-a-match-made-in-heaven-and-its-bringing-white-knuckle-consequences-back-to-the-genre/">the roguelike-inspired risk and reward mechanics and run-based format that kept me coming back</a>. These permeate most modes in the game, including short but intense multiplayer tours, but are most prominent in the three-act campaign.</p><p>Rather than following the usual career mode blueprint of racing through various series/cups/wristbands until you become the ultimate champion of all racing, Galactic Racer's campaign plays out across run-based tours, where you pick from branching paths to decide which race events to tackle. Every four events moves the Galactic League to another planet with its own array of circuits and hazards, and there's time for you to explore the paddock and buy upgrades.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vmp9K4cdCsZox2VRgc49D8" name="Star Wars Galactic Racer Sebulba podracer ando prime" alt="Star Wars Galactic Racer piloting Sebulba's podracer in a Tale of Podracing on Ando Prime" src="https://cdn.mos.cms.futurecdn.net/vmp9K4cdCsZox2VRgc49D8-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p>All the while you need to avoid losing your League Token or getting Wrecked (by crashing three times) to eventually reach the tour's final race and hopefully emerge victorious, ready for the next Act checkpoint and a new tour. Otherwise, you've got to attempt the whole tour all over again. It sounds unforgiving, but it's a genre mashup that works incredibly well to the point that I'm surprised it hasn't been done in a more mainstream fashion before.</p><div><blockquote><p>Risky manoeuvres are essential to success and are immensely gratifying to pull off.</p></blockquote></div><p>Events are all very quick, making for a brief and moreish adrenaline rush. Each type offers its own rewards with the best being locked behind the most dangerous that can easily end your tour in flames. Eliminator races offer the best rewards – high Credit payouts, two Upgrade points, and a high-quality Part that can substantially buff your speeder – but if you can't battle your way into the top three before time runs out, your League Token is lost and your tour is over instantly.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4vSLFe935vWvjT5ZRNZ3G7" name="Star Wars Galactic Racer Biddy Blas you dolt" alt="Star Wars Galactic Racer Biddy Blas talking to Shade, calling them a dolt" src="https://cdn.mos.cms.futurecdn.net/4vSLFe935vWvjT5ZRNZ3G7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p>Mystery Encounters, meanwhile, avoid races altogether as Shade is approached by one or more of the many colorful characters in the Galactic League paddock. You won't know what will happen until it's too late, from being offered faulty but powerful parts by monkey-like mechanic Hibi or getting a cut of gambling profits, to getting extorted for Credits under threat of having my ride sabotaged.</p><p>My favorite of these is when top-tier 'Glup Shitto' Biddy Blas – a noisy, irritating, and childish rival racer – offers me a powerful speeder part, claiming it's part of his culture to offer such gifts. Two races later, my speeder violently explodes the moment the race starts as Blas gleefully laughs over the radio. "Biddy Blas strikes again!" Thanks, Biddy.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7dRvnAi5c3LUrjZhe3A9D8" name="Star Wars Galactic Racer Shade walking by racers in paddock" alt="Star Wars Galactic Racer Shade walking through the paddock past Griff Halloran, Sen Fira, Katja Mox, and Lyren Shok" src="https://cdn.mos.cms.futurecdn.net/7dRvnAi5c3LUrjZhe3A9D8-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p>Potential detonations aside, these events, and the parts and upgrades they provide, mean every tour is full of interesting choices to make regarding your build and how you progress. Depending on the speeder type and Racer Style you choose at the start of your tour, you may want to spec into boosting your afterburners or ramjet or maximize your ability usage to keep your rivals in check. Galactic Racer forces you to be adaptable, but also seek out synergies as you make the most of its partially randomized rewards.</p><p>As a big fan of the ramjet, I love getting upgrades that boost its overall power and efficiency but especially love the ones that trigger effects when you push it to its redlining limit. And the blaring alarms don’t bother me when I've got the Vent and Surge abilities equipped, allowing me to instantly purge heat to keep it going almost endlessly and fly even faster. That is of course until I inevitably go <em>too </em>fast and end up misjudging a turn, colliding with a barrier at over 600 or 700kph.</p><h2 id="the-archives-are-incomplete">The archives are incomplete</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iCXmajUgm7zdEf9xRgZqG7" name="Star Wars Galactic Racer Landspeeder sentinel 1 race start boost" alt="Star Wars Galactic Racer landspeeder using afterburners on race start on Sentinel I" src="https://cdn.mos.cms.futurecdn.net/iCXmajUgm7zdEf9xRgZqG7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Big boom</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="P5WvbTqg22F99LMPo3wue7" name="Star Wars Galactic Racer Katja Mox" caption="" alt="Star Wars Galactic Racer Katja Mox in the paddock with Griff Halloran in the background" src="https://cdn.mos.cms.futurecdn.net/P5WvbTqg22F99LMPo3wue7-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p class="fancy-box__body-text"><a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/racing/star-wars-galactic-racer-is-a-sports-movie-story-set-after-return-of-the-jedi-because-it-mirrors-the-real-life-post-ww2-motorsports-boom/">Star Wars: Galactic Racer is a "sports movie" story set after Return of the Jedi because it mirrors the real-life post-WW2 motorsports boom</a></p></div></div><p>Star Wars: Galactic Racer's tracks are highly technical, filled with winding turns, obvious and obscure shortcuts, and dangerous hazards that must be effectively used or avoided to stay competitive. Ando Prime's freezing temperatures may keep your engines cool, but spend too long in the cold and your steering will freeze up. Risky manoeuvres are essential to success and immensely gratifying to pull off.</p><p>Much like real racetracks, each planets' various circuits are made up of sections of a wider course. While that gives the environment a singular identity, it can mean individual circuits blur together a bit. Because they share common elements, I'd struggle to tell you what makes Jakku's War Fields, Giants' Graveyard, or Debris Dunes distinct, even after playing for over 30 hours and racing on them many times. Only a handful of individual courses truly sing, such as Sentinel I's Acid Ring, a small ring-shaped track – half-banked, half-flat – around an acid lake. The simplicity essentially makes it Galactic Racer's answer to Mario Kart's Baby Park, the site of some of the most chaotic and dangerous races I've played.</p><p>Still, I know which planets I like – Jakku and Lantaana's winding circuits with plenty of elevation changes are thrilling, while Sentinel I's acid puddles and Crait's terrifyingly tight crystal tunnels can be tough to deal with. But, with only six to race on, the tours you go on don't quite live up to the <em>Galactic </em>League name. I'd love to have seen something closer to a Formula 1 calendar, with fewer tracks per planet but greater variety – a Monaco on Mustafar or a Silverstone on Scarif, for example.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wqoGTTgCzwSqDESzcpaTS7" name="Star Wars Galactic Racer Landspeeder ando prime ramjet" alt="Star Wars Galactic Racer landspeeder using ramjet through ice cave on Ando Prime" src="https://cdn.mos.cms.futurecdn.net/wqoGTTgCzwSqDESzcpaTS7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p>This becomes especially noticeable in Act 3, a gauntlet that runs through all six planets in the same order every time. Not only does that mean it can get repetitive, but it also starts to go against the run-based format by elongating the otherwise snappy tours I'd been enjoying up to this point. Additionally, podracing challenges appear between each planet – which are exhilarating, but saddle the tour with a comparatively brutal level of challenge since they act as another point of failure. "This is not where the fun begins", I think as Ben Quadinaros steals my League Token. </p><p>I'm more here for the action and sense of character than the story, but, thanks to an abrupt campaign ending, I'm left wanting more from Galactic Racer's narrative. Still, even with those annoyances, I'm impressed by how the tours add genuine stakes to these blistering races.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eBePe2qFs6EmiUeSViMnd7" name="Star Wars Galactic Racer Hibi mechanic" alt="Star Wars Galactic Racer mechanic Hibi talking to Shade in the paddock" src="https://cdn.mos.cms.futurecdn.net/eBePe2qFs6EmiUeSViMnd7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p>Star Wars: Galactic Racer feels like a proud rebel when compared to the current racing game landscape. It forgoes deep simulation mechanics, vast car selections, even larger open worlds, and live-service guff in favor of frenetic racing that feels fantastic, an honest to goodness story that fits perfectly into the Star Wars canon, and some proper friction.</p><p>That all means it oozes character, expertly modernizing the arcade racing of the 2000s for 2026 and putting risk and reward at the forefront, which is what racing is all about. And as Fuse Games' debut, it's bordering on a perfect start.</p><p>Star Wars: Galactic Racer was reviewed on PS5 with a code provided by the publisher.</p><p><em>There's a galaxy of gaming out there. Check out our </em><a href="https://www.gamesradar.com/best-star-wars-games/"><em>best Star Wars games</em></a><em> or </em><a href="https://www.gamesradar.com/best-racing-games/"><em>best racing games</em></a><em> rankings if you feel force pulled towards more!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/racing/star-wars-galactic-racer-review/</link>
                                                                            <description>
                            <![CDATA[ The most dangerous, satisfying, and immersive racing game I've played ]]>
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                                                                        <pubDate>Fri, 02 Oct 2026 12:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 02 Oct 2026 12:06:47 +0000</updated>
                                                                                                                                            <category><![CDATA[Racing Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                                                                <author><![CDATA[ will.sawyer@futurenet.com (Will Sawyer) ]]></author>                    <dc:creator><![CDATA[ Will Sawyer ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/N45x37V34QVAxNWYwd2FUW-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Will Sawyer is a Guides Editor at GamesRadar+ with over five years of experience in writing online guides, news, and features, and has a BA (Hons) in Journalism. Starting as a freelancer Will contributed to startmenu and Game Rant before joining the GamesRadar+ team in August 2021. Since then, he has written hundreds of guides about a huge range of games, with shooters and action games being his areas of expertise. Outside of writing about games, Will hops between multiplayer shooters with friends, such as Darktide and Helldivers 2, and delves into whatever has been on his backlog for far too long. He also tries to get through his never-ending Warhammer pile of shame of grey Tyranids, Aeldari, and Chaos Space Marines.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Secret Mode]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Star Wars Galactic Racer starting grid photo on Jakku]]></media:description>                                                            <media:text><![CDATA[Star Wars Galactic Racer starting grid photo on Jakku]]></media:text>
                                <media:title type="plain"><![CDATA[Star Wars Galactic Racer starting grid photo on Jakku]]></media:title>
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                                <p>Star Wars is full of vile scum and hideous villains worthy of punishment, but perhaps none have a face more punchable than the arch-rival of Star Wars: Galactic Racer, Kestar Bool. He's the current champion of the recently established Galactic League and is a truly detestable one at that. A whinging, arrogant rich kid with an undeniable talent for tearing up the track who really needs to be taken down a peg or two.</p><p>The moment the game's faceless protagonist, Shade, meets him was all the motivation I needed, but I didn't realise the road to challenging him would be more demanding and thrilling than I imagined. This is what I've felt has been missing from big-budget racing games of the last few years – high-octane action and real challenges to get invested in – and Star Wars: Galactic Racer delivers on both in bucketloads.</p><h2 id="feel-don-t-think">Feel, don’t think</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2Hohf62j36jSik8SQ5sK88" name="Star Wars Galactic Racer Landspeeder lantaana afterburners" alt="Star Wars Galactic Racer landspeeder using afterburners and approaching start/finish line on Lantaana race" src="https://cdn.mos.cms.futurecdn.net/2Hohf62j36jSik8SQ5sK88-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p><a href="https://www.gamesradar.com/uk/star-wars-galactic-racer/">Star Wars: Galactic Racer</a> feels sublime to play, and that becomes apparent after just a few races in my campaign journey. Given that developer Fuse Games was founded by five former Criterion Games developers – the studio behind the likes of Burnout and several Need For Speed games – it's hardly a surprise either.</p><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> October 6, 2026<br><strong>Platform(s):</strong> PC, PS5, Xbox Series X<br><strong>Developer: </strong>Fuse Games<br><strong>Publisher:</strong> Secret Mode</p></div></div><p><a href="https://www.gamesradar.com/games/racing/star-wars-galactic-racer-devs-explain-the-different-speeders-youll-be-taking-round-the-tracks/">Unburdened by tyres and petrol engines, the driving model allows the three repulsorcraft types</a> – all-rounder landspeeders, nippy speeder bikes, and fluid skim speeders – to feel extremely slick, gliding around corners in wide arcs or sharply banking in at speed with no substantial effort on the controls. Once you master advanced drifting manoeuvres, the brakes often feel optional, so Galactic Racer is more Mario Kart than Gran Turismo in that regard.</p><p>There's superb tactility to the game, particularly in its pre-race check sequence. You've got to rapidly input cheat code-like button sequences (one of the Auto-Pilot ability inputs is actually the famous Konami code) within five seconds to prime your afterburners, activate any abilities you've picked up on your current Tour, and start your engine. Each button press is accompanied by satisfying bleep-bloops and, on the PS5's DualSense controller, there's even a nice bit of resistance on the trigger, like turning a key in a car, to start your engine – and I say that as someone who usually turns off adaptive triggers at the first opportunity.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ob4VD7PX2UBkYwrVGKRv3b" name="Star Wars Galactic Racer pre-race checks inputs" alt="Star Wars Galactic Racer pre-race checks ability inputs on screen" src="https://cdn.mos.cms.futurecdn.net/ob4VD7PX2UBkYwrVGKRv3b-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p>Admittedly, it's a lot to take in at first. The high-speed racing feels both awesome and terrifying as a novice racer as you go through plenty of butt-clenching moments that result in narrowly making it through a series of tight corners, unscathed if you're lucky, or going out in a dramatic fireball. <a href="https://www.gamesradar.com/games/racing/star-wars-galactic-racer-has-some-of-the-best-crashes-ive-seen-in-a-long-time-but-with-custom-builds-that-incentivize-checking-yourself-before-you-wreck-yourself/">Galactic Racer at least makes each crash look spectacular while you consider your errors</a>, with engine parts and crumpled bodywork blasting across the track in slow-motion and from multiple angles.</p><p>But, the more you learn the tracks, improve your racecraft, and push the limits of your speeder, the closer you get to entering a racing flow state, feeling the Force as you fly right on the edge and use everything in your arsenal, no matter how underhanded, to beat your opponents to the finish line. Success in Galactic Racer means giving it your full focus at all times. That's not going to be to everyone's tastes for an arcade racer, but when you come out on top, or even just barely survive a race, it makes for the most satisfying and immersive racing game I've played.</p><h2 id="star-tours">Star Tours</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mUp5jBLY3bprzPvfGUfFmG" name="Star Wars Galactic Racer tour map events" alt="Star Wars Galactic Race Galactic League tour map on Jakku" src="https://cdn.mos.cms.futurecdn.net/mUp5jBLY3bprzPvfGUfFmG-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p>The smooth and speedy driving model is what makes the racing exciting in moment-to-moment gameplay, but it's <a href="https://www.gamesradar.com/games/racing/star-wars-galactic-racer-proves-that-roguelikes-and-racing-are-a-match-made-in-heaven-and-its-bringing-white-knuckle-consequences-back-to-the-genre/">the roguelike-inspired risk and reward mechanics and run-based format that kept me coming back</a>. These permeate most modes in the game, including short but intense multiplayer tours, but are most prominent in the three-act campaign.</p><p>Rather than following the usual career mode blueprint of racing through various series/cups/wristbands until you become the ultimate champion of all racing, Galactic Racer's campaign plays out across run-based tours, where you pick from branching paths to decide which race events to tackle. Every four events moves the Galactic League to another planet with its own array of circuits and hazards, and there's time for you to explore the paddock and buy upgrades.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vmp9K4cdCsZox2VRgc49D8" name="Star Wars Galactic Racer Sebulba podracer ando prime" alt="Star Wars Galactic Racer piloting Sebulba's podracer in a Tale of Podracing on Ando Prime" src="https://cdn.mos.cms.futurecdn.net/vmp9K4cdCsZox2VRgc49D8-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p>All the while you need to avoid losing your League Token or getting Wrecked (by crashing three times) to eventually reach the tour's final race and hopefully emerge victorious, ready for the next Act checkpoint and a new tour. Otherwise, you've got to attempt the whole tour all over again. It sounds unforgiving, but it's a genre mashup that works incredibly well to the point that I'm surprised it hasn't been done in a more mainstream fashion before.</p><div><blockquote><p>Risky manoeuvres are essential to success and are immensely gratifying to pull off.</p></blockquote></div><p>Events are all very quick, making for a brief and moreish adrenaline rush. Each type offers its own rewards with the best being locked behind the most dangerous that can easily end your tour in flames. Eliminator races offer the best rewards – high Credit payouts, two Upgrade points, and a high-quality Part that can substantially buff your speeder – but if you can't battle your way into the top three before time runs out, your League Token is lost and your tour is over instantly.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4vSLFe935vWvjT5ZRNZ3G7" name="Star Wars Galactic Racer Biddy Blas you dolt" alt="Star Wars Galactic Racer Biddy Blas talking to Shade, calling them a dolt" src="https://cdn.mos.cms.futurecdn.net/4vSLFe935vWvjT5ZRNZ3G7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p>Mystery Encounters, meanwhile, avoid races altogether as Shade is approached by one or more of the many colorful characters in the Galactic League paddock. You won't know what will happen until it's too late, from being offered faulty but powerful parts by monkey-like mechanic Hibi or getting a cut of gambling profits, to getting extorted for Credits under threat of having my ride sabotaged.</p><p>My favorite of these is when top-tier 'Glup Shitto' Biddy Blas – a noisy, irritating, and childish rival racer – offers me a powerful speeder part, claiming it's part of his culture to offer such gifts. Two races later, my speeder violently explodes the moment the race starts as Blas gleefully laughs over the radio. "Biddy Blas strikes again!" Thanks, Biddy.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7dRvnAi5c3LUrjZhe3A9D8" name="Star Wars Galactic Racer Shade walking by racers in paddock" alt="Star Wars Galactic Racer Shade walking through the paddock past Griff Halloran, Sen Fira, Katja Mox, and Lyren Shok" src="https://cdn.mos.cms.futurecdn.net/7dRvnAi5c3LUrjZhe3A9D8-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p>Potential detonations aside, these events, and the parts and upgrades they provide, mean every tour is full of interesting choices to make regarding your build and how you progress. Depending on the speeder type and Racer Style you choose at the start of your tour, you may want to spec into boosting your afterburners or ramjet or maximize your ability usage to keep your rivals in check. Galactic Racer forces you to be adaptable, but also seek out synergies as you make the most of its partially randomized rewards.</p><p>As a big fan of the ramjet, I love getting upgrades that boost its overall power and efficiency but especially love the ones that trigger effects when you push it to its redlining limit. And the blaring alarms don’t bother me when I've got the Vent and Surge abilities equipped, allowing me to instantly purge heat to keep it going almost endlessly and fly even faster. That is of course until I inevitably go <em>too </em>fast and end up misjudging a turn, colliding with a barrier at over 600 or 700kph.</p><h2 id="the-archives-are-incomplete">The archives are incomplete</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iCXmajUgm7zdEf9xRgZqG7" name="Star Wars Galactic Racer Landspeeder sentinel 1 race start boost" alt="Star Wars Galactic Racer landspeeder using afterburners on race start on Sentinel I" src="https://cdn.mos.cms.futurecdn.net/iCXmajUgm7zdEf9xRgZqG7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Big boom</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="P5WvbTqg22F99LMPo3wue7" name="Star Wars Galactic Racer Katja Mox" caption="" alt="Star Wars Galactic Racer Katja Mox in the paddock with Griff Halloran in the background" src="https://cdn.mos.cms.futurecdn.net/P5WvbTqg22F99LMPo3wue7-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p class="fancy-box__body-text"><a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/racing/star-wars-galactic-racer-is-a-sports-movie-story-set-after-return-of-the-jedi-because-it-mirrors-the-real-life-post-ww2-motorsports-boom/">Star Wars: Galactic Racer is a "sports movie" story set after Return of the Jedi because it mirrors the real-life post-WW2 motorsports boom</a></p></div></div><p>Star Wars: Galactic Racer's tracks are highly technical, filled with winding turns, obvious and obscure shortcuts, and dangerous hazards that must be effectively used or avoided to stay competitive. Ando Prime's freezing temperatures may keep your engines cool, but spend too long in the cold and your steering will freeze up. Risky manoeuvres are essential to success and immensely gratifying to pull off.</p><p>Much like real racetracks, each planets' various circuits are made up of sections of a wider course. While that gives the environment a singular identity, it can mean individual circuits blur together a bit. Because they share common elements, I'd struggle to tell you what makes Jakku's War Fields, Giants' Graveyard, or Debris Dunes distinct, even after playing for over 30 hours and racing on them many times. Only a handful of individual courses truly sing, such as Sentinel I's Acid Ring, a small ring-shaped track – half-banked, half-flat – around an acid lake. The simplicity essentially makes it Galactic Racer's answer to Mario Kart's Baby Park, the site of some of the most chaotic and dangerous races I've played.</p><p>Still, I know which planets I like – Jakku and Lantaana's winding circuits with plenty of elevation changes are thrilling, while Sentinel I's acid puddles and Crait's terrifyingly tight crystal tunnels can be tough to deal with. But, with only six to race on, the tours you go on don't quite live up to the <em>Galactic </em>League name. I'd love to have seen something closer to a Formula 1 calendar, with fewer tracks per planet but greater variety – a Monaco on Mustafar or a Silverstone on Scarif, for example.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wqoGTTgCzwSqDESzcpaTS7" name="Star Wars Galactic Racer Landspeeder ando prime ramjet" alt="Star Wars Galactic Racer landspeeder using ramjet through ice cave on Ando Prime" src="https://cdn.mos.cms.futurecdn.net/wqoGTTgCzwSqDESzcpaTS7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p>This becomes especially noticeable in Act 3, a gauntlet that runs through all six planets in the same order every time. Not only does that mean it can get repetitive, but it also starts to go against the run-based format by elongating the otherwise snappy tours I'd been enjoying up to this point. Additionally, podracing challenges appear between each planet – which are exhilarating, but saddle the tour with a comparatively brutal level of challenge since they act as another point of failure. "This is not where the fun begins", I think as Ben Quadinaros steals my League Token. </p><p>I'm more here for the action and sense of character than the story, but, thanks to an abrupt campaign ending, I'm left wanting more from Galactic Racer's narrative. Still, even with those annoyances, I'm impressed by how the tours add genuine stakes to these blistering races.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eBePe2qFs6EmiUeSViMnd7" name="Star Wars Galactic Racer Hibi mechanic" alt="Star Wars Galactic Racer mechanic Hibi talking to Shade in the paddock" src="https://cdn.mos.cms.futurecdn.net/eBePe2qFs6EmiUeSViMnd7-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Secret Mode)</span></figcaption></figure><p>Star Wars: Galactic Racer feels like a proud rebel when compared to the current racing game landscape. It forgoes deep simulation mechanics, vast car selections, even larger open worlds, and live-service guff in favor of frenetic racing that feels fantastic, an honest to goodness story that fits perfectly into the Star Wars canon, and some proper friction.</p><p>That all means it oozes character, expertly modernizing the arcade racing of the 2000s for 2026 and putting risk and reward at the forefront, which is what racing is all about. And as Fuse Games' debut, it's bordering on a perfect start.</p><p>Star Wars: Galactic Racer was reviewed on PS5 with a code provided by the publisher.</p><p><em>There's a galaxy of gaming out there. Check out our </em><a href="https://www.gamesradar.com/best-star-wars-games/"><em>best Star Wars games</em></a><em> or </em><a href="https://www.gamesradar.com/best-racing-games/"><em>best racing games</em></a><em> rankings if you feel force pulled towards more!</em></p>
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                                                            <title><![CDATA[ Gears of War E-Day review: "Brings Gears back to the cutting edge of shooters" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>As Gears of War: E-Day launched, developer The Coalition was thinned by <a href="https://www.gamesradar.com/games/gears-of-war/gears-of-war-e-day-director-laid-off-days-after-completing-development-as-xbox-cuts-reach-the-coalition/"><u>more Xbox layoffs</u></a>. It's a heartbreaking circumstance by any metric, but the timing feels crueler since rolling credits on E-Day's campaign and seeing the extent of their triumph – an ode to big-screen action that restores Gears to the cutting edge of third-person shooters. </p><p>Too often, AAA shooter campaigns can feel like bolt-on afterthoughts in a multiplayer-oriented genre. But E-Day builds an entire city in excruciating detail, only to tear it down brick-by-brick around you.</p><h2 id="good-kid-bad-city">Good kid, bad city</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2133px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="Kou9edWz2Bm2McnNGjFtAj" name="Gears of War: E-Day Campaign" alt="Gears of War: E-Day campaign screenshots" src="https://cdn.mos.cms.futurecdn.net/Kou9edWz2Bm2McnNGjFtAj-1920-80.jpg" mos="" align="middle" fullscreen="" width="2133" height="1200" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Microsoft)</span></figcaption></figure><p>Kalona is an industrial city, with Gothic streets criss-crossing between dockyards and military forts. Headlines splashed across billboards celebrate the end of a war fought against the Union of Independent Republics (UIR). Kalona's gothic grandeur has been untouched by the war  – I'm reminded of New York City's celebrations post-World War 2, which in pictures seems far removed from mainland Europe's devastation.</p><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 6, 2026<br><strong>Platform(s): </strong>PC, Xbox Series X<br><strong>Developer:</strong> The Coalition, People Can Fly<br><strong>Publisher:</strong> Xbox Game Studios</p></div></div><p>The conflict casts a long shadow over returning Gears protagonists Marcus Fenix and Dominic Santiago. Brought closer by the death of Dom's brother and Fenix's squaddie Carlos Santiago, who died fighting the UIR, the pair are ditching a military ceremony to get drunk when the titular Emergence Day begins. The earth cracks open and hordes of subterranean humanoids – some scuttling on all-fours, others geared with guns and armor – spill onto the surface and kill indiscriminately. The horror is awfully believable: civilians are slaughtered as they run while fire and sinkholes lay waste to Kalona itself; leaving Fenix and Santiago to link up with a back-footed defense alongside fellow Gears Carter and Reyes.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="znkAegLkkvrMyy6LsnJibj" name="Gears of War: E-Day Campaign" alt="Gears of War: E-Day campaign screenshots" src="https://cdn.mos.cms.futurecdn.net/znkAegLkkvrMyy6LsnJibj-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Microsoft)</span></figcaption></figure><p>With E-Day's campaign set entirely within Kalona, The Coalition shows its destruction in unflinching detail. Hammering home that this is happening as we play, E-Day rarely cuts away from Fenix – who leads Bravo Squad from one fire to the next – and instead uses returning locales to ground Kalona's downfall. One setpiece, Legacy Bridge, is used several times – but with the campaign's full-throttle pacing makes it feel like lifetimes have passed between each visit, to say nothing of the city falling apart around it. I'm reminded of Halo 3: ODST's excellent single-setting, which made you ache for New Mombasa through reminders of the world that was. </p><p>The bleak tone is surprisingly complementary for Gears' larger-than-life action, personalities, and load-bearing use of the word "fucker". But even the latter is additive to E-Day's story. In the moments we spend with Fenix, Bravo Squad, and other survivors; the bravado is stripped back to explore grief, trauma, and humanity. And going so long without discussing shootouts (in a Gears of War game!) speaks to the strength of E-Day's setting. But this is an action game first and foremost – not that any reminder is needed. </p><h2 id="reloaded">Reloaded</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2133px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="vbv4SC6QwGT4MMScvda2Gj" name="Gears of War: E-Day Campaign" alt="Gears of War: E-Day campaign screenshots" src="https://cdn.mos.cms.futurecdn.net/vbv4SC6QwGT4MMScvda2Gj-1920-80.jpg" mos="" align="middle" fullscreen="" width="2133" height="1200" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Microsoft)</span></figcaption></figure><p>Gears of War: E-Day is the best cover shooter I've played since the series' Xbox 360-era heyday. Where 2024's excellent Warhammer 40,000: Space Marine 2 thrived by pushing its scale and melee combat, E-Day reaches new heights for cover shooters in a more literal sense – turning encounters into scrappy, fluid gunfights. An adaptive cover system means nearly anything can be used, not just ol' reliables like car bonnets and concrete corners, and on plenty of occasions I'm saved by Fenix's willingness to dive behind shin-high rubble and shoot whilst lying on his back. Cover being more naturalized does wonders for Kalona – the absence of traditionally signposted cover makes it feel like a city, not a level. </p><p>Surviving is tricky, even on normal difficulty. The Locust are smart foes and know how to press an advantage. Twitchy crawlers rush at your position even as well-armed Drones dig in and fire from cover, the latter preferring to shoot and flank rather than charge forwards. Unique enemies reveal themselves across the campaign, and are deployed rarely enough that they are <em>always </em>an 'oh shit' moment – be it acid-spitting toad-creatures or, to coin an in-game description, "floating ballsacks" that rain fire from above. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2133px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="XQmWjEjnkGLymGH6uXEy4j" name="Gears of War: E-Day Campaign" alt="Gears of War: E-Day campaign screenshots" src="https://cdn.mos.cms.futurecdn.net/XQmWjEjnkGLymGH6uXEy4j-1920-80.jpg" mos="" align="middle" fullscreen="" width="2133" height="1200" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Microsoft)</span></figcaption></figure><p>In your corner, precision and brute force are equally viable. For most of the game I opt to play at mid-range where possible, using bolt-action rifles to carefully pick off targets. But limited ammo means you'll often fight with whatever gun you can scavenge, and after one such fight in an overrun train station, I grew attached to the Gnasher shotgun – its buckshot initially feels lackluster, but when you're close enough to fire without first aiming, it's devastating.</p><div><blockquote><p>Precision and brute force are equally viable.</p></blockquote></div><p>There were several times when E-Day sold me on a gun I had initially written off. Weapon and armor mods, found in hardcases across the city, are deliciously impactful. My favorite switches the Gnasher to slug rounds, allowing it to capably pop Drone heads from several meters, and my Longshot sniper rifle was unrecognizable by the end of the game, having swapped its long-range scope for an over-the-shoulder reticle in tandem with a mod that reloads its chamber with every headshot. </p><p>The result is so much variety that I struggle to draw the line under examples – it would be sacrilege, surely, to not praise the acid-spitting Incinerator shotgun, or the return of the Lancer assault rifle. The Lancer is Gears' most famous weapon, thanks to the iconic chainsaw blade fixed beneath the barrel like a bayonet. But, I find melee disappointing in E-Day – a little too soft and weightless in comparison to trading desperate gunfire from cover.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vEQU9GKVJUMkJGeGGzUGA" name="Gears of War: E-Day Campaign" alt="Gears of War: E-Day campaign screenshots" src="https://cdn.mos.cms.futurecdn.net/vEQU9GKVJUMkJGeGGzUGA-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Microsoft)</span></figcaption></figure><p>It took me 16 hours to finish E-Day's five-act campaign. That includes most of its side objectives – not to chase down collectibles, but because I <em>wanted </em>the extra shootouts they promised. I rolled credits days ago, and feel the same melancholy that finishing a good book can leave me with – in this case, a testament to those engrossing few days in Kalona. </p><p>I'm a little less enthused by E-Day's multiplayer, which is a mixed bag. Versus – PvP modes ranging from team deathmatch to objective-based scraps – is too uneven to feel truly competitive. Expect to be matched with level 50+ players while you're still level one, resulting in too many one-sided stomps in quickplay. I can live with that in isolation, but more damning is how poorly E-Day's cover-based pacing survives contact against other players. </p><p>The emphasis on positioning that fuels the campaign's scrappy shootouts is gone, as players (including myself) careen around the map with one-shot-kill Gnasher shotguns – which is fun in its own way, but better-suited as a Quake-style LAN party game than something to be taken too seriously. Especially as guns and loadouts are locked behind a leveling system, so you can't just mash together your preferred kit and lean into the chaos. </p><p>Much better is Gears' Horde Siege mode, which drops three teams of four players into Kalona to fight the Locust on several fronts. Each squad has their own primary objective, but with optional side objectives encouraging detours, you'll often wander into someone else's war. It's an excellent dynamic: I've been on the cusp of being overrun during an objective defense, only for friendlies to crest the horizon, Lancers blazing, to save the day. It's even better when the shoe is on the other foot, and I've barreled through Locusts and over rubble to revive someone outside of my squad. A hero? <em>Me</em>? You're too kind (and correct).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9ceGfvh7ybtcV3casrpxg8" name="gow e day" alt="Gears of War: E-Day screenshot shows a man grimacing." src="https://cdn.mos.cms.futurecdn.net/9ceGfvh7ybtcV3casrpxg8-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: The Coalition)</span></figcaption></figure><p>The world feels harder nowadays, and layoffs at The Coalition are just one facet of that. I often look to games to meet me in the moment, but equally important are those with the power to take us away. Gears of War: E-Day does this sublimely, its campaign contrasting quiet vulnerability and cataclysmic setpieces so dramatically that it would be comical if not so well done. Versus mode isn't for me, but I continue to dip into Horde Siege on evenings and I'm already planning to run through the campaign on a harder difficulty with friends. E-Day is a very good time, and it's easy to underestimate how powerful that can be.</p><p>We reviewed Gears of War: E-Day on PC, with a Steam code provided by the publisher.</p><p><em>Gear up for your next adventure! We've rounded up the </em><a href="https://www.gamesradar.com/best-shooters/"><em>best shooters</em></a><em> to play in 2026.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/gears-of-war/gears-of-war-e-day-review/</link>
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                            <![CDATA[ The best cover shooter I've played since Xbox 360 ]]>
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                                                                        <pubDate>Thu, 01 Oct 2026 13:01:26 +0000</pubDate>                                                                                                                                <updated>Mon, 12 Oct 2026 13:31:54 +0000</updated>
                                                                                                                                            <category><![CDATA[Gears of War]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Action Games]]></category>
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                                                                                                <author><![CDATA[ andrew.brown@futurenet.com (Andrew Brown) ]]></author>                    <dc:creator><![CDATA[ Andrew Brown ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ee8iSTVrczJ2Pum557kHmW-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Gears of War: E-Day campaign screenshots]]></media:description>                                                            <media:text><![CDATA[Gears of War: E-Day campaign screenshots]]></media:text>
                                <media:title type="plain"><![CDATA[Gears of War: E-Day campaign screenshots]]></media:title>
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                                <p>As Gears of War: E-Day launched, developer The Coalition was thinned by <a href="https://www.gamesradar.com/games/gears-of-war/gears-of-war-e-day-director-laid-off-days-after-completing-development-as-xbox-cuts-reach-the-coalition/"><u>more Xbox layoffs</u></a>. It's a heartbreaking circumstance by any metric, but the timing feels crueler since rolling credits on E-Day's campaign and seeing the extent of their triumph – an ode to big-screen action that restores Gears to the cutting edge of third-person shooters. </p><p>Too often, AAA shooter campaigns can feel like bolt-on afterthoughts in a multiplayer-oriented genre. But E-Day builds an entire city in excruciating detail, only to tear it down brick-by-brick around you.</p><h2 id="good-kid-bad-city">Good kid, bad city</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2133px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="Kou9edWz2Bm2McnNGjFtAj" name="Gears of War: E-Day Campaign" alt="Gears of War: E-Day campaign screenshots" src="https://cdn.mos.cms.futurecdn.net/Kou9edWz2Bm2McnNGjFtAj-1920-80.jpg" mos="" align="middle" fullscreen="" width="2133" height="1200" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Microsoft)</span></figcaption></figure><p>Kalona is an industrial city, with Gothic streets criss-crossing between dockyards and military forts. Headlines splashed across billboards celebrate the end of a war fought against the Union of Independent Republics (UIR). Kalona's gothic grandeur has been untouched by the war  – I'm reminded of New York City's celebrations post-World War 2, which in pictures seems far removed from mainland Europe's devastation.</p><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 6, 2026<br><strong>Platform(s): </strong>PC, Xbox Series X<br><strong>Developer:</strong> The Coalition, People Can Fly<br><strong>Publisher:</strong> Xbox Game Studios</p></div></div><p>The conflict casts a long shadow over returning Gears protagonists Marcus Fenix and Dominic Santiago. Brought closer by the death of Dom's brother and Fenix's squaddie Carlos Santiago, who died fighting the UIR, the pair are ditching a military ceremony to get drunk when the titular Emergence Day begins. The earth cracks open and hordes of subterranean humanoids – some scuttling on all-fours, others geared with guns and armor – spill onto the surface and kill indiscriminately. The horror is awfully believable: civilians are slaughtered as they run while fire and sinkholes lay waste to Kalona itself; leaving Fenix and Santiago to link up with a back-footed defense alongside fellow Gears Carter and Reyes.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="znkAegLkkvrMyy6LsnJibj" name="Gears of War: E-Day Campaign" alt="Gears of War: E-Day campaign screenshots" src="https://cdn.mos.cms.futurecdn.net/znkAegLkkvrMyy6LsnJibj-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Microsoft)</span></figcaption></figure><p>With E-Day's campaign set entirely within Kalona, The Coalition shows its destruction in unflinching detail. Hammering home that this is happening as we play, E-Day rarely cuts away from Fenix – who leads Bravo Squad from one fire to the next – and instead uses returning locales to ground Kalona's downfall. One setpiece, Legacy Bridge, is used several times – but with the campaign's full-throttle pacing makes it feel like lifetimes have passed between each visit, to say nothing of the city falling apart around it. I'm reminded of Halo 3: ODST's excellent single-setting, which made you ache for New Mombasa through reminders of the world that was. </p><p>The bleak tone is surprisingly complementary for Gears' larger-than-life action, personalities, and load-bearing use of the word "fucker". But even the latter is additive to E-Day's story. In the moments we spend with Fenix, Bravo Squad, and other survivors; the bravado is stripped back to explore grief, trauma, and humanity. And going so long without discussing shootouts (in a Gears of War game!) speaks to the strength of E-Day's setting. But this is an action game first and foremost – not that any reminder is needed. </p><h2 id="reloaded">Reloaded</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2133px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="vbv4SC6QwGT4MMScvda2Gj" name="Gears of War: E-Day Campaign" alt="Gears of War: E-Day campaign screenshots" src="https://cdn.mos.cms.futurecdn.net/vbv4SC6QwGT4MMScvda2Gj-1920-80.jpg" mos="" align="middle" fullscreen="" width="2133" height="1200" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Microsoft)</span></figcaption></figure><p>Gears of War: E-Day is the best cover shooter I've played since the series' Xbox 360-era heyday. Where 2024's excellent Warhammer 40,000: Space Marine 2 thrived by pushing its scale and melee combat, E-Day reaches new heights for cover shooters in a more literal sense – turning encounters into scrappy, fluid gunfights. An adaptive cover system means nearly anything can be used, not just ol' reliables like car bonnets and concrete corners, and on plenty of occasions I'm saved by Fenix's willingness to dive behind shin-high rubble and shoot whilst lying on his back. Cover being more naturalized does wonders for Kalona – the absence of traditionally signposted cover makes it feel like a city, not a level. </p><p>Surviving is tricky, even on normal difficulty. The Locust are smart foes and know how to press an advantage. Twitchy crawlers rush at your position even as well-armed Drones dig in and fire from cover, the latter preferring to shoot and flank rather than charge forwards. Unique enemies reveal themselves across the campaign, and are deployed rarely enough that they are <em>always </em>an 'oh shit' moment – be it acid-spitting toad-creatures or, to coin an in-game description, "floating ballsacks" that rain fire from above. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2133px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="XQmWjEjnkGLymGH6uXEy4j" name="Gears of War: E-Day Campaign" alt="Gears of War: E-Day campaign screenshots" src="https://cdn.mos.cms.futurecdn.net/XQmWjEjnkGLymGH6uXEy4j-1920-80.jpg" mos="" align="middle" fullscreen="" width="2133" height="1200" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Microsoft)</span></figcaption></figure><p>In your corner, precision and brute force are equally viable. For most of the game I opt to play at mid-range where possible, using bolt-action rifles to carefully pick off targets. But limited ammo means you'll often fight with whatever gun you can scavenge, and after one such fight in an overrun train station, I grew attached to the Gnasher shotgun – its buckshot initially feels lackluster, but when you're close enough to fire without first aiming, it's devastating.</p><div><blockquote><p>Precision and brute force are equally viable.</p></blockquote></div><p>There were several times when E-Day sold me on a gun I had initially written off. Weapon and armor mods, found in hardcases across the city, are deliciously impactful. My favorite switches the Gnasher to slug rounds, allowing it to capably pop Drone heads from several meters, and my Longshot sniper rifle was unrecognizable by the end of the game, having swapped its long-range scope for an over-the-shoulder reticle in tandem with a mod that reloads its chamber with every headshot. </p><p>The result is so much variety that I struggle to draw the line under examples – it would be sacrilege, surely, to not praise the acid-spitting Incinerator shotgun, or the return of the Lancer assault rifle. The Lancer is Gears' most famous weapon, thanks to the iconic chainsaw blade fixed beneath the barrel like a bayonet. But, I find melee disappointing in E-Day – a little too soft and weightless in comparison to trading desperate gunfire from cover.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vEQU9GKVJUMkJGeGGzUGA" name="Gears of War: E-Day Campaign" alt="Gears of War: E-Day campaign screenshots" src="https://cdn.mos.cms.futurecdn.net/vEQU9GKVJUMkJGeGGzUGA-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Microsoft)</span></figcaption></figure><p>It took me 16 hours to finish E-Day's five-act campaign. That includes most of its side objectives – not to chase down collectibles, but because I <em>wanted </em>the extra shootouts they promised. I rolled credits days ago, and feel the same melancholy that finishing a good book can leave me with – in this case, a testament to those engrossing few days in Kalona. </p><p>I'm a little less enthused by E-Day's multiplayer, which is a mixed bag. Versus – PvP modes ranging from team deathmatch to objective-based scraps – is too uneven to feel truly competitive. Expect to be matched with level 50+ players while you're still level one, resulting in too many one-sided stomps in quickplay. I can live with that in isolation, but more damning is how poorly E-Day's cover-based pacing survives contact against other players. </p><p>The emphasis on positioning that fuels the campaign's scrappy shootouts is gone, as players (including myself) careen around the map with one-shot-kill Gnasher shotguns – which is fun in its own way, but better-suited as a Quake-style LAN party game than something to be taken too seriously. Especially as guns and loadouts are locked behind a leveling system, so you can't just mash together your preferred kit and lean into the chaos. </p><p>Much better is Gears' Horde Siege mode, which drops three teams of four players into Kalona to fight the Locust on several fronts. Each squad has their own primary objective, but with optional side objectives encouraging detours, you'll often wander into someone else's war. It's an excellent dynamic: I've been on the cusp of being overrun during an objective defense, only for friendlies to crest the horizon, Lancers blazing, to save the day. It's even better when the shoe is on the other foot, and I've barreled through Locusts and over rubble to revive someone outside of my squad. A hero? <em>Me</em>? You're too kind (and correct).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9ceGfvh7ybtcV3casrpxg8" name="gow e day" alt="Gears of War: E-Day screenshot shows a man grimacing." src="https://cdn.mos.cms.futurecdn.net/9ceGfvh7ybtcV3casrpxg8-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: The Coalition)</span></figcaption></figure><p>The world feels harder nowadays, and layoffs at The Coalition are just one facet of that. I often look to games to meet me in the moment, but equally important are those with the power to take us away. Gears of War: E-Day does this sublimely, its campaign contrasting quiet vulnerability and cataclysmic setpieces so dramatically that it would be comical if not so well done. Versus mode isn't for me, but I continue to dip into Horde Siege on evenings and I'm already planning to run through the campaign on a harder difficulty with friends. E-Day is a very good time, and it's easy to underestimate how powerful that can be.</p><p>We reviewed Gears of War: E-Day on PC, with a Steam code provided by the publisher.</p><p><em>Gear up for your next adventure! We've rounded up the </em><a href="https://www.gamesradar.com/best-shooters/"><em>best shooters</em></a><em> to play in 2026.</em></p>
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                                                            <title><![CDATA[ 8Bitdo FlipPad review ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I firmly believe you need to be a specific type of player for the 8Bitdo FlipPad to win you over. The idea of quickly turning your doomscroller cell phone into a Game Boy with physical buttons is alluring, yes, but when you weigh up the quirks compared to just, well, grabbing one of the <a href="https://www.gamesradar.com/hardware/retro/best-retro-handheld/">best retro handhelds</a> out there designed to run classic capers, the appeal slightly falls apart.</p><p>None of that stops the 8Bitdo FlipPad from excelling as one of the <a href="https://www.gamesradar.com/hardware/retro/best-retro-controllers/">best retro controllers</a> for Game Boy games, though, as it's one of the nicest pads I've tested yet. For $29.99, you're getting an accessory that offers satisfyingly clicky buttons, a hinge that'll make even your iPhone feel like a '90s flip phone, and an extremely low-profile design.</p><p>That sadly all comes at a pretty high cost for the FlipPad, as its direct USB-C design means that, unlike the <a href="https://www.gamesradar.com/hardware/retro/gamesir-pocket-taco-review/">GameSir Pocket Taco</a>, it's fully dependent on your phone. For your 30 bucks, you're basically getting an, admittedly nice-feeling, set-up buttons hooked up to a direct USB connection, and when you consider that alongside some really unfortunate design limitations things get a little tricky.</p><h2 id="flippin-slick">Flippin slick</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hbfENeQRuE2nUdpk5N5SHV" name="8bitdo-flippad-gameboy" alt="Razer Edge connected to 8Bitdo FlipPad lying next to Game Boy cartridges on woodgrain table." src="https://cdn.mos.cms.futurecdn.net/hbfENeQRuE2nUdpk5N5SHV-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I'll admit that I've spent more time with this gamepad than I'd usually give to a Game Boy controller. I even specifically placed the <a href="https://www.gamesradar.com/hardware/retro/i-placed-two-game-boy-controllers-in-the-hands-of-a-casual-retro-gamer-but-the-winner-comes-with-caveats/">8Bitdo FlipPad in the hands of a casual retro gamer</a> to conduct some further A/B testing.</p><p>The reason is simple: I wanted to absolutely confirm whether stripping back a Game Boy-style controller like this to a sleek "pad" is worth it. The FlipPad is undeniably the sleekest of its kind out there, and its 19.7mm profile makes the GameSir Pocket Taco look like a bulky plastic monster by comparison, not to mention it weighs in at only 31.5 grams.</p><p>But, that sleekness comes at the cost of useful innards. Again, you're only getting USB-C with the FlipPad and, in reality, that means it's confined to either the bottom of your phone or slightly larger compatible devices (I've already experimented using the Razer Edge).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Sq8aTP5ZgDG39X7Gj7xgcK" name="8bitdo-flippad-pokemon" alt="Hand holding Razer Edge with 8Bitdo FlipPad connected with Pokemon Blue start screen displayed." src="https://cdn.mos.cms.futurecdn.net/Sq8aTP5ZgDG39X7Gj7xgcK-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Cramming everything into a small rectangle designed to rest on the bottom of a phone screen also eliminates good junk in the trunk. The Pocket Taco uses this asset to stow away a battery and give its shoulder buttons somewhere to hang, whereas 8Bitdo has opted to stick four left and right "back" buttons on its face.</p><p>I'll admit there aren't too many games suited to a Game Boy layout that make use of proper shoulder buttons anyway. However, if you did fancy strafing in the likes of DOOM for the GBA, you'll probably get your fingers in a bit of a twist trying to press the top toggles while shooting via the face buttons and using the D-pad.</p><p>And yet, part of me does buy into the idea of trimming everything back to make the slickest Game Boy mobile controller possible. The idea here is that by containing everything to the bottom centre of your screen, it'll merely feel like your phone has physical clicky buttons, rather than feeling like it's wedged between a gamepad. It's exactly how you'd want an accessory you'll be sneaking in Pokemon sessions with on the go, and that plays into its strengths as a casual controller.</p><h2 id="case-by-case-basis">Case by case basis</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8yu3fTFBQYsZGzZosvWGhW" name="flip-pad-buttons" alt="Hands using 8Bitdo FlipPad to play Zelda: Link's Awakening." src="https://cdn.mos.cms.futurecdn.net/8yu3fTFBQYsZGzZosvWGhW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>If there's one thing 8Bitdo has really dropped the ball on with the FlipPad, it's accommodations for specific phone cases and non-standard handsets. As a gadget that connects straight into your doomscroller, it relies on you using a "standard" protective shell that's around 2mm thick. That will specifically ensure the controller fits flush to the base of your device, but through my own testing, I've rarely found that to be the case.</p><p>Had I only tested the FlipPad with the latest iPhone and the apparent 2mm case the FlipPad is designed around, I'd be saying the controller fits perfectly. You'll no doubt see plenty of videos and articles claiming there are no issues in that department, but I unfortunately wasn't treated to that Goldilocks "just right" scenario. Yes, my proverbial porridge was either too cold or too hot, representing the woe of the pad wiggling side to side or not fitting at all.</p><p>I specifically tested the FlipPad with a Google Pixel 7 and a protective shell, and while I could plug it into the USB-C port, it still suffered from an air-gap pivot. I suspect that's because the phone's cheaper silicone shell was out by a fraction of a millimeter, but it's more or less the sort of generic accessory you'll get at Amazon.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yroEzPVCas7WZMG67rtYWb" name="8bitdo-flippad" alt="Hands using 8Bitdo FlipPad to play Zelda: Link's Awakening above wicker table cover." src="https://cdn.mos.cms.futurecdn.net/yroEzPVCas7WZMG67rtYWb-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>In contrast, I wasn't able to plug the FlipPad into an <a href="https://www.gamesradar.com/asus-rog-phone-8-pro-review/">Asus ROG Phone 8 Pro</a> with a Devil Case attached at all. I should note that I wouldn't have been able to use the controller with the handset anyway since it has a very silly offset USB-C port, but even if it were centered, thicker protective cases are going to be too deep and prevent the pad from reaching your port. </p><p>I don't want to tell 8Bitdo how to suck design eggs here, but I do reckon the FlipPad could have avoided fit issues with some tweaks. While I get that the controller maker was trying to keep connectivity faff free, some plastic adapters to suit different phones and case thicknesses could have made a meaningful difference. Since the gamepad relies on USB-C, I reckon going the extra mile with a system that helps adjust things specifically for your phone would have made a lot of sense, and ultimately would have helped it achieve a near-perfect score. </p><h2 id="it-all-hinges-on-the-pivot">It all hinges on the pivot</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vHGAj6bHsBMdwGPWY7fMfW" name="8bitdo-hinge" alt="8Bitdo FlipPad controller with hinge flipped down." src="https://cdn.mos.cms.futurecdn.net/vHGAj6bHsBMdwGPWY7fMfW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>It's in the name, but one of the FlipPad's biggest draws lies in the fact it "flips." The mechanical hinge absolutely plays into forgotten hardware mechanics that were once harnessed by phones and handhelds like the Game Boy Advance SP. In both those cases, the folding elements were designed to stand in the way of unwanted interaction, say, a bunch of keys in your pocket, but with 8Bitdo's Game Boy controller, the role is reversed.</p><p>The FlipPad's hinge exists to throw the controller out of the way when you need screen access. Like it or not, Android emulation suites and apps, like RetroArch, will require tweaking by touch, and interacting with settings menus, or even just taking a call in between games, is a pain when you have to revert things back to a vanilla cell phone. By way of flipping, 8Bitdo's design lets you flick the buttons out of the way with a solid snap that keeps it in place.</p><p>The hinge mechanism itself is extremely satisfying, providing a more solid, mechanical feel than something like a GBA SP. The swivel mechanism will apparently withstand over 6,000 flicks, and I genuinely reckon I'm halfway there since I've been using mine as a fidget toy. I should note that I'm doing that without it plugged into anything, as I'd be slightly paranoid about putting stress on a device's USB port through the force of the pivot.</p><p>If you use the perfect-size case without an air gap, your port should be safe. In normal circumstances, even slight movement shouldn't pose a threat, but I know better than to put needless stress on USB-C ports. I don't really think the FlipPad is committing any real sins here, but I do want to illustrate how 8Bitdo's design feels to use in practice. </p><h2 id="cromulent-clicks">Cromulent clicks</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kXLDgfGDS82Z6k73K7Fkpb" name="8bitdo-flippad-buttons" alt="Close up of 8Bitdo FlipPad buttons" src="https://cdn.mos.cms.futurecdn.net/kXLDgfGDS82Z6k73K7Fkpb-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>The 8Bitdo FlipPad's buttons don't really feel like an actual Game Boy, but in this instance, that's a good thing. Instead of opting for traditional membranes, this mobile controller uses click dome contacts that provide pleasingly tactile inputs that are closer to microswitches in feel. That means less travel and a more definitive input confirmation that's confirmed through ASMR-tier sounds, and that helps reinforce the overall design.</p><p>Had the FlipPad gone with the same arguably more authentic-feeling membranes of the GameSir Pocket Taco, its whole feel would have potentially been compromised. The fact that the controller will pivot if you don't use the right case ties into this, as the shorter travel of the dome buttons means less surface pressure that could potentially cause the unit to shift around even with the rubber pad gripping the screen.</p><p>You will absolutely still feel a bit of movement with the wrong case, particularly if you're playing something more frantic like a shoot-em-up or hectic NES platformer. But, in many calmer situations, the travel means the gamepad will largely stay put, in turn helping mask some of the connector's shortcomings.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AkcPeNLHqcA3PWkigx3Qff" name="8bitdo-flippad-d-pad" alt="Close up of 8Bitdo FlipPad D-pad" src="https://cdn.mos.cms.futurecdn.net/AkcPeNLHqcA3PWkigx3Qff-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>The physical feel of the buttons lives up to 8Bitdo's usual quality levels, with a soft-touch matte finish on the face buttons accompanied by embossed A,B,X,Y symbols. The D-pad is the one element that feels like it's trying to emulate a Game Boy, as it's virtually a 3/4 replica of Nintendo's original, complete with those iconic ridges (for performance, naturally).</p><p>I still stand by the idea that the FlipPad is better suited to quick plug-and-play casual experiences. You can expect nice precision and minimal latency since we're talking about direct USB-C, which does lend itself to trickier platformers. That said, You're not getting as full a layout here since the shoulders are on the front, and it will limit your scope for playing games from across the console generations that use more buttons. </p><h2 id="less-isn-39-t-always-more">Less isn't always more</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mcvepyUEot357Mx98v2GK3" name="8bitdo-flippad-connector" alt="Close up of 8Bitdo FlipPad connector" src="https://cdn.mos.cms.futurecdn.net/mcvepyUEot357Mx98v2GK3-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>8Bitdo's FlipPad scores major points for sleekness and feel, but it really sacrifices additional features to make it happen. Even if it increased the price to the same as the Pocket Taco, a way to connect the controller to other devices and consoles via Bluetooth would have helped it excel, and that could have been achieved with some sort of plugin puck.</p><p>Using an additional back unit with some guts inside could have also provided a place for optional shoulder buttons, again, providing opportunity for an additional hardware feature. These are admittedly all plans 8Bitdo could have in the works for a Pro version (if not, then feel free to steal), but the current version feels a bit bare bones otherwise.</p><p>The streamlined nature of the FlipPad will work for some players, largely those of you who want something extremely discrete on the front of your phone. Adding in the above extras would have captured an additional slice of the market pie by providing external Game Boy buttons for everything from your Switch to something more niche like a docked Analogue Pocket. Perhaps there's room for that still, and while it keeps the gamepad from perfection, it's not a complete dealbreaker.</p><h2 id="should-you-pick-up-the-8bitdo-flippad">Should you pick up the 8Bitdo FlipPad?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3A82hrNWLYcyHsdoq9RAnJ" name="8bitdo-flippad-vs-gamesir-pocket-taco" alt="Women with red hair wearing Pennywise dress holding GameSir Pocket Taco in left hand and 8Bitdo FlipPad in right." src="https://cdn.mos.cms.futurecdn.net/3A82hrNWLYcyHsdoq9RAnJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>As a mobile controller geared towards 8 and 16-bit era games, the 8Bitdo FlipPad is one of the best around. It's sleek, unobtrusive, and provides excellent clicky buttons that will bring you a lot of tactile joy. The hinge mechanism also makes for a phenomenal solution to retaining cell phone functionality while having buttons smacked on the front that feel like a natural part of the device, but its commitment to the compact bit is what keeps it from being the ultimate Game Boy controller.</p><p>Quirks with the connector requiring a specific 2mm-thick case act as part of the roadblock to a perfect score. But, I ultimately think ditching elements like Bluetooth connectivity for wider compatibility is the FlipPad's real Achilles' heel. It might reach the same heights as the Pocket Taco by way of a sleeker approach, but by not matching it on its wireless capabilities and physical shoulder buttons, it can't soar past its competitor. </p><p>Deciding between the FlipPad and Pocket Taco really comes down to your gameplay preferences. If you can pluck out games you know will use physical shoulder buttons, you're largely better off with the latter, whereas if you're really just looking for a nicer way to play OG Game Boy romps like Pokemon, 8Bitdo's buttons will provide a much nicer feel and less bulk. Both are solid options, but I can't help but feel I'm still waiting for an elevated accessory that really pays tribute to Ninty's iconic brick.</p><h2 id="how-i-tested-the-8bitdo-flippad">How I tested the 8Bitdo FlipPad</h2><p>Over the course of a month, I put the 8Bitdo FlipPad to the test using various USB-C phones and devices, including the Google Pixel 7, Asus ROG Phone, and Razer Edge gaming handheld. To assess its functionality, build quality, and overall feel, I used RetroArch to emulate suitable arcade and Game Boy games, evaluating whether the design aspects make the gamepad a better fit for 8 and 16-bit games compared to rivals like the GameSir Pocket Taco.</p><p>For more information on how we test retro console and accessories, swing by our full GamesRadar+ Hardware Policy for extra deets.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/retro/8bitdo-flippad-review/</link>
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                            <![CDATA[ The 8Bitdo FlipPad has some minor flaws, but it ultimately achieves its goal of turning your phone into a Game Boy using sleek buttons and a handy hinge. ]]>
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                                                                        <pubDate>Wed, 30 Sep 2026 16:15:13 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Retro]]></category>
                                                    <category><![CDATA[Gaming Controllers]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                                                                <author><![CDATA[ phil.hayton@futurenet.com (Phil Hayton) ]]></author>                    <dc:creator><![CDATA[ Phil Hayton ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ygA7jyaZ6Q8QizTZkkHFE8-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;I’ve been messing around with PCs, video game consoles, and tech since before I could speak. Don’t get me wrong, I kickstarted my relationship with technology by jamming a Hot Wheels double-decker bus into my parent’s VCR, but we all have to start somewhere. I even somehow managed to become a walking, talking buyer’s guide at my teenage supermarket job, which helped me accept my career fate. So, rather than try to realise my musician dreams, or see out my University degree, I started running my own retro pop culture site and writing about video games and tech for the likes of TechRadar, The Daily Star, and the BBC before eventually ending up with a job covering graphics card shenanigans at PCGamesN. Now, I’m your friendly neighbourhood Hardware Editor at GamesRadar, and it’s my job to make sure you can kick butt in all your favourite games using the best gaming hardware, whether you’re a sucker for handhelds like the Steam Deck and Nintendo Switch or a hardcore gaming PC enthusiast. &lt;/p&gt;&lt;p&gt;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Phil Hayton]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Hand holding 8Bitdo FlipPad mobile controller with Game Child knock off Game Boy in backdrop.]]></media:description>                                                            <media:text><![CDATA[Hand holding 8Bitdo FlipPad mobile controller with Game Child knock off Game Boy in backdrop.]]></media:text>
                                <media:title type="plain"><![CDATA[Hand holding 8Bitdo FlipPad mobile controller with Game Child knock off Game Boy in backdrop.]]></media:title>
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                                <p>I firmly believe you need to be a specific type of player for the 8Bitdo FlipPad to win you over. The idea of quickly turning your doomscroller cell phone into a Game Boy with physical buttons is alluring, yes, but when you weigh up the quirks compared to just, well, grabbing one of the <a href="https://www.gamesradar.com/hardware/retro/best-retro-handheld/">best retro handhelds</a> out there designed to run classic capers, the appeal slightly falls apart.</p><p>None of that stops the 8Bitdo FlipPad from excelling as one of the <a href="https://www.gamesradar.com/hardware/retro/best-retro-controllers/">best retro controllers</a> for Game Boy games, though, as it's one of the nicest pads I've tested yet. For $29.99, you're getting an accessory that offers satisfyingly clicky buttons, a hinge that'll make even your iPhone feel like a '90s flip phone, and an extremely low-profile design.</p><p>That sadly all comes at a pretty high cost for the FlipPad, as its direct USB-C design means that, unlike the <a href="https://www.gamesradar.com/hardware/retro/gamesir-pocket-taco-review/">GameSir Pocket Taco</a>, it's fully dependent on your phone. For your 30 bucks, you're basically getting an, admittedly nice-feeling, set-up buttons hooked up to a direct USB connection, and when you consider that alongside some really unfortunate design limitations things get a little tricky.</p><h2 id="flippin-slick">Flippin slick</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hbfENeQRuE2nUdpk5N5SHV" name="8bitdo-flippad-gameboy" alt="Razer Edge connected to 8Bitdo FlipPad lying next to Game Boy cartridges on woodgrain table." src="https://cdn.mos.cms.futurecdn.net/hbfENeQRuE2nUdpk5N5SHV-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I'll admit that I've spent more time with this gamepad than I'd usually give to a Game Boy controller. I even specifically placed the <a href="https://www.gamesradar.com/hardware/retro/i-placed-two-game-boy-controllers-in-the-hands-of-a-casual-retro-gamer-but-the-winner-comes-with-caveats/">8Bitdo FlipPad in the hands of a casual retro gamer</a> to conduct some further A/B testing.</p><p>The reason is simple: I wanted to absolutely confirm whether stripping back a Game Boy-style controller like this to a sleek "pad" is worth it. The FlipPad is undeniably the sleekest of its kind out there, and its 19.7mm profile makes the GameSir Pocket Taco look like a bulky plastic monster by comparison, not to mention it weighs in at only 31.5 grams.</p><p>But, that sleekness comes at the cost of useful innards. Again, you're only getting USB-C with the FlipPad and, in reality, that means it's confined to either the bottom of your phone or slightly larger compatible devices (I've already experimented using the Razer Edge).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Sq8aTP5ZgDG39X7Gj7xgcK" name="8bitdo-flippad-pokemon" alt="Hand holding Razer Edge with 8Bitdo FlipPad connected with Pokemon Blue start screen displayed." src="https://cdn.mos.cms.futurecdn.net/Sq8aTP5ZgDG39X7Gj7xgcK-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Cramming everything into a small rectangle designed to rest on the bottom of a phone screen also eliminates good junk in the trunk. The Pocket Taco uses this asset to stow away a battery and give its shoulder buttons somewhere to hang, whereas 8Bitdo has opted to stick four left and right "back" buttons on its face.</p><p>I'll admit there aren't too many games suited to a Game Boy layout that make use of proper shoulder buttons anyway. However, if you did fancy strafing in the likes of DOOM for the GBA, you'll probably get your fingers in a bit of a twist trying to press the top toggles while shooting via the face buttons and using the D-pad.</p><p>And yet, part of me does buy into the idea of trimming everything back to make the slickest Game Boy mobile controller possible. The idea here is that by containing everything to the bottom centre of your screen, it'll merely feel like your phone has physical clicky buttons, rather than feeling like it's wedged between a gamepad. It's exactly how you'd want an accessory you'll be sneaking in Pokemon sessions with on the go, and that plays into its strengths as a casual controller.</p><h2 id="case-by-case-basis">Case by case basis</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8yu3fTFBQYsZGzZosvWGhW" name="flip-pad-buttons" alt="Hands using 8Bitdo FlipPad to play Zelda: Link's Awakening." src="https://cdn.mos.cms.futurecdn.net/8yu3fTFBQYsZGzZosvWGhW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>If there's one thing 8Bitdo has really dropped the ball on with the FlipPad, it's accommodations for specific phone cases and non-standard handsets. As a gadget that connects straight into your doomscroller, it relies on you using a "standard" protective shell that's around 2mm thick. That will specifically ensure the controller fits flush to the base of your device, but through my own testing, I've rarely found that to be the case.</p><p>Had I only tested the FlipPad with the latest iPhone and the apparent 2mm case the FlipPad is designed around, I'd be saying the controller fits perfectly. You'll no doubt see plenty of videos and articles claiming there are no issues in that department, but I unfortunately wasn't treated to that Goldilocks "just right" scenario. Yes, my proverbial porridge was either too cold or too hot, representing the woe of the pad wiggling side to side or not fitting at all.</p><p>I specifically tested the FlipPad with a Google Pixel 7 and a protective shell, and while I could plug it into the USB-C port, it still suffered from an air-gap pivot. I suspect that's because the phone's cheaper silicone shell was out by a fraction of a millimeter, but it's more or less the sort of generic accessory you'll get at Amazon.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yroEzPVCas7WZMG67rtYWb" name="8bitdo-flippad" alt="Hands using 8Bitdo FlipPad to play Zelda: Link's Awakening above wicker table cover." src="https://cdn.mos.cms.futurecdn.net/yroEzPVCas7WZMG67rtYWb-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>In contrast, I wasn't able to plug the FlipPad into an <a href="https://www.gamesradar.com/asus-rog-phone-8-pro-review/">Asus ROG Phone 8 Pro</a> with a Devil Case attached at all. I should note that I wouldn't have been able to use the controller with the handset anyway since it has a very silly offset USB-C port, but even if it were centered, thicker protective cases are going to be too deep and prevent the pad from reaching your port. </p><p>I don't want to tell 8Bitdo how to suck design eggs here, but I do reckon the FlipPad could have avoided fit issues with some tweaks. While I get that the controller maker was trying to keep connectivity faff free, some plastic adapters to suit different phones and case thicknesses could have made a meaningful difference. Since the gamepad relies on USB-C, I reckon going the extra mile with a system that helps adjust things specifically for your phone would have made a lot of sense, and ultimately would have helped it achieve a near-perfect score. </p><h2 id="it-all-hinges-on-the-pivot">It all hinges on the pivot</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vHGAj6bHsBMdwGPWY7fMfW" name="8bitdo-hinge" alt="8Bitdo FlipPad controller with hinge flipped down." src="https://cdn.mos.cms.futurecdn.net/vHGAj6bHsBMdwGPWY7fMfW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>It's in the name, but one of the FlipPad's biggest draws lies in the fact it "flips." The mechanical hinge absolutely plays into forgotten hardware mechanics that were once harnessed by phones and handhelds like the Game Boy Advance SP. In both those cases, the folding elements were designed to stand in the way of unwanted interaction, say, a bunch of keys in your pocket, but with 8Bitdo's Game Boy controller, the role is reversed.</p><p>The FlipPad's hinge exists to throw the controller out of the way when you need screen access. Like it or not, Android emulation suites and apps, like RetroArch, will require tweaking by touch, and interacting with settings menus, or even just taking a call in between games, is a pain when you have to revert things back to a vanilla cell phone. By way of flipping, 8Bitdo's design lets you flick the buttons out of the way with a solid snap that keeps it in place.</p><p>The hinge mechanism itself is extremely satisfying, providing a more solid, mechanical feel than something like a GBA SP. The swivel mechanism will apparently withstand over 6,000 flicks, and I genuinely reckon I'm halfway there since I've been using mine as a fidget toy. I should note that I'm doing that without it plugged into anything, as I'd be slightly paranoid about putting stress on a device's USB port through the force of the pivot.</p><p>If you use the perfect-size case without an air gap, your port should be safe. In normal circumstances, even slight movement shouldn't pose a threat, but I know better than to put needless stress on USB-C ports. I don't really think the FlipPad is committing any real sins here, but I do want to illustrate how 8Bitdo's design feels to use in practice. </p><h2 id="cromulent-clicks">Cromulent clicks</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kXLDgfGDS82Z6k73K7Fkpb" name="8bitdo-flippad-buttons" alt="Close up of 8Bitdo FlipPad buttons" src="https://cdn.mos.cms.futurecdn.net/kXLDgfGDS82Z6k73K7Fkpb-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>The 8Bitdo FlipPad's buttons don't really feel like an actual Game Boy, but in this instance, that's a good thing. Instead of opting for traditional membranes, this mobile controller uses click dome contacts that provide pleasingly tactile inputs that are closer to microswitches in feel. That means less travel and a more definitive input confirmation that's confirmed through ASMR-tier sounds, and that helps reinforce the overall design.</p><p>Had the FlipPad gone with the same arguably more authentic-feeling membranes of the GameSir Pocket Taco, its whole feel would have potentially been compromised. The fact that the controller will pivot if you don't use the right case ties into this, as the shorter travel of the dome buttons means less surface pressure that could potentially cause the unit to shift around even with the rubber pad gripping the screen.</p><p>You will absolutely still feel a bit of movement with the wrong case, particularly if you're playing something more frantic like a shoot-em-up or hectic NES platformer. But, in many calmer situations, the travel means the gamepad will largely stay put, in turn helping mask some of the connector's shortcomings.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AkcPeNLHqcA3PWkigx3Qff" name="8bitdo-flippad-d-pad" alt="Close up of 8Bitdo FlipPad D-pad" src="https://cdn.mos.cms.futurecdn.net/AkcPeNLHqcA3PWkigx3Qff-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>The physical feel of the buttons lives up to 8Bitdo's usual quality levels, with a soft-touch matte finish on the face buttons accompanied by embossed A,B,X,Y symbols. The D-pad is the one element that feels like it's trying to emulate a Game Boy, as it's virtually a 3/4 replica of Nintendo's original, complete with those iconic ridges (for performance, naturally).</p><p>I still stand by the idea that the FlipPad is better suited to quick plug-and-play casual experiences. You can expect nice precision and minimal latency since we're talking about direct USB-C, which does lend itself to trickier platformers. That said, You're not getting as full a layout here since the shoulders are on the front, and it will limit your scope for playing games from across the console generations that use more buttons. </p><h2 id="less-isn-39-t-always-more">Less isn't always more</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mcvepyUEot357Mx98v2GK3" name="8bitdo-flippad-connector" alt="Close up of 8Bitdo FlipPad connector" src="https://cdn.mos.cms.futurecdn.net/mcvepyUEot357Mx98v2GK3-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>8Bitdo's FlipPad scores major points for sleekness and feel, but it really sacrifices additional features to make it happen. Even if it increased the price to the same as the Pocket Taco, a way to connect the controller to other devices and consoles via Bluetooth would have helped it excel, and that could have been achieved with some sort of plugin puck.</p><p>Using an additional back unit with some guts inside could have also provided a place for optional shoulder buttons, again, providing opportunity for an additional hardware feature. These are admittedly all plans 8Bitdo could have in the works for a Pro version (if not, then feel free to steal), but the current version feels a bit bare bones otherwise.</p><p>The streamlined nature of the FlipPad will work for some players, largely those of you who want something extremely discrete on the front of your phone. Adding in the above extras would have captured an additional slice of the market pie by providing external Game Boy buttons for everything from your Switch to something more niche like a docked Analogue Pocket. Perhaps there's room for that still, and while it keeps the gamepad from perfection, it's not a complete dealbreaker.</p><h2 id="should-you-pick-up-the-8bitdo-flippad">Should you pick up the 8Bitdo FlipPad?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3A82hrNWLYcyHsdoq9RAnJ" name="8bitdo-flippad-vs-gamesir-pocket-taco" alt="Women with red hair wearing Pennywise dress holding GameSir Pocket Taco in left hand and 8Bitdo FlipPad in right." src="https://cdn.mos.cms.futurecdn.net/3A82hrNWLYcyHsdoq9RAnJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>As a mobile controller geared towards 8 and 16-bit era games, the 8Bitdo FlipPad is one of the best around. It's sleek, unobtrusive, and provides excellent clicky buttons that will bring you a lot of tactile joy. The hinge mechanism also makes for a phenomenal solution to retaining cell phone functionality while having buttons smacked on the front that feel like a natural part of the device, but its commitment to the compact bit is what keeps it from being the ultimate Game Boy controller.</p><p>Quirks with the connector requiring a specific 2mm-thick case act as part of the roadblock to a perfect score. But, I ultimately think ditching elements like Bluetooth connectivity for wider compatibility is the FlipPad's real Achilles' heel. It might reach the same heights as the Pocket Taco by way of a sleeker approach, but by not matching it on its wireless capabilities and physical shoulder buttons, it can't soar past its competitor. </p><p>Deciding between the FlipPad and Pocket Taco really comes down to your gameplay preferences. If you can pluck out games you know will use physical shoulder buttons, you're largely better off with the latter, whereas if you're really just looking for a nicer way to play OG Game Boy romps like Pokemon, 8Bitdo's buttons will provide a much nicer feel and less bulk. Both are solid options, but I can't help but feel I'm still waiting for an elevated accessory that really pays tribute to Ninty's iconic brick.</p><h2 id="how-i-tested-the-8bitdo-flippad">How I tested the 8Bitdo FlipPad</h2><p>Over the course of a month, I put the 8Bitdo FlipPad to the test using various USB-C phones and devices, including the Google Pixel 7, Asus ROG Phone, and Razer Edge gaming handheld. To assess its functionality, build quality, and overall feel, I used RetroArch to emulate suitable arcade and Game Boy games, evaluating whether the design aspects make the gamepad a better fit for 8 and 16-bit games compared to rivals like the GameSir Pocket Taco.</p><p>For more information on how we test retro console and accessories, swing by our full GamesRadar+ Hardware Policy for extra deets.</p>
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                                                            <title><![CDATA[ The Asus ROG Strix Scar 18 holds onto its crown with confident performance upgrades and an ultra-customizable display ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Asus ROG Strix Scar 18 has always been a tricky one to pin down. This line consistently sees some of the more impressive benchmark numbers when I test at the top of the GPU food chain, but last year's model was more of an aesthetic refresh while 2026's iteration is a solid refinement further. </p><p>What's new? In a nutshell, a 4K resolution on that fantastic Mini LED display and brand new thermals under the hood. Combine that screen with rising component costs, however, and you've got a rig that pushes well past $4,000 in its RTX 5090 form. The <a href="https://www.gamesradar.com/hardware/laptops/the-best-gaming-laptops-tested-by-experts/">best gaming laptops</a> are all far more expensive this year, but is it worth investing quite so much cash when prices are up? I spent three weeks with the 2026 Asus ROG Strix Scar 18 to find out. </p><h2 class="article-body__section" id="section-configurations"><span>Configurations</span></h2><p>This is Asus's speedster, so it's keeping its configurations fairly close to the top of the price range. Like last year's, the 2026 Asus ROG Strix Scar 18 is strictly an RTX 5080 or RTX 5090 affair, but this time it's paired with a slightly upgraded Intel Core Ultra 9 290HX Plus processor. That's not going to give you too much in the way of real world gaming performance, but is geared towards heavier AI workloads better. All that's paired up with a predictably high amount of RAM, either 32GB or 64GB. </p><div ><table><caption>Key specs</caption><thead><tr><th class="firstcol " ><p>Specs</p></th><th  ><p>Tested</p></th><th  ><p>Also Available</p></th></tr></thead><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>N/A</p></td><td  ><p>$4,299.99 - $5,299.99 / £4,199.99 - £5,499.99 </p></td></tr><tr><td class="firstcol " ><p><strong>Display</strong></p></td><td  ><p>18-inch Mini LED ROG Nebula HDR, 4K at 240Hz</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Processor</strong></p></td><td  ><p>Intel Core Ultra 9 290HX Plus</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>GPU</strong></p></td><td  ><p>RTX 5090</p></td><td  ><p>RTX 5080</p></td></tr><tr><td class="firstcol " ><p><strong>RAM</strong></p></td><td  ><p>64GB</p></td><td  ><p>32GB</p></td></tr><tr><td class="firstcol " ><p><strong>Storage</strong></p></td><td  ><p>4TB NVMe M.2 SSD (RAID)</p></td><td  ><p>1TB | 2TB |</p></td></tr><tr><td class="firstcol " ><p><strong>Connectivity</strong></p></td><td  ><p>WiFi 7, Bluetooth 5.4</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Ports </strong></p></td><td  ><p>1x HDMI 2.1, 3x USB 3.2 Gen 2 Type-A, 2x Thunderbolt 5, 1x 2.5G LAN, 1x 3.5mm audio</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>1.38 x 15.71 x 11.73 inch</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>3.73kg</p></td><td  ><p>3.7kg</p></td></tr></tbody></table></div><p>The configuration I've been testing doesn't have a specific street price. It's a pretty standard RTX 5090 / Intel Core Ultra 9 290HX Plus pairing but that 4TB RAID storage isn't listed in too many locations. Still, the extra space isn't going to inform too much from a performance standpoint - expect to pay around $5,000 for an RTX 5090 model with a more modest SSD setup. </p><h2 class="article-body__section" id="section-design"><span>Design</span></h2><p>Last year's Asus ROG Strix Scar 18 made leaps in the machine's aesthetics. Previous iterations were lumped with a translucent chassis design. Hey, I'm a big fan of transparent tech throwing it all the way back to the '90s, but not when I'm spending a small fortune on a high-end gaming laptop. </p><p>Thankfully, 2026's iteration continues the newer matte black finish, with a far more premium look overall. Inside, we've got an understated soft touch plastic with a little more flex than I'd expect for this price but an ultimately solid feel to it. Display hinges also operate with a little wobble but feel secure and smooth. One-handed operation is still very much on the cards here. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RypPfzJHFxfjQygB62nVTZ" name="asus rog strix scar 18" alt="Back lid of 2026 Asus ROG Strix Scar 18 showing dot display and ROG logo" src="https://cdn.mos.cms.futurecdn.net/RypPfzJHFxfjQygB62nVTZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The back lid still carries one of my personal gripes. I've never been a fan of Asus's dot matrix display panel on the back. It's pretty redundant, adds to the final price, and creates this scratch of dots across the back of an otherwise sleek looking machine. It doesn't look like Asus is binning this showpiece any time soon, but it can be turned off in Armoury Crate. </p><p>We're also looking a little heavier than last year. The RTX 5090 model I've been testing weighs in at 3.7kg compared to 2025's 3.3kg. It's not a massive deal - these aren't gaming laptops designed to be carted around with you, but it's worth noting if you're concerned about the odd road trip. </p><p>At the end of the day this is a larger, chunkier gaming laptop than many will typically be hunting for. That's because it's designed as a desktop replacement rather than a truly <em>portable </em>play machine. That extra heft is going a long way in terms of cooling and performance, but there are alternatives if you want to ease transport a little more. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="EPXx8vjM9HdunRbbz8A2R6" name="asus rog strix scar 18" alt="Side view of Asus ROG Strix Scar 18 gaming laptop showing thickness and RGB strip lighting" src="https://cdn.mos.cms.futurecdn.net/EPXx8vjM9HdunRbbz8A2R6-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The <a href="https://www.gamesradar.com/hardware/laptops/razer-blade-18-2026-review/">Razer Blade 18</a> manages to squeeze top-shelf performance into a 3.1kg package, trimming the thickness down from Asus's 1.38-inches to 1.1-inches. It doesn't sound a lot in the grand scheme of things, but considering that's 3.1kg of CNC milled aluminum on Razer's side, the Blade looks and feels more like a premium purchase overall. In fact, the 2026 Strix Scar is also chunkier than the <a href="https://www.gamesradar.com/hardware/laptops/msi-raider-a18-hx-a9w-2025-review/">MSI Raider A18 HX A9W</a> - its second closest competitor. That ones measures in at 1.26-inches thickness and only 3.6kg. </p><h2 class="article-body__section" id="section-display"><span>Display</span></h2><p>This year's Scar 18 is the first to feature a full UHD+ 4K display, something the previous generation seemed to miss out on. This screen is where Asus makes up some serious ground lost to Razer in its design. </p><p>That Mini LED panel packs a serious punch, it's every bit as vibrant as the previous generation with a massive range of colors supplying well-toned, uniform images at enough brightness to combat sunny environments. 2,000 dimming zones also make for an almost-OLED like black response, while still holding that peak brightness. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5Mtx638CrEjs7xGXS5VhrB" name="asus rog strix scar 18" alt="Cyberpunk 2077 bar scene showing on Asus ROG Strix Scar 18 gaming laptop display" src="https://cdn.mos.cms.futurecdn.net/5Mtx638CrEjs7xGXS5VhrB-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>You'll need to configure the display to get this response, though, with three settings to choose from; one-zone, multi-zone balanced, and multi-zone strong. The former goes straight for high contrast, while the 'balanced' option seems to hit the mid-point between darker details and full-screen brightness. The 'strong' preset goes full force on both brightness and impact. </p><p>There's a lot to fiddle with here, but here's my cheat sheet. I got the best results with True Color HDR switched on. That means you won't have access to the additional visual settings in Armoury Crate, but there are so many it's difficult to quickly and easily fine-tune your screen before diving into actually playing on the thing. Flip the switch to enable the Ultimate performance mode and you've unlocked the full 240Hz refresh rate as well. Of course, you'll likely want to switch to different SDR zoning options for different titles, but there's plenty of room to tweak here if you don't like the out-of-the-box visual experience. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oUujUNPaDJdMbiu7wfLHmG" name="asus rog strix scar 18" alt="Cyberpunk 2077 external scene showing on Asus ROG Strix Scar 18 gaming laptop display" src="https://cdn.mos.cms.futurecdn.net/oUujUNPaDJdMbiu7wfLHmG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The fact that the Asus ROG Strix Scar 18 manages to pair that 4K resolution with a full 240Hz refresh rate (under the system's Ultimate mode) is a rare feat. When pushed into UHD settings, the Blade 18 will cap you at 120Hz on its IPS panel no matter how much you fiddle with the controls. For comparison, the MSI Raider A18 HX A9W keeps that sharp Mini LED but also drops you down to 120Hz. In Razer's defence, its FHD+ resolution setting can take you all the way to 440Hz, but there's no QHD middle ground on Sneki's option - here there is. </p><h2 class="article-body__section" id="section-ports"><span>Ports</span></h2><p>The Asus ROG Strix Scar 18 falls inline with its competition on its ports, with one design caveat. You're still getting three USB 3.2 Gen 2 connections with two Thunderbolt 5s in there, as well as Ethernet, 3.5mm audio and an HDMI 2.1, but these outlets are all positioned on the sides of the device. </p><p>Larger 18-inch desk-hoggers typically keep more permanent connections to the rear of the chassis. It's tidier, keeps your right hand free for movement, and ensures vital cables aren't knocked or pulled about too much. With everything relegated to the sides, an accessory-heavy setup is going to get messy real fast. Thankfully your Thunderbolt 5s and HDMI are still kept on the left. </p><h2 class="article-body__section" id="section-keyboard-and-trackpad"><span>Keyboard and trackpad</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SKmGN8FmCNpzureqGpgErM" name="asus rog strix scar 18" alt="Top down view of Asus ROG Strix Scar 18 gaming laptop keyboard and trackpad" src="https://cdn.mos.cms.futurecdn.net/SKmGN8FmCNpzureqGpgErM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The Asus ROG Strix Scar 18 doesn't do anything particularly fancy with its keyboard, but it's still comfortable and satisfying for both work and play. Its actuation is nice and light for gaming, with a tactile bump and return on the debounce. Everyday typing can feel a little soft, though. There's a nice snap to each keypress, but a surprising amount of flex remains under the main deck area. </p><p>You'll still find a full suite of controls here, though. A half-sized number pad sits neatly on the right, with full-sized arrow buttons providing relief after months of testing squished clackers. Additional volume, mic, fan and Armoury Crate controls also line the top right corner of the deck. </p><p>The trackpad runs beautifully, with a smooth glide and no unnecessary travel on a harder press. Tap and swipe gestures are picked up perfectly and the entire pad sits solidly in place. </p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>In FHD, the Asus ROG Strix Scar 18 manages to out-perform the MSI Raider A18 HX A9W in two in-game benchmark runs, Total War: Three Kingdoms and Horizon Zero Dawn: Remastered, while falling just shy of MSI's numbers in Shadow of the Tomb Raider and Cyberpunk 2077. It also, however, stays in front of the Razer Blade 18 that only just lost out to the 'most powerful' moniker to the aforementioned Raider. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/30412027/embed"></iframe><p>QHD benchmarks let the Asus ROG Strix Scar 18 take a much stronger lead. Here this machine is performing better than the Blade 18 and Raider A18 HX A9W in Shadow of the Tomb Raider, Total War: Three Kingdoms, and Cyberpunk 2077, only taking a slight dip down in Horizon Zero Dawn Remastered. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/30412098/embed"></iframe><p>4K is where things get a little more heated. The Razer Blade 18 still leads in Shadow of the Tomb Raider, though the Scar is hot on its heels with pretty much identical results. The MSI Raider takes a larger backseat in this run. </p><p>Both the Scar 18 and Raider get <em>identical </em>benchmark results in Total War: Three Kingdoms at 4K - something I don't think I've seen before, anecdotally. Still these are incredibly impressive scores to be matching. </p><p>The story remains similar in Horizon Zero Dawn: Remastered, the Raider is ever-so-slightly ahead here, but the Blade 18 and Scar are performing pretty much identically. </p><p>Asus reclaims its lead in Cyberpunk, technically. All three machines are just tip-toeing over that 60fps threshold here, and the Blade 18 drops at RT: Ultra, but the Scar has just nipped to pole position. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/30412147/embed"></iframe><p>We perform synthetic benchmark tests using 3D Mark's Steel Nomad run, as well as Time Spy and Fire Strike. The former is our main indicator of real-world performance, though, with its score offering a greater insight into how each machine will handle more demanding modern releases. </p><p>Here, the Asus ROG Strix Scar 18 is pretty evenly matched with its main competitors, but sits towards the middle of my 18-inch pack. We're still comfortably ahead of last year's release, though. </p><p>Fire Strike is an easier run, allowing for a finer level of comparison. That MSI Raider score is yet unchallenged, but the Scar 18 is the machine coming closest with 41,777 points putting it comfortably above the Razer Blade 18. </p><p>The rig also claims the crown in Time Spy tests, with its 24,194 score putting it well ahead of both MSI and Razer. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/30412315/embed"></iframe><p>It would be inconceivable that a $5,000 gaming laptop with the latest Intel processor, 64GB RAM and an RTX 5090 GPU wouldn't give us full 4K performance no matter what challenged it. The Asus ROG Strix Scar 18 carries its components well, with the cooling to support a push into the upper echelons of gaming laptop performance. Whether it can beat MSI for sheer power can be determined in a few ways. </p><p>Taking things as simply as possible, the Scar beats the Raider in more runs but still trails slightly where sheer power is required. In my tests, the Asus ROG Strix Scar 18 came out on top against the MSI Raider A18 HX A9W and Razer Blade 18 in 7 tests across 1080p, 1600p, 2400p, and 3D Mark benchmark runs. MSI claimed the throne in 6 instances. That's still pretty squeaky. </p><p>The Raider managed to hold its own a lot better in the more demanding categories, scoring higher across two 4K benchmarks compared to the Scar's one, and holding onto the crown in 3D Mark Steel Nomad. </p><p>Single-core Geekbench 7 performance goes to MSI as well, with the AMD Ryzen 9 9955HX3D pulling an average of 3,186 across user tests and the Intel inside the Scar 18 only mustering 2,874. </p><h2 class="article-body__section" id="section-should-you-buy-the-2026-asus-rog-strix-scar-18"><span>Should you buy the 2026 Asus ROG Strix Scar 18?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5LscB78hypjTmezLSZgSQS" name="asus rog strix scar 18" alt="Asus ROG Strix Scar 18 gaming laptop on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/5LscB78hypjTmezLSZgSQS-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>At $5,000, the Asus ROG Strix Scar 18 is primarily competing against the Razer Blade 18 and MSI Raider A18 HX. Put simply, each one has their use. </p><p>The Razer Blade 18 isn't going to perform as well as these beastly rigs, but it looks, feels, and carries itself a lot better overall. That's your alternative if you still want some semblance of portability in your roster. </p><p>The MSI Raider performs better than the Scar when the heat is on, but ultimately these two are pretty evenly matched from a sheer power perspective. Pair the Asus up with that incredibly powerful display and it still makes for the better 18-inch buy overall. </p><p>You'll need to be ready to invest, but if you're going for high-end 4K performance with an endlessly tweakable screen the Asus ROG Strix Scar 18 is still the best 18-inch gaming laptop I've tested so far. </p><h2 class="article-body__section" id="section-how-i-tested-the-2026-asus-rog-strix-scar-18"><span>How I tested the 2026 Asus ROG Strix Scar 18</span></h2><p>I used the 2026 Asus ROG Strix Scar 18 as my daily driver for a period of two weeks, with an additional week spent testing alongside other PC alternatives. During that time I was primarily playing Farming Simulator 25, High on Life 2, and Doom: The Dark Ages for myself, while performing specific benchmark tests in Shadow of the Tomb Raider, Total War: Three Kingdoms, Horizon Zero Dawn Remastered, and Cyberpunk 2077. Each test was run at 1080p, 1600p, and 2400p three times in both High and Highest settings with the final result here representative of an average. </p><p>I also tested the Scar 18 in 3D Mark Time Spy, Steel Nomad, and Fire Strike - again, performing each benchmark three times and taking a final average result. The machine was tested in the system's 'Turbo' performance preset. </p><p>For more information on <a href="https://www.gamesradar.com/how-we-test-gaming-laptops-on-gamesradar/">how we test gaming laptops</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>. </p><p><em>I'm also rounding up the </em><a href="https://www.gamesradar.com/the-best-asus-gaming-laptops/"><em>best Asus gaming laptops</em></a><em> as well as the </em><a href="https://www.gamesradar.com/razer-laptops/"><em>best Razer laptops</em></a><em> and </em><a href="https://www.gamesradar.com/alienware-gaming-laptop-guide/"><em>best Alienware laptops</em></a><em> for more alternatives. </em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/laptops/asus-rog-strix-scar-18-2026-review/</link>
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                            <![CDATA[ The latest in a long line of leading gaming laptops, the 2026 Asus ROG Strix Scar 18 holds onto the crown thanks to top-shelf performance and a boosted display. ]]>
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                                                                        <pubDate>Wed, 30 Sep 2026 14:49:21 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Laptops]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                                                                                    <dc:creator><![CDATA[ Tabitha Baker ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Pdm5hN2zwhdQpL8Amr4bW9-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[2026 Asus ROG Strix Scar 18 gaming laptop on a wooden desk]]></media:description>                                                            <media:text><![CDATA[2026 Asus ROG Strix Scar 18 gaming laptop on a wooden desk]]></media:text>
                                <media:title type="plain"><![CDATA[2026 Asus ROG Strix Scar 18 gaming laptop on a wooden desk]]></media:title>
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                                <p>The Asus ROG Strix Scar 18 has always been a tricky one to pin down. This line consistently sees some of the more impressive benchmark numbers when I test at the top of the GPU food chain, but last year's model was more of an aesthetic refresh while 2026's iteration is a solid refinement further. </p><p>What's new? In a nutshell, a 4K resolution on that fantastic Mini LED display and brand new thermals under the hood. Combine that screen with rising component costs, however, and you've got a rig that pushes well past $4,000 in its RTX 5090 form. The <a href="https://www.gamesradar.com/hardware/laptops/the-best-gaming-laptops-tested-by-experts/">best gaming laptops</a> are all far more expensive this year, but is it worth investing quite so much cash when prices are up? I spent three weeks with the 2026 Asus ROG Strix Scar 18 to find out. </p><h2 class="article-body__section" id="section-configurations"><span>Configurations</span></h2><p>This is Asus's speedster, so it's keeping its configurations fairly close to the top of the price range. Like last year's, the 2026 Asus ROG Strix Scar 18 is strictly an RTX 5080 or RTX 5090 affair, but this time it's paired with a slightly upgraded Intel Core Ultra 9 290HX Plus processor. That's not going to give you too much in the way of real world gaming performance, but is geared towards heavier AI workloads better. All that's paired up with a predictably high amount of RAM, either 32GB or 64GB. </p><div ><table><caption>Key specs</caption><thead><tr><th class="firstcol " ><p>Specs</p></th><th  ><p>Tested</p></th><th  ><p>Also Available</p></th></tr></thead><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>N/A</p></td><td  ><p>$4,299.99 - $5,299.99 / £4,199.99 - £5,499.99 </p></td></tr><tr><td class="firstcol " ><p><strong>Display</strong></p></td><td  ><p>18-inch Mini LED ROG Nebula HDR, 4K at 240Hz</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Processor</strong></p></td><td  ><p>Intel Core Ultra 9 290HX Plus</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>GPU</strong></p></td><td  ><p>RTX 5090</p></td><td  ><p>RTX 5080</p></td></tr><tr><td class="firstcol " ><p><strong>RAM</strong></p></td><td  ><p>64GB</p></td><td  ><p>32GB</p></td></tr><tr><td class="firstcol " ><p><strong>Storage</strong></p></td><td  ><p>4TB NVMe M.2 SSD (RAID)</p></td><td  ><p>1TB | 2TB |</p></td></tr><tr><td class="firstcol " ><p><strong>Connectivity</strong></p></td><td  ><p>WiFi 7, Bluetooth 5.4</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Ports </strong></p></td><td  ><p>1x HDMI 2.1, 3x USB 3.2 Gen 2 Type-A, 2x Thunderbolt 5, 1x 2.5G LAN, 1x 3.5mm audio</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>1.38 x 15.71 x 11.73 inch</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>3.73kg</p></td><td  ><p>3.7kg</p></td></tr></tbody></table></div><p>The configuration I've been testing doesn't have a specific street price. It's a pretty standard RTX 5090 / Intel Core Ultra 9 290HX Plus pairing but that 4TB RAID storage isn't listed in too many locations. Still, the extra space isn't going to inform too much from a performance standpoint - expect to pay around $5,000 for an RTX 5090 model with a more modest SSD setup. </p><h2 class="article-body__section" id="section-design"><span>Design</span></h2><p>Last year's Asus ROG Strix Scar 18 made leaps in the machine's aesthetics. Previous iterations were lumped with a translucent chassis design. Hey, I'm a big fan of transparent tech throwing it all the way back to the '90s, but not when I'm spending a small fortune on a high-end gaming laptop. </p><p>Thankfully, 2026's iteration continues the newer matte black finish, with a far more premium look overall. Inside, we've got an understated soft touch plastic with a little more flex than I'd expect for this price but an ultimately solid feel to it. Display hinges also operate with a little wobble but feel secure and smooth. One-handed operation is still very much on the cards here. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RypPfzJHFxfjQygB62nVTZ" name="asus rog strix scar 18" alt="Back lid of 2026 Asus ROG Strix Scar 18 showing dot display and ROG logo" src="https://cdn.mos.cms.futurecdn.net/RypPfzJHFxfjQygB62nVTZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The back lid still carries one of my personal gripes. I've never been a fan of Asus's dot matrix display panel on the back. It's pretty redundant, adds to the final price, and creates this scratch of dots across the back of an otherwise sleek looking machine. It doesn't look like Asus is binning this showpiece any time soon, but it can be turned off in Armoury Crate. </p><p>We're also looking a little heavier than last year. The RTX 5090 model I've been testing weighs in at 3.7kg compared to 2025's 3.3kg. It's not a massive deal - these aren't gaming laptops designed to be carted around with you, but it's worth noting if you're concerned about the odd road trip. </p><p>At the end of the day this is a larger, chunkier gaming laptop than many will typically be hunting for. That's because it's designed as a desktop replacement rather than a truly <em>portable </em>play machine. That extra heft is going a long way in terms of cooling and performance, but there are alternatives if you want to ease transport a little more. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="EPXx8vjM9HdunRbbz8A2R6" name="asus rog strix scar 18" alt="Side view of Asus ROG Strix Scar 18 gaming laptop showing thickness and RGB strip lighting" src="https://cdn.mos.cms.futurecdn.net/EPXx8vjM9HdunRbbz8A2R6-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The <a href="https://www.gamesradar.com/hardware/laptops/razer-blade-18-2026-review/">Razer Blade 18</a> manages to squeeze top-shelf performance into a 3.1kg package, trimming the thickness down from Asus's 1.38-inches to 1.1-inches. It doesn't sound a lot in the grand scheme of things, but considering that's 3.1kg of CNC milled aluminum on Razer's side, the Blade looks and feels more like a premium purchase overall. In fact, the 2026 Strix Scar is also chunkier than the <a href="https://www.gamesradar.com/hardware/laptops/msi-raider-a18-hx-a9w-2025-review/">MSI Raider A18 HX A9W</a> - its second closest competitor. That ones measures in at 1.26-inches thickness and only 3.6kg. </p><h2 class="article-body__section" id="section-display"><span>Display</span></h2><p>This year's Scar 18 is the first to feature a full UHD+ 4K display, something the previous generation seemed to miss out on. This screen is where Asus makes up some serious ground lost to Razer in its design. </p><p>That Mini LED panel packs a serious punch, it's every bit as vibrant as the previous generation with a massive range of colors supplying well-toned, uniform images at enough brightness to combat sunny environments. 2,000 dimming zones also make for an almost-OLED like black response, while still holding that peak brightness. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5Mtx638CrEjs7xGXS5VhrB" name="asus rog strix scar 18" alt="Cyberpunk 2077 bar scene showing on Asus ROG Strix Scar 18 gaming laptop display" src="https://cdn.mos.cms.futurecdn.net/5Mtx638CrEjs7xGXS5VhrB-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>You'll need to configure the display to get this response, though, with three settings to choose from; one-zone, multi-zone balanced, and multi-zone strong. The former goes straight for high contrast, while the 'balanced' option seems to hit the mid-point between darker details and full-screen brightness. The 'strong' preset goes full force on both brightness and impact. </p><p>There's a lot to fiddle with here, but here's my cheat sheet. I got the best results with True Color HDR switched on. That means you won't have access to the additional visual settings in Armoury Crate, but there are so many it's difficult to quickly and easily fine-tune your screen before diving into actually playing on the thing. Flip the switch to enable the Ultimate performance mode and you've unlocked the full 240Hz refresh rate as well. Of course, you'll likely want to switch to different SDR zoning options for different titles, but there's plenty of room to tweak here if you don't like the out-of-the-box visual experience. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oUujUNPaDJdMbiu7wfLHmG" name="asus rog strix scar 18" alt="Cyberpunk 2077 external scene showing on Asus ROG Strix Scar 18 gaming laptop display" src="https://cdn.mos.cms.futurecdn.net/oUujUNPaDJdMbiu7wfLHmG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The fact that the Asus ROG Strix Scar 18 manages to pair that 4K resolution with a full 240Hz refresh rate (under the system's Ultimate mode) is a rare feat. When pushed into UHD settings, the Blade 18 will cap you at 120Hz on its IPS panel no matter how much you fiddle with the controls. For comparison, the MSI Raider A18 HX A9W keeps that sharp Mini LED but also drops you down to 120Hz. In Razer's defence, its FHD+ resolution setting can take you all the way to 440Hz, but there's no QHD middle ground on Sneki's option - here there is. </p><h2 class="article-body__section" id="section-ports"><span>Ports</span></h2><p>The Asus ROG Strix Scar 18 falls inline with its competition on its ports, with one design caveat. You're still getting three USB 3.2 Gen 2 connections with two Thunderbolt 5s in there, as well as Ethernet, 3.5mm audio and an HDMI 2.1, but these outlets are all positioned on the sides of the device. </p><p>Larger 18-inch desk-hoggers typically keep more permanent connections to the rear of the chassis. It's tidier, keeps your right hand free for movement, and ensures vital cables aren't knocked or pulled about too much. With everything relegated to the sides, an accessory-heavy setup is going to get messy real fast. Thankfully your Thunderbolt 5s and HDMI are still kept on the left. </p><h2 class="article-body__section" id="section-keyboard-and-trackpad"><span>Keyboard and trackpad</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SKmGN8FmCNpzureqGpgErM" name="asus rog strix scar 18" alt="Top down view of Asus ROG Strix Scar 18 gaming laptop keyboard and trackpad" src="https://cdn.mos.cms.futurecdn.net/SKmGN8FmCNpzureqGpgErM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The Asus ROG Strix Scar 18 doesn't do anything particularly fancy with its keyboard, but it's still comfortable and satisfying for both work and play. Its actuation is nice and light for gaming, with a tactile bump and return on the debounce. Everyday typing can feel a little soft, though. There's a nice snap to each keypress, but a surprising amount of flex remains under the main deck area. </p><p>You'll still find a full suite of controls here, though. A half-sized number pad sits neatly on the right, with full-sized arrow buttons providing relief after months of testing squished clackers. Additional volume, mic, fan and Armoury Crate controls also line the top right corner of the deck. </p><p>The trackpad runs beautifully, with a smooth glide and no unnecessary travel on a harder press. Tap and swipe gestures are picked up perfectly and the entire pad sits solidly in place. </p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>In FHD, the Asus ROG Strix Scar 18 manages to out-perform the MSI Raider A18 HX A9W in two in-game benchmark runs, Total War: Three Kingdoms and Horizon Zero Dawn: Remastered, while falling just shy of MSI's numbers in Shadow of the Tomb Raider and Cyberpunk 2077. It also, however, stays in front of the Razer Blade 18 that only just lost out to the 'most powerful' moniker to the aforementioned Raider. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/30412027/embed"></iframe><p>QHD benchmarks let the Asus ROG Strix Scar 18 take a much stronger lead. Here this machine is performing better than the Blade 18 and Raider A18 HX A9W in Shadow of the Tomb Raider, Total War: Three Kingdoms, and Cyberpunk 2077, only taking a slight dip down in Horizon Zero Dawn Remastered. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/30412098/embed"></iframe><p>4K is where things get a little more heated. The Razer Blade 18 still leads in Shadow of the Tomb Raider, though the Scar is hot on its heels with pretty much identical results. The MSI Raider takes a larger backseat in this run. </p><p>Both the Scar 18 and Raider get <em>identical </em>benchmark results in Total War: Three Kingdoms at 4K - something I don't think I've seen before, anecdotally. Still these are incredibly impressive scores to be matching. </p><p>The story remains similar in Horizon Zero Dawn: Remastered, the Raider is ever-so-slightly ahead here, but the Blade 18 and Scar are performing pretty much identically. </p><p>Asus reclaims its lead in Cyberpunk, technically. All three machines are just tip-toeing over that 60fps threshold here, and the Blade 18 drops at RT: Ultra, but the Scar has just nipped to pole position. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/30412147/embed"></iframe><p>We perform synthetic benchmark tests using 3D Mark's Steel Nomad run, as well as Time Spy and Fire Strike. The former is our main indicator of real-world performance, though, with its score offering a greater insight into how each machine will handle more demanding modern releases. </p><p>Here, the Asus ROG Strix Scar 18 is pretty evenly matched with its main competitors, but sits towards the middle of my 18-inch pack. We're still comfortably ahead of last year's release, though. </p><p>Fire Strike is an easier run, allowing for a finer level of comparison. That MSI Raider score is yet unchallenged, but the Scar 18 is the machine coming closest with 41,777 points putting it comfortably above the Razer Blade 18. </p><p>The rig also claims the crown in Time Spy tests, with its 24,194 score putting it well ahead of both MSI and Razer. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/30412315/embed"></iframe><p>It would be inconceivable that a $5,000 gaming laptop with the latest Intel processor, 64GB RAM and an RTX 5090 GPU wouldn't give us full 4K performance no matter what challenged it. The Asus ROG Strix Scar 18 carries its components well, with the cooling to support a push into the upper echelons of gaming laptop performance. Whether it can beat MSI for sheer power can be determined in a few ways. </p><p>Taking things as simply as possible, the Scar beats the Raider in more runs but still trails slightly where sheer power is required. In my tests, the Asus ROG Strix Scar 18 came out on top against the MSI Raider A18 HX A9W and Razer Blade 18 in 7 tests across 1080p, 1600p, 2400p, and 3D Mark benchmark runs. MSI claimed the throne in 6 instances. That's still pretty squeaky. </p><p>The Raider managed to hold its own a lot better in the more demanding categories, scoring higher across two 4K benchmarks compared to the Scar's one, and holding onto the crown in 3D Mark Steel Nomad. </p><p>Single-core Geekbench 7 performance goes to MSI as well, with the AMD Ryzen 9 9955HX3D pulling an average of 3,186 across user tests and the Intel inside the Scar 18 only mustering 2,874. </p><h2 class="article-body__section" id="section-should-you-buy-the-2026-asus-rog-strix-scar-18"><span>Should you buy the 2026 Asus ROG Strix Scar 18?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5LscB78hypjTmezLSZgSQS" name="asus rog strix scar 18" alt="Asus ROG Strix Scar 18 gaming laptop on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/5LscB78hypjTmezLSZgSQS-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>At $5,000, the Asus ROG Strix Scar 18 is primarily competing against the Razer Blade 18 and MSI Raider A18 HX. Put simply, each one has their use. </p><p>The Razer Blade 18 isn't going to perform as well as these beastly rigs, but it looks, feels, and carries itself a lot better overall. That's your alternative if you still want some semblance of portability in your roster. </p><p>The MSI Raider performs better than the Scar when the heat is on, but ultimately these two are pretty evenly matched from a sheer power perspective. Pair the Asus up with that incredibly powerful display and it still makes for the better 18-inch buy overall. </p><p>You'll need to be ready to invest, but if you're going for high-end 4K performance with an endlessly tweakable screen the Asus ROG Strix Scar 18 is still the best 18-inch gaming laptop I've tested so far. </p><h2 class="article-body__section" id="section-how-i-tested-the-2026-asus-rog-strix-scar-18"><span>How I tested the 2026 Asus ROG Strix Scar 18</span></h2><p>I used the 2026 Asus ROG Strix Scar 18 as my daily driver for a period of two weeks, with an additional week spent testing alongside other PC alternatives. During that time I was primarily playing Farming Simulator 25, High on Life 2, and Doom: The Dark Ages for myself, while performing specific benchmark tests in Shadow of the Tomb Raider, Total War: Three Kingdoms, Horizon Zero Dawn Remastered, and Cyberpunk 2077. Each test was run at 1080p, 1600p, and 2400p three times in both High and Highest settings with the final result here representative of an average. </p><p>I also tested the Scar 18 in 3D Mark Time Spy, Steel Nomad, and Fire Strike - again, performing each benchmark three times and taking a final average result. The machine was tested in the system's 'Turbo' performance preset. </p><p>For more information on <a href="https://www.gamesradar.com/how-we-test-gaming-laptops-on-gamesradar/">how we test gaming laptops</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>. </p><p><em>I'm also rounding up the </em><a href="https://www.gamesradar.com/the-best-asus-gaming-laptops/"><em>best Asus gaming laptops</em></a><em> as well as the </em><a href="https://www.gamesradar.com/razer-laptops/"><em>best Razer laptops</em></a><em> and </em><a href="https://www.gamesradar.com/alienware-gaming-laptop-guide/"><em>best Alienware laptops</em></a><em> for more alternatives. </em></p>
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                                                            <title><![CDATA[ End of Abyss review: "Little Nightmares meets Resident Evil, but they meet at Frustration Station" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Look, I wanted to like End of Abyss; and I did! Sometimes. When everything's going smoothly, it's an atmospheric and excellently-paced survival horror that's harsh but fair. The problem is that when everything <em>isn't</em> going smoothly – which is more often than should be the case, especially in the latter half of the game – it's a pretty good example of what not to do in the genre.</p><p>The distant camera and smoky darkness may well put you in mind of <a href="https://www.gamesradar.com/uk/games/horror/little-nightmares/">Little Nightmares</a> (studio Section 9 is made up of former Tarsier devs), but a better comparison would be classic <a href="https://www.gamesradar.com/uk/games/survival-horror/resident-evil/">Resident Evil</a>. Partly this is down to the (great) monster design – many of End of Abyss' creepy horrors wouldn't be out of place for Leon Kennedy and friends to face, with dashes of the sort of abominations that haunt <a href="https://www.gamesradar.com/the-last-of-us-part-1-guide-remake/">The Last of Us</a> and indeed Little NIghtmares. But, End of Abyss feels built in the Resident Evil mold right down to the gameplay.</p><h2 id="abyss-of-a-problem">Abyss of a problem</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oMDfsKBLxVzFv69YTMZSw3" name="SS_End of Abyss_07" alt="Fighting a mech enemy in End of Abyss" src="https://cdn.mos.cms.futurecdn.net/oMDfsKBLxVzFv69YTMZSw3-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Epic Games, Section 9 Interactive)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 1, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer: </strong>Section 9 Interactive<br><strong>Publisher:</strong> Epic Games Publishing</p></div></div><p>Though you can sprint, avoiding the lumbering pace of old-school Resident Evil (the controls are, thankfully, significantly tighter too), one survival horror element End of Abyss channels excellently is teaching you to be wary of, and respect, uncharted territory. There could be an enemy just off screen at any time, and you don't want to run in for a hug. Especially not when most of the beasties can delete a huge dollop of your health with one hit.</p><p>Your scanner also serves to reward more careful exploration, but with mixed results. Although it can provide useful info, such as what notes say or which keycard is required for which door, it's nothing that a simple button tap wouldn't achieve faster with equal efficiency. The only unique use it really has is for a bit of classic 'follow power lines through the walls' in order to find door-opening nodes  to shoot. </p><p>The Resident Evil comparison comes in not just through keycard use, but intentionally imperfect combat against resilient enemies. There are also safe rooms, though saving works differently to the Capcom classics. When you die, you retain any items you picked up, and any opened doors or extended bridges stay as you left them. However, all enemies – apart from bosses and ambush setpieces – respawn. Any expended ammo, however, does not.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nKDMv54moic6MSh7qqrrr3" name="SS_End of Abyss_06" alt="A metal can enemy attacks in End of Abyss" src="https://cdn.mos.cms.futurecdn.net/nKDMv54moic6MSh7qqrrr3-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Epic Games, Section 9 Interactive)</span></figcaption></figure><p>Combat while exploring is usually tough, just the right level of awkward, and manageable (make sure you upgrade your weapons, though). Unfortunately, End of Abyss has a nasty habit of cheaply synthesizing challenge by forcing you into a tiny arena. This is especially true of the boss fights, most of which are awful. When facing multiple enemies, this results in silly situations where you're leading monstrosities in circles like a Benny Hill chase, occasionally stopping to take potshots at them until it's over.   </p><p>Bugs aside – I have a few instances of enemies hitting me through walls, an elevator that doesn't load properly, and a soft lock that loses me progress in the final area – my journey to the end of End of Abyss is frequently marred by small but cumulatively annoying gripes, a different kind of horror to where the game shines. Gloomy environs, for example, contribute to the great atmosphere, but it does mean that levers and other objects can sometimes be hard to see. At one point, I completely miss a progress-crucial destructible section of floor because the subtle pale coloring melts out of view. </p><p>My greatest nemesis is a radiated area where, without the correct (and missable) suit mod, you take minor but constant damage while exploring. Once I <em>eventually</em> get hold of the mod, I find that it requires  four energy points to activate… and my suit only has three! Cue hours of aimless wandering until I finally stumble across what I need – wait for it – deep into the area I need it for. Doubtless I missed at least one of these energy pickups somewhere earlier, but it shouldn't have been possible for me to find myself in that situation.  While there's a touch of Metroidvania – I regularly encounter doors and devices before I'm able to make use of them – the fact that there's only one piece of traversal gear to find (a grappling hook) brings me back to Resident Evil as a reference point.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HvtRnMR39f6utNPjgMwuY3" name="SS_End of Abyss_01" alt="Cel aims at the Husk Cluster bosses' additional enemies in End of Abyss" src="https://cdn.mos.cms.futurecdn.net/HvtRnMR39f6utNPjgMwuY3-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Epic Games, Section 9 Interactive)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Different beast</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qU9tMgQP9Wsbm8BvNDvZBn" name="Reanimal review" caption="" alt="Reanimal review" src="https://cdn.mos.cms.futurecdn.net/qU9tMgQP9Wsbm8BvNDvZBn-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: THQ Nordic)</span></figcaption></figure><p class="fancy-box__body-text">Little Nightmares developer Tarsier Studios released their own new horror game this year, which we called "a feast of twisted weirdness" in our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/horror/reanimal-review/">Reanimal review</a>.</p></div></div><p>A combination of darkened corners and missable items means that I spend a <em>lot</em> of hours wandering around in this way, and I often yearn for fast travel between safe rooms. It doesn't help that information from the scanner isn't very useful for many doors, cheerily informing me that they're locked without any indication of how I might remedy the situation.</p><p>That said, End of Abyss does hold some juicy rewards for those willing (or, in my case, forced) to stray off the main path. Not only crafting materials and snippets of lore, but meaty weapons and entire boss fights that you can otherwise roll credits without seeing. There's even a way (it seems) to soften the difficulty of the final boss by finding certain items scattered across the game, but by then I've had more than enough of running around overfamiliar areas to even consider the idea.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="atT7gPiK8u7rWRjwrgpCf3" name="SS_End of Abyss_03" alt="An enemy with a huge hand attacks in End of Abyss" src="https://cdn.mos.cms.futurecdn.net/atT7gPiK8u7rWRjwrgpCf3-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Epic Games, Section 9 Interactive)</span></figcaption></figure><p>I spend way, <em>way</em> longer than I'd like doing laps of the shuttle system trying to find something to help me progress, and I'm not a huge fan of the fact that, if you run out of crafting materials for ammo by repeatedly failing a boss fight, the only way to get more is to revisit areas you've already rinsed to kill enemies you've already killed. It was bad back when Bloodborne did it, and it hasn't suddenly become good now.</p><p>However, there are enough sprints of enjoyment between the swamps of frustration to just about hold End of Abyss together. There's lots to enjoy if you live for immersing yourself in a complex environment to explore backwards and forwards with little consideration of plot; but if you're after something where you can follow the story path with relative ease, expect to make plentiful use of guides.</p><p>End of Abyss was reviewed on PS5, with a code provided by the publisher.</p><p><em>This isn't where your gaming journey ends. If you want more like this, check out our </em><a href="https://www.gamesradar.com/best-survival-horror-games/"><em>best survival horror games</em></a><em> ranking, or keep an eye on our </em><a href="https://www.gamesradar.com/upcoming-horror-games/"><em>upcoming horror games</em></a><em> list!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/end-of-abyss-review/</link>
                                                                            <description>
                            <![CDATA[ A game full of Big Nightmares, not all of them intentional ]]>
                                                                                                            </description>
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                                                                        <pubDate>Wed, 30 Sep 2026 14:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 30 Sep 2026 14:21:19 +0000</updated>
                                                                                                                                            <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                                                                                    <dc:creator><![CDATA[ Luke Kemp ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yV3vyC2FdvgtNFMfPYErDc-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
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                                                            <media:credit><![CDATA[Epic Games, Section 9 Interactive]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Cel crouches through a small tunnel in the dark in End of Abyss, cropped for a header]]></media:description>                                                            <media:text><![CDATA[Cel crouches through a small tunnel in the dark in End of Abyss, cropped for a header]]></media:text>
                                <media:title type="plain"><![CDATA[Cel crouches through a small tunnel in the dark in End of Abyss, cropped for a header]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Look, I wanted to like End of Abyss; and I did! Sometimes. When everything's going smoothly, it's an atmospheric and excellently-paced survival horror that's harsh but fair. The problem is that when everything <em>isn't</em> going smoothly – which is more often than should be the case, especially in the latter half of the game – it's a pretty good example of what not to do in the genre.</p><p>The distant camera and smoky darkness may well put you in mind of <a href="https://www.gamesradar.com/uk/games/horror/little-nightmares/">Little Nightmares</a> (studio Section 9 is made up of former Tarsier devs), but a better comparison would be classic <a href="https://www.gamesradar.com/uk/games/survival-horror/resident-evil/">Resident Evil</a>. Partly this is down to the (great) monster design – many of End of Abyss' creepy horrors wouldn't be out of place for Leon Kennedy and friends to face, with dashes of the sort of abominations that haunt <a href="https://www.gamesradar.com/the-last-of-us-part-1-guide-remake/">The Last of Us</a> and indeed Little NIghtmares. But, End of Abyss feels built in the Resident Evil mold right down to the gameplay.</p><h2 id="abyss-of-a-problem">Abyss of a problem</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oMDfsKBLxVzFv69YTMZSw3" name="SS_End of Abyss_07" alt="Fighting a mech enemy in End of Abyss" src="https://cdn.mos.cms.futurecdn.net/oMDfsKBLxVzFv69YTMZSw3-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Epic Games, Section 9 Interactive)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 1, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer: </strong>Section 9 Interactive<br><strong>Publisher:</strong> Epic Games Publishing</p></div></div><p>Though you can sprint, avoiding the lumbering pace of old-school Resident Evil (the controls are, thankfully, significantly tighter too), one survival horror element End of Abyss channels excellently is teaching you to be wary of, and respect, uncharted territory. There could be an enemy just off screen at any time, and you don't want to run in for a hug. Especially not when most of the beasties can delete a huge dollop of your health with one hit.</p><p>Your scanner also serves to reward more careful exploration, but with mixed results. Although it can provide useful info, such as what notes say or which keycard is required for which door, it's nothing that a simple button tap wouldn't achieve faster with equal efficiency. The only unique use it really has is for a bit of classic 'follow power lines through the walls' in order to find door-opening nodes  to shoot. </p><p>The Resident Evil comparison comes in not just through keycard use, but intentionally imperfect combat against resilient enemies. There are also safe rooms, though saving works differently to the Capcom classics. When you die, you retain any items you picked up, and any opened doors or extended bridges stay as you left them. However, all enemies – apart from bosses and ambush setpieces – respawn. Any expended ammo, however, does not.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nKDMv54moic6MSh7qqrrr3" name="SS_End of Abyss_06" alt="A metal can enemy attacks in End of Abyss" src="https://cdn.mos.cms.futurecdn.net/nKDMv54moic6MSh7qqrrr3-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Epic Games, Section 9 Interactive)</span></figcaption></figure><p>Combat while exploring is usually tough, just the right level of awkward, and manageable (make sure you upgrade your weapons, though). Unfortunately, End of Abyss has a nasty habit of cheaply synthesizing challenge by forcing you into a tiny arena. This is especially true of the boss fights, most of which are awful. When facing multiple enemies, this results in silly situations where you're leading monstrosities in circles like a Benny Hill chase, occasionally stopping to take potshots at them until it's over.   </p><p>Bugs aside – I have a few instances of enemies hitting me through walls, an elevator that doesn't load properly, and a soft lock that loses me progress in the final area – my journey to the end of End of Abyss is frequently marred by small but cumulatively annoying gripes, a different kind of horror to where the game shines. Gloomy environs, for example, contribute to the great atmosphere, but it does mean that levers and other objects can sometimes be hard to see. At one point, I completely miss a progress-crucial destructible section of floor because the subtle pale coloring melts out of view. </p><p>My greatest nemesis is a radiated area where, without the correct (and missable) suit mod, you take minor but constant damage while exploring. Once I <em>eventually</em> get hold of the mod, I find that it requires  four energy points to activate… and my suit only has three! Cue hours of aimless wandering until I finally stumble across what I need – wait for it – deep into the area I need it for. Doubtless I missed at least one of these energy pickups somewhere earlier, but it shouldn't have been possible for me to find myself in that situation.  While there's a touch of Metroidvania – I regularly encounter doors and devices before I'm able to make use of them – the fact that there's only one piece of traversal gear to find (a grappling hook) brings me back to Resident Evil as a reference point.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HvtRnMR39f6utNPjgMwuY3" name="SS_End of Abyss_01" alt="Cel aims at the Husk Cluster bosses' additional enemies in End of Abyss" src="https://cdn.mos.cms.futurecdn.net/HvtRnMR39f6utNPjgMwuY3-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Epic Games, Section 9 Interactive)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Different beast</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qU9tMgQP9Wsbm8BvNDvZBn" name="Reanimal review" caption="" alt="Reanimal review" src="https://cdn.mos.cms.futurecdn.net/qU9tMgQP9Wsbm8BvNDvZBn-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: THQ Nordic)</span></figcaption></figure><p class="fancy-box__body-text">Little Nightmares developer Tarsier Studios released their own new horror game this year, which we called "a feast of twisted weirdness" in our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/horror/reanimal-review/">Reanimal review</a>.</p></div></div><p>A combination of darkened corners and missable items means that I spend a <em>lot</em> of hours wandering around in this way, and I often yearn for fast travel between safe rooms. It doesn't help that information from the scanner isn't very useful for many doors, cheerily informing me that they're locked without any indication of how I might remedy the situation.</p><p>That said, End of Abyss does hold some juicy rewards for those willing (or, in my case, forced) to stray off the main path. Not only crafting materials and snippets of lore, but meaty weapons and entire boss fights that you can otherwise roll credits without seeing. There's even a way (it seems) to soften the difficulty of the final boss by finding certain items scattered across the game, but by then I've had more than enough of running around overfamiliar areas to even consider the idea.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="atT7gPiK8u7rWRjwrgpCf3" name="SS_End of Abyss_03" alt="An enemy with a huge hand attacks in End of Abyss" src="https://cdn.mos.cms.futurecdn.net/atT7gPiK8u7rWRjwrgpCf3-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Epic Games, Section 9 Interactive)</span></figcaption></figure><p>I spend way, <em>way</em> longer than I'd like doing laps of the shuttle system trying to find something to help me progress, and I'm not a huge fan of the fact that, if you run out of crafting materials for ammo by repeatedly failing a boss fight, the only way to get more is to revisit areas you've already rinsed to kill enemies you've already killed. It was bad back when Bloodborne did it, and it hasn't suddenly become good now.</p><p>However, there are enough sprints of enjoyment between the swamps of frustration to just about hold End of Abyss together. There's lots to enjoy if you live for immersing yourself in a complex environment to explore backwards and forwards with little consideration of plot; but if you're after something where you can follow the story path with relative ease, expect to make plentiful use of guides.</p><p>End of Abyss was reviewed on PS5, with a code provided by the publisher.</p><p><em>This isn't where your gaming journey ends. If you want more like this, check out our </em><a href="https://www.gamesradar.com/best-survival-horror-games/"><em>best survival horror games</em></a><em> ranking, or keep an eye on our </em><a href="https://www.gamesradar.com/upcoming-horror-games/"><em>upcoming horror games</em></a><em> list!</em></p>
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                                                            <title><![CDATA[ Toem 2 review: "Effortlessly charming with clever puzzling, this photography adventure is worth snapping up" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Toem 2 is a game for nosy people, which is great news for someone like me who spends at least half their time while out and about carefully eavesdropping on other people's conversations. (Don't hate me, we've all done it.) But rather than it being a game about listening to people, Toem 2 is – <a href="https://www.gamesradar.com/have-you-tried-being-a-hipster-photographer-in-monochrome-delight-toem/"><u>like its predecessor</u></a> – all about grabbing your camera and talking to every single person you meet. </p><p>Rather than making you feel like a voyeur, though, Toem 2 immediately makes you feel calm and at ease. The black-and-white hand-drawn art style is charming and will constantly surprise you as you move through each area. But, starting out Pokemon-style in your home bedroom with your nana waiting downstairs, about to put the TV on full blast, is the most wholesome start to this equally wholesome game.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sRBjkCwiG6MyuNiGCrEFS8" name="PR_toem_2_6" alt="Saving a photograph of a Tato in Toem 2, a critter" src="https://cdn.mos.cms.futurecdn.net/sRBjkCwiG6MyuNiGCrEFS8-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Something We Made, popagenda)</span></figcaption></figure><p>Like the original Toem, you have a single end goal, which is to attend a festival for a once-in-a-lifetime event that's actually known as a toem in the game, but the bus that's going to take you there won't go direct. Instead, you find yourself taking detours through different areas, speaking to anyone you meet to see how you can be of help. As it turns out, in order to earn enough bus tokens to get to the next stop along your journey to the magical event, you're going to need to lend a hand – or a camera.</p><h2 id="snap-crackle-pop-culture-reference">Snap, crackle, pop culture reference</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GzFbvWLqDtmGQSmBNiomeZ" name="SS_toem_2_3" alt="Knights speak in an inn in Toem 2, with one saying "I didn't have any time to pet my horse in peace"" src="https://cdn.mos.cms.futurecdn.net/GzFbvWLqDtmGQSmBNiomeZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Something We Made, popagenda)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>September 29, 2026<br><strong>Platform(s): </strong>PC, PS5, Nintendo Switch 2, Nintendo Switch<br><strong>Developer: </strong>In-house<br><strong>Publisher:</strong> Something We Made, popagenda</p></div></div><p>Each area has a core character that you'll need to help with a larger multi-part quest through the district. This is a bit of a change from the original game, but it's a welcome one, as there's a joy in seeing these familiar faces pop up as you explore a new drama that needs your assistance. It's just another way that Toem 2 shows off its excellent writing, with the game regularly making me chuckle out loud at its unexpected silliness. </p><p>Because outside of these core companions, there are so many funny little guys and gals just waiting to be spoken to, all with some kind of problem that needs solving. Whether it's a skeleton trapped in a hanging cage that just can't remember whether they left the stove on, or a biologist that needs some fish-themed analysis doing that's so clearly another nod to Pokemon.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JrKsaw64xeghQwhb2RiMTZ" name="SS_toem_2_2" alt="in Toem 2" src="https://cdn.mos.cms.futurecdn.net/JrKsaw64xeghQwhb2RiMTZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Something We Made, popagenda)</span></figcaption></figure><p>There's plenty of whimsy to be discovered, and you'll find yourself learning each area practically by heart as you meander back and forth across it, finding items, taking photos, and chatting with the locals. It's probably the gentlest Metroidvania-alike you're ever going to find. </p><p>It's such a great feeling when the random item or person you took a photo of earlier turns out to be plot-critical, often in hilarious ways. It's something Toem 2's very good at – the art of surprise.</p><p>A costume you found in a crate may come back later as a much-needed prop; a character you snapped because you thought they were cute might just be the key to the next quest you pick up. It's just part of its charm and clever puzzle creation.</p><h2 id="happy-snappy">Happy snappy</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mdZtuzWYcpPfYHWRAYnoJ8" name="PR_toem_2_3" alt="Running through a town gate in Toem 2" src="https://cdn.mos.cms.futurecdn.net/mdZtuzWYcpPfYHWRAYnoJ8-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Something We Made, popagenda)</span></figcaption></figure><p>I won't lie, across its roughly four-hour playtime, Toem 2 will make you fall for it over and over again. There's such a gentle playfulness to its narrative, and even though the mechanics of taking photographs and interacting with people and the world is fairly simple, it still finds ways to surprise you.</p><div><blockquote><p>Each area has a distinct visual theme and feel, from the countryside farmland vibes of Cropten to the fantasy themes of Taletorp.</p></blockquote></div><p>It helps that, as with the first game, each area has a distinct visual theme and feel, from the countryside farmland vibes of Cropten to the fantasy themes of Taletorp – which I've aptly misread as Tabletop multiple times. There's not enough game time to really be bored, but developer Something We Made doesn't ever give you the option. It's delighting you at every turn. </p><p>The new core characters also give you special new camera add-ons that are unique to each area. The first area, for example, gives you a pair of scissors for snipping and cutting at things, and it's really interesting to gain another way to interact with the world than just taking pictures.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iKvbZzE9NQ25vHBySo5vbZ" name="SS_toem_2_5" alt="A photograph of a Puffleon in Toem 2, with the 'critter discovered' text" src="https://cdn.mos.cms.futurecdn.net/iKvbZzE9NQ25vHBySo5vbZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Something We Made, popagenda)</span></figcaption></figure><p>Not that taking pictures isn't really satisfying, though. You've got a cute floating drone for taking shots and a good old tripod, and just whipping out the camera is enough to entertain. The gyro lets you aim (or the right stick), and you can zoom, focus in on a point of interest (which sometimes comes in handy for the more unusual quests), and pan around the world to see what might be lurking in a corner upon closer inspection.  </p><p>If you're the kind of completionist gamer that I am, you can eke extra joy out of each locale by snapping pics of the local wildlife. You'll get an extra stamp for it in your journal too, but I just love the silly little names given to the critters you'll find like the sootsprite-esque Blobnuts and sad mushroom Mopeyrelles. </p><p>The only thing that I don't enjoy about Toem 2 is having to finish it. It's one of those games that you really settle into the groove for, just to find out you're about to finish it. I would love some more of its whimsical little world and its lovable mute protagonist (side note… what <em>is</em> it), and hopefully the fact that this is already a sequel means we might get a part three one day.</p><p>Toem 2 was reviewed on PS5, with code provided by the publisher.</p><p><em>Ready to-em tackle more like this? Check out our </em><a href="https://www.gamesradar.com/best-switch-indie-games/"><em>best Switch indie games</em></a><em> recommendations, and the hottest </em><a href="https://www.gamesradar.com/upcoming-indie-games/"><em>upcoming indie games</em></a><em> you need to be adding to your calendar!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/adventure/toem-2-review/</link>
                                                                            <description>
                            <![CDATA[ Exploring this whimsical world is impossible to resist ]]>
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                                                                        <pubDate>Mon, 28 Sep 2026 13:01:00 +0000</pubDate>                                                                                                                                <updated>Mon, 28 Sep 2026 13:06:56 +0000</updated>
                                                                                                                                            <category><![CDATA[Adventure Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Nintendo Switch]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                <author><![CDATA[ sam.loveridge@futurenet.com (Sam Loveridge) ]]></author>                    <dc:creator><![CDATA[ Sam Loveridge ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/JKVzu4Buf8nmwkrwf2LnoF-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                    <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/x4zXRnrcEvzz62h4tz3daZ-1920-80.jpg">
                                                            <media:credit><![CDATA[Something We Made, popagenda]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Riding the bus in Toem 2, which is driven by a fluffy creature in a bowtie]]></media:description>                                                            <media:text><![CDATA[Riding the bus in Toem 2, which is driven by a fluffy creature in a bowtie]]></media:text>
                                <media:title type="plain"><![CDATA[Riding the bus in Toem 2, which is driven by a fluffy creature in a bowtie]]></media:title>
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                            <article>
                                <p>Toem 2 is a game for nosy people, which is great news for someone like me who spends at least half their time while out and about carefully eavesdropping on other people's conversations. (Don't hate me, we've all done it.) But rather than it being a game about listening to people, Toem 2 is – <a href="https://www.gamesradar.com/have-you-tried-being-a-hipster-photographer-in-monochrome-delight-toem/"><u>like its predecessor</u></a> – all about grabbing your camera and talking to every single person you meet. </p><p>Rather than making you feel like a voyeur, though, Toem 2 immediately makes you feel calm and at ease. The black-and-white hand-drawn art style is charming and will constantly surprise you as you move through each area. But, starting out Pokemon-style in your home bedroom with your nana waiting downstairs, about to put the TV on full blast, is the most wholesome start to this equally wholesome game.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sRBjkCwiG6MyuNiGCrEFS8" name="PR_toem_2_6" alt="Saving a photograph of a Tato in Toem 2, a critter" src="https://cdn.mos.cms.futurecdn.net/sRBjkCwiG6MyuNiGCrEFS8-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Something We Made, popagenda)</span></figcaption></figure><p>Like the original Toem, you have a single end goal, which is to attend a festival for a once-in-a-lifetime event that's actually known as a toem in the game, but the bus that's going to take you there won't go direct. Instead, you find yourself taking detours through different areas, speaking to anyone you meet to see how you can be of help. As it turns out, in order to earn enough bus tokens to get to the next stop along your journey to the magical event, you're going to need to lend a hand – or a camera.</p><h2 id="snap-crackle-pop-culture-reference">Snap, crackle, pop culture reference</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GzFbvWLqDtmGQSmBNiomeZ" name="SS_toem_2_3" alt="Knights speak in an inn in Toem 2, with one saying "I didn't have any time to pet my horse in peace"" src="https://cdn.mos.cms.futurecdn.net/GzFbvWLqDtmGQSmBNiomeZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Something We Made, popagenda)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>September 29, 2026<br><strong>Platform(s): </strong>PC, PS5, Nintendo Switch 2, Nintendo Switch<br><strong>Developer: </strong>In-house<br><strong>Publisher:</strong> Something We Made, popagenda</p></div></div><p>Each area has a core character that you'll need to help with a larger multi-part quest through the district. This is a bit of a change from the original game, but it's a welcome one, as there's a joy in seeing these familiar faces pop up as you explore a new drama that needs your assistance. It's just another way that Toem 2 shows off its excellent writing, with the game regularly making me chuckle out loud at its unexpected silliness. </p><p>Because outside of these core companions, there are so many funny little guys and gals just waiting to be spoken to, all with some kind of problem that needs solving. Whether it's a skeleton trapped in a hanging cage that just can't remember whether they left the stove on, or a biologist that needs some fish-themed analysis doing that's so clearly another nod to Pokemon.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JrKsaw64xeghQwhb2RiMTZ" name="SS_toem_2_2" alt="in Toem 2" src="https://cdn.mos.cms.futurecdn.net/JrKsaw64xeghQwhb2RiMTZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Something We Made, popagenda)</span></figcaption></figure><p>There's plenty of whimsy to be discovered, and you'll find yourself learning each area practically by heart as you meander back and forth across it, finding items, taking photos, and chatting with the locals. It's probably the gentlest Metroidvania-alike you're ever going to find. </p><p>It's such a great feeling when the random item or person you took a photo of earlier turns out to be plot-critical, often in hilarious ways. It's something Toem 2's very good at – the art of surprise.</p><p>A costume you found in a crate may come back later as a much-needed prop; a character you snapped because you thought they were cute might just be the key to the next quest you pick up. It's just part of its charm and clever puzzle creation.</p><h2 id="happy-snappy">Happy snappy</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mdZtuzWYcpPfYHWRAYnoJ8" name="PR_toem_2_3" alt="Running through a town gate in Toem 2" src="https://cdn.mos.cms.futurecdn.net/mdZtuzWYcpPfYHWRAYnoJ8-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Something We Made, popagenda)</span></figcaption></figure><p>I won't lie, across its roughly four-hour playtime, Toem 2 will make you fall for it over and over again. There's such a gentle playfulness to its narrative, and even though the mechanics of taking photographs and interacting with people and the world is fairly simple, it still finds ways to surprise you.</p><div><blockquote><p>Each area has a distinct visual theme and feel, from the countryside farmland vibes of Cropten to the fantasy themes of Taletorp.</p></blockquote></div><p>It helps that, as with the first game, each area has a distinct visual theme and feel, from the countryside farmland vibes of Cropten to the fantasy themes of Taletorp – which I've aptly misread as Tabletop multiple times. There's not enough game time to really be bored, but developer Something We Made doesn't ever give you the option. It's delighting you at every turn. </p><p>The new core characters also give you special new camera add-ons that are unique to each area. The first area, for example, gives you a pair of scissors for snipping and cutting at things, and it's really interesting to gain another way to interact with the world than just taking pictures.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iKvbZzE9NQ25vHBySo5vbZ" name="SS_toem_2_5" alt="A photograph of a Puffleon in Toem 2, with the 'critter discovered' text" src="https://cdn.mos.cms.futurecdn.net/iKvbZzE9NQ25vHBySo5vbZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Something We Made, popagenda)</span></figcaption></figure><p>Not that taking pictures isn't really satisfying, though. You've got a cute floating drone for taking shots and a good old tripod, and just whipping out the camera is enough to entertain. The gyro lets you aim (or the right stick), and you can zoom, focus in on a point of interest (which sometimes comes in handy for the more unusual quests), and pan around the world to see what might be lurking in a corner upon closer inspection.  </p><p>If you're the kind of completionist gamer that I am, you can eke extra joy out of each locale by snapping pics of the local wildlife. You'll get an extra stamp for it in your journal too, but I just love the silly little names given to the critters you'll find like the sootsprite-esque Blobnuts and sad mushroom Mopeyrelles. </p><p>The only thing that I don't enjoy about Toem 2 is having to finish it. It's one of those games that you really settle into the groove for, just to find out you're about to finish it. I would love some more of its whimsical little world and its lovable mute protagonist (side note… what <em>is</em> it), and hopefully the fact that this is already a sequel means we might get a part three one day.</p><p>Toem 2 was reviewed on PS5, with code provided by the publisher.</p><p><em>Ready to-em tackle more like this? Check out our </em><a href="https://www.gamesradar.com/best-switch-indie-games/"><em>best Switch indie games</em></a><em> recommendations, and the hottest </em><a href="https://www.gamesradar.com/upcoming-indie-games/"><em>upcoming indie games</em></a><em> you need to be adding to your calendar!</em></p>
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                                                            <title><![CDATA[ Minecraft Dungeons 2 review: "This family friendly take on Diablo embraces old school vibes in the best ways" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>There's still no mining. Or crafting. But the Dungeon aspect? Well, that's going great guns. Bigger, better, yet impressively streamlined for younger players to get started, Minecraft Dungeons 2 is one of the best-made loot-based dungeon crawlers you can buy. If you're looking for classic video gamey fun, you've come to the right place.</p><p>You're thrust straight into the story in which three Illagers have opened up a portal to the Sift – an all-new dimension in the <a href="https://www.gamesradar.com/minecraft-guide/">Minecraft</a> universe. This new dimension enables the game to feature some genuinely new scenery (even if it does look a bit cellophaney, like 1960s Star Trek). It also brings time-limited, global modifiers called 'Sift Tides'. These bring harder mobs, decreased cooldown timers, or cessation of passive soul generation, affecting your magic, though it still feels the same to actually play. There are new enemies too, which is a good thing because the Overworld's mobs look way too familiar if you've played the original.</p><h2 id="hitting-the-arcade">Hitting the arcade</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ezynBr7REBnUByC42azFPg" name="PR_MD2_Dungeons II - Gameplay Shot 1" alt="Players progress down snowy, stone steps in Minecraft Dungeons 2 surrounded by enemies and red goo" src="https://cdn.mos.cms.futurecdn.net/ezynBr7REBnUByC42azFPg-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>September 29, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X, Nintendo Switch 2, Nintendo Switch<br><strong>Developer: </strong>Mojang, Double Eleven<br><strong>Publisher:</strong> Xbox Game Studios</p></div></div><p>The other genuinely new thing is the ability to jump. What do you mean, I'm scraping the barrel already? It does make a difference, allowing for some basic 3D platforming (thankfully with forgiving collision detection) and, accordingly, fun new jump attacks. Some modifiers even turn these into special moves, scorching the land ahead of you with fire, for example. It also means you can jump over some projectiles during boss fights, which makes everything feel more arcadey. It's a good thing; this is giving old school video game vibes and I love that.</p><p>The movement is super-solid with only a precious few instances of slowdown on Xbox Series X when you're at a Storm Tower, making the game feel like Minecraft Dungeons Arcade – all chunky and super-assured. It's also noticeably easier to see what's happening compared to the first game, making for clearer gameplay decisions. The action can still become overwhelming when you find yourself in the middle of a mob, but that just makes it all the more satisfying to use firebomb magic or a soul explosion to knock back a score of enemies.</p><p>Co-op can be played locally, online, or a mixture of both, but characters created as 'offline' cannot go online and vice versa. It's plausible for two players with a large disparity in character level to enjoy a game together. The game splits currency 50/50 and loot is dropped for specific players, so a newbie can't pick up a Level 100 pickaxe – they'll have to wait for their own, low level drop instead. A more experienced player may have to revive the less-experienced player more often, but it works really well. Co-op is a lot of fun as you shout to each other to heal up, or <em>NOT EAT THE FOOD UNTIL WE NEED IT. OK?!</em></p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3Jy4NBtmEdDBbb4skJgUAY" name="SS_MD2_SoulsAttack" alt="A souls attack in Minecraft Dungeons 2 illuminates an otherwise dark dungeon" src="https://cdn.mos.cms.futurecdn.net/3Jy4NBtmEdDBbb4skJgUAY-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><p>That said, there is <em>so much</em> loot on offer, you'll soon spend almost as much time in the menus equipping new weapons and armor (which now has chest, legs, and head separation for extra depth) as you will playing. You can easily spend a few minutes buying, upgrading, and enchanting (and now non-destructively disenchanting) a full set of weapons, armor, artifacts and talismans only to blast through a dungeon and have 70% of it to do again 15 minutes later.</p><p>There is a new quick inventory feature allowing players to change their gear without using the whole screen, but you'll likely take turns to do it full screen anyway because sharing the experience of equipping great gear is such a big part of the fun.</p><p>The main story rattles along nicely and is a little longer than the first game's campaign, clocking it at around 10 hours. But even though it gets a bit samey after 5 hours or so, I still wish the story lasted longer. Further side quests continue some plot lines and keep things focused, but it never quite feels as convincing once you hit endgame.</p><h2 id="weathering-the-soul-storms">Weathering the soul storms</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="U6YxYS8y9ZC8oJEojZjijg" name="PR_MD2_Dungeons II - Gameplay Shot 6" alt="The screen is filled with explosions in Minecraft Dungeons 2" src="https://cdn.mos.cms.futurecdn.net/U6YxYS8y9ZC8oJEojZjijg-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">The dungeon returns</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bUWLyice44ureQD2RLsHVn" name="Minecraft-Dungeons-imagen-2.jpg" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/bUWLyice44ureQD2RLsHVn-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Mojang)</span></figcaption></figure><p class="fancy-box__body-text">In our original <a data-analytics-id="inline-link" href="https://www.gamesradar.com/minecraft-dungeons-review/">Minecraft Dungeons review</a>, we called it a "smartly streamlined dungeon crawler [that] makes for a more accessible alternative in the action RPG space".</p></div></div><p>The biggest endgame feature is the appearance of Soul Storms, which occur in random locations and are time-limited. In these storms, you get harder mobs to beat, along with three storm towers which are real damage sponges. These are best tackled in co-op, though you can take them on solo too. Things do get a lot harder at this point, especially when prior bosses spawn in the middle of the maelstrom, and the forthcoming DLC promises even greater tests of your skills.</p><p>But with greater difficulty comes increased frustration, and you may start to lose interest if completionism or maxing out your character doesn't appeal to you. Combat also changes from pleasantly skill-centric early on to keeping your health above zero while you alternate magic attacks.</p><p>There are a few bugs and rough edges that surprised me. I got stuck in the scenery by jumping where I wasn't supposed to, forcing me to fast travel to escape, and I had far too many instances of keys disappearing and characters vanishing when they were supposed to be following me. Quitting the game and reloading always fixed the issue, respawning everything, but if you don't realize it's bugged out, you can spend quite a while wondering what you're doing wrong.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SwAfSagqUVyxhQok4CX6NY" name="SS_MD2_Enderman" alt="in Minecraft Dungeons 2" src="https://cdn.mos.cms.futurecdn.net/SwAfSagqUVyxhQok4CX6NY-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><p>Despite its few irritations, Minecraft Dungeons 2 is a classic example of 'how the first game should have been done'. It's impressively balanced, and rewards experimentation and careful enchantments, while still feeling like a Minecraft game. There's depth there for those who seek it, but younger siblings will have just as much fun spamming the attack button and screaming when Enderman randomly shows up. </p><p>Minecraft Dungeons 2 isn't quite as clever or flashy as, say, <a href="https://www.gamesradar.com/uk/lego-horizon-adventures/"><u>LEGO Horizon Adventures</u></a> (which is very similar to play and likely cheaper too at this point), and Diablo fans are likely to stick with <a href="https://www.gamesradar.com/diablo-4-guide/"><u>Diablo 4</u></a>. But there's honest fun here for any type of gamer, which is quite the achievement.</p><p>Minecraft Dungeons 2 was reviewed on Xbox Series X, with code provided by the publisher.</p><p><em>No need to mine for games if you want more like this. Our </em><a href="https://www.gamesradar.com/games-like-diablo/"><em>games like Diablo</em></a><em> and </em><a href="https://www.gamesradar.com/games-like-minecraft/"><em>games like Minecraft</em></a><em> recommendation lists have plenty for you to enjoy!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/minecraft/minecraft-dungeons-2-review/</link>
                                                                            <description>
                            <![CDATA[ How it should have been done first time ]]>
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                                                                        <pubDate>Mon, 28 Sep 2026 13:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 28 Sep 2026 13:06:56 +0000</updated>
                                                                                                                                            <category><![CDATA[Minecraft]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Justin Towell ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/MfTkJPbRNgKaSPCvJk79vB-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Xbox Game Studios]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A team of four adventurers ready to tackle Minecraft Dungeons 2, wielding a big hammer, a sword, a crossbow, and a purple stick]]></media:description>                                                            <media:text><![CDATA[A team of four adventurers ready to tackle Minecraft Dungeons 2, wielding a big hammer, a sword, a crossbow, and a purple stick]]></media:text>
                                <media:title type="plain"><![CDATA[A team of four adventurers ready to tackle Minecraft Dungeons 2, wielding a big hammer, a sword, a crossbow, and a purple stick]]></media:title>
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                                <p>There's still no mining. Or crafting. But the Dungeon aspect? Well, that's going great guns. Bigger, better, yet impressively streamlined for younger players to get started, Minecraft Dungeons 2 is one of the best-made loot-based dungeon crawlers you can buy. If you're looking for classic video gamey fun, you've come to the right place.</p><p>You're thrust straight into the story in which three Illagers have opened up a portal to the Sift – an all-new dimension in the <a href="https://www.gamesradar.com/minecraft-guide/">Minecraft</a> universe. This new dimension enables the game to feature some genuinely new scenery (even if it does look a bit cellophaney, like 1960s Star Trek). It also brings time-limited, global modifiers called 'Sift Tides'. These bring harder mobs, decreased cooldown timers, or cessation of passive soul generation, affecting your magic, though it still feels the same to actually play. There are new enemies too, which is a good thing because the Overworld's mobs look way too familiar if you've played the original.</p><h2 id="hitting-the-arcade">Hitting the arcade</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ezynBr7REBnUByC42azFPg" name="PR_MD2_Dungeons II - Gameplay Shot 1" alt="Players progress down snowy, stone steps in Minecraft Dungeons 2 surrounded by enemies and red goo" src="https://cdn.mos.cms.futurecdn.net/ezynBr7REBnUByC42azFPg-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>September 29, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X, Nintendo Switch 2, Nintendo Switch<br><strong>Developer: </strong>Mojang, Double Eleven<br><strong>Publisher:</strong> Xbox Game Studios</p></div></div><p>The other genuinely new thing is the ability to jump. What do you mean, I'm scraping the barrel already? It does make a difference, allowing for some basic 3D platforming (thankfully with forgiving collision detection) and, accordingly, fun new jump attacks. Some modifiers even turn these into special moves, scorching the land ahead of you with fire, for example. It also means you can jump over some projectiles during boss fights, which makes everything feel more arcadey. It's a good thing; this is giving old school video game vibes and I love that.</p><p>The movement is super-solid with only a precious few instances of slowdown on Xbox Series X when you're at a Storm Tower, making the game feel like Minecraft Dungeons Arcade – all chunky and super-assured. It's also noticeably easier to see what's happening compared to the first game, making for clearer gameplay decisions. The action can still become overwhelming when you find yourself in the middle of a mob, but that just makes it all the more satisfying to use firebomb magic or a soul explosion to knock back a score of enemies.</p><p>Co-op can be played locally, online, or a mixture of both, but characters created as 'offline' cannot go online and vice versa. It's plausible for two players with a large disparity in character level to enjoy a game together. The game splits currency 50/50 and loot is dropped for specific players, so a newbie can't pick up a Level 100 pickaxe – they'll have to wait for their own, low level drop instead. A more experienced player may have to revive the less-experienced player more often, but it works really well. Co-op is a lot of fun as you shout to each other to heal up, or <em>NOT EAT THE FOOD UNTIL WE NEED IT. OK?!</em></p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3Jy4NBtmEdDBbb4skJgUAY" name="SS_MD2_SoulsAttack" alt="A souls attack in Minecraft Dungeons 2 illuminates an otherwise dark dungeon" src="https://cdn.mos.cms.futurecdn.net/3Jy4NBtmEdDBbb4skJgUAY-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><p>That said, there is <em>so much</em> loot on offer, you'll soon spend almost as much time in the menus equipping new weapons and armor (which now has chest, legs, and head separation for extra depth) as you will playing. You can easily spend a few minutes buying, upgrading, and enchanting (and now non-destructively disenchanting) a full set of weapons, armor, artifacts and talismans only to blast through a dungeon and have 70% of it to do again 15 minutes later.</p><p>There is a new quick inventory feature allowing players to change their gear without using the whole screen, but you'll likely take turns to do it full screen anyway because sharing the experience of equipping great gear is such a big part of the fun.</p><p>The main story rattles along nicely and is a little longer than the first game's campaign, clocking it at around 10 hours. But even though it gets a bit samey after 5 hours or so, I still wish the story lasted longer. Further side quests continue some plot lines and keep things focused, but it never quite feels as convincing once you hit endgame.</p><h2 id="weathering-the-soul-storms">Weathering the soul storms</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="U6YxYS8y9ZC8oJEojZjijg" name="PR_MD2_Dungeons II - Gameplay Shot 6" alt="The screen is filled with explosions in Minecraft Dungeons 2" src="https://cdn.mos.cms.futurecdn.net/U6YxYS8y9ZC8oJEojZjijg-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">The dungeon returns</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bUWLyice44ureQD2RLsHVn" name="Minecraft-Dungeons-imagen-2.jpg" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/bUWLyice44ureQD2RLsHVn-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Mojang)</span></figcaption></figure><p class="fancy-box__body-text">In our original <a data-analytics-id="inline-link" href="https://www.gamesradar.com/minecraft-dungeons-review/">Minecraft Dungeons review</a>, we called it a "smartly streamlined dungeon crawler [that] makes for a more accessible alternative in the action RPG space".</p></div></div><p>The biggest endgame feature is the appearance of Soul Storms, which occur in random locations and are time-limited. In these storms, you get harder mobs to beat, along with three storm towers which are real damage sponges. These are best tackled in co-op, though you can take them on solo too. Things do get a lot harder at this point, especially when prior bosses spawn in the middle of the maelstrom, and the forthcoming DLC promises even greater tests of your skills.</p><p>But with greater difficulty comes increased frustration, and you may start to lose interest if completionism or maxing out your character doesn't appeal to you. Combat also changes from pleasantly skill-centric early on to keeping your health above zero while you alternate magic attacks.</p><p>There are a few bugs and rough edges that surprised me. I got stuck in the scenery by jumping where I wasn't supposed to, forcing me to fast travel to escape, and I had far too many instances of keys disappearing and characters vanishing when they were supposed to be following me. Quitting the game and reloading always fixed the issue, respawning everything, but if you don't realize it's bugged out, you can spend quite a while wondering what you're doing wrong.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SwAfSagqUVyxhQok4CX6NY" name="SS_MD2_Enderman" alt="in Minecraft Dungeons 2" src="https://cdn.mos.cms.futurecdn.net/SwAfSagqUVyxhQok4CX6NY-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><p>Despite its few irritations, Minecraft Dungeons 2 is a classic example of 'how the first game should have been done'. It's impressively balanced, and rewards experimentation and careful enchantments, while still feeling like a Minecraft game. There's depth there for those who seek it, but younger siblings will have just as much fun spamming the attack button and screaming when Enderman randomly shows up. </p><p>Minecraft Dungeons 2 isn't quite as clever or flashy as, say, <a href="https://www.gamesradar.com/uk/lego-horizon-adventures/"><u>LEGO Horizon Adventures</u></a> (which is very similar to play and likely cheaper too at this point), and Diablo fans are likely to stick with <a href="https://www.gamesradar.com/diablo-4-guide/"><u>Diablo 4</u></a>. But there's honest fun here for any type of gamer, which is quite the achievement.</p><p>Minecraft Dungeons 2 was reviewed on Xbox Series X, with code provided by the publisher.</p><p><em>No need to mine for games if you want more like this. Our </em><a href="https://www.gamesradar.com/games-like-diablo/"><em>games like Diablo</em></a><em> and </em><a href="https://www.gamesradar.com/games-like-minecraft/"><em>games like Minecraft</em></a><em> recommendation lists have plenty for you to enjoy!</em></p>
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                                                            <title><![CDATA[ Lego Star Wars Executor Super Star Destroyer (#75457) review: “Concentrate all spare funds on that Super Star Destroyer!” ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Lego Star Wars Executor Super Star Destroyer (#75457) isn’t just the latest Ultimate Collector Series set to leave its Billund docking bay; it’s the longest Lego Star Wars set ever produced. This 6,130-piece representation of Darth Vader’s flagship measures an imposing 53.5in (136cm) long – that’s the width of my dining table!</p><p>It’s not the first time Lego has produced a UCS Executor, though. Back in 2011, the Lego Star Wars Super Star Destroyer (#10221) launched with 3,152 pieces. Even today, long after its discontinuation, it remains a grail set for many Lego Star Wars collectors.</p><p>So, what could Lego possibly do to make this update appealing? Well, double the piece count, aim for a more accurate portrayal of the prototype, and include a full roster of bounty hunter scum. It’s impressive, all right, but is it <em>most impressive?</em> Let’s find out whether it can match the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego sets</a>.</p><h2 class="article-body__section" id="section-lego-star-wars-executor-super-star-destroyer-75457-features"><span>Lego Star Wars Executor Super Star Destroyer (#75457) features</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>£649.99 / $799.99</p></td></tr><tr><td class="firstcol " ><p>Ages</p></td><td  ><p>18+</p></td></tr><tr><td class="firstcol " ><p>Complexity</p></td><td  ><p>High</p></td></tr><tr><td class="firstcol " ><p>Pieces</p></td><td  ><p>6,130</p></td></tr><tr><td class="firstcol " ><p>Minifigures</p></td><td  ><p>7</p></td></tr><tr><td class="firstcol " ><p>Build time</p></td><td  ><p>14hrs 45mins</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>H: 7.5" (20cm) L: 53.5" (136cm) W: 20" (50cm)</p></td></tr><tr><td class="firstcol " ><p>Item Number</p></td><td  ><p>#75457</p></td></tr></tbody></table></div><ul><li><strong>6,130 pieces</strong></li><li><strong>18+ age rating</strong></li><li><strong>7 minifigures</strong></li></ul><p>Concentrate all savings on that Super Star Destroyer! The Lego Star Wars Executor Super Star Destroyer (#75457) costs <a href="https://www.lego.com/en-gb/product/executor-super-star-destroyer-75457" target="_blank">£649.99</a> / <a href="https://www.lego.com/en-us/product/executor-super-star-destroyer-75457" target="_blank">$799.99</a>. This hits upon the Star Wars license’s average price-per-piece ratio, but with a wealth of small pieces and a very flat profile, you could argue that the <a href="https://www.gamesradar.com/lego-ucs-venator-review/">Lego Star Wars Venator-Class Republic Attack Cruiser (#75367)</a> provides you with more bang for your buck. </p><p>In the current lineup, the Executor Super Star Destroyer is the third most expensive Lego Star Wars set behind the Death Star (#75419) at <a href="https://www.lego.com/en-gb/product/death-star-75419" target="_blank">£899.99</a> / <a href="https://www.lego.com/en-us/product/death-star-75419" target="_blank">$999.99</a> and the <a href="https://www.gamesradar.com/lego-ucs-millennium-falcon-review/">Millennium Falcon (#75192)</a> at £734.99 / $849.99. </p><p>It’s worth noting that the Executor Super Star Destroyer will launch with one of Lego’s controversial ‘Gift with Purchase’ (GWP) promotions, but I’m pleased to report that it’s a buildable Darth Vader’s Lightsaber, not something that actually adds to the set. I have no problem with GWPs, so long as they’re not considered a component of the set in question. It’s my opinion that when you spend hundreds on a Lego set, you certainly shouldn’t feel left wanting. </p><h2 class="article-body__section" id="section-lego-star-wars-executor-super-star-destroyer-75457-build"><span>Lego Star Wars Executor Super Star Destroyer (#75457) build</span></h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/bcMUcpXX8H7idWST9aNKTB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/HJXdRMpEPwdH6PTu9zdFTB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/nryoHd6AhVSpMKwYgvBtSB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ZNVUmAUS9umpUbTTrzUhSB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><ul><li><strong>14-hour build</strong></li><li><strong>Lots of Technic pieces</strong></li><li><strong>Not the most difficult set to build</strong></li></ul><p>It took me an eye-watering 14 hours and 45 minutes to piece together the Lego Star Wars Executor Super Star Destroyer (#75457). I painstakingly pressed, pushed and clipped all 6,130 pieces together during multiple sittings, ripping open 54 paper-bagged sections in the process. The build is split across four thick instruction booklets. As with any UCS set, you get a bit of blurb at the beginning of the first booklet with information on the ship itself, including some nice detailed imagery of the original ILM model.</p><p>You begin by building the small Imperial Star Destroyer and blast doors diorama for Vader and the bounty hunters to occupy before building up the base. This takes up a good portion of the first instruction booklet, and it’s definitely worth it. I’ve built Lego sets with suspect bases in the past, but this one is designed as a handhold in which to move around the entire model. And with plenty of Technic beams, reinforced by SNOT bricks, it’s extremely sturdy.</p><p>You then begin to build the ship directly onto the base. It’s not removable like smaller UCS sets, but you wouldn’t want to be moving anything this size on and off a base. The rest of booklet one is spent constructing the framework of the ship’s bow. In booklet two, you add to the bow and start to construct the base of the middle portion of the ship, with clever use of clips to keep things in place. </p><div><blockquote><p>Putting this together is like watching Bob Ross brush random splodges of paint onto a canvas, until the landscape suddenly reveals itself at the very end.</p></blockquote></div><p>All throughout these middle sections of the build, you’re constantly flipping the model upside down and then rewriting it to build up both the top and undercarriage. Eventually you get to the most forward-facing engines, providing some much-needed respite from the monotony of constructing largely abstract frameworks. </p><p>I wouldn’t say the build techniques used blew my mind quite in the same way that the <a href="https://www.gamesradar.com/toys-collectibles/lego-star-wars-ucs-jango-fetts-firespray-class-starship-75409-review/">UCS Jango Fett’s Firespray-Class Starship (#75409)</a> did, but the sheer muddle and volume of bricks is utterly mind-boggling. I can at least visualize the design process for many sets, but putting this together is like watching Bob Ross brush random splodges of paint onto a canvas, until the landscape suddenly reveals itself at the very end. Booklet two ends with the construction of the tractor beam projector at the rear of the ship’s undercarriage.</p><p>Booklet three begins with more chassis work before moving onto some large sections of panelling. Panels are made up of two or three layers of plates and generally attached to the ship using clips. While each clip is obscured by the panelling, the shape of each panel tends to slot snugly into each space, making it easy to line up the clips. That said, it can sometimes be a little tricky to ensure that the clips are properly secured. They don’t always give you that reassuring snap sound, and if you press too hard, plates can begin to separate. </p><p>More panelling ensues before flipping the ship to rewrite it for the final time to concentrate on the top layer. Time is spent adding tens of 1x4 printed clear blue tiles to represent what is explained in instruction booklet one as 250,000 ‘light openings’ that featured on the original movie prop. These printed tiles were made for this set and are entirely unique. Lego, take note: this is exactly what I expect from a premium UCS set.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/j6QRdRKTyUHawcKfBigLTB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ZTMY65Rp2R49WvEP37adSB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/fGdM3ZrdAhhtf4iohZyQSB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/p3TM2LoTWktyjaLSfUhJSB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/fFXKcyvp5z8LPwRKZesrKB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/78Yhntk9cBYJ7vPQhLDeRB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>The end of the booklet is spent constructing the beginnings of the habitable cityscape portion in the centre of the ship. In booklet four, you build the rearmost thrusters and then continue with the cityscape. You then construct the top layer's panelling before finishing the entire build with the cherry on top of the cake: the main bridge/command tower.</p><p>Despite the huge size and piece count, this certainly isn’t the most difficult Lego set I’ve put together. I found the aforementioned UCS Jango Fett’s Firespray-Class Starship to be much more challenging due to some very creative build techniques. </p><p>The Executor Super Star Destroyer is an exercise in patience more than anything. Not only does it take hours upon hours to build, but it is a perfect example of the Lego Star Wars ‘Big Grey Ship’. From AT-AT Walkers to Imperial Star Destroyers, TIE Fighters and even the Millennium Falcon, big grey ships are a Star Wars staple, and it doesn’t get much bigger (or greyer) than Executor.</p><p>And yet, I didn’t find this to be a boring build. Sure, it’s not as interesting as an intricately detailed modular building or playset, but there’s definitely an excitement regarding the immense scale and gradually watching it come together. This is an excellent set to enjoy while listening to a podcast or watching a film. </p><p>Although this is a mainline Lego set, there are a huge number of Technic pieces. You simply cannot build a model of this magnitude without using a Technic framework to keep things sturdy. However, due to the irregular shapes of many Star Wars ships, Technic is a rather common fixture in Lego Star Wars, so most fans should be used to the mixture of Technic and traditional Lego.</p><h2 class="article-body__section" id="section-lego-star-wars-executor-super-star-destroyer-75457-design"><span>Lego Star Wars Executor Super Star Destroyer (#75457) design</span></h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/Vg5ix9SBPBqHowsqTSBQ4B-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Sn3QtWNV3fhpNkDDCj8fzA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/fzPF4eAH9RVRat4LLoDXiA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Fi2eHBpLbVRP2iweDeXzj9-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/AKhmoxCw6JrigtEXbPa4WA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption>Next to the Lego Star Wars Imperial Star Destroyer (#75394) playset (bottom left) for a sense of scale<small role="credit">Mike Harris</small></figcaption></figure></figure><ul><li><strong>Diorama side build </strong></li><li><strong>Unique printed tiles</strong></li><li><strong>No stickers!!!</strong></li></ul><p>This latest incarnation of the Super Star Destroyer is much flatter and wider than both the original UCS set and the recently discontinued midi-scale Executor Super Star Destroyer (#75356). As such, this has created plenty of discourse online discussing the ship’s accuracy. </p><p>However, it’s clear that the design team has modelled this version on the original model from ILM. Online imagery shows that the ship is indeed much flatter and wider than Lego’s previous efforts. The confusion may stem from the movies, where presumably the camera angle makes the ship appear more svelte.</p><p>I think the whole point of a UCS set is to deliver unrivalled accuracy, and with that in mind, replicating the shape of the original model is a definite improvement. Probably the most attractive angle is actually the ship’s rear due to the highly detailed arrangement of 13 sublight engines.</p><p>I think the cityscape is a marked improvement over the original UCS set. Some may prefer the abundance of dark grey pieces used to create contrast, but I much prefer the uniform light-grey look, which is accurate to the ILM prototype. The previous UCS set also included no representation of the blue lighting. </p><div><blockquote><p>This set has no stickers whatsoever, and it’s an absolute joy.</p></blockquote></div><p>The printed ‘light opening’ tiles look particularly convincing as a trim that traces the sides of the ship. They don’t quite hold up to the same scrutiny on the cityscape portion, and I do wonder if a few clear-blue 1x1 square plates scattered around would have added to the aesthetic, but I really am being picky here.</p><p>I’m also pleased to see plenty of studs on the ship’s surface. I’ve never been scared of visible studs. I like my Lego sets to look like Lego sets, and I find that an overabundance of tiles can make sets look untidy due to scratches and fingerprints. But the surface of the prototype is not completely smooth, and the random assortment of studs does a good job of replicating this. On the original UCS set, the studs were more uniform, which to my eye doesn’t work. The studs on the new set feel more akin to the scattered and random texture on the ILM model.</p><p>Kudos to Lego for fully panelling the underside of the ship, too. It’s so low to the ground, they could have ignored the undercarriage, but the designers have paid almost as much attention as they did to the top. For a model of this size, the Executor generally feels surprisingly sturdy, but I do wish the panelling had a few extra supporting bricks in places. You’re not meant to lift the ship anywhere but the stand, but if you do catch the panelling, it is prone to separating or a piece or two breaking off. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/kmhSMQvJ6TLzJmjwM2c37A-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/EAAwxB5VrAAHLMW2aJtU4A-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/duPSkicCXCkvdMhDBvAag9-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/9QMGgLLfzhfsQ86fdFAde9-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/akrQu9rf6c4ApxEJVsLBSB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>I’ve noticed that the very tip of my model sags ever so slightly. I’ve tried to rectify the problem, but cannot seem to prevent it from happening. This doesn’t detract much from the overall model and may be an isolated incident, but it’s worth noting.</p><p>A casualty of the more accurate form factor is any form of interior. In the original UCS set, a small section of the cityscape could be pulled out to reveal a miniature bridge interior, and while this would have been nice to see once again, I wouldn’t have wanted it to impact the aesthetic or stability of the model. </p><p>The designers have softened the blow somewhat by including a bridge-and-blast-doors diorama to recreate the bounty hunter scene from The Empire Strikes Back. I would have loved for this to have been extended to feature a small section of the computers along with an Imperial Officer or two, but that would have pushed the piece count and price even higher.</p><p>You also get the standard UCS printed plaque, with a blueprint and information pertaining to the Super Star Destroyer. And like the original UCS set, you also get a miniature Imperial Star Destroyer build that’s roughly to scale. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/cBNcMPZJqGuoYR5R3Na4GB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/fmrvKXQodpo934fnmBTt8B-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/NviayYGLF7DYJaMRVKXbwA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/rDQx3LuDiysnMu9a77j2sA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/4JWUcYSXod69RRHFCvWXfA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Nu6PdBQNsksVRykyoxx9mA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>This is a marked improvement over its predecessor’s miniature, but I do think the design could have been better. For one, the front triangular portion of the ship is attached by just two studs and is prone to breaking off when handled. I also think it could have been slightly more detailed given the size, and I know it’s easily rectified, but I would have loved to have seen three clear-blue studs used to represent the three sublight engines on the rear. </p><p>What I do love is a teeny tiny 1x1 circular tile with a gorgeous print of the Millennium Falcon. This confirms the Star Destroyer as Avenger, which Captain Needa commands in The Empire Strikes Back and is used as an unconventional docking surface by the Falcon as a means to avoid being tracked by the capital ship.</p><p>When you include this tile, the plaque, the roster of minifigures, the tens of ‘light opening’ tiles and the tractor beam projector, there are quite a few printed pieces and <em>no stickers</em>. Sure, the UCS Imperial Star Destroyer (#75252) itself was nearly stickerless, but predated printed plaques. This set has no stickers whatsoever, and it’s an absolute joy. </p><p>My problem with stickers on expensive UCS sets is twofold: they simply don’t look as good as printed pieces, and they have a habit of peeling off over time. You really don’t want a collector's edition Lego set that costs hundreds to have messy peeling stickers. Well done Lego. More of this in the future, please.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/XA6Xvee8CDTmZaB53v9HMA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/MfLtRiXzpxAAPguUE6Hh9A-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/cK2w3bN9i75wLCzHdWAhQA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ZZkAaqmhKifjNyCSyMKHTA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XyTaqf9e4CGNjxnudakfFA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/b8L46Vz4atrKRDfYPYj4DA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ZGHYY3cqNxuXAZcAuuHYr9-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>One of the biggest talking points from the release of the Lego Star Wars Executor Super Star Destroyer (#75457) was the roster of seven minifigures. The last UCS capital ship Lego released (the Venator) only had only two minifigures and the Executor could have followed suit. However, I’m extremely pleased it didn’t and what a great selection we received. </p><p>This set features every single one of the bounty hunters that Darth Vader addressed on the bridge in The Empire Strikes Back, along with the Dark Lord of the Sith himself. This improves upon the five minifigures present in the 2011 incarnation, which included Admiral Piett, IG-88, Bossk, Vader, and Dengar. The new version has swapped out Piett for Boba Fett, Zuckuss, and 4-LOM.</p><p>It is a shame that Piett wasn’t included, as well as perhaps Admiral Ozzel who Vader dispatched following his botched attack on Hoth. But a full roster of bounty hunters is certainly more than I expected. This is a premium set of minifigures, too. </p><p>Dengar, IG-88, Bossk, and 4-LOM are exclusive to this set. We’ve had the Boba Fett before, but not with the soft-goods cape, which now elevates it to the definitive Empire Strikes Back Boba Fett minifigure. Vader is nothing new, but an exquisite minifigure nonetheless and the same can be said for Zuckuss, who had previously only appeared in one other set.</p><p>Each figure’s execution is near flawless. IG-88 has a beautifully moulded head (borrowed from IG-11) with its own exclusive print. Every other figure has full-body printing, with printed arms on both Darth Vader, Boba Fett, and 4-LOM. The latter’s slightly metallic printing is gorgeous, as is the updated Dengar. </p><p>But the pick of the bunch by a country mile is the all-new Bossk. Apart from his arms, Bossk is fully printed. And get this, the legs and arms are dual moulded to represent his 3/4 sleeves and trouser legs. </p><p>I’ve said it before and say it again, despite Lego Star Wars fans having extremely high standards when it comes to minifigures, the Star Wars license continues to turn out the very best minifigures Lego has to offer. And this roster reflects that. </p><h2 class="article-body__section" id="section-should-you-buy-the-lego-star-wars-executor-super-star-destroyer-75457"><span>Should you buy the Lego Star Wars Executor Super Star Destroyer (#75457)?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7dT5zHaob8uEFgx5qZkuHA" name="DSC_9170" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" src="https://cdn.mos.cms.futurecdn.net/7dT5zHaob8uEFgx5qZkuHA-1920-80.jpg" mos="" align="middle" fullscreen="1" width="2000" height="1125" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/7dT5zHaob8uEFgx5qZkuHA-1920-80.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Mike Harris)</span></figcaption></figure><p>I was a little worried that the Lego Star Wars Executor Super Star Destroyer (#75457) would embody the movie ship by becoming a lesson in futility. Big, brash, but ultimately succumbing to an A-Wing in the face. Sure, the size and price will always put some people off, but strip away these variables and you’re left with a gold standard Ultimate Collector Series set. </p><p>It’s impressively faithful to the prototype, has a healthy roster of premium minifigures, and even a unique solution to a unique problem in the form of those gorgeous clear-blue printed ‘light openings’. The complete absence of any stickers and two neat side builds in the form of an Imperial Star Destroyer and a diorama for the bounty hunters is the meiloorun fruit on top of the cake.</p><p>An interior would have been nice (however impractical); the panelling could be a little sturdier, and you can always ask for more minifigures in the form of Piett, Ozzel or Needa, but on the whole, this is a premium UCS set done right. Oh, and for minifigure collectors, Bossky Bossk is one of the best Lego has ever produced.</p><h2 id="ratings-3">Ratings</h2><div ><table><thead><tr><th class="firstcol " ><p>Criteria</p></th><th  ><p>Notes</p></th><th  ><p>Score</p></th></tr></thead><tbody><tr><td class="firstcol " ><p>Build experience</p></td><td  ><p>Surprisingly enjoyable despite the monotonous nature of a huge set that’s just a ‘Big Grey Ship’.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Accessibility</p></td><td  ><p>Not as difficult as some UCS sets, but may prove too monotonous for all but hardcore Lego and Star Wars fans.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Instruction quality</p></td><td  ><p>Up to Lego’s usual standards with a nice bit of background on the movie prototype, the Lego set’s design and minifigures.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Extra features</p></td><td  ><p><em>All</em> the bounty hunters, a diorama and a miniature Star Destroyer make up for the lack of an interior.</p></td><td  ><p>5/5</p></td></tr></tbody></table></div><h2 id="buy-it-if-4">Buy it if...</h2><div class="product"><p>✅ <strong>You weren’t rooting for Captain Needa...</strong><br>If you’re a fan of the evil Empire looking to bolster your fleet of ‘Big Grey Ships’, you’ll need a flagship.</p></div><div class="product"><p>✅ <strong>You want a Lego Star Wars showstopper</strong><br>The length of this set alone makes it a centrepiece for any Lego collection, but if you’re a Star Wars fan, it’s one of the most impressive sets in the current line-up.</p></div><h2 id="don-39-t-buy-it-if-4">Don't buy it if...</h2><div class="product"><p>❌ <strong>You don't have much space</strong><br>This set is a serious space investment – it’s as long as a modest dining table! If you don’t have room and want a UCS set, try the <a href="https://www.gamesradar.com/toys-collectibles/lego-star-wars-at-st-walker-75417-review/" data-dimension112="4224583e-bad2-11f1-8875-bd230eee1b15" data-action="Deal Block" data-label="Lego Star Wars AT-ST Walker (#75417)" data-dimension48="Lego Star Wars AT-ST Walker (#75417)" data-dimension25="">Lego Star Wars AT-ST Walker (#75417)</a> instead.</p></div><div class="product"><p>❌ <strong>You want more playability</strong><br>This isn’t a playset like the Death Star (#75419) and it’s not an interactive UCS set like <a href="https://www.gamesradar.com/toys-collectibles/lego-jabbas-sail-barge-75397-review/" data-dimension112="422458a2-bad2-11f1-911c-0965f9c48c7b" data-action="Deal Block" data-label="Jabba’s Sail Barge (#75397)" data-dimension48="Jabba’s Sail Barge (#75397)" data-dimension25="">Jabba’s Sail Barge (#75397)</a>. It’s a static model and nothing more.</p></div><h2 class="article-body__section" id="section-how-i-tested-the-lego-star-wars-executor-super-star-destroyer-75457"><span>How I tested the Lego Star Wars Executor Super Star Destroyer (#75457)</span></h2><p>This review sample was provided by Lego.</p><p>It took me multiple sittings over the course of a week to put together the Lego Star Wars Executor Super Star Destroyer (#75457), totalling over 14 hours. It sat in my conservatory (the only place I could house it!) for a few days before I tested its durability during the photo shoot.</p><p>I’m a ‘90s kid who started collecting Lego right off the bat and quickly discovered Star Wars. I was there when Lego first got the license and have been buying into the brick-built galaxy far, far away… ever since.</p><p>For more information on our procedure, take a look at <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">how we test products</a>.</p><p><em>For more collectibles, don't miss the </em><a href="https://www.gamesradar.com/toys-collectibles/best-toys"><em>best toys</em></a><em>.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/toys-collectibles/lego-star-wars-executor-super-star-destroyer-75457-review/</link>
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                            <![CDATA[ Our reviewer explains how the latest Lego Star Wars UCS incarnation of the Super Star Destroyer betters its predecessor, not to mention being the longest Lego set in history. ]]>
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                                                                        <pubDate>Mon, 28 Sep 2026 11:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 02 Oct 2026 10:41:11 +0000</updated>
                                                                                                                                            <category><![CDATA[Toys & Collectibles]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mike Harris ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/xsmEhY988aWCJfUqRwSoYX-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;When he&#039;s not putting together Lego or board game reviews for us, Mike is Deputy Editor of&lt;a href=&quot;https://www.awin1.com/awclick.php?awinmid=2961&amp;amp;awinaffid=103504&amp;amp;clickref=dcw-gb-7033166445065011000&amp;amp;p=https%3A%2F%2Fwww.magazinesdirect.com%2Faz-magazines%2F6936619%2Fnphoto-magazine-subscription.thtml&quot;&gt;&amp;nbsp;N-Photo: The Nikon Magazine&lt;/a&gt;. Besides offering over 10 years of experience writing both freelance and for some of the biggest specialist publications, Mike is a seasoned Lego builder who has many of the most ambitious Star Wars sets under his belt.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Mike Harris]]></media:credit>
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                                <p>The Lego Star Wars Executor Super Star Destroyer (#75457) isn’t just the latest Ultimate Collector Series set to leave its Billund docking bay; it’s the longest Lego Star Wars set ever produced. This 6,130-piece representation of Darth Vader’s flagship measures an imposing 53.5in (136cm) long – that’s the width of my dining table!</p><p>It’s not the first time Lego has produced a UCS Executor, though. Back in 2011, the Lego Star Wars Super Star Destroyer (#10221) launched with 3,152 pieces. Even today, long after its discontinuation, it remains a grail set for many Lego Star Wars collectors.</p><p>So, what could Lego possibly do to make this update appealing? Well, double the piece count, aim for a more accurate portrayal of the prototype, and include a full roster of bounty hunter scum. It’s impressive, all right, but is it <em>most impressive?</em> Let’s find out whether it can match the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego sets</a>.</p><h2 class="article-body__section" id="section-lego-star-wars-executor-super-star-destroyer-75457-features"><span>Lego Star Wars Executor Super Star Destroyer (#75457) features</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>£649.99 / $799.99</p></td></tr><tr><td class="firstcol " ><p>Ages</p></td><td  ><p>18+</p></td></tr><tr><td class="firstcol " ><p>Complexity</p></td><td  ><p>High</p></td></tr><tr><td class="firstcol " ><p>Pieces</p></td><td  ><p>6,130</p></td></tr><tr><td class="firstcol " ><p>Minifigures</p></td><td  ><p>7</p></td></tr><tr><td class="firstcol " ><p>Build time</p></td><td  ><p>14hrs 45mins</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>H: 7.5" (20cm) L: 53.5" (136cm) W: 20" (50cm)</p></td></tr><tr><td class="firstcol " ><p>Item Number</p></td><td  ><p>#75457</p></td></tr></tbody></table></div><ul><li><strong>6,130 pieces</strong></li><li><strong>18+ age rating</strong></li><li><strong>7 minifigures</strong></li></ul><p>Concentrate all savings on that Super Star Destroyer! The Lego Star Wars Executor Super Star Destroyer (#75457) costs <a href="https://www.lego.com/en-gb/product/executor-super-star-destroyer-75457" target="_blank">£649.99</a> / <a href="https://www.lego.com/en-us/product/executor-super-star-destroyer-75457" target="_blank">$799.99</a>. This hits upon the Star Wars license’s average price-per-piece ratio, but with a wealth of small pieces and a very flat profile, you could argue that the <a href="https://www.gamesradar.com/lego-ucs-venator-review/">Lego Star Wars Venator-Class Republic Attack Cruiser (#75367)</a> provides you with more bang for your buck. </p><p>In the current lineup, the Executor Super Star Destroyer is the third most expensive Lego Star Wars set behind the Death Star (#75419) at <a href="https://www.lego.com/en-gb/product/death-star-75419" target="_blank">£899.99</a> / <a href="https://www.lego.com/en-us/product/death-star-75419" target="_blank">$999.99</a> and the <a href="https://www.gamesradar.com/lego-ucs-millennium-falcon-review/">Millennium Falcon (#75192)</a> at £734.99 / $849.99. </p><p>It’s worth noting that the Executor Super Star Destroyer will launch with one of Lego’s controversial ‘Gift with Purchase’ (GWP) promotions, but I’m pleased to report that it’s a buildable Darth Vader’s Lightsaber, not something that actually adds to the set. I have no problem with GWPs, so long as they’re not considered a component of the set in question. It’s my opinion that when you spend hundreds on a Lego set, you certainly shouldn’t feel left wanting. </p><h2 class="article-body__section" id="section-lego-star-wars-executor-super-star-destroyer-75457-build"><span>Lego Star Wars Executor Super Star Destroyer (#75457) build</span></h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/bcMUcpXX8H7idWST9aNKTB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/HJXdRMpEPwdH6PTu9zdFTB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/nryoHd6AhVSpMKwYgvBtSB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ZNVUmAUS9umpUbTTrzUhSB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><ul><li><strong>14-hour build</strong></li><li><strong>Lots of Technic pieces</strong></li><li><strong>Not the most difficult set to build</strong></li></ul><p>It took me an eye-watering 14 hours and 45 minutes to piece together the Lego Star Wars Executor Super Star Destroyer (#75457). I painstakingly pressed, pushed and clipped all 6,130 pieces together during multiple sittings, ripping open 54 paper-bagged sections in the process. The build is split across four thick instruction booklets. As with any UCS set, you get a bit of blurb at the beginning of the first booklet with information on the ship itself, including some nice detailed imagery of the original ILM model.</p><p>You begin by building the small Imperial Star Destroyer and blast doors diorama for Vader and the bounty hunters to occupy before building up the base. This takes up a good portion of the first instruction booklet, and it’s definitely worth it. I’ve built Lego sets with suspect bases in the past, but this one is designed as a handhold in which to move around the entire model. And with plenty of Technic beams, reinforced by SNOT bricks, it’s extremely sturdy.</p><p>You then begin to build the ship directly onto the base. It’s not removable like smaller UCS sets, but you wouldn’t want to be moving anything this size on and off a base. The rest of booklet one is spent constructing the framework of the ship’s bow. In booklet two, you add to the bow and start to construct the base of the middle portion of the ship, with clever use of clips to keep things in place. </p><div><blockquote><p>Putting this together is like watching Bob Ross brush random splodges of paint onto a canvas, until the landscape suddenly reveals itself at the very end.</p></blockquote></div><p>All throughout these middle sections of the build, you’re constantly flipping the model upside down and then rewriting it to build up both the top and undercarriage. Eventually you get to the most forward-facing engines, providing some much-needed respite from the monotony of constructing largely abstract frameworks. </p><p>I wouldn’t say the build techniques used blew my mind quite in the same way that the <a href="https://www.gamesradar.com/toys-collectibles/lego-star-wars-ucs-jango-fetts-firespray-class-starship-75409-review/">UCS Jango Fett’s Firespray-Class Starship (#75409)</a> did, but the sheer muddle and volume of bricks is utterly mind-boggling. I can at least visualize the design process for many sets, but putting this together is like watching Bob Ross brush random splodges of paint onto a canvas, until the landscape suddenly reveals itself at the very end. Booklet two ends with the construction of the tractor beam projector at the rear of the ship’s undercarriage.</p><p>Booklet three begins with more chassis work before moving onto some large sections of panelling. Panels are made up of two or three layers of plates and generally attached to the ship using clips. While each clip is obscured by the panelling, the shape of each panel tends to slot snugly into each space, making it easy to line up the clips. That said, it can sometimes be a little tricky to ensure that the clips are properly secured. They don’t always give you that reassuring snap sound, and if you press too hard, plates can begin to separate. </p><p>More panelling ensues before flipping the ship to rewrite it for the final time to concentrate on the top layer. Time is spent adding tens of 1x4 printed clear blue tiles to represent what is explained in instruction booklet one as 250,000 ‘light openings’ that featured on the original movie prop. These printed tiles were made for this set and are entirely unique. Lego, take note: this is exactly what I expect from a premium UCS set.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/j6QRdRKTyUHawcKfBigLTB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ZTMY65Rp2R49WvEP37adSB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/fGdM3ZrdAhhtf4iohZyQSB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/p3TM2LoTWktyjaLSfUhJSB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/fFXKcyvp5z8LPwRKZesrKB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/78Yhntk9cBYJ7vPQhLDeRB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>The end of the booklet is spent constructing the beginnings of the habitable cityscape portion in the centre of the ship. In booklet four, you build the rearmost thrusters and then continue with the cityscape. You then construct the top layer's panelling before finishing the entire build with the cherry on top of the cake: the main bridge/command tower.</p><p>Despite the huge size and piece count, this certainly isn’t the most difficult Lego set I’ve put together. I found the aforementioned UCS Jango Fett’s Firespray-Class Starship to be much more challenging due to some very creative build techniques. </p><p>The Executor Super Star Destroyer is an exercise in patience more than anything. Not only does it take hours upon hours to build, but it is a perfect example of the Lego Star Wars ‘Big Grey Ship’. From AT-AT Walkers to Imperial Star Destroyers, TIE Fighters and even the Millennium Falcon, big grey ships are a Star Wars staple, and it doesn’t get much bigger (or greyer) than Executor.</p><p>And yet, I didn’t find this to be a boring build. Sure, it’s not as interesting as an intricately detailed modular building or playset, but there’s definitely an excitement regarding the immense scale and gradually watching it come together. This is an excellent set to enjoy while listening to a podcast or watching a film. </p><p>Although this is a mainline Lego set, there are a huge number of Technic pieces. You simply cannot build a model of this magnitude without using a Technic framework to keep things sturdy. However, due to the irregular shapes of many Star Wars ships, Technic is a rather common fixture in Lego Star Wars, so most fans should be used to the mixture of Technic and traditional Lego.</p><h2 class="article-body__section" id="section-lego-star-wars-executor-super-star-destroyer-75457-design"><span>Lego Star Wars Executor Super Star Destroyer (#75457) design</span></h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/Vg5ix9SBPBqHowsqTSBQ4B-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Sn3QtWNV3fhpNkDDCj8fzA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/fzPF4eAH9RVRat4LLoDXiA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Fi2eHBpLbVRP2iweDeXzj9-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/AKhmoxCw6JrigtEXbPa4WA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption>Next to the Lego Star Wars Imperial Star Destroyer (#75394) playset (bottom left) for a sense of scale<small role="credit">Mike Harris</small></figcaption></figure></figure><ul><li><strong>Diorama side build </strong></li><li><strong>Unique printed tiles</strong></li><li><strong>No stickers!!!</strong></li></ul><p>This latest incarnation of the Super Star Destroyer is much flatter and wider than both the original UCS set and the recently discontinued midi-scale Executor Super Star Destroyer (#75356). As such, this has created plenty of discourse online discussing the ship’s accuracy. </p><p>However, it’s clear that the design team has modelled this version on the original model from ILM. Online imagery shows that the ship is indeed much flatter and wider than Lego’s previous efforts. The confusion may stem from the movies, where presumably the camera angle makes the ship appear more svelte.</p><p>I think the whole point of a UCS set is to deliver unrivalled accuracy, and with that in mind, replicating the shape of the original model is a definite improvement. Probably the most attractive angle is actually the ship’s rear due to the highly detailed arrangement of 13 sublight engines.</p><p>I think the cityscape is a marked improvement over the original UCS set. Some may prefer the abundance of dark grey pieces used to create contrast, but I much prefer the uniform light-grey look, which is accurate to the ILM prototype. The previous UCS set also included no representation of the blue lighting. </p><div><blockquote><p>This set has no stickers whatsoever, and it’s an absolute joy.</p></blockquote></div><p>The printed ‘light opening’ tiles look particularly convincing as a trim that traces the sides of the ship. They don’t quite hold up to the same scrutiny on the cityscape portion, and I do wonder if a few clear-blue 1x1 square plates scattered around would have added to the aesthetic, but I really am being picky here.</p><p>I’m also pleased to see plenty of studs on the ship’s surface. I’ve never been scared of visible studs. I like my Lego sets to look like Lego sets, and I find that an overabundance of tiles can make sets look untidy due to scratches and fingerprints. But the surface of the prototype is not completely smooth, and the random assortment of studs does a good job of replicating this. On the original UCS set, the studs were more uniform, which to my eye doesn’t work. The studs on the new set feel more akin to the scattered and random texture on the ILM model.</p><p>Kudos to Lego for fully panelling the underside of the ship, too. It’s so low to the ground, they could have ignored the undercarriage, but the designers have paid almost as much attention as they did to the top. For a model of this size, the Executor generally feels surprisingly sturdy, but I do wish the panelling had a few extra supporting bricks in places. You’re not meant to lift the ship anywhere but the stand, but if you do catch the panelling, it is prone to separating or a piece or two breaking off. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/kmhSMQvJ6TLzJmjwM2c37A-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/EAAwxB5VrAAHLMW2aJtU4A-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/duPSkicCXCkvdMhDBvAag9-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/9QMGgLLfzhfsQ86fdFAde9-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/akrQu9rf6c4ApxEJVsLBSB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>I’ve noticed that the very tip of my model sags ever so slightly. I’ve tried to rectify the problem, but cannot seem to prevent it from happening. This doesn’t detract much from the overall model and may be an isolated incident, but it’s worth noting.</p><p>A casualty of the more accurate form factor is any form of interior. In the original UCS set, a small section of the cityscape could be pulled out to reveal a miniature bridge interior, and while this would have been nice to see once again, I wouldn’t have wanted it to impact the aesthetic or stability of the model. </p><p>The designers have softened the blow somewhat by including a bridge-and-blast-doors diorama to recreate the bounty hunter scene from The Empire Strikes Back. I would have loved for this to have been extended to feature a small section of the computers along with an Imperial Officer or two, but that would have pushed the piece count and price even higher.</p><p>You also get the standard UCS printed plaque, with a blueprint and information pertaining to the Super Star Destroyer. And like the original UCS set, you also get a miniature Imperial Star Destroyer build that’s roughly to scale. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/cBNcMPZJqGuoYR5R3Na4GB-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/fmrvKXQodpo934fnmBTt8B-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/NviayYGLF7DYJaMRVKXbwA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/rDQx3LuDiysnMu9a77j2sA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/4JWUcYSXod69RRHFCvWXfA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Nu6PdBQNsksVRykyoxx9mA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>This is a marked improvement over its predecessor’s miniature, but I do think the design could have been better. For one, the front triangular portion of the ship is attached by just two studs and is prone to breaking off when handled. I also think it could have been slightly more detailed given the size, and I know it’s easily rectified, but I would have loved to have seen three clear-blue studs used to represent the three sublight engines on the rear. </p><p>What I do love is a teeny tiny 1x1 circular tile with a gorgeous print of the Millennium Falcon. This confirms the Star Destroyer as Avenger, which Captain Needa commands in The Empire Strikes Back and is used as an unconventional docking surface by the Falcon as a means to avoid being tracked by the capital ship.</p><p>When you include this tile, the plaque, the roster of minifigures, the tens of ‘light opening’ tiles and the tractor beam projector, there are quite a few printed pieces and <em>no stickers</em>. Sure, the UCS Imperial Star Destroyer (#75252) itself was nearly stickerless, but predated printed plaques. This set has no stickers whatsoever, and it’s an absolute joy. </p><p>My problem with stickers on expensive UCS sets is twofold: they simply don’t look as good as printed pieces, and they have a habit of peeling off over time. You really don’t want a collector's edition Lego set that costs hundreds to have messy peeling stickers. Well done Lego. More of this in the future, please.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/XA6Xvee8CDTmZaB53v9HMA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/MfLtRiXzpxAAPguUE6Hh9A-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/cK2w3bN9i75wLCzHdWAhQA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ZZkAaqmhKifjNyCSyMKHTA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XyTaqf9e4CGNjxnudakfFA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/b8L46Vz4atrKRDfYPYj4DA-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ZGHYY3cqNxuXAZcAuuHYr9-1920-80.jpg" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>One of the biggest talking points from the release of the Lego Star Wars Executor Super Star Destroyer (#75457) was the roster of seven minifigures. The last UCS capital ship Lego released (the Venator) only had only two minifigures and the Executor could have followed suit. However, I’m extremely pleased it didn’t and what a great selection we received. </p><p>This set features every single one of the bounty hunters that Darth Vader addressed on the bridge in The Empire Strikes Back, along with the Dark Lord of the Sith himself. This improves upon the five minifigures present in the 2011 incarnation, which included Admiral Piett, IG-88, Bossk, Vader, and Dengar. The new version has swapped out Piett for Boba Fett, Zuckuss, and 4-LOM.</p><p>It is a shame that Piett wasn’t included, as well as perhaps Admiral Ozzel who Vader dispatched following his botched attack on Hoth. But a full roster of bounty hunters is certainly more than I expected. This is a premium set of minifigures, too. </p><p>Dengar, IG-88, Bossk, and 4-LOM are exclusive to this set. We’ve had the Boba Fett before, but not with the soft-goods cape, which now elevates it to the definitive Empire Strikes Back Boba Fett minifigure. Vader is nothing new, but an exquisite minifigure nonetheless and the same can be said for Zuckuss, who had previously only appeared in one other set.</p><p>Each figure’s execution is near flawless. IG-88 has a beautifully moulded head (borrowed from IG-11) with its own exclusive print. Every other figure has full-body printing, with printed arms on both Darth Vader, Boba Fett, and 4-LOM. The latter’s slightly metallic printing is gorgeous, as is the updated Dengar. </p><p>But the pick of the bunch by a country mile is the all-new Bossk. Apart from his arms, Bossk is fully printed. And get this, the legs and arms are dual moulded to represent his 3/4 sleeves and trouser legs. </p><p>I’ve said it before and say it again, despite Lego Star Wars fans having extremely high standards when it comes to minifigures, the Star Wars license continues to turn out the very best minifigures Lego has to offer. And this roster reflects that. </p><h2 class="article-body__section" id="section-should-you-buy-the-lego-star-wars-executor-super-star-destroyer-75457"><span>Should you buy the Lego Star Wars Executor Super Star Destroyer (#75457)?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7dT5zHaob8uEFgx5qZkuHA" name="DSC_9170" alt="Lego Star Wars Executor Super Star Destroyer (#75457)" src="https://cdn.mos.cms.futurecdn.net/7dT5zHaob8uEFgx5qZkuHA-1920-80.jpg" mos="" align="middle" fullscreen="1" width="2000" height="1125" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/7dT5zHaob8uEFgx5qZkuHA-1920-80.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Mike Harris)</span></figcaption></figure><p>I was a little worried that the Lego Star Wars Executor Super Star Destroyer (#75457) would embody the movie ship by becoming a lesson in futility. Big, brash, but ultimately succumbing to an A-Wing in the face. Sure, the size and price will always put some people off, but strip away these variables and you’re left with a gold standard Ultimate Collector Series set. </p><p>It’s impressively faithful to the prototype, has a healthy roster of premium minifigures, and even a unique solution to a unique problem in the form of those gorgeous clear-blue printed ‘light openings’. The complete absence of any stickers and two neat side builds in the form of an Imperial Star Destroyer and a diorama for the bounty hunters is the meiloorun fruit on top of the cake.</p><p>An interior would have been nice (however impractical); the panelling could be a little sturdier, and you can always ask for more minifigures in the form of Piett, Ozzel or Needa, but on the whole, this is a premium UCS set done right. Oh, and for minifigure collectors, Bossky Bossk is one of the best Lego has ever produced.</p><h2 id="ratings-3">Ratings</h2><div ><table><thead><tr><th class="firstcol " ><p>Criteria</p></th><th  ><p>Notes</p></th><th  ><p>Score</p></th></tr></thead><tbody><tr><td class="firstcol " ><p>Build experience</p></td><td  ><p>Surprisingly enjoyable despite the monotonous nature of a huge set that’s just a ‘Big Grey Ship’.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Accessibility</p></td><td  ><p>Not as difficult as some UCS sets, but may prove too monotonous for all but hardcore Lego and Star Wars fans.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Instruction quality</p></td><td  ><p>Up to Lego’s usual standards with a nice bit of background on the movie prototype, the Lego set’s design and minifigures.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Extra features</p></td><td  ><p><em>All</em> the bounty hunters, a diorama and a miniature Star Destroyer make up for the lack of an interior.</p></td><td  ><p>5/5</p></td></tr></tbody></table></div><h2 id="buy-it-if-4">Buy it if...</h2><div class="product"><p>✅ <strong>You weren’t rooting for Captain Needa...</strong><br>If you’re a fan of the evil Empire looking to bolster your fleet of ‘Big Grey Ships’, you’ll need a flagship.</p></div><div class="product"><p>✅ <strong>You want a Lego Star Wars showstopper</strong><br>The length of this set alone makes it a centrepiece for any Lego collection, but if you’re a Star Wars fan, it’s one of the most impressive sets in the current line-up.</p></div><h2 id="don-39-t-buy-it-if-4">Don't buy it if...</h2><div class="product"><p>❌ <strong>You don't have much space</strong><br>This set is a serious space investment – it’s as long as a modest dining table! If you don’t have room and want a UCS set, try the <a href="https://www.gamesradar.com/toys-collectibles/lego-star-wars-at-st-walker-75417-review/" data-dimension112="4224583e-bad2-11f1-8875-bd230eee1b15" data-action="Deal Block" data-label="Lego Star Wars AT-ST Walker (#75417)" data-dimension48="Lego Star Wars AT-ST Walker (#75417)" data-dimension25="">Lego Star Wars AT-ST Walker (#75417)</a> instead.</p></div><div class="product"><p>❌ <strong>You want more playability</strong><br>This isn’t a playset like the Death Star (#75419) and it’s not an interactive UCS set like <a href="https://www.gamesradar.com/toys-collectibles/lego-jabbas-sail-barge-75397-review/" data-dimension112="422458a2-bad2-11f1-911c-0965f9c48c7b" data-action="Deal Block" data-label="Jabba’s Sail Barge (#75397)" data-dimension48="Jabba’s Sail Barge (#75397)" data-dimension25="">Jabba’s Sail Barge (#75397)</a>. It’s a static model and nothing more.</p></div><h2 class="article-body__section" id="section-how-i-tested-the-lego-star-wars-executor-super-star-destroyer-75457"><span>How I tested the Lego Star Wars Executor Super Star Destroyer (#75457)</span></h2><p>This review sample was provided by Lego.</p><p>It took me multiple sittings over the course of a week to put together the Lego Star Wars Executor Super Star Destroyer (#75457), totalling over 14 hours. It sat in my conservatory (the only place I could house it!) for a few days before I tested its durability during the photo shoot.</p><p>I’m a ‘90s kid who started collecting Lego right off the bat and quickly discovered Star Wars. I was there when Lego first got the license and have been buying into the brick-built galaxy far, far away… ever since.</p><p>For more information on our procedure, take a look at <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">how we test products</a>.</p><p><em>For more collectibles, don't miss the </em><a href="https://www.gamesradar.com/toys-collectibles/best-toys"><em>best toys</em></a><em>.</em></p>
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                                                            <title><![CDATA[ Godzilla Minus Zero review: "Easily one of the best films of the year" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Godzilla is back. Three years after Godzilla Minus One rampaged onto screens and blew the world away, writer/director Takashi Yamazaki returns with a follow-up that's bigger, bolder, and more ambitious than its predecessor. </p><p>Minus Zero picks up two years after the events of the first film, in a Tokyo that is now plagued by a new threat: Ghidorah. This monster is even scarier than Godzilla, thanks to its ability to assimilate other creatures' DNA, its sizzling lightning-breath, and – most terrifying of all – its powers of flight. The Disaster Response Bureau has a far more perilous battle on its hands this time around. </p><p>Unlike Legendary's Monster-verse, though, this is no popcorn flick. Instead of leaning into gonzo action, Yamazaki has once again crafted a devastating, hard-hitting story that grapples with post-war trauma and the very human cost of going toe-to-claw with monsters. </p><h2 id="king-of-the-monsters">King of the Monsters</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="v8eg8r8CKRbG6MqVxu6CTH" name="Godzilla Minus Zero" alt="Godzilla in Godzilla Minus Zero" src="https://cdn.mos.cms.futurecdn.net/v8eg8r8CKRbG6MqVxu6CTH-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: ©2026 TOHO CO., LTD.  )</span></figcaption></figure><p>Despite the title, Godzilla Minus Zero is more of a Ghidorah movie than a Godzilla movie. The titular kaiju begins the movie dormant after Kōichi (Ryunosuke Kamiki) took him down at the end of Minus One, and instead, it's Ghidorah who claims the spotlight. The first half of the movie revolves around the struggle against this new kaiju and the mechanics of battling it, including a fascinating new element: a meteorological plan spearheaded by "forecasting prodigy" Makoto Aoyama (Masami Nagasawa), overseen by Minus One's Naval weapons engineer Kenji Noda (Hidetaka Yoshioka). </p><p>A returning Kōichi is also involved in the plan, though, after the events of Minus One, his priorities are now firmly his wife Noriko (Minami Hamabe) and their adopted daughter Akiko (Sae Nagatani) – even if a sense of duty draws him back into the cockpit. </p><div  class="fancy-box"><div class="fancy_box-title">FAST FACTS</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> November 3 (Japan), November 6 (US and UK)</p><p class="fancy-box__body-text"><strong>Available in:</strong> Theaters</p><p class="fancy-box__body-text"><strong>Director:</strong> Takashi Yamazaki</p><p class="fancy-box__body-text"><strong>Runtime:</strong> 135 minutes</p></div></div><p>While Ghidorah is a fearsome, compelling foe, it's impossible not to miss Godzilla a little bit, especially considering all the emotional weight tied to that creature in particular when it comes to Kōichi. Widening the scope to Ghidorah also means the film is less streamlined than its predecessor, which works both to its benefit and detriment. The human story now encompasses a larger cast, rather than focusing mainly on Kōichi's own struggles, allowing for a deeper exploration of post-war trauma but putting us at slightly more of a distance from the Shikishima family – and losing the poignant intimacy of focusing on one protagonist's state of mind. Kuranosuke Sasaki's boat captain Seiji Akitsu and crewman Yuki Yamada's Shirō Mizushima, two standouts from the first film, also only appear very briefly. </p><p>That's not to say the Shikishima family is not still a huge part of the story, though. Much of the tale does revolve around them and their attempts to live a normal life as monsters roam the Earth. They also become a much bigger part of the narrative when Godzilla finally, inevitably returns midway through the film – and, with this kaiju's comeback, Minus Zero kicks into even higher gear, as the stakes double and the threat feels personal once again. </p><p>Just like in Minus One, it's impossible not to root for the Shikishima family, especially when Nagatani's youngster Akiko is so heartbreakingly innocent. All she wants is her parents, even as both Kōichi and Noriko are drawn deeper into the fight against Ghidorah and Godzilla. Their story focuses on this conflict between love and duty, in a mirror image of Kōichi's journey in Minus One; as much as he would like his war to be over this time, it's clear that peace is not yet within reach. </p><p>The wider scope gives more prominence to Noda, too, who is grappling with his own tremendous guilt for his role in the war. Newcomer Kanji Murakami (Min Tanaka), a biologist on Noda's team, is also given a leading role. His story, and the way it factors into the fight against Ghidorah and Godzilla, is absolutely devastating, and it forms the thrust of the film's human conflict. </p><h2 id="the-human-cost">The human cost </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7ne8pXdzmQtdSpZDfzdTkB" name="New Project - 2026-09-25T154741.786" alt="Ryunosuke Kamiki as Kōichi Shikishima in Godzilla Minus Zero" src="https://cdn.mos.cms.futurecdn.net/7ne8pXdzmQtdSpZDfzdTkB-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: ©2026 TOHO CO., LTD.  )</span></figcaption></figure><p>Indeed, just like Minus One, Minus Zero isn't interested in spectacle that doesn't foreground the catastrophic human cost of such destruction. <a href="https://www.gamesradar.com/entertainment/sci-fi-movies/godzilla-minus-zero-is-the-first-ever-godzilla-movie-to-get-an-r-rating/">This is the first Godzilla film to earn an R-rating</a>, and that's thanks to graphic, harrowing scenes set in hospitals or on the obliterated streets of Japan featuring maimed and brutalized victims. The desolation left by World War 2 is also foregrounded in the narrative in a way we won't spoil here, but is truly gutting, and builds to a seriously emotional catharsis. </p><p>And, of course, when the kaiju action does come, the VFX is spectacular. The Best Visual Effects Academy Award is surely locked in once again: Ghidorah and Godzilla both seem utterly real, without a hint of artifice, in a way that puts other blockbusters to shame. The action is awesome in the literal sense, especially at the climax: a ground-shaking, visceral battle. </p><div><blockquote><p>A follow-up that's bigger, bolder, and more ambitious than its predecessor</p></blockquote></div><p>Godzilla Minus Zero, then, is bigger than the first film in every way. While something is lost from the wider scope, much is also gained, resulting in a film that might be even more powerfully emotionally affecting than Minus One. Yamazaki's winning combination of shattering human drama and breath-taking kaiju action doesn't just propel the film into the upper echelon of Godzilla movies, but also of this year's best films. </p><p>And, <a href="https://www.gamesradar.com/entertainment/action-movies/godzilla-minus-zero-trailer-2/">even though the trailer teased the end of the story</a>, there is certainly a hint that Godzilla might return again. With two of the best Godzilla movies ever made under his belt, here's hoping Takashi Yamazaki finds inspiration for a third. </p><p>Godzilla Minus Zero is in US theaters and UK cinemas from November 6. In the meantime, check out our guide to all the <a href="https://www.gamesradar.com/upcoming-movies/">upcoming movies</a> worth getting excited about. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/entertainment/sci-fi-movies/godzilla-minus-zero-review/</link>
                                                                            <description>
                            <![CDATA[ Godzilla Minus Zero review: "Easily one of the best films of the year" ]]>
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                                                                        <pubDate>Sun, 27 Sep 2026 00:15:00 +0000</pubDate>                                                                                                                                <updated>Tue, 29 Sep 2026 14:02:35 +0000</updated>
                                                                                                                                            <category><![CDATA[Sci-Fi Movies]]></category>
                                                    <category><![CDATA[Entertainment]]></category>
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                                                                                                <author><![CDATA[ molly.edwards@futurenet.com (Molly Edwards) ]]></author>                    <dc:creator><![CDATA[ Molly Edwards ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/8MJnLUdf2EQdMTaqsNfwXP-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;I&#039;m a Senior Entertainment Writer here at GamesRadar+, covering all things film and TV for the site&#039;s Total Film section. I previously worked on the Disney magazines team at Immediate Media, and also wrote on the CBeebies, MEGA!, and Star Wars Galaxy titles after graduating with a BA in English. &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[©2026 TOHO CO., LTD.  ]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Godzilla in Godzilla Minus Zero]]></media:description>                                                            <media:text><![CDATA[Godzilla in Godzilla Minus Zero]]></media:text>
                                <media:title type="plain"><![CDATA[Godzilla in Godzilla Minus Zero]]></media:title>
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                                <p>Godzilla is back. Three years after Godzilla Minus One rampaged onto screens and blew the world away, writer/director Takashi Yamazaki returns with a follow-up that's bigger, bolder, and more ambitious than its predecessor. </p><p>Minus Zero picks up two years after the events of the first film, in a Tokyo that is now plagued by a new threat: Ghidorah. This monster is even scarier than Godzilla, thanks to its ability to assimilate other creatures' DNA, its sizzling lightning-breath, and – most terrifying of all – its powers of flight. The Disaster Response Bureau has a far more perilous battle on its hands this time around. </p><p>Unlike Legendary's Monster-verse, though, this is no popcorn flick. Instead of leaning into gonzo action, Yamazaki has once again crafted a devastating, hard-hitting story that grapples with post-war trauma and the very human cost of going toe-to-claw with monsters. </p><h2 id="king-of-the-monsters">King of the Monsters</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="v8eg8r8CKRbG6MqVxu6CTH" name="Godzilla Minus Zero" alt="Godzilla in Godzilla Minus Zero" src="https://cdn.mos.cms.futurecdn.net/v8eg8r8CKRbG6MqVxu6CTH-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: ©2026 TOHO CO., LTD.  )</span></figcaption></figure><p>Despite the title, Godzilla Minus Zero is more of a Ghidorah movie than a Godzilla movie. The titular kaiju begins the movie dormant after Kōichi (Ryunosuke Kamiki) took him down at the end of Minus One, and instead, it's Ghidorah who claims the spotlight. The first half of the movie revolves around the struggle against this new kaiju and the mechanics of battling it, including a fascinating new element: a meteorological plan spearheaded by "forecasting prodigy" Makoto Aoyama (Masami Nagasawa), overseen by Minus One's Naval weapons engineer Kenji Noda (Hidetaka Yoshioka). </p><p>A returning Kōichi is also involved in the plan, though, after the events of Minus One, his priorities are now firmly his wife Noriko (Minami Hamabe) and their adopted daughter Akiko (Sae Nagatani) – even if a sense of duty draws him back into the cockpit. </p><div  class="fancy-box"><div class="fancy_box-title">FAST FACTS</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> November 3 (Japan), November 6 (US and UK)</p><p class="fancy-box__body-text"><strong>Available in:</strong> Theaters</p><p class="fancy-box__body-text"><strong>Director:</strong> Takashi Yamazaki</p><p class="fancy-box__body-text"><strong>Runtime:</strong> 135 minutes</p></div></div><p>While Ghidorah is a fearsome, compelling foe, it's impossible not to miss Godzilla a little bit, especially considering all the emotional weight tied to that creature in particular when it comes to Kōichi. Widening the scope to Ghidorah also means the film is less streamlined than its predecessor, which works both to its benefit and detriment. The human story now encompasses a larger cast, rather than focusing mainly on Kōichi's own struggles, allowing for a deeper exploration of post-war trauma but putting us at slightly more of a distance from the Shikishima family – and losing the poignant intimacy of focusing on one protagonist's state of mind. Kuranosuke Sasaki's boat captain Seiji Akitsu and crewman Yuki Yamada's Shirō Mizushima, two standouts from the first film, also only appear very briefly. </p><p>That's not to say the Shikishima family is not still a huge part of the story, though. Much of the tale does revolve around them and their attempts to live a normal life as monsters roam the Earth. They also become a much bigger part of the narrative when Godzilla finally, inevitably returns midway through the film – and, with this kaiju's comeback, Minus Zero kicks into even higher gear, as the stakes double and the threat feels personal once again. </p><p>Just like in Minus One, it's impossible not to root for the Shikishima family, especially when Nagatani's youngster Akiko is so heartbreakingly innocent. All she wants is her parents, even as both Kōichi and Noriko are drawn deeper into the fight against Ghidorah and Godzilla. Their story focuses on this conflict between love and duty, in a mirror image of Kōichi's journey in Minus One; as much as he would like his war to be over this time, it's clear that peace is not yet within reach. </p><p>The wider scope gives more prominence to Noda, too, who is grappling with his own tremendous guilt for his role in the war. Newcomer Kanji Murakami (Min Tanaka), a biologist on Noda's team, is also given a leading role. His story, and the way it factors into the fight against Ghidorah and Godzilla, is absolutely devastating, and it forms the thrust of the film's human conflict. </p><h2 id="the-human-cost">The human cost </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7ne8pXdzmQtdSpZDfzdTkB" name="New Project - 2026-09-25T154741.786" alt="Ryunosuke Kamiki as Kōichi Shikishima in Godzilla Minus Zero" src="https://cdn.mos.cms.futurecdn.net/7ne8pXdzmQtdSpZDfzdTkB-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: ©2026 TOHO CO., LTD.  )</span></figcaption></figure><p>Indeed, just like Minus One, Minus Zero isn't interested in spectacle that doesn't foreground the catastrophic human cost of such destruction. <a href="https://www.gamesradar.com/entertainment/sci-fi-movies/godzilla-minus-zero-is-the-first-ever-godzilla-movie-to-get-an-r-rating/">This is the first Godzilla film to earn an R-rating</a>, and that's thanks to graphic, harrowing scenes set in hospitals or on the obliterated streets of Japan featuring maimed and brutalized victims. The desolation left by World War 2 is also foregrounded in the narrative in a way we won't spoil here, but is truly gutting, and builds to a seriously emotional catharsis. </p><p>And, of course, when the kaiju action does come, the VFX is spectacular. The Best Visual Effects Academy Award is surely locked in once again: Ghidorah and Godzilla both seem utterly real, without a hint of artifice, in a way that puts other blockbusters to shame. The action is awesome in the literal sense, especially at the climax: a ground-shaking, visceral battle. </p><div><blockquote><p>A follow-up that's bigger, bolder, and more ambitious than its predecessor</p></blockquote></div><p>Godzilla Minus Zero, then, is bigger than the first film in every way. While something is lost from the wider scope, much is also gained, resulting in a film that might be even more powerfully emotionally affecting than Minus One. Yamazaki's winning combination of shattering human drama and breath-taking kaiju action doesn't just propel the film into the upper echelon of Godzilla movies, but also of this year's best films. </p><p>And, <a href="https://www.gamesradar.com/entertainment/action-movies/godzilla-minus-zero-trailer-2/">even though the trailer teased the end of the story</a>, there is certainly a hint that Godzilla might return again. With two of the best Godzilla movies ever made under his belt, here's hoping Takashi Yamazaki finds inspiration for a third. </p><p>Godzilla Minus Zero is in US theaters and UK cinemas from November 6. In the meantime, check out our guide to all the <a href="https://www.gamesradar.com/upcoming-movies/">upcoming movies</a> worth getting excited about. </p>
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                                                            <title><![CDATA[ GameSir Tarantula 8K review: "Responds to every twitchy movement and instinctive press" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The GameSir Tarantula Pro is one of my all-time favorite controllers, and that's some of the highest praise someone like me, who reviews a new one almost weekly, can give. I'm still not sure why it was discontinued, but I loved it for its DualShock 4-reminiscent feel that made it incredibly comfortable and very versatile across so many genres of gaming. It was like the enhanced, pro model of the PS4 controller I had always yearned for. </p><p>So as you can probably tell, I was very excited to report earlier in the year that GameSir was bringing back its symmetrical <a href="https://www.gamesradar.com/hardware/gaming-controllers/these-are-the-7-best-tmr-controllers-on-the-shelves-right-now-based-on-in-game-testing-with-each-one">TMR controller</a> as an entirely new product range. One with official Xbox licensing, and one on PC with an 8K polling rate. But to my dismay, they'd both be wired-only despite the first Tarantula Pro's wireless connectivity and excellent charging stand. Moreover, the PC version would remove its rumble motors for a stripped-back, lightweight feel. Finally, there would be a third, "Ultra" PC model which would have 8K polling, wireless play, and rumble motors - a much more fitting sequel, in my eyes. Sadly, at the time of writing, that version is still missing in action and hasn't been launched alongside the other two.</p><p>The version I've been testing is the blood orange 8K model for PC. It's certainly an update to the controller I love, but it feels bred for a very different purpose than the original, and I'm not sure it appeals to me quite as much. I used the first Tarantula for all sorts of gaming, multiplayer and singleplayer. It's a versatile feeling pad that's comfortable in any scenario and sits beautifully in the hands. This new version is for the competitive, elite players, and that's not what I want out of this particular product. It's available for £79.99 / $69.99, the same price as its officially licensed Xbox sibling.</p><h2 id="design-2">Design</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1599px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="mr2pfR9TJdjrUcnDfimjcW" name="GameSir Tarantula 8K review 1" alt="The face of the GameSir Tarantula 8K" src="https://cdn.mos.cms.futurecdn.net/mr2pfR9TJdjrUcnDfimjcW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1599" height="899" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>As I explained in <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-tarantula-pro-review">my review of the original GameSir Tarantula Pro</a>, it's essentially a carbon copy of the DualShock 4 from the PS4 era. It has long, cylindrical grips with a bit more girth than Sony's official one had, but besides that, is clearly cut from the same cloth. There are symmetrical thumbsticks, a four-way D-Pad, and even a small touchpad which, in this instance, you can customize as an extra button. </p><p>This time around, GameSir has kept the two excellent back buttons but answered my prayers for a little extra functionality. There now sit two additional shoulder buttons on the top of the controller. They run off the end of the touchpad, offering a back paddle feel as opposed to two individual buttons. They even click in, giving a sense of microswitch consistency across the entire peripheral. It's a design I've never seen before, but it rocks. </p><p>Not much about the physical design of the controller has changed from its original outing, although, as I say, this one is without any rumble motors inside. As a result, it's a lot lighter in the hands. That's not to say that build quality has suffered; the Tarantula 8K still has a sturdy, made-to-last air about it, as all GameSir products tend to, but with such little weight in the hands, it doesn't feel as substantial as other controllers out there. Then again, this could be a preference thing and may not be a problem for you.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RofQWuAEzgyWRZR7u4BDcW" name="GameSir Tarantula 8K review 6" alt="The back of the GameSir Tarantula 8K" src="https://cdn.mos.cms.futurecdn.net/RofQWuAEzgyWRZR7u4BDcW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>I'm glad to see a lot of consistency in the design for the most part, though. The comfortable shape of the Tarantula Pro was one of its best assets. The grips here have a dotted texture, and feel every bit as nice to hold as they did before. There's also consistency in the convenient 3.5mm headphone jack and locking switches for the back buttons, should you not want to use them.</p><p>So far, there's one colorway of the 8K model, which is this vibrant bright orange. The Xbox one is white, and the so-far absent Ultra version has been seen in white, but I'd be interested to know if these get more colorways as time goes on. The <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-g7-pro-review">GameSir G7 Pro</a> has received colorway after colorway and limited edition after limited edition. It's clearly the golden child of the GameSir pantheon, but will its symmetrical cousin get the same kind of love? </p><h2 id="features-2">Features</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5xJi3RW7ZDDWCgzYpamjcW" name="GameSir Tarantula 8K review 9" alt="Then new face buttons of the GameSir Tarantula 8K" src="https://cdn.mos.cms.futurecdn.net/5xJi3RW7ZDDWCgzYpamjcW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>On one hand, I'd love to say that the GameSir Tarantula 8K has more advanced features than its predecessor, but on the other, it feels like a step back, and I can't really understand the decision process as to why. Nine times out of ten, I feel like I'm on the same page with GameSir and the decisions it makes when it comes to iterating on what worked and what didn't. Other times, like now, I'm left scratching my head. </p><p>The new Tarantulas feature updated Gen 2 MagRes TMR thumbsticks, which is an update from the Gen 1 modules in the original Tarantula Pro and <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-cyclone-2-review">Cyclone 2</a>. You'll find the same thumbsticks here as on the <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-g7-pro-8k-pc-review">GameSir G7 Pro 8K</a>. The tops are even swappable this time, and you get a taller and shorter option in the box. </p><p>But without a wireless dongle, there's no need for a charging stand here, which makes this orange imitator feel like a step back. For over a year, I kept my first-gen Tarantula Pro on my TV unit, sitting on its very nifty charging stand, and ready to pick up at a moment's notice whenever I wanted to kick back with a game at my couch setup. With a wire trailing from the PC to the TV unit, and then messily dragging along my living room rug, the Tarantula Pro 8K doesn't have the same appeal whatsoever. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="v8UToAazisymJJ3LTrCBcW" name="GameSir Tarantula 8K review 7" alt="The top of the GameSir Tarantula 8K, showing its additional bumper paddles" src="https://cdn.mos.cms.futurecdn.net/v8UToAazisymJJ3LTrCBcW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>Clearly, the 8K Tarantula has been bred for a different purpose, and this much is clear from GameSir's socials, which shared a whole lot of impressively speedy AimLab clips when it was first launched. This one isn't for me to kick back on a couch and enjoy some singleplayer games with; this is a multiplayer performance <a href="https://www.gamesradar.com/best-pc-controller-for-gaming">PC controller</a>. Its lightweight 180g build is designed for Esports, competitive athletes who have never felt at home with a mouse and keyboard; its 8K polling rate and in-depth customization in GameSir Connect lend it to players who sit at a desk, never far enough away from their machines to warrant a wireless connection that could bring with it more latency. </p><p>That intent is clear in every inch of the Tarantula 8K. The face buttons have abandoned their somewhat retro membrane press and raised, dome-shaped form factor for a slicker, flatter surface and a clicky microswitch actuation. The D-pad responds with a deep click in any direction too, and the trigger stop switches give you the same options for the controller's back. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1599px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="doecBcECzj5yqMUZjaLAcW" name="GameSir Tarantula 8K review 4" alt="The touch bar on the GameSir Tarantula 8K" src="https://cdn.mos.cms.futurecdn.net/doecBcECzj5yqMUZjaLAcW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1599" height="899" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>The extra face buttons remain too, programmable for macros or for any in-game function you see fit. As per usual with GameSir pads, you can set these on the controller itself via the M button on the back, but the software allows you to dive deeper and ultimately access that 8K polling rate you bought it for. Under "report rate", GameSir Connect offers 250Hz, 1,000Hz, 4,000Hz, and 8,000Hz. The sticks have the usual options for controller deadzones and whatnot, and motion controls are also customizable. As is the RGB strip under the touchpad, but with such a bold colorway, you have fewer options here that will actually work in combination with orange. </p><p>Personally, I found the deadzones to be finely tuned out of the box and didn't feel the need to change them when I booted up to an 8K polling rate, which likely would have made them too unruly. Unlike the <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-super-nova-review">GameSir Super Nova</a>, you have access to four profiles you can swap between.</p><h2 id="performance-2">Performance</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1599px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="pkWc2UGGMtzmTjqYoRV93W" name="GameSir Tarantula 8K review 5" alt="A reviewer holding the GameSir Tarantula 8K" src="https://cdn.mos.cms.futurecdn.net/pkWc2UGGMtzmTjqYoRV93W-1920-80.jpg" mos="" align="middle" fullscreen="" width="1599" height="899" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>This might be controversial of me to say, but I can take or leave an 8,000Hz polling rate. As much as I was happy to be back testing the GameSir Tarantula for this review, I found there was absolutely nothing wrong with the 1,000Hz polling rate and first-gen TMR sticks of the original controller. Besides upping the sensitivity to levels that could be unruly for most users, an 8,000Hz polling rate doesn't add all that much to a controller besides peace of mind that latency isn't impacting things. But then again, I got that peace of mind from a 1,000Hz speed. If you're really blaming latency in your controller past that point, I hate to inform you it's probably you, your gameplay, and reaction time that are the issue.</p><p>I very much understand that the intention of this controller is a bit different from what I'm looking for from a successor to one of my all-time general-use gamepads. The aim here seems to be to bring that 8,000Hz, TMR experience to the market that likes symmetrical thumbsticks, and as ever, I applaud GameSir for doing it.  I love symmetrical controllers, and I'm glad folks who want to use one in highly competitive situations have the chance to try it here. It's not all that expensive compared to Razer's TMR-wielding <a href="https://www.gamesradar.com/hardware/gaming-controllers/razer-raiju-v3-pro-review">Raiju V3 Pro</a> or <a href="https://www.gamesradar.com/hardware/gaming-controllers/razer-wolverine-v3-pro-review">Wolverine V3 Pro 8K</a>. It offers the full potential of those TMR modules to shine at a much more potent resolution.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gRtGkqSqJkSoePbpZeeKRW" name="GameSir Tarantula 8K review 8" alt="The triggers of the GameSir Tarantula 8K" src="https://cdn.mos.cms.futurecdn.net/gRtGkqSqJkSoePbpZeeKRW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>I guess what I'm lamenting in this review, then, is that for symmetrical fans, that all comes with drawbacks that aren't present in the GameSir G7 Pro 8K model. Why are there no vibration motors here? Why is there no wireless play? These things feel like basic rites of passage for any GameSir controller these days, and aren't drawbacks that symmetrical players had to make for a similar price. So even if this does come down to highly requested changes from the community I don't align with, it's hard not to view them as weaknesses - especially because, for me, the main appeal of the original Tarantula Pro wasn't competitive play; it was the DualShock 4-like comfort that suited it to gaming in any genre. </p><p>Sure, in first-person shooters like Hunt: Showdown and Battlefield 6 up at an 8,000Hz polling rate, I felt like I had ultimate precision to make small corrections with my aim. Like with the G7 Pro 8K, I felt like I had as close to a mouse aiming experience as any controller can give because flicking between targets was smooth and incentivised me to use the right stick to find my target, not use the left one to help move me over it like with most gamepads. The precision here is some of the best I've found in any controller, and yet I'm reluctant to recommend it because there's a real lack of feel here. Even if the lack of any vibration is a preference thing, I think you can still add some heft to a gamepad to make it feel robust when you're wielding an in-game weapon. GameSir hasn't done that. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1599px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="LjAex5WbhyG3X7Xi5t5zbW" name="GameSir Tarantula 8K review 2" alt="The Tarantula branding of the GameSir Tarantula 8K" src="https://cdn.mos.cms.futurecdn.net/LjAex5WbhyG3X7Xi5t5zbW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1599" height="899" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>Does it feel light and sporty? Sure. Does that amount to gameplay that lacks a feeling of substance and oomph? Sadly, yes, and I think you need that in a pro controller. Down from about a 270g weight in the original Tarantula, it's a real stripping down of some important feel.</p><p>Thankfully, the comfort of the original Tarantula Pro is still here, and it's hard not to get lost in it for hours at a time. I did most of my testing with this controller by playing Tennis Elbow 4, and I fell completely into immersive and dramatic sets with this thing in hand, all because those rounded grips, nostalgic triggers, and the overall ergonomics made it so easy to focus on the game I was playing rather than what my hands were doing. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1599px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="EeEFY2EAPNdA3axEqMtapW" name="GameSir Tarantula 8K review 3" alt="The 3.5mm headphone jack on the GameSir Tarantula 8K" src="https://cdn.mos.cms.futurecdn.net/EeEFY2EAPNdA3axEqMtapW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1599" height="899" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>The same was true in Forza Horizon 6; driving a myriad of cars across virtual Japan was lovely, although just like in Tennis Elbow, I felt like an integral level of feedback was missing because there was no haptics or rumble telling me how aggressively I needed to brake or how hard the engine was working. This stuff is fundamental to games like these, so I just don't feel like the 8K variant of the Tarantula is going to be worth it if those are the games you usually play.</p><p>There's certainly a responsiveness to the new PC-tilted Tarantula that can't be ignored either. Towerfall Ascension felt as snappy and precise as it can with a controller in hand. It felt amazing playing a game I've developed total mastery and muscle memory over with a controller that responds to my every twitchy movement and instinctive press. There's so much great performance to be had here, but my personal preferences want a bit more feel for my money - especially in games like Towerfall that have such pivotal, crunchy feedback. </p><h2 id="should-you-buy-the-gamesir-tarantula-pro-8k">Should you buy the GameSir Tarantula Pro 8K?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Q7PRCtWrW8V9hkUL7WbhcW" name="GameSir Tarantula 8K review 10" alt="A GameSir Tarantula 8K on a wooden desk surface" src="https://cdn.mos.cms.futurecdn.net/Q7PRCtWrW8V9hkUL7WbhcW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>This one is going to come down to preference, ultimately. It's hard for me to be really excited about the return of one of my favorite controllers here because GameSir has removed wireless play and vibration motors from the equation, and these are two things I really like in my gamepads.</p><p>But then again, the 8K Tarantula doesn't feel cheaply made, and there's a lot for people to like about it if they enjoy a lighter feel, symmetrical thumbsticks, and play games to a competitive standard that warrants an 8,000Hz polling rate. If you're one of those players who does enjoy a lighter controller and thinks feedback is outdated and doesn't add anything but distraction, I don't doubt you'll love this.</p><p>Still, I can't really understand the thought process here. The original Tarantula was received really well, was popular, and was one of the leading TMR pads on the shelves when that technology was first introduced. Then it was discontinued, so I can't really recommend it anymore, but I can finally point you toward the revived models, and they feel like lesser versions despite their modernizations. </p><p>If any of my criticisms and nitpicks seem relatable to you, I'd hold off for now and wait for the Ultra 8K PC model that GameSir announced a while back. There's no indication of when this will hit the shelves, but if it has wireless play, vibration feedback, and an 8K polling rate, it'll feel like the all-encompassing sequel I've been waiting for, and the true symmetrical equivalent to the G7 Pro 8K. </p><div data-widget-type="review" data-model-name="GameSir Tarantula 8K"></div><h2 id="how-i-tested-the-gamesir-tarantula-8k">How I tested the GameSir Tarantula 8K</h2><p>I had a good couple of weeks using the GameSir Tarantula 8K for all of my PC gaming before I came to a verdict on it. I tested it across a multitude of gaming genres, as I did with its predecessor. I used the GameSir Connect app to get the most out of it and test its various polling speeds. I played with different configurations of thumbstick heights, and compared it to the GameSir G7 Pro line, as well as the original Tarantula Pro and other TMR pads on the shelves.</p><p>For more on <a href="https://www.gamesradar.com/how-we-test-controllers-on-gamesradar">how we test controllers</a>, take a look at the <a href="https://www.gamesradar.com/gamesradar-hardware-policy" target="_blank">GamesRadar+ hardware policy.</a></p><p><em>There's more GameSir where that came from - take a look at the </em><a href="https://www.gamesradar.com/best-xbox-series-x-controller"><em>best Xbox Series X controllers</em></a><em>, the </em><a href="https://www.gamesradar.com/hardware/gaming-controllers/the-best-nintendo-switch-2-controllers"><em>best Switch 2 controllers</em></a><em>, and the </em><a href="https://www.gamesradar.com/best-mobile-controller"><em>best mobile controllers</em></a><em> to read more.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/gaming-controllers/gamesir-tarantula-8k-review/</link>
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                            <![CDATA[ It feels odd to be reviewing a revival of one of my favorite controllers, yet be pining for its original version. ]]>
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                                                                        <pubDate>Sat, 26 Sep 2026 08:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming Controllers]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                                                                <author><![CDATA[ duncan.robertson@futurenet.com (Duncan Robertson) ]]></author>                    <dc:creator><![CDATA[ Duncan Robertson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/qKrkJL7m7Wz9QFBWXn52aS-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;One of my earliest memories is playing SuperMario64 and wondering why the controller I held had three grips, but I only had two hands. Ever since I&#039;ve been in love with video games and their technology. After graduating from Edinburgh Napier University with a degree in Journalism, I contributed to the Scottish Games Network and completed an Editorial Internship at Expert Reviews. Over the last decade, I’ve been managing my own &lt;a href=&quot;http://www.youtube.com/GameCoping&quot;&gt;&lt;u&gt;YouTube channel&lt;/u&gt;&lt;/a&gt; about my love of games too. These days, I&#039;m one of the resident hardware nerds at GamesRadar+, and I take the lead on our coverage of gaming PCs, VR, controllers, gaming chairs, and content creation gear. Now, I better stop myself here before I get talking about my favourite games like HUNT: Showdown, Dishonored, and Towerfall Ascension. &lt;br&gt;&lt;br&gt;&lt;strong&gt;Location&lt;/strong&gt;: UK Remote&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future / Duncan Robertson]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The GameSir Tarantula 8K next to its original Tarantula Pro sibling]]></media:description>                                                            <media:text><![CDATA[The GameSir Tarantula 8K next to its original Tarantula Pro sibling]]></media:text>
                                <media:title type="plain"><![CDATA[The GameSir Tarantula 8K next to its original Tarantula Pro sibling]]></media:title>
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                                <p>The GameSir Tarantula Pro is one of my all-time favorite controllers, and that's some of the highest praise someone like me, who reviews a new one almost weekly, can give. I'm still not sure why it was discontinued, but I loved it for its DualShock 4-reminiscent feel that made it incredibly comfortable and very versatile across so many genres of gaming. It was like the enhanced, pro model of the PS4 controller I had always yearned for. </p><p>So as you can probably tell, I was very excited to report earlier in the year that GameSir was bringing back its symmetrical <a href="https://www.gamesradar.com/hardware/gaming-controllers/these-are-the-7-best-tmr-controllers-on-the-shelves-right-now-based-on-in-game-testing-with-each-one">TMR controller</a> as an entirely new product range. One with official Xbox licensing, and one on PC with an 8K polling rate. But to my dismay, they'd both be wired-only despite the first Tarantula Pro's wireless connectivity and excellent charging stand. Moreover, the PC version would remove its rumble motors for a stripped-back, lightweight feel. Finally, there would be a third, "Ultra" PC model which would have 8K polling, wireless play, and rumble motors - a much more fitting sequel, in my eyes. Sadly, at the time of writing, that version is still missing in action and hasn't been launched alongside the other two.</p><p>The version I've been testing is the blood orange 8K model for PC. It's certainly an update to the controller I love, but it feels bred for a very different purpose than the original, and I'm not sure it appeals to me quite as much. I used the first Tarantula for all sorts of gaming, multiplayer and singleplayer. It's a versatile feeling pad that's comfortable in any scenario and sits beautifully in the hands. This new version is for the competitive, elite players, and that's not what I want out of this particular product. It's available for £79.99 / $69.99, the same price as its officially licensed Xbox sibling.</p><h2 id="design-2">Design</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1599px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="mr2pfR9TJdjrUcnDfimjcW" name="GameSir Tarantula 8K review 1" alt="The face of the GameSir Tarantula 8K" src="https://cdn.mos.cms.futurecdn.net/mr2pfR9TJdjrUcnDfimjcW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1599" height="899" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>As I explained in <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-tarantula-pro-review">my review of the original GameSir Tarantula Pro</a>, it's essentially a carbon copy of the DualShock 4 from the PS4 era. It has long, cylindrical grips with a bit more girth than Sony's official one had, but besides that, is clearly cut from the same cloth. There are symmetrical thumbsticks, a four-way D-Pad, and even a small touchpad which, in this instance, you can customize as an extra button. </p><p>This time around, GameSir has kept the two excellent back buttons but answered my prayers for a little extra functionality. There now sit two additional shoulder buttons on the top of the controller. They run off the end of the touchpad, offering a back paddle feel as opposed to two individual buttons. They even click in, giving a sense of microswitch consistency across the entire peripheral. It's a design I've never seen before, but it rocks. </p><p>Not much about the physical design of the controller has changed from its original outing, although, as I say, this one is without any rumble motors inside. As a result, it's a lot lighter in the hands. That's not to say that build quality has suffered; the Tarantula 8K still has a sturdy, made-to-last air about it, as all GameSir products tend to, but with such little weight in the hands, it doesn't feel as substantial as other controllers out there. Then again, this could be a preference thing and may not be a problem for you.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RofQWuAEzgyWRZR7u4BDcW" name="GameSir Tarantula 8K review 6" alt="The back of the GameSir Tarantula 8K" src="https://cdn.mos.cms.futurecdn.net/RofQWuAEzgyWRZR7u4BDcW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>I'm glad to see a lot of consistency in the design for the most part, though. The comfortable shape of the Tarantula Pro was one of its best assets. The grips here have a dotted texture, and feel every bit as nice to hold as they did before. There's also consistency in the convenient 3.5mm headphone jack and locking switches for the back buttons, should you not want to use them.</p><p>So far, there's one colorway of the 8K model, which is this vibrant bright orange. The Xbox one is white, and the so-far absent Ultra version has been seen in white, but I'd be interested to know if these get more colorways as time goes on. The <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-g7-pro-review">GameSir G7 Pro</a> has received colorway after colorway and limited edition after limited edition. It's clearly the golden child of the GameSir pantheon, but will its symmetrical cousin get the same kind of love? </p><h2 id="features-2">Features</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5xJi3RW7ZDDWCgzYpamjcW" name="GameSir Tarantula 8K review 9" alt="Then new face buttons of the GameSir Tarantula 8K" src="https://cdn.mos.cms.futurecdn.net/5xJi3RW7ZDDWCgzYpamjcW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>On one hand, I'd love to say that the GameSir Tarantula 8K has more advanced features than its predecessor, but on the other, it feels like a step back, and I can't really understand the decision process as to why. Nine times out of ten, I feel like I'm on the same page with GameSir and the decisions it makes when it comes to iterating on what worked and what didn't. Other times, like now, I'm left scratching my head. </p><p>The new Tarantulas feature updated Gen 2 MagRes TMR thumbsticks, which is an update from the Gen 1 modules in the original Tarantula Pro and <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-cyclone-2-review">Cyclone 2</a>. You'll find the same thumbsticks here as on the <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-g7-pro-8k-pc-review">GameSir G7 Pro 8K</a>. The tops are even swappable this time, and you get a taller and shorter option in the box. </p><p>But without a wireless dongle, there's no need for a charging stand here, which makes this orange imitator feel like a step back. For over a year, I kept my first-gen Tarantula Pro on my TV unit, sitting on its very nifty charging stand, and ready to pick up at a moment's notice whenever I wanted to kick back with a game at my couch setup. With a wire trailing from the PC to the TV unit, and then messily dragging along my living room rug, the Tarantula Pro 8K doesn't have the same appeal whatsoever. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="v8UToAazisymJJ3LTrCBcW" name="GameSir Tarantula 8K review 7" alt="The top of the GameSir Tarantula 8K, showing its additional bumper paddles" src="https://cdn.mos.cms.futurecdn.net/v8UToAazisymJJ3LTrCBcW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>Clearly, the 8K Tarantula has been bred for a different purpose, and this much is clear from GameSir's socials, which shared a whole lot of impressively speedy AimLab clips when it was first launched. This one isn't for me to kick back on a couch and enjoy some singleplayer games with; this is a multiplayer performance <a href="https://www.gamesradar.com/best-pc-controller-for-gaming">PC controller</a>. Its lightweight 180g build is designed for Esports, competitive athletes who have never felt at home with a mouse and keyboard; its 8K polling rate and in-depth customization in GameSir Connect lend it to players who sit at a desk, never far enough away from their machines to warrant a wireless connection that could bring with it more latency. </p><p>That intent is clear in every inch of the Tarantula 8K. The face buttons have abandoned their somewhat retro membrane press and raised, dome-shaped form factor for a slicker, flatter surface and a clicky microswitch actuation. The D-pad responds with a deep click in any direction too, and the trigger stop switches give you the same options for the controller's back. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1599px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="doecBcECzj5yqMUZjaLAcW" name="GameSir Tarantula 8K review 4" alt="The touch bar on the GameSir Tarantula 8K" src="https://cdn.mos.cms.futurecdn.net/doecBcECzj5yqMUZjaLAcW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1599" height="899" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>The extra face buttons remain too, programmable for macros or for any in-game function you see fit. As per usual with GameSir pads, you can set these on the controller itself via the M button on the back, but the software allows you to dive deeper and ultimately access that 8K polling rate you bought it for. Under "report rate", GameSir Connect offers 250Hz, 1,000Hz, 4,000Hz, and 8,000Hz. The sticks have the usual options for controller deadzones and whatnot, and motion controls are also customizable. As is the RGB strip under the touchpad, but with such a bold colorway, you have fewer options here that will actually work in combination with orange. </p><p>Personally, I found the deadzones to be finely tuned out of the box and didn't feel the need to change them when I booted up to an 8K polling rate, which likely would have made them too unruly. Unlike the <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-super-nova-review">GameSir Super Nova</a>, you have access to four profiles you can swap between.</p><h2 id="performance-2">Performance</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1599px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="pkWc2UGGMtzmTjqYoRV93W" name="GameSir Tarantula 8K review 5" alt="A reviewer holding the GameSir Tarantula 8K" src="https://cdn.mos.cms.futurecdn.net/pkWc2UGGMtzmTjqYoRV93W-1920-80.jpg" mos="" align="middle" fullscreen="" width="1599" height="899" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>This might be controversial of me to say, but I can take or leave an 8,000Hz polling rate. As much as I was happy to be back testing the GameSir Tarantula for this review, I found there was absolutely nothing wrong with the 1,000Hz polling rate and first-gen TMR sticks of the original controller. Besides upping the sensitivity to levels that could be unruly for most users, an 8,000Hz polling rate doesn't add all that much to a controller besides peace of mind that latency isn't impacting things. But then again, I got that peace of mind from a 1,000Hz speed. If you're really blaming latency in your controller past that point, I hate to inform you it's probably you, your gameplay, and reaction time that are the issue.</p><p>I very much understand that the intention of this controller is a bit different from what I'm looking for from a successor to one of my all-time general-use gamepads. The aim here seems to be to bring that 8,000Hz, TMR experience to the market that likes symmetrical thumbsticks, and as ever, I applaud GameSir for doing it.  I love symmetrical controllers, and I'm glad folks who want to use one in highly competitive situations have the chance to try it here. It's not all that expensive compared to Razer's TMR-wielding <a href="https://www.gamesradar.com/hardware/gaming-controllers/razer-raiju-v3-pro-review">Raiju V3 Pro</a> or <a href="https://www.gamesradar.com/hardware/gaming-controllers/razer-wolverine-v3-pro-review">Wolverine V3 Pro 8K</a>. It offers the full potential of those TMR modules to shine at a much more potent resolution.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gRtGkqSqJkSoePbpZeeKRW" name="GameSir Tarantula 8K review 8" alt="The triggers of the GameSir Tarantula 8K" src="https://cdn.mos.cms.futurecdn.net/gRtGkqSqJkSoePbpZeeKRW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>I guess what I'm lamenting in this review, then, is that for symmetrical fans, that all comes with drawbacks that aren't present in the GameSir G7 Pro 8K model. Why are there no vibration motors here? Why is there no wireless play? These things feel like basic rites of passage for any GameSir controller these days, and aren't drawbacks that symmetrical players had to make for a similar price. So even if this does come down to highly requested changes from the community I don't align with, it's hard not to view them as weaknesses - especially because, for me, the main appeal of the original Tarantula Pro wasn't competitive play; it was the DualShock 4-like comfort that suited it to gaming in any genre. </p><p>Sure, in first-person shooters like Hunt: Showdown and Battlefield 6 up at an 8,000Hz polling rate, I felt like I had ultimate precision to make small corrections with my aim. Like with the G7 Pro 8K, I felt like I had as close to a mouse aiming experience as any controller can give because flicking between targets was smooth and incentivised me to use the right stick to find my target, not use the left one to help move me over it like with most gamepads. The precision here is some of the best I've found in any controller, and yet I'm reluctant to recommend it because there's a real lack of feel here. Even if the lack of any vibration is a preference thing, I think you can still add some heft to a gamepad to make it feel robust when you're wielding an in-game weapon. GameSir hasn't done that. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1599px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="LjAex5WbhyG3X7Xi5t5zbW" name="GameSir Tarantula 8K review 2" alt="The Tarantula branding of the GameSir Tarantula 8K" src="https://cdn.mos.cms.futurecdn.net/LjAex5WbhyG3X7Xi5t5zbW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1599" height="899" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>Does it feel light and sporty? Sure. Does that amount to gameplay that lacks a feeling of substance and oomph? Sadly, yes, and I think you need that in a pro controller. Down from about a 270g weight in the original Tarantula, it's a real stripping down of some important feel.</p><p>Thankfully, the comfort of the original Tarantula Pro is still here, and it's hard not to get lost in it for hours at a time. I did most of my testing with this controller by playing Tennis Elbow 4, and I fell completely into immersive and dramatic sets with this thing in hand, all because those rounded grips, nostalgic triggers, and the overall ergonomics made it so easy to focus on the game I was playing rather than what my hands were doing. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1599px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="EeEFY2EAPNdA3axEqMtapW" name="GameSir Tarantula 8K review 3" alt="The 3.5mm headphone jack on the GameSir Tarantula 8K" src="https://cdn.mos.cms.futurecdn.net/EeEFY2EAPNdA3axEqMtapW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1599" height="899" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>The same was true in Forza Horizon 6; driving a myriad of cars across virtual Japan was lovely, although just like in Tennis Elbow, I felt like an integral level of feedback was missing because there was no haptics or rumble telling me how aggressively I needed to brake or how hard the engine was working. This stuff is fundamental to games like these, so I just don't feel like the 8K variant of the Tarantula is going to be worth it if those are the games you usually play.</p><p>There's certainly a responsiveness to the new PC-tilted Tarantula that can't be ignored either. Towerfall Ascension felt as snappy and precise as it can with a controller in hand. It felt amazing playing a game I've developed total mastery and muscle memory over with a controller that responds to my every twitchy movement and instinctive press. There's so much great performance to be had here, but my personal preferences want a bit more feel for my money - especially in games like Towerfall that have such pivotal, crunchy feedback. </p><h2 id="should-you-buy-the-gamesir-tarantula-pro-8k">Should you buy the GameSir Tarantula Pro 8K?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Q7PRCtWrW8V9hkUL7WbhcW" name="GameSir Tarantula 8K review 10" alt="A GameSir Tarantula 8K on a wooden desk surface" src="https://cdn.mos.cms.futurecdn.net/Q7PRCtWrW8V9hkUL7WbhcW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Duncan Robertson)</span></figcaption></figure><p>This one is going to come down to preference, ultimately. It's hard for me to be really excited about the return of one of my favorite controllers here because GameSir has removed wireless play and vibration motors from the equation, and these are two things I really like in my gamepads.</p><p>But then again, the 8K Tarantula doesn't feel cheaply made, and there's a lot for people to like about it if they enjoy a lighter feel, symmetrical thumbsticks, and play games to a competitive standard that warrants an 8,000Hz polling rate. If you're one of those players who does enjoy a lighter controller and thinks feedback is outdated and doesn't add anything but distraction, I don't doubt you'll love this.</p><p>Still, I can't really understand the thought process here. The original Tarantula was received really well, was popular, and was one of the leading TMR pads on the shelves when that technology was first introduced. Then it was discontinued, so I can't really recommend it anymore, but I can finally point you toward the revived models, and they feel like lesser versions despite their modernizations. </p><p>If any of my criticisms and nitpicks seem relatable to you, I'd hold off for now and wait for the Ultra 8K PC model that GameSir announced a while back. There's no indication of when this will hit the shelves, but if it has wireless play, vibration feedback, and an 8K polling rate, it'll feel like the all-encompassing sequel I've been waiting for, and the true symmetrical equivalent to the G7 Pro 8K. </p><div data-widget-type="review" data-model-name="GameSir Tarantula 8K"></div><h2 id="how-i-tested-the-gamesir-tarantula-8k">How I tested the GameSir Tarantula 8K</h2><p>I had a good couple of weeks using the GameSir Tarantula 8K for all of my PC gaming before I came to a verdict on it. I tested it across a multitude of gaming genres, as I did with its predecessor. I used the GameSir Connect app to get the most out of it and test its various polling speeds. I played with different configurations of thumbstick heights, and compared it to the GameSir G7 Pro line, as well as the original Tarantula Pro and other TMR pads on the shelves.</p><p>For more on <a href="https://www.gamesradar.com/how-we-test-controllers-on-gamesradar">how we test controllers</a>, take a look at the <a href="https://www.gamesradar.com/gamesradar-hardware-policy" target="_blank">GamesRadar+ hardware policy.</a></p><p><em>There's more GameSir where that came from - take a look at the </em><a href="https://www.gamesradar.com/best-xbox-series-x-controller"><em>best Xbox Series X controllers</em></a><em>, the </em><a href="https://www.gamesradar.com/hardware/gaming-controllers/the-best-nintendo-switch-2-controllers"><em>best Switch 2 controllers</em></a><em>, and the </em><a href="https://www.gamesradar.com/best-mobile-controller"><em>best mobile controllers</em></a><em> to read more.</em></p>
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                                                            <title><![CDATA[ Ace Combat 8 Wings of Theve Review: "Soars thanks to thrilling dogfights and a genuinely gripping Metal Gear-like story" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>You know how whenever anyone plays a video game in a film or TV show, they move the controller around like wild and twist their head from side to side? It looks ridiculous, right? Well, as my recent batch of neck pains can attest, that's exactly the kind of behavior that Ace Combat 8: Wings of Theve brings out in me whenever I find myself engaged in an intense dogfight or performing a sharp turn in mid-air to stop myself from smashing right into the building an enemy anti-air emplacement was perched on.</p><p>Ace Combat 8 continues the series' traditions of breakneck speed, exhilarating flight combat, and having the absolute best soundtracks, but Bandai Namco's renewed focus on cutscene-heavy storytelling does make getting into the action a bit slower from the outset. But, as you fly through one of the series' biggest campaigns to date, the story gets its hooks in, and the pace quickly picks up as each mission offers up a brilliant burst of tight flight combat. </p><h2 id="rex-gon-39-give-it-to-ya">Rex gon' give it to ya</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FbowAc4NKjXmExwmUDb7rN" name="1a0a491943f14-screenshotUrl" alt="Ace Combat 8 screenshot showing a plane in flight with a missile exploding in front of it" src="https://cdn.mos.cms.futurecdn.net/FbowAc4NKjXmExwmUDb7rN-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco )</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast Facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 2, 2026<br><strong>Platform(s):</strong> PC, PS5, Xbox Series X|S<br><strong>Developer:</strong> Bandai Namco Aces<br><strong>Publisher:</strong> Bandai Namco Entertainment</p></div></div><p>This time around your voiceless fighter pilot protagonist is Rex of Joker Squadron. And just like many an Ace Combat pilot, they're the best in the biz and are the greatest hope to stop the war. Rex takes on the role as the 'Wings of Theve', a legendary ace whose efforts are spread far and wide across the continent of Usea to inspire hope during the invasion from neighboring Sotoa. Except, the Wings of Theve is a fabrication drummed up through a misinformation campaign, and the real Wings – Cope – was killed in action before Rex took the stage. </p><p>I'll be honest, I was a bit skeptical at first about the number of cutscenes. They're a big jump in quality from Ace Combat 7's slideshow style, shown most prominently by the dog not being a JPEG this time around. But, arcadey games suddenly going hard on making me watch a load of videos is usually a red flag, and given it took 45 minutes from booting up the game to finishing the game's first mission, I was a bit concerned. However, as the game goes on, the amount of cutscenes does lessen, and ironically my attachment to them grew thanks to an excellent cast of wingmen, the best rival since Zero, and a Johnny Silverhand-esque inner monologue from Cope to make up for our protagonist's silence.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="C9XodhqWiYEnNcrVGG2stN" name="1a0acb27ca284-screenshotUrl" alt="Ace Combat 8 screenshot showing Baxter sitting with a dog barking next to him" src="https://cdn.mos.cms.futurecdn.net/C9XodhqWiYEnNcrVGG2stN-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco )</span></figcaption></figure><p>I particularly love the metanarrative around taking up the Wings mantle – manufacturing a legend as a means of combat remains an undercurrent throughout the entire story. There's a hint of Metal Gear Solid to the themes of targeted social media misinformation campaigns, the roles corporations play in the war economy, and how they benefit from war no matter the victor, which feels especially pertinent in the modern day.</p><h2 id="strangereal-love-baby">Strangereal love baby</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZJjXvyZmNrfhYbcJUpvSGP" name="1a0acb242e086-screenshotUrl" alt="Ace Combat 8 screenshot showing a drone flying away from explosions" src="https://cdn.mos.cms.futurecdn.net/ZJjXvyZmNrfhYbcJUpvSGP-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco )</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Don't Zero out</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="R5kN5j2wtPWwLoDzqtJaj3" name="PR_AC0_Mirage2000D_F-15c_16-9_02" caption="" alt="Jets fly in Ace Combat Zero: The Belkan War for PS2" src="https://cdn.mos.cms.futurecdn.net/R5kN5j2wtPWwLoDzqtJaj3-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco)</span></figcaption></figure><p class="fancy-box__body-text">Series highlight Ace Combat Zero has been ported to modern platforms alongside this, but for a bizarre reason it's <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/ace-combat-8-wings-of-theve-pre-orders-have-taken-flight-on-xbox-and-ps5-and-its-your-only-chance-to-grab-the-belkan-war-as-a-bonus/">only available as a preorder bonus</a>. As terrible as I think locking this away is, I'd recommend it highly if you can get flight time with it.</p></div></div><p>Ace Combat 8 doesn't reinvent the wheel as far as its basics go; you play through a 30-mission campaign, choosing the best planes, weapons, and parts for what it requires, and get to work – if you played Ace Combat 7, you'll feel right at home with the controls. Where Wings of Theve shines is that mission variety. You'll need to battle through cities to help escort ground troops, one has you flee from the enemy in an underpowered craft, while others have you enact as much destruction to enemies' various base encampments in a time limit. And, of course, the Vergil fan in me loves the encounters with your rival above all.</p><p>It can get a bit overwhelming. Not only is there a ton happening on screen at once, but you'll need to keep an eye out for so many threats. One mission sees you having to engage in dogfighting with your rivals, taking out as many enemy anti-air guns as possible, all while making sure your troops can make their way into the city unharmed. You'll find yourself flying all around the battlefield, but rather than being frustrating busywork, the feeling of being stretched too thin is exhilarating and really emphasizes that Usea is down to its last legs. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="H6WbxUteu2vs8L9s86u2GP" name="1a0acb1eb7480-screenshotUrl" alt="Ace Combat 8 screenshot showing four planes in formation with the writing "Eusian Sea 04 Jan 2030 1300h" on screen" src="https://cdn.mos.cms.futurecdn.net/H6WbxUteu2vs8L9s86u2GP-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco )</span></figcaption></figure><p>Despite the stress, by the end of the game I've gone from wannabe flyboy to really feeling like the ace pilot I'm purported to be, with mechanical and narrative twists coming together to deliver some of the series' most bombastic final missions to date which even put the propulsive Top Gun Maverick to shame. Even now, I'm not sure how I made it through, and the memories of seeing relationships come through in these dire moments, in play rather than just cutscenes, makes this journey extra special. There's almost <a href="https://www.gamesradar.com/uk/avengers-endgame/"><u>Avengers Endgame</u></a>-level flair to some consequential moments, such as one that has me truly defying the odds in what feels like a suicide run. </p><p>If there's one thing you can bank on with an Ace Combat game, it's that it'll have a brilliant soundtrack. Thankfully Wings of Theve is no different, with what is probably my new favorite in the series alongside Ace Combat Zero. The missions feature a ton of epic orchestral numbers that perfectly punctuate the tense dogfighting, while the guitars and in-universe music add a good variety to it. The Shadows theme – already an infectious group chant that brings forth impending dread – kicking into full gear in mission 3, is perhaps the only time I can recall saying "oh my god" aloud because it was <em>just that good. </em></p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/cuYXsM5vYVifRT7zeFCKLP-1920-80.jpg" alt="Ace Combat 8 screenshot showing a pilots helmet" /><figcaption><small role="credit">Bandai Namco </small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/sUcGN45U9miitkCRYKe8LP-1920-80.jpg" alt="Ace Combat 8 screenshot showing a character with his arms raised " /><figcaption><small role="credit">Bandai Namco </small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/D5JVvkLdJkCEYeTykmUW8P-1920-80.jpg" alt="Ace Combat 8 screenshot showing people talking on a carrier with a dog lying down" /><figcaption><small role="credit">Bandai Namco </small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XXTMVfjeCgtiC6D4n4B7mN-1920-80.jpg" alt="Ace Combat 8 screenshot showing an explosion on the side of a road" /><figcaption><small role="credit">Bandai Namco </small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Jb2rSTHRgqGrnBbnf6TgTN-1920-80.jpg" alt="Ace Combat 8 screenshot showing a plane flying toward the ground with an explosive setting off " /><figcaption><small role="credit">Bandai Namco </small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6dMcwP9TtTBcr2udM5ASxN-1920-80.jpg" alt="Ace Combat Online screenshot showing a character standing by a jukebox" /><figcaption><small role="credit">Bandai Namco </small></figcaption></figure></figure><p>Finally, there's Ace Combat Online, the game's multiplayer component. Unfortunately, this was only available for a single day during the review period. What I did get to try was a fun selection of PvP and PvE missions, but with only a handful of game modes and a lobby system that locks you out of doing anything as you wait for a match, I don't know that it's one I'll return to much once the post-launch hype dies down. </p><p>Ace Combat 8 is a fantastic new entry in Bandai Namco's series. While a bit slow going at first, its story eventually soars thanks to brilliant characters and a looming metanarrative, while each new mission provides a blast of intense gameplay. Even with one of the longest campaigns in the series, it never overstays its welcome and is one I can see myself returning to years down the line when I need my G-force fix.</p><p><em>Ace Combat 8: Wings of Theve was reviewed on PS5 Pro, with a code provided by the publisher.</em><em>All screenshots were taken in Frame Rate Priority mode.</em></p><p><em>Ace another challenge with our </em><a href="https://www.gamesradar.com/best-sim-games/"><em>best simulator games</em></a><em> or </em><a href="https://www.gamesradar.com/best-action-games/"><em>best action games</em></a><em> rankings!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action/ace-combat-8-wings-of-theve-review/</link>
                                                                            <description>
                            <![CDATA[ Turns out fast action, banging music, and big explosions are a good combo ]]>
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                                                                        <pubDate>Fri, 25 Sep 2026 14:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 25 Sep 2026 14:09:57 +0000</updated>
                                                                                                                                            <category><![CDATA[Action Games]]></category>
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                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Bandai Namco ]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Ace Combat 8]]></media:description>                                                            <media:text><![CDATA[Ace Combat 8]]></media:text>
                                <media:title type="plain"><![CDATA[Ace Combat 8]]></media:title>
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                                <p>You know how whenever anyone plays a video game in a film or TV show, they move the controller around like wild and twist their head from side to side? It looks ridiculous, right? Well, as my recent batch of neck pains can attest, that's exactly the kind of behavior that Ace Combat 8: Wings of Theve brings out in me whenever I find myself engaged in an intense dogfight or performing a sharp turn in mid-air to stop myself from smashing right into the building an enemy anti-air emplacement was perched on.</p><p>Ace Combat 8 continues the series' traditions of breakneck speed, exhilarating flight combat, and having the absolute best soundtracks, but Bandai Namco's renewed focus on cutscene-heavy storytelling does make getting into the action a bit slower from the outset. But, as you fly through one of the series' biggest campaigns to date, the story gets its hooks in, and the pace quickly picks up as each mission offers up a brilliant burst of tight flight combat. </p><h2 id="rex-gon-39-give-it-to-ya">Rex gon' give it to ya</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FbowAc4NKjXmExwmUDb7rN" name="1a0a491943f14-screenshotUrl" alt="Ace Combat 8 screenshot showing a plane in flight with a missile exploding in front of it" src="https://cdn.mos.cms.futurecdn.net/FbowAc4NKjXmExwmUDb7rN-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco )</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast Facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>October 2, 2026<br><strong>Platform(s):</strong> PC, PS5, Xbox Series X|S<br><strong>Developer:</strong> Bandai Namco Aces<br><strong>Publisher:</strong> Bandai Namco Entertainment</p></div></div><p>This time around your voiceless fighter pilot protagonist is Rex of Joker Squadron. And just like many an Ace Combat pilot, they're the best in the biz and are the greatest hope to stop the war. Rex takes on the role as the 'Wings of Theve', a legendary ace whose efforts are spread far and wide across the continent of Usea to inspire hope during the invasion from neighboring Sotoa. Except, the Wings of Theve is a fabrication drummed up through a misinformation campaign, and the real Wings – Cope – was killed in action before Rex took the stage. </p><p>I'll be honest, I was a bit skeptical at first about the number of cutscenes. They're a big jump in quality from Ace Combat 7's slideshow style, shown most prominently by the dog not being a JPEG this time around. But, arcadey games suddenly going hard on making me watch a load of videos is usually a red flag, and given it took 45 minutes from booting up the game to finishing the game's first mission, I was a bit concerned. However, as the game goes on, the amount of cutscenes does lessen, and ironically my attachment to them grew thanks to an excellent cast of wingmen, the best rival since Zero, and a Johnny Silverhand-esque inner monologue from Cope to make up for our protagonist's silence.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="C9XodhqWiYEnNcrVGG2stN" name="1a0acb27ca284-screenshotUrl" alt="Ace Combat 8 screenshot showing Baxter sitting with a dog barking next to him" src="https://cdn.mos.cms.futurecdn.net/C9XodhqWiYEnNcrVGG2stN-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco )</span></figcaption></figure><p>I particularly love the metanarrative around taking up the Wings mantle – manufacturing a legend as a means of combat remains an undercurrent throughout the entire story. There's a hint of Metal Gear Solid to the themes of targeted social media misinformation campaigns, the roles corporations play in the war economy, and how they benefit from war no matter the victor, which feels especially pertinent in the modern day.</p><h2 id="strangereal-love-baby">Strangereal love baby</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZJjXvyZmNrfhYbcJUpvSGP" name="1a0acb242e086-screenshotUrl" alt="Ace Combat 8 screenshot showing a drone flying away from explosions" src="https://cdn.mos.cms.futurecdn.net/ZJjXvyZmNrfhYbcJUpvSGP-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco )</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Don't Zero out</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="R5kN5j2wtPWwLoDzqtJaj3" name="PR_AC0_Mirage2000D_F-15c_16-9_02" caption="" alt="Jets fly in Ace Combat Zero: The Belkan War for PS2" src="https://cdn.mos.cms.futurecdn.net/R5kN5j2wtPWwLoDzqtJaj3-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco)</span></figcaption></figure><p class="fancy-box__body-text">Series highlight Ace Combat Zero has been ported to modern platforms alongside this, but for a bizarre reason it's <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/ace-combat-8-wings-of-theve-pre-orders-have-taken-flight-on-xbox-and-ps5-and-its-your-only-chance-to-grab-the-belkan-war-as-a-bonus/">only available as a preorder bonus</a>. As terrible as I think locking this away is, I'd recommend it highly if you can get flight time with it.</p></div></div><p>Ace Combat 8 doesn't reinvent the wheel as far as its basics go; you play through a 30-mission campaign, choosing the best planes, weapons, and parts for what it requires, and get to work – if you played Ace Combat 7, you'll feel right at home with the controls. Where Wings of Theve shines is that mission variety. You'll need to battle through cities to help escort ground troops, one has you flee from the enemy in an underpowered craft, while others have you enact as much destruction to enemies' various base encampments in a time limit. And, of course, the Vergil fan in me loves the encounters with your rival above all.</p><p>It can get a bit overwhelming. Not only is there a ton happening on screen at once, but you'll need to keep an eye out for so many threats. One mission sees you having to engage in dogfighting with your rivals, taking out as many enemy anti-air guns as possible, all while making sure your troops can make their way into the city unharmed. You'll find yourself flying all around the battlefield, but rather than being frustrating busywork, the feeling of being stretched too thin is exhilarating and really emphasizes that Usea is down to its last legs. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="H6WbxUteu2vs8L9s86u2GP" name="1a0acb1eb7480-screenshotUrl" alt="Ace Combat 8 screenshot showing four planes in formation with the writing "Eusian Sea 04 Jan 2030 1300h" on screen" src="https://cdn.mos.cms.futurecdn.net/H6WbxUteu2vs8L9s86u2GP-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco )</span></figcaption></figure><p>Despite the stress, by the end of the game I've gone from wannabe flyboy to really feeling like the ace pilot I'm purported to be, with mechanical and narrative twists coming together to deliver some of the series' most bombastic final missions to date which even put the propulsive Top Gun Maverick to shame. Even now, I'm not sure how I made it through, and the memories of seeing relationships come through in these dire moments, in play rather than just cutscenes, makes this journey extra special. There's almost <a href="https://www.gamesradar.com/uk/avengers-endgame/"><u>Avengers Endgame</u></a>-level flair to some consequential moments, such as one that has me truly defying the odds in what feels like a suicide run. </p><p>If there's one thing you can bank on with an Ace Combat game, it's that it'll have a brilliant soundtrack. Thankfully Wings of Theve is no different, with what is probably my new favorite in the series alongside Ace Combat Zero. The missions feature a ton of epic orchestral numbers that perfectly punctuate the tense dogfighting, while the guitars and in-universe music add a good variety to it. The Shadows theme – already an infectious group chant that brings forth impending dread – kicking into full gear in mission 3, is perhaps the only time I can recall saying "oh my god" aloud because it was <em>just that good. </em></p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/cuYXsM5vYVifRT7zeFCKLP-1920-80.jpg" alt="Ace Combat 8 screenshot showing a pilots helmet" /><figcaption><small role="credit">Bandai Namco </small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/sUcGN45U9miitkCRYKe8LP-1920-80.jpg" alt="Ace Combat 8 screenshot showing a character with his arms raised " /><figcaption><small role="credit">Bandai Namco </small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/D5JVvkLdJkCEYeTykmUW8P-1920-80.jpg" alt="Ace Combat 8 screenshot showing people talking on a carrier with a dog lying down" /><figcaption><small role="credit">Bandai Namco </small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XXTMVfjeCgtiC6D4n4B7mN-1920-80.jpg" alt="Ace Combat 8 screenshot showing an explosion on the side of a road" /><figcaption><small role="credit">Bandai Namco </small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Jb2rSTHRgqGrnBbnf6TgTN-1920-80.jpg" alt="Ace Combat 8 screenshot showing a plane flying toward the ground with an explosive setting off " /><figcaption><small role="credit">Bandai Namco </small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6dMcwP9TtTBcr2udM5ASxN-1920-80.jpg" alt="Ace Combat Online screenshot showing a character standing by a jukebox" /><figcaption><small role="credit">Bandai Namco </small></figcaption></figure></figure><p>Finally, there's Ace Combat Online, the game's multiplayer component. Unfortunately, this was only available for a single day during the review period. What I did get to try was a fun selection of PvP and PvE missions, but with only a handful of game modes and a lobby system that locks you out of doing anything as you wait for a match, I don't know that it's one I'll return to much once the post-launch hype dies down. </p><p>Ace Combat 8 is a fantastic new entry in Bandai Namco's series. While a bit slow going at first, its story eventually soars thanks to brilliant characters and a looming metanarrative, while each new mission provides a blast of intense gameplay. Even with one of the longest campaigns in the series, it never overstays its welcome and is one I can see myself returning to years down the line when I need my G-force fix.</p><p><em>Ace Combat 8: Wings of Theve was reviewed on PS5 Pro, with a code provided by the publisher.</em><em>All screenshots were taken in Frame Rate Priority mode.</em></p><p><em>Ace another challenge with our </em><a href="https://www.gamesradar.com/best-sim-games/"><em>best simulator games</em></a><em> or </em><a href="https://www.gamesradar.com/best-action-games/"><em>best action games</em></a><em> rankings!</em></p>
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                                                            <title><![CDATA[ The Final VR3000 earphones bring a headset-level sound to traditional wired buds, but I wish their price wasn't as premium as their sound ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Final VR3000 Gaming Earphones have quite an interesting backstory. According to the brand they are the result of research into the "differences between 2-ch stereophonic sound productions and binaural sound productions." In layman's terms, Final wanted to produce some of the <a href="https://www.gamesradar.com/best-gaming-earbuds/">best gaming earbuds</a> that focused more on immersive sound for gaming and VR headsets, rather than one that focused primarily on sound quality itself.</p><p>The end result is the Final V3000 and the 6mm [f-Core DU] dynamic drivers that power them. The brand even went as far as to establish a whole new production facility in order to "give birth" to these earphones, and the quality is definitely apparent. Not only are these comfortable to wear for hours on end, but they produce an immersive audio quality that's typically relegated to headsets. Yet, as intriguing as the development of these IEMs is, their price makes them an awkward recommendation.</p><h2 class="article-body__section" id="section-key-specs"><span>Key specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$85.80 / £78.99</p></td></tr><tr><td class="firstcol " ><p><strong>Connection</strong></p></td><td  ><p>Wired (3.5mm)</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>6mm [f-Core DU] dynamic drivers w/ CCAW coil</p></td></tr><tr><td class="firstcol " ><p><strong>Impedance</strong></p></td><td  ><p>18Ω</p></td></tr><tr><td class="firstcol " ><p><strong>Microphone</strong></p></td><td  ><p>Built-in microphone</p></td></tr><tr><td class="firstcol " ><p><strong>ANC</strong></p></td><td  ><p>N/A</p></td></tr><tr><td class="firstcol " ><p><strong>Controls</strong></p></td><td  ><p>Volume controls</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>N/A</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>20g</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>VR headsets, Switch, Switch 2, Steam Deck, PS5, PC.</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-design"><span>Design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9ikr6oj4BSVPFTvJo9dEmc" name="VR3000-4" alt="Photo of the different sized buds for the Final VR3000 Gaming Earphones." src="https://cdn.mos.cms.futurecdn.net/9ikr6oj4BSVPFTvJo9dEmc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie)</span></figcaption></figure><p>These aren't the best-looking buds in the business. If it weren't for the almost hexagonal-shaped chassis, they'd look indistinguishable from the cheap, black wired earphones you'd find back in the day. Their unique shape, however, isn't just for show. According to Final, the IEMS are designed to limit how much of it comes in contact with the human ear in an effort to improve sound and comfort.</p><p>It's easy to see that comfort is a priority with the V3000's design. The earphones are also equipped with 10 additional eartips, half of which are designed using rigid silicone, while the other half are made of soft silicone to offer different levels of comfort and sound isolation. The buds also include earhooks, a cleaning cloth, and a drawstring carrying case with the brand's logo embossed on top for easy travel.</p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QnrsqprWWMiv9CBkFTkmXc" name="VR3000-1" alt="Close up of the 3.5 jack of the Final VR3000 Gaming Earphones." src="https://cdn.mos.cms.futurecdn.net/QnrsqprWWMiv9CBkFTkmXc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie)</span></figcaption></figure><p>The Final VR3000s are wired earphones designed for gaming, so they don't utilize Bluetooth or 2.4GHz wireless and connect via their 3.5mm jack. </p><p>That makes them incompatible with most modern smartphones (unless you have an adapter), however, they are compatible with the Nintendo Switch, Nintendo Switch 2, Steam Deck, PC platforms, VR headsets, and even the PS5 via the DualSense controller's headphone jack.</p><p>The 1.2m cord of the VR3000s also features a built-in microphone, along with button controls for volume. You can also use these for "answering phone calls"; though, naturally, you'll again need an adapter to get these running with your phone if it relies solely on USB-C. Mine does, so any phone calls were sadly left unanswered, but I'm sure my family and my daily spam caller can cope.</p><p>Final's official page for these earphones highlights their "suitability for the listening of binaural sound". Binaural sound, also referred to as <a href="https://www.gamesradar.com/hardware/what-is-spatial-audio-and-why-is-3d-sound-important-for-your-gaming-headset/" target="_blank">spatial audio</a>, is sound that simulates the 3D soundscape of reality and makes sounds and music appear as though it's happening all around you. It's a pretty big deal for gaming, as knowing the direct source of enemy footsteps and bullets is important in competitive first-person shooters. Not to mention, having an accurate placement of sounds can make games more immersive, and Final has equipped with VR3000s with that realistic audio.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>The 6mm dynamic drivers that Final cooked up sound headset-level fantastic, and that's not just because of their spatial audio prowess. I tested alongside my Switch 2, mainly as earbuds are always a handy accessory to store in any <a href="https://www.gamesradar.com/hardware/best-nintendo-switch-2-cases/">Switch 2 case</a>, and I was pretty blown away.</p><p>The bass sounded booming, but not to a point where there was any distortion or fuzz within my ears; the mids sounded clear and consistent, and the highs were exactly where they needed to be. I first discovered their great sound while loading up Mario Kart World, which also happened to lend itself to the earphone's binaural tech. <br><br>Drifting through free roam felt far more immersive than if I had just been using the handheld's built-in speakers or sub-par buds. The roars of engines, pops of bubbles, and the sounds of other karters as they drove alongside me within this open-world space were audibly going off all around me, and it sounded fantastic. <br><br>This continued once Fire Emblem Fortune's Weave launched a little over week into testing. The gorgeous continent of Dagda sounded heavenly through the buds, as did the copious amount of dialogue. Usually I like to stick on the Japanese voice cast when it comes to the series, but the lovely clarity of the earphone's gave me the push to keep the English voice cast, and now my nights of playing the Switch 2 tucked up in bed have never sounded better.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="b2Yxm3vxWzef5pjWZKUmRc" name="VR3000-2" alt="Photo of the accessories included with the Final VR3000 Gaming Earphones sitting on a white desk." src="https://cdn.mos.cms.futurecdn.net/b2Yxm3vxWzef5pjWZKUmRc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie)</span></figcaption></figure><p>With a 3.5mm wired connection they are also compatible with the PS5, although I preferred these for handhelds. Marvel Rivals, Marvel's Wolverine, and Silent Hill Townfall all sound great on the Sony console, don't get me wrong. Not to mention, the cord was just long enough that there was no tugging on my ears, no matter how far I moved the DualSense in a fit of terror while playing the latest Silent Hill. However, the built-in microphone is not the kind of quality I wanted to depend on if a quick Discord call were to arise.</p><p>I wasn't expecting the built-in tech to give the microphones of the <a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-ps5-headset-tested/">best PS5 headsets</a> a run for their money, but it's still not something I'd want to use on a day-to-day basis. Playing back through Audacity revealed high levels of background noise, including a consistent hiss that was irritating to the ears. It also consistently sounded like my voice was muffled, and crackling was present no matter how I made sure that the 3.5 jack was inserted correctly. Ideally, that's not a sound I want to subject my friends to on a regular basis.</p><p>While the microphone didn't have the wow factor, the VR3000s were just as comfortable as Final insisted they would be. I may have thrown shade their way when it came to the earcaps' awkward shape, but that very form allowed them to stick efficiently in my ears, no matter how much I moved around. I did feel a little strain in some places, but no more than I'm used to having 5+ hours of continual Switch 2 gaming time (which is not recommended without some healthy breaks). I never even had to rely on the earhooks to keep them in place either, though I appreciated they were there nonetheless.</p><h2 class="article-body__section" id="section-should-you-buy-the-final-vr3000-gaming-earphones"><span>Should you buy the Final VR3000 Gaming Earphones?</span></h2><p>The Final VR3000 Gaming Earphones bring a high-quality headset-level sound to a pair of wired buds, but their price makes me reluctant to recommend them willy-nilly.<br><br>At $85.80 / £78.99, there are plenty of wired alternatives that provide an equally great sound, and even look better to boot. Take the <a href="https://www.gamesradar.com/hardware/headsets-headphones/sivga-m260-wired-earphones-review/">SIVGA M260 wired earbuds,</a> for example, which have a neat transparent chassis that helps them stand out amongst the sea of alternatives flooding Amazon's search results. They also sound incredible and are available in a USB-C model for those who want a pair that's compatible with their handhelds and their phone, without having to rely on any adapters or additional gadgets.</p><p>Yet, I can entirely see a scenario where the VR3000s would be more than worthwhile: VR gaming. These buds can fit into any of the <a href="https://www.gamesradar.com/the-best-vr-headset/">best VR headsets</a> with a 3.5mm jack on board. With their spatial audio in tow, your immersive experiences will also be kept intact, and they remain comfortable after multiple hours of use.<br><br>Personally, $85.80 / £78.99 still feels like a lot to pay for a pair of wired earbuds for me. However, if I were to spot the VR3000s for the $50 / £50 mark and below, they'd feel like a no-brainer for VR enthusiasts and handheld lovers.</p><h2 class="article-body__section" id="section-how-i-tested-the-final-vr3000-gaming-earphones"><span>How I tested the Final VR3000 Gaming Earphones</span></h2><p>For two weeks, I sat down my headsets and wiresless buds and made the Final VR3000 Gaming Earphones my audio device of choice. During testing, I picked up Mario Kart World, Fire Emblem Fortune's Weave, and the Nintendo Switch Online GameCube library on the Switch 2, and Marvel Rivals, Marvel's Wolverine, Silent Hill Townfall and Doom Eternal on the PS5. Additionally, I also tested the buds alongside Counter-Strike 2 on the PC, aswell as Marvel Rivals to see how it compared to its PS5 counterpart.</p><p>When not gaming, I used the buds while catching up with a Gilmore Girls marathon on Netflix, and used them to listen to the Nintendo Music browser app. For more information on <a href="https://www.gamesradar.com/how-we-test-headsets-on-gamesradar/">how we test gaming headsets</a> and earbuds, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>.</p><p><em>If the Final VR3000 gaming earphones aren't for you, check out our guides to the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-ps5-headset-tested/"><em>best PS5 headsets</em></a><em>, the </em><a href="https://www.gamesradar.com/best-pc-headset-for-gaming/"><em>best PC headsets for gaming</em></a><em>, and the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-nintendo-switch-headset-tested/"><em>best Nintendo Switch headsets</em></a><em> instead.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/headsets-headphones/final-vr3000-gaming-earphones-review/</link>
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                            <![CDATA[ The Final VR3000s provide spatial audio and a great sound in wired earphone form, but I wish their price wasn't as premium as their sound. ]]>
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                                                                        <pubDate>Fri, 25 Sep 2026 13:50:43 +0000</pubDate>                                                                                                                                <updated>Fri, 25 Sep 2026 13:50:55 +0000</updated>
                                                                                                                                            <category><![CDATA[Headsets & Headphones]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                                                                <author><![CDATA[ rosalie.newcombe@futurenet.com (Rosalie Newcombe) ]]></author>                    <dc:creator><![CDATA[ Rosalie Newcombe ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ggiQdbUqiUUCvwkPEcYNg6-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hardware Editor at GamesRadar+, ever since I first held a NES controller in my hand I&#039;ve been obsessed with gaming, and the hardware it runs on. I could hook up a NES and SNES to a telly, without instructions, before I could walk. Even now, nothing is more exciting then taking a console, or handheld, out the box for the first time and setting it up. This obsession transformed into a love of games and game music, which lead to my music degree and dream of becoming a Scottish Nobuo Uematsu. After sharing my love of games through music, I began to share my love through words on sites like TechRadar and iMore. This lead to becoming a Hardware staff writer for PCGamesN, and later the Senior Tech Writer for Dexerto, covering all things Steam Deck, PlayStation and Nintendo. With that experience, I was able to level up as Hardware Editor for GamesRadar+, where I&#039;m still just as Nintendo, PlayStation and gaming tech obsessed as ever.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future/Rosalie]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Photo of the Final VR3000 Gaming Earphones and its carrying case.]]></media:description>                                                            <media:text><![CDATA[Photo of the Final VR3000 Gaming Earphones and its carrying case.]]></media:text>
                                <media:title type="plain"><![CDATA[Photo of the Final VR3000 Gaming Earphones and its carrying case.]]></media:title>
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                                <p>The Final VR3000 Gaming Earphones have quite an interesting backstory. According to the brand they are the result of research into the "differences between 2-ch stereophonic sound productions and binaural sound productions." In layman's terms, Final wanted to produce some of the <a href="https://www.gamesradar.com/best-gaming-earbuds/">best gaming earbuds</a> that focused more on immersive sound for gaming and VR headsets, rather than one that focused primarily on sound quality itself.</p><p>The end result is the Final V3000 and the 6mm [f-Core DU] dynamic drivers that power them. The brand even went as far as to establish a whole new production facility in order to "give birth" to these earphones, and the quality is definitely apparent. Not only are these comfortable to wear for hours on end, but they produce an immersive audio quality that's typically relegated to headsets. Yet, as intriguing as the development of these IEMs is, their price makes them an awkward recommendation.</p><h2 class="article-body__section" id="section-key-specs"><span>Key specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$85.80 / £78.99</p></td></tr><tr><td class="firstcol " ><p><strong>Connection</strong></p></td><td  ><p>Wired (3.5mm)</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>6mm [f-Core DU] dynamic drivers w/ CCAW coil</p></td></tr><tr><td class="firstcol " ><p><strong>Impedance</strong></p></td><td  ><p>18Ω</p></td></tr><tr><td class="firstcol " ><p><strong>Microphone</strong></p></td><td  ><p>Built-in microphone</p></td></tr><tr><td class="firstcol " ><p><strong>ANC</strong></p></td><td  ><p>N/A</p></td></tr><tr><td class="firstcol " ><p><strong>Controls</strong></p></td><td  ><p>Volume controls</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>N/A</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>20g</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>VR headsets, Switch, Switch 2, Steam Deck, PS5, PC.</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-design"><span>Design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9ikr6oj4BSVPFTvJo9dEmc" name="VR3000-4" alt="Photo of the different sized buds for the Final VR3000 Gaming Earphones." src="https://cdn.mos.cms.futurecdn.net/9ikr6oj4BSVPFTvJo9dEmc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie)</span></figcaption></figure><p>These aren't the best-looking buds in the business. If it weren't for the almost hexagonal-shaped chassis, they'd look indistinguishable from the cheap, black wired earphones you'd find back in the day. Their unique shape, however, isn't just for show. According to Final, the IEMS are designed to limit how much of it comes in contact with the human ear in an effort to improve sound and comfort.</p><p>It's easy to see that comfort is a priority with the V3000's design. The earphones are also equipped with 10 additional eartips, half of which are designed using rigid silicone, while the other half are made of soft silicone to offer different levels of comfort and sound isolation. The buds also include earhooks, a cleaning cloth, and a drawstring carrying case with the brand's logo embossed on top for easy travel.</p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QnrsqprWWMiv9CBkFTkmXc" name="VR3000-1" alt="Close up of the 3.5 jack of the Final VR3000 Gaming Earphones." src="https://cdn.mos.cms.futurecdn.net/QnrsqprWWMiv9CBkFTkmXc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie)</span></figcaption></figure><p>The Final VR3000s are wired earphones designed for gaming, so they don't utilize Bluetooth or 2.4GHz wireless and connect via their 3.5mm jack. </p><p>That makes them incompatible with most modern smartphones (unless you have an adapter), however, they are compatible with the Nintendo Switch, Nintendo Switch 2, Steam Deck, PC platforms, VR headsets, and even the PS5 via the DualSense controller's headphone jack.</p><p>The 1.2m cord of the VR3000s also features a built-in microphone, along with button controls for volume. You can also use these for "answering phone calls"; though, naturally, you'll again need an adapter to get these running with your phone if it relies solely on USB-C. Mine does, so any phone calls were sadly left unanswered, but I'm sure my family and my daily spam caller can cope.</p><p>Final's official page for these earphones highlights their "suitability for the listening of binaural sound". Binaural sound, also referred to as <a href="https://www.gamesradar.com/hardware/what-is-spatial-audio-and-why-is-3d-sound-important-for-your-gaming-headset/" target="_blank">spatial audio</a>, is sound that simulates the 3D soundscape of reality and makes sounds and music appear as though it's happening all around you. It's a pretty big deal for gaming, as knowing the direct source of enemy footsteps and bullets is important in competitive first-person shooters. Not to mention, having an accurate placement of sounds can make games more immersive, and Final has equipped with VR3000s with that realistic audio.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>The 6mm dynamic drivers that Final cooked up sound headset-level fantastic, and that's not just because of their spatial audio prowess. I tested alongside my Switch 2, mainly as earbuds are always a handy accessory to store in any <a href="https://www.gamesradar.com/hardware/best-nintendo-switch-2-cases/">Switch 2 case</a>, and I was pretty blown away.</p><p>The bass sounded booming, but not to a point where there was any distortion or fuzz within my ears; the mids sounded clear and consistent, and the highs were exactly where they needed to be. I first discovered their great sound while loading up Mario Kart World, which also happened to lend itself to the earphone's binaural tech. <br><br>Drifting through free roam felt far more immersive than if I had just been using the handheld's built-in speakers or sub-par buds. The roars of engines, pops of bubbles, and the sounds of other karters as they drove alongside me within this open-world space were audibly going off all around me, and it sounded fantastic. <br><br>This continued once Fire Emblem Fortune's Weave launched a little over week into testing. The gorgeous continent of Dagda sounded heavenly through the buds, as did the copious amount of dialogue. Usually I like to stick on the Japanese voice cast when it comes to the series, but the lovely clarity of the earphone's gave me the push to keep the English voice cast, and now my nights of playing the Switch 2 tucked up in bed have never sounded better.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="b2Yxm3vxWzef5pjWZKUmRc" name="VR3000-2" alt="Photo of the accessories included with the Final VR3000 Gaming Earphones sitting on a white desk." src="https://cdn.mos.cms.futurecdn.net/b2Yxm3vxWzef5pjWZKUmRc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie)</span></figcaption></figure><p>With a 3.5mm wired connection they are also compatible with the PS5, although I preferred these for handhelds. Marvel Rivals, Marvel's Wolverine, and Silent Hill Townfall all sound great on the Sony console, don't get me wrong. Not to mention, the cord was just long enough that there was no tugging on my ears, no matter how far I moved the DualSense in a fit of terror while playing the latest Silent Hill. However, the built-in microphone is not the kind of quality I wanted to depend on if a quick Discord call were to arise.</p><p>I wasn't expecting the built-in tech to give the microphones of the <a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-ps5-headset-tested/">best PS5 headsets</a> a run for their money, but it's still not something I'd want to use on a day-to-day basis. Playing back through Audacity revealed high levels of background noise, including a consistent hiss that was irritating to the ears. It also consistently sounded like my voice was muffled, and crackling was present no matter how I made sure that the 3.5 jack was inserted correctly. Ideally, that's not a sound I want to subject my friends to on a regular basis.</p><p>While the microphone didn't have the wow factor, the VR3000s were just as comfortable as Final insisted they would be. I may have thrown shade their way when it came to the earcaps' awkward shape, but that very form allowed them to stick efficiently in my ears, no matter how much I moved around. I did feel a little strain in some places, but no more than I'm used to having 5+ hours of continual Switch 2 gaming time (which is not recommended without some healthy breaks). I never even had to rely on the earhooks to keep them in place either, though I appreciated they were there nonetheless.</p><h2 class="article-body__section" id="section-should-you-buy-the-final-vr3000-gaming-earphones"><span>Should you buy the Final VR3000 Gaming Earphones?</span></h2><p>The Final VR3000 Gaming Earphones bring a high-quality headset-level sound to a pair of wired buds, but their price makes me reluctant to recommend them willy-nilly.<br><br>At $85.80 / £78.99, there are plenty of wired alternatives that provide an equally great sound, and even look better to boot. Take the <a href="https://www.gamesradar.com/hardware/headsets-headphones/sivga-m260-wired-earphones-review/">SIVGA M260 wired earbuds,</a> for example, which have a neat transparent chassis that helps them stand out amongst the sea of alternatives flooding Amazon's search results. They also sound incredible and are available in a USB-C model for those who want a pair that's compatible with their handhelds and their phone, without having to rely on any adapters or additional gadgets.</p><p>Yet, I can entirely see a scenario where the VR3000s would be more than worthwhile: VR gaming. These buds can fit into any of the <a href="https://www.gamesradar.com/the-best-vr-headset/">best VR headsets</a> with a 3.5mm jack on board. With their spatial audio in tow, your immersive experiences will also be kept intact, and they remain comfortable after multiple hours of use.<br><br>Personally, $85.80 / £78.99 still feels like a lot to pay for a pair of wired earbuds for me. However, if I were to spot the VR3000s for the $50 / £50 mark and below, they'd feel like a no-brainer for VR enthusiasts and handheld lovers.</p><h2 class="article-body__section" id="section-how-i-tested-the-final-vr3000-gaming-earphones"><span>How I tested the Final VR3000 Gaming Earphones</span></h2><p>For two weeks, I sat down my headsets and wiresless buds and made the Final VR3000 Gaming Earphones my audio device of choice. During testing, I picked up Mario Kart World, Fire Emblem Fortune's Weave, and the Nintendo Switch Online GameCube library on the Switch 2, and Marvel Rivals, Marvel's Wolverine, Silent Hill Townfall and Doom Eternal on the PS5. Additionally, I also tested the buds alongside Counter-Strike 2 on the PC, aswell as Marvel Rivals to see how it compared to its PS5 counterpart.</p><p>When not gaming, I used the buds while catching up with a Gilmore Girls marathon on Netflix, and used them to listen to the Nintendo Music browser app. For more information on <a href="https://www.gamesradar.com/how-we-test-headsets-on-gamesradar/">how we test gaming headsets</a> and earbuds, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>.</p><p><em>If the Final VR3000 gaming earphones aren't for you, check out our guides to the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-ps5-headset-tested/"><em>best PS5 headsets</em></a><em>, the </em><a href="https://www.gamesradar.com/best-pc-headset-for-gaming/"><em>best PC headsets for gaming</em></a><em>, and the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-nintendo-switch-headset-tested/"><em>best Nintendo Switch headsets</em></a><em> instead.</em></p>
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                                                            <title><![CDATA[ The GameSir Super Nova didn't do what I wanted, but I can't help but love it anyway ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The GameSir Super Nova has been popping up more and more in recent months. Originally launching in spring of 2025, the PC / Nintendo Switch / mobile controller was pitched as a $44.99 / £49.99 budget gamepad for Windows and Ninty users going big on customization without shelling out for a bona fide 'Pro' gamepad. That's a competitive proposition, but it's not what led me to getting the device in hand for myself. </p><p>The GameSir Super Nova wore me down. After months of seeing this gamepad at a $30 sale price, while <em>also </em>promising Switch 2 wake functionality, I had to give it a go. My results? Optimistically positive with one hearty disappointment. </p><p>Unfortunately, the one feature that had me seeking out the Super Nova in a sea of the <a href="https://www.gamesradar.com/hardware/gaming-controllers/the-best-nintendo-switch-2-controllers/">best Switch 2 controllers</a> is, at best, obtusely difficult to set up correctly and, at worst, non-functional. No, I never managed to get the GameSir Super Nova to reliably wake the Switch 2 as it promised. What I did find, though, is an impressively detailed gamepad taking on the <a href="https://www.gamesradar.com/best-pc-controller-for-gaming/">best PC controllers</a> on the market and waltzing away with value on its side. </p><h2 class="article-body__section" id="section-design"><span>Design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4Z7pxCexX4pBEmf2yNendG" name="GameSir Super Nova" alt="GameSir Super Nova controller on a wooden desk in front of a Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/4Z7pxCexX4pBEmf2yNendG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Aha, another third-party Xbox clone. The GameSir Super Nova doesn't deviate too far from the playbook in its form and shape. This is a slightly lighter (263g) and slightly more compact Microsoft design complete with asymmetrical thumbsticks, your standard ABXY layout, and chunky, angled grips. </p><p>That Nintendo heritage isn't too far away, though. In place of the pause and menu buttons, we have a plus and minus, as well as a home and screenshot pairing just underneath. The face buttons can also be swapped around to get those Xs and Ys in the right place when switching over to Ninty's console as well. </p><p>A small 'M' button at the bottom of the device allows for on-the-fly customizations, which we'll get to shortly. Around the rear, you'll find the two back button-paddle hybrids. They're not the magnetic ones found on the Gulikit KK3 Max, but their longer lever design gives them some interesting feel. On the back, you'll also find a connection slider toggling between Bluetooth, wired, and 2.4GHz modes. My only gripe here is that the slider is a little too shallow for super easy use. Flush with the plastic of the casing itself, there's not a lot of purchase when switching between connection methods. </p><p>Everything's accounted for here, then, and it's presented in a far more luxurious chassis than I would expect for $45. Hold the GameSir Super Nova side by side with the <a href="https://www.gamesradar.com/hardware/gaming-controllers/powera-advantage-wired-nintendo-switch-2-controller-review/">PowerA Advantage Wired Controller for Switch 2,</a> and you'd have a hard time convincing yourself they were approaching the same price point. </p><p>While the former is hollow and flimsy, the Super Nova carries a reassuring heft that belies a far higher price tag. There's a dense quality in the hand that gives every button press just that little bit more oomph while still remaining comfortable during longer sessions. It's a plastic case, but a particularly thick, hard one with no creaking or rattles no matter how animated those motion controls get. </p><p>A lot of that luxury comes from the grips. A lightly textured rubberized diamond pattern adorns each side, wrapping all the way around the left and right grips and bleeding slightly over onto the back buttons to the rear. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="6otWYCaW7SMyhEbPMMxmXN" name="GameSir Super Nova" alt="Close up on grip pattern on right side of GameSir Super Nova controller" src="https://cdn.mos.cms.futurecdn.net/6otWYCaW7SMyhEbPMMxmXN-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>It's a particularly tactile design, but its shallow design keeps it from feeling tacky or stiff in the hands or adding any undue temperature during warmer sessions. The palms are locked in without feeling claustrophobic or reducing mobility during the odd reaching movement up to the pause or home button. </p><p>As for looks, I won't say the GameSir Super Nova is the most impressive aesthetically. It's personal, of course, but the larger legends on the ABXY face buttons feel a little immature given the premium feel elsewhere, and the RGB lighting (while nicely contained and customizable) can sometimes run a little cheap in today's market. The dark blue fade along the top of the main faceplate shines nicely, though, and is swappable via a magnetic system. </p><p>Even these magnets feel premium. I've been mainlining the <a href="https://www.gamesradar.com/hardware/gaming-controllers/scuf-omega-review/">Scuf Omega</a> on PS5, which features a similar swappable topper. I'll say it, though: the magnet strength and faceplate durability on the $45 GameSir Super Nova far exceeds that of the $219.99 PlayStation pro model. </p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><p>The GameSir Super Nova is compatible across Nintendo Switch, Switch 2, PC, and mobile, with a strong set of features to support each platform (wake functionality somewhat aside). It's one of the more collaborative controllers I've seen so far, cross-pollinating common PC offerings with the Switch's main draws to fantastic effect. </p><p>Motion controls, for example, perform flawlessly in Ninty's titles but can also be mapped to mouse inputs across PC for an additional layer of control. In practice, this isn't always the best experience. The benefit of being able to wield a cursor with less precision than usual will depend on the game, but for simple navigation it comes in surprisingly handy. </p><p>Meanwhile, trigger locks are also up for grabs here, where they're often missed in more casual Switch 2 gamepads. The <a href="https://www.gamesradar.com/hardware/gaming-controllers/8bitdo-pro-3-review/">8BitDo Pro 3</a> is one of your few alternatives if you want to swap between full depth and a faster snap, and that'll cost you $69.99 all in. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="v7e43qwx35PcNkMnGJYZfV" name="GameSir Super Nova" alt="Close up on trigger lock toggles on the back of the GameSir Super Nova controller" src="https://cdn.mos.cms.futurecdn.net/v7e43qwx35PcNkMnGJYZfV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>They're not quite as instantaneous as the mechanical switches found further up the price scale, but they certainly provide a speed benefit in online and singleplayer first-person shooter scenarios. </p><p>All that, and the Super Nova doesn't fall behind in its core tech either. Hall effect thumbsticks might not be as sensitive or precise as newer <a href="https://www.gamesradar.com/hardware/gaming-controllers/these-are-the-7-best-tmr-controllers-on-the-shelves-right-now-based-on-in-game-testing-with-each-one/">TMR controllers</a>, but they're still leagues beyond the traditional potentiometer sticks previously found in budget options. A Bluetooth connection will poll you at 125Hz, but plug into a PC with the 2.4GHz dongle and you'll get the full 1,000Hz for a more reliable experience. </p><p>Those two back paddles are programmable while on the run using the aforementioned 'M' button, but GameSir Connect's PC software can also map them to pretty much any input you like. We're talking mouse clicks and keyboard combos as well as your standard button mapping. In fact, it's this software that really lets the Super Nova rev its engines. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="byrcTaTBhaewuadbqUS386" name="GameSir Connect" alt="Screenshot of GameSir Connect software configuring the Super Nova controller" src="https://cdn.mos.cms.futurecdn.net/byrcTaTBhaewuadbqUS386-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GameSir)</span></figcaption></figure><p>It's a surprisingly robust package considering the price point. Alongside those motion settings, you're covered for dead zones, Hair Trigger, and curve settings across your triggers, with anti-dead zones and trajectory settings thrown in on top for thumbsticks as well. Vibration levels can be tuned via a slider, allowing you to nail the right balance between the left's heavier action and the right's tighter buzz. Add RGB settings, as many keybindings as you can muster, and per-key assignment for up to three combos in a macro, and this is a confident, expansive customization system. </p><p>That's why the lack of presets is so confusing. There's nowhere to save different setups for different titles, which means diving into each of these settings every time the game is changed. It's a long process and one that only slightly more expensive gamepads have fixed a long time ago. Hopefully we see something patched in on the PC side at least in the future. </p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>Let's get the tough bit out of the way. The first thing I wanted to test here was that Switch 2 wake functionality. It's a feature you'll generally only find on more premium offerings like the <a href="https://www.gamesradar.com/hardware/gaming-controllers/8bitdo-ultimate-2-review/">8BitDo Ultimate 2</a> or official <a href="https://www.gamesradar.com/hardware/gaming-controllers/nintendo-switch-2-pro-controller-review/">Nintendo Switch 2 Pro Controller</a>. Grabbing it for a mere $29.99 (when on sale) feels too good to be true. Unfortunately, in my experience, it might be just that. </p><p>There's a lengthy setup process that involves pairing and re-pairing, then removing the Joy-Con, then changing the grip, then searching for the Joy-Con again before the Super Nova <em>should </em>be able to wake your Switch 2 using the main home button. I went through this process countless times across multiple testing sessions to no avail. The controller's central lights flash as if they should be communicating with the system, but nothing happens. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="G7trwbvPfogyyE6TBcrk9f" name="GameSir Super Nova" alt="GameSir Super Nova on a wooden desk with Nintendo Switch 2 and two Joy-Con attempting a pairing connection" src="https://cdn.mos.cms.futurecdn.net/G7trwbvPfogyyE6TBcrk9f-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>I reached out to GameSir to verify that the process was correct and that my controller was indeed on the most up-to-date firmware, and they provided a similar walkthrough video that should solve the problem. Using their guidance a few more times and still coming up short, I have requested any further information they have on the issue and will update this review accordingly. </p><p>It's frustrating because, this one feature aside, the GameSir Super Nova runs without a hitch. I have never encountered any day-to-day communication errors between Bluetooth and 2.4GHz and have no speed concerns over either connection. Faster movements in The Legend of Zelda: Tears of the Kingdom are picked up beautifully, and the larger face buttons and well-dampened response make longer Pokemon Pokopia building sessions feel like a breeze. </p><p>Those thumbsticks maintain their accuracy in both faster spins and slower pans, holding up against more frantic Doom: The Dark Ages moments on PC thanks to their finely tuned tension and snappy return. There's also an impressively smooth glide here, with no snagging at the outer edges of a maneuver or grating against the side of the chassis itself. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DoSSFye6V6b6dw6ZJc2V93" name="GameSir Super Nova" alt="Hand holding GameSir Super Nova controller over a wooden desk" src="https://cdn.mos.cms.futurecdn.net/DoSSFye6V6b6dw6ZJc2V93-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The triggers themselves offer a middling level of tension. There's slightly more force pushing against you compared to the <a href="https://www.gamesradar.com/hardware/gaming-controllers/razer-wolverine-v3-pro-review/">Razer Wolverine V3 Pro</a>, but a longer draw that requires a more sensitive approach compared to the official Switch Pro 2 Controller. Personally, it's a sweet spot. There's still a sense of texture here, giving Forza Horizon 6 just that little bit more presence, and a full bottom-out is still complemented by a comfortably cushioned stopper as well. </p><p>GameSir hasn't outfitted its Super Nova with the same microswitch face buttons you'll find on the slightly more expensive <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-cyclone-2-review/">Cyclone 2</a> model. Instead, we're back to a cheaper membrane action on the ABXY here, but they still feel nicely cushioned under the thumb. </p><p>Unfortunately, the D-pad suffers a little more from this cheaper tech. The four-pronged design is simpler itself, but the actuation of these membrane clackers makes it a tad too rigid to truly feel nimble in play. </p><p>The back buttons could also prove divisive, depending on your grip type. With my index fingers middling the triggers and bumpers, the length and positioning of these paddles are perfect for fast, reliable hits with my middle finger without impacting other controls. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AHbW5AY44oGL6L9KX3vyo8" name="GameSir Super Nova" alt="Back view of GameSir Super Nova controller showing back buttons" src="https://cdn.mos.cms.futurecdn.net/AHbW5AY44oGL6L9KX3vyo8-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Shifting that middle finger up to the triggers puts a little too much pressure on the left ring finger, though, often causing a mispress of the left trigger at the same time. That didn't prove to be a problem for me in my natural, relaxed hand position, but it should be noted if you go for a more involved hold. </p><h2 class="article-body__section" id="section-should-you-buy-the-gamesir-super-nova"><span>Should you buy the GameSir Super Nova?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UondU7jCVAz24bEjDihdTG" name="GameSir Super Nova" alt="GameSir Super Nova controller on a wooden desk with PowerA Advantage Wired Controller and Nintendo Switch 2 Pro Controller behind it" src="https://cdn.mos.cms.futurecdn.net/UondU7jCVAz24bEjDihdTG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The GameSir Super Nova is competitively positioned, especially when it inevitably goes on sale. At $44.99, it's just a little too pricey to completely cut TMR options like the GameSir Cyclone 2, which can often be found for between $50 and $70. When it's on sale, though, things change dramatically. </p><p>I often see this gamepad up for about $30 when it's discounted, and at that price this is no feature set to be arguing with. On the PC side of things, its closest competitor in our testing roster is the <a href="https://www.gamesradar.com/easysmx-x10-review/">EasySMX X10</a>. This is the controller I'd been happy with for years, and it matches the Super Nova's Switch compatibility (though not Switch 2), back buttons, and Hall effect sticks. It's difficult to get your hands on these days, though, and it drops quite a few customization features from its roster. </p><p>On the Nintendo side of things, you're going to be choosing between the Super Nova and the PowerA Advantage Wired Controller. The decision shouldn't be a difficult one. PowerA's budget model comes with a wired connection and far lower build quality, while dropping motion controls, easy customization, trigger locks, and rumble. It's cheaper day-to-day, starting off at $39.99, and typically goes on sale for between $17 and $25. For a potential $5 upgrade, though, GameSir's additional features are well worth it. </p><p>Of course, if it's that wake functionality that drew you in, you're going to be a little stuck here. I have seen evidence of happy players able to get this connection up and running successfully, but I personally haven't. I can only go off my own experience here, so I wouldn't recommend the Super Nova to those after a cheaper Pro Controller alternative that doesn't require a more complex connection process. If you're happy ignoring that wake functionality from the official spec sheet, though, you'll still find plenty to love here. </p><h2 class="article-body__section" id="section-how-i-tested-the-gamesir-super-nova"><span>How I tested the GameSir Super Nova</span></h2><p>I've been running the GameSir Super Nova for all my controller-specific PC play and docked Nintendo Switch 2 sessions. The gamepad has been put through its paces across Doom: The Dark Ages as well as High on Life 2 across Windows. I also tested it across Pokemon Pokopia, Mario Kart World, Dragon Quest 2 HD-2D Remake, and Cyberpunk 2077 on Nintendo Switch 2. For more information on <a href="https://www.gamesradar.com/how-we-test-controllers-on-gamesradar/">how we test controllers</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>.</p><p><em>For more console alternatives we're also rounding up the </em><a href="https://www.gamesradar.com/best-ps5-controller/"><em>best PS5 controllers</em></a><em> and the </em><a href="https://www.gamesradar.com/best-xbox-series-x-controller/"><em>best Xbox Series X controllers</em></a><em>.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/gaming-controllers/gamesir-super-nova-review/</link>
                                                                            <description>
                            <![CDATA[ The GameSir Super Nova promises a lot, so I've been mainlining the Switch / PC controller to see if it lives up to expectations. ]]>
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                                                                        <pubDate>Fri, 25 Sep 2026 12:08:58 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming Controllers]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Nintendo Switch]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                                    <dc:creator><![CDATA[ Tabitha Baker ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Pdm5hN2zwhdQpL8Amr4bW9-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[GameSir Super Nova controller on a charging dock in front of a Nintendo Switch 2 handheld]]></media:description>                                                            <media:text><![CDATA[GameSir Super Nova controller on a charging dock in front of a Nintendo Switch 2 handheld]]></media:text>
                                <media:title type="plain"><![CDATA[GameSir Super Nova controller on a charging dock in front of a Nintendo Switch 2 handheld]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>The GameSir Super Nova has been popping up more and more in recent months. Originally launching in spring of 2025, the PC / Nintendo Switch / mobile controller was pitched as a $44.99 / £49.99 budget gamepad for Windows and Ninty users going big on customization without shelling out for a bona fide 'Pro' gamepad. That's a competitive proposition, but it's not what led me to getting the device in hand for myself. </p><p>The GameSir Super Nova wore me down. After months of seeing this gamepad at a $30 sale price, while <em>also </em>promising Switch 2 wake functionality, I had to give it a go. My results? Optimistically positive with one hearty disappointment. </p><p>Unfortunately, the one feature that had me seeking out the Super Nova in a sea of the <a href="https://www.gamesradar.com/hardware/gaming-controllers/the-best-nintendo-switch-2-controllers/">best Switch 2 controllers</a> is, at best, obtusely difficult to set up correctly and, at worst, non-functional. No, I never managed to get the GameSir Super Nova to reliably wake the Switch 2 as it promised. What I did find, though, is an impressively detailed gamepad taking on the <a href="https://www.gamesradar.com/best-pc-controller-for-gaming/">best PC controllers</a> on the market and waltzing away with value on its side. </p><h2 class="article-body__section" id="section-design"><span>Design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4Z7pxCexX4pBEmf2yNendG" name="GameSir Super Nova" alt="GameSir Super Nova controller on a wooden desk in front of a Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/4Z7pxCexX4pBEmf2yNendG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Aha, another third-party Xbox clone. The GameSir Super Nova doesn't deviate too far from the playbook in its form and shape. This is a slightly lighter (263g) and slightly more compact Microsoft design complete with asymmetrical thumbsticks, your standard ABXY layout, and chunky, angled grips. </p><p>That Nintendo heritage isn't too far away, though. In place of the pause and menu buttons, we have a plus and minus, as well as a home and screenshot pairing just underneath. The face buttons can also be swapped around to get those Xs and Ys in the right place when switching over to Ninty's console as well. </p><p>A small 'M' button at the bottom of the device allows for on-the-fly customizations, which we'll get to shortly. Around the rear, you'll find the two back button-paddle hybrids. They're not the magnetic ones found on the Gulikit KK3 Max, but their longer lever design gives them some interesting feel. On the back, you'll also find a connection slider toggling between Bluetooth, wired, and 2.4GHz modes. My only gripe here is that the slider is a little too shallow for super easy use. Flush with the plastic of the casing itself, there's not a lot of purchase when switching between connection methods. </p><p>Everything's accounted for here, then, and it's presented in a far more luxurious chassis than I would expect for $45. Hold the GameSir Super Nova side by side with the <a href="https://www.gamesradar.com/hardware/gaming-controllers/powera-advantage-wired-nintendo-switch-2-controller-review/">PowerA Advantage Wired Controller for Switch 2,</a> and you'd have a hard time convincing yourself they were approaching the same price point. </p><p>While the former is hollow and flimsy, the Super Nova carries a reassuring heft that belies a far higher price tag. There's a dense quality in the hand that gives every button press just that little bit more oomph while still remaining comfortable during longer sessions. It's a plastic case, but a particularly thick, hard one with no creaking or rattles no matter how animated those motion controls get. </p><p>A lot of that luxury comes from the grips. A lightly textured rubberized diamond pattern adorns each side, wrapping all the way around the left and right grips and bleeding slightly over onto the back buttons to the rear. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="6otWYCaW7SMyhEbPMMxmXN" name="GameSir Super Nova" alt="Close up on grip pattern on right side of GameSir Super Nova controller" src="https://cdn.mos.cms.futurecdn.net/6otWYCaW7SMyhEbPMMxmXN-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>It's a particularly tactile design, but its shallow design keeps it from feeling tacky or stiff in the hands or adding any undue temperature during warmer sessions. The palms are locked in without feeling claustrophobic or reducing mobility during the odd reaching movement up to the pause or home button. </p><p>As for looks, I won't say the GameSir Super Nova is the most impressive aesthetically. It's personal, of course, but the larger legends on the ABXY face buttons feel a little immature given the premium feel elsewhere, and the RGB lighting (while nicely contained and customizable) can sometimes run a little cheap in today's market. The dark blue fade along the top of the main faceplate shines nicely, though, and is swappable via a magnetic system. </p><p>Even these magnets feel premium. I've been mainlining the <a href="https://www.gamesradar.com/hardware/gaming-controllers/scuf-omega-review/">Scuf Omega</a> on PS5, which features a similar swappable topper. I'll say it, though: the magnet strength and faceplate durability on the $45 GameSir Super Nova far exceeds that of the $219.99 PlayStation pro model. </p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><p>The GameSir Super Nova is compatible across Nintendo Switch, Switch 2, PC, and mobile, with a strong set of features to support each platform (wake functionality somewhat aside). It's one of the more collaborative controllers I've seen so far, cross-pollinating common PC offerings with the Switch's main draws to fantastic effect. </p><p>Motion controls, for example, perform flawlessly in Ninty's titles but can also be mapped to mouse inputs across PC for an additional layer of control. In practice, this isn't always the best experience. The benefit of being able to wield a cursor with less precision than usual will depend on the game, but for simple navigation it comes in surprisingly handy. </p><p>Meanwhile, trigger locks are also up for grabs here, where they're often missed in more casual Switch 2 gamepads. The <a href="https://www.gamesradar.com/hardware/gaming-controllers/8bitdo-pro-3-review/">8BitDo Pro 3</a> is one of your few alternatives if you want to swap between full depth and a faster snap, and that'll cost you $69.99 all in. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="v7e43qwx35PcNkMnGJYZfV" name="GameSir Super Nova" alt="Close up on trigger lock toggles on the back of the GameSir Super Nova controller" src="https://cdn.mos.cms.futurecdn.net/v7e43qwx35PcNkMnGJYZfV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>They're not quite as instantaneous as the mechanical switches found further up the price scale, but they certainly provide a speed benefit in online and singleplayer first-person shooter scenarios. </p><p>All that, and the Super Nova doesn't fall behind in its core tech either. Hall effect thumbsticks might not be as sensitive or precise as newer <a href="https://www.gamesradar.com/hardware/gaming-controllers/these-are-the-7-best-tmr-controllers-on-the-shelves-right-now-based-on-in-game-testing-with-each-one/">TMR controllers</a>, but they're still leagues beyond the traditional potentiometer sticks previously found in budget options. A Bluetooth connection will poll you at 125Hz, but plug into a PC with the 2.4GHz dongle and you'll get the full 1,000Hz for a more reliable experience. </p><p>Those two back paddles are programmable while on the run using the aforementioned 'M' button, but GameSir Connect's PC software can also map them to pretty much any input you like. We're talking mouse clicks and keyboard combos as well as your standard button mapping. In fact, it's this software that really lets the Super Nova rev its engines. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="byrcTaTBhaewuadbqUS386" name="GameSir Connect" alt="Screenshot of GameSir Connect software configuring the Super Nova controller" src="https://cdn.mos.cms.futurecdn.net/byrcTaTBhaewuadbqUS386-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GameSir)</span></figcaption></figure><p>It's a surprisingly robust package considering the price point. Alongside those motion settings, you're covered for dead zones, Hair Trigger, and curve settings across your triggers, with anti-dead zones and trajectory settings thrown in on top for thumbsticks as well. Vibration levels can be tuned via a slider, allowing you to nail the right balance between the left's heavier action and the right's tighter buzz. Add RGB settings, as many keybindings as you can muster, and per-key assignment for up to three combos in a macro, and this is a confident, expansive customization system. </p><p>That's why the lack of presets is so confusing. There's nowhere to save different setups for different titles, which means diving into each of these settings every time the game is changed. It's a long process and one that only slightly more expensive gamepads have fixed a long time ago. Hopefully we see something patched in on the PC side at least in the future. </p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>Let's get the tough bit out of the way. The first thing I wanted to test here was that Switch 2 wake functionality. It's a feature you'll generally only find on more premium offerings like the <a href="https://www.gamesradar.com/hardware/gaming-controllers/8bitdo-ultimate-2-review/">8BitDo Ultimate 2</a> or official <a href="https://www.gamesradar.com/hardware/gaming-controllers/nintendo-switch-2-pro-controller-review/">Nintendo Switch 2 Pro Controller</a>. Grabbing it for a mere $29.99 (when on sale) feels too good to be true. Unfortunately, in my experience, it might be just that. </p><p>There's a lengthy setup process that involves pairing and re-pairing, then removing the Joy-Con, then changing the grip, then searching for the Joy-Con again before the Super Nova <em>should </em>be able to wake your Switch 2 using the main home button. I went through this process countless times across multiple testing sessions to no avail. The controller's central lights flash as if they should be communicating with the system, but nothing happens. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="G7trwbvPfogyyE6TBcrk9f" name="GameSir Super Nova" alt="GameSir Super Nova on a wooden desk with Nintendo Switch 2 and two Joy-Con attempting a pairing connection" src="https://cdn.mos.cms.futurecdn.net/G7trwbvPfogyyE6TBcrk9f-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>I reached out to GameSir to verify that the process was correct and that my controller was indeed on the most up-to-date firmware, and they provided a similar walkthrough video that should solve the problem. Using their guidance a few more times and still coming up short, I have requested any further information they have on the issue and will update this review accordingly. </p><p>It's frustrating because, this one feature aside, the GameSir Super Nova runs without a hitch. I have never encountered any day-to-day communication errors between Bluetooth and 2.4GHz and have no speed concerns over either connection. Faster movements in The Legend of Zelda: Tears of the Kingdom are picked up beautifully, and the larger face buttons and well-dampened response make longer Pokemon Pokopia building sessions feel like a breeze. </p><p>Those thumbsticks maintain their accuracy in both faster spins and slower pans, holding up against more frantic Doom: The Dark Ages moments on PC thanks to their finely tuned tension and snappy return. There's also an impressively smooth glide here, with no snagging at the outer edges of a maneuver or grating against the side of the chassis itself. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DoSSFye6V6b6dw6ZJc2V93" name="GameSir Super Nova" alt="Hand holding GameSir Super Nova controller over a wooden desk" src="https://cdn.mos.cms.futurecdn.net/DoSSFye6V6b6dw6ZJc2V93-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The triggers themselves offer a middling level of tension. There's slightly more force pushing against you compared to the <a href="https://www.gamesradar.com/hardware/gaming-controllers/razer-wolverine-v3-pro-review/">Razer Wolverine V3 Pro</a>, but a longer draw that requires a more sensitive approach compared to the official Switch Pro 2 Controller. Personally, it's a sweet spot. There's still a sense of texture here, giving Forza Horizon 6 just that little bit more presence, and a full bottom-out is still complemented by a comfortably cushioned stopper as well. </p><p>GameSir hasn't outfitted its Super Nova with the same microswitch face buttons you'll find on the slightly more expensive <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-cyclone-2-review/">Cyclone 2</a> model. Instead, we're back to a cheaper membrane action on the ABXY here, but they still feel nicely cushioned under the thumb. </p><p>Unfortunately, the D-pad suffers a little more from this cheaper tech. The four-pronged design is simpler itself, but the actuation of these membrane clackers makes it a tad too rigid to truly feel nimble in play. </p><p>The back buttons could also prove divisive, depending on your grip type. With my index fingers middling the triggers and bumpers, the length and positioning of these paddles are perfect for fast, reliable hits with my middle finger without impacting other controls. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AHbW5AY44oGL6L9KX3vyo8" name="GameSir Super Nova" alt="Back view of GameSir Super Nova controller showing back buttons" src="https://cdn.mos.cms.futurecdn.net/AHbW5AY44oGL6L9KX3vyo8-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Shifting that middle finger up to the triggers puts a little too much pressure on the left ring finger, though, often causing a mispress of the left trigger at the same time. That didn't prove to be a problem for me in my natural, relaxed hand position, but it should be noted if you go for a more involved hold. </p><h2 class="article-body__section" id="section-should-you-buy-the-gamesir-super-nova"><span>Should you buy the GameSir Super Nova?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UondU7jCVAz24bEjDihdTG" name="GameSir Super Nova" alt="GameSir Super Nova controller on a wooden desk with PowerA Advantage Wired Controller and Nintendo Switch 2 Pro Controller behind it" src="https://cdn.mos.cms.futurecdn.net/UondU7jCVAz24bEjDihdTG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The GameSir Super Nova is competitively positioned, especially when it inevitably goes on sale. At $44.99, it's just a little too pricey to completely cut TMR options like the GameSir Cyclone 2, which can often be found for between $50 and $70. When it's on sale, though, things change dramatically. </p><p>I often see this gamepad up for about $30 when it's discounted, and at that price this is no feature set to be arguing with. On the PC side of things, its closest competitor in our testing roster is the <a href="https://www.gamesradar.com/easysmx-x10-review/">EasySMX X10</a>. This is the controller I'd been happy with for years, and it matches the Super Nova's Switch compatibility (though not Switch 2), back buttons, and Hall effect sticks. It's difficult to get your hands on these days, though, and it drops quite a few customization features from its roster. </p><p>On the Nintendo side of things, you're going to be choosing between the Super Nova and the PowerA Advantage Wired Controller. The decision shouldn't be a difficult one. PowerA's budget model comes with a wired connection and far lower build quality, while dropping motion controls, easy customization, trigger locks, and rumble. It's cheaper day-to-day, starting off at $39.99, and typically goes on sale for between $17 and $25. For a potential $5 upgrade, though, GameSir's additional features are well worth it. </p><p>Of course, if it's that wake functionality that drew you in, you're going to be a little stuck here. I have seen evidence of happy players able to get this connection up and running successfully, but I personally haven't. I can only go off my own experience here, so I wouldn't recommend the Super Nova to those after a cheaper Pro Controller alternative that doesn't require a more complex connection process. If you're happy ignoring that wake functionality from the official spec sheet, though, you'll still find plenty to love here. </p><h2 class="article-body__section" id="section-how-i-tested-the-gamesir-super-nova"><span>How I tested the GameSir Super Nova</span></h2><p>I've been running the GameSir Super Nova for all my controller-specific PC play and docked Nintendo Switch 2 sessions. The gamepad has been put through its paces across Doom: The Dark Ages as well as High on Life 2 across Windows. I also tested it across Pokemon Pokopia, Mario Kart World, Dragon Quest 2 HD-2D Remake, and Cyberpunk 2077 on Nintendo Switch 2. For more information on <a href="https://www.gamesradar.com/how-we-test-controllers-on-gamesradar/">how we test controllers</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>.</p><p><em>For more console alternatives we're also rounding up the </em><a href="https://www.gamesradar.com/best-ps5-controller/"><em>best PS5 controllers</em></a><em> and the </em><a href="https://www.gamesradar.com/best-xbox-series-x-controller/"><em>best Xbox Series X controllers</em></a><em>.</em></p>
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                                                            <title><![CDATA[ Gamercard review ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I’ve tested enough handhelds at this stage to know most device makers like to play it safe. The Gamercard isn’t remotely one of those handhelds, and that’s hardly surprising considering it shares a lineage with the very man who pioneered the microcomputer that arguably kicked off a whole gaming industry in the UK. That inventor is none other than the legendary Sir Clive Sinclair of ZX Spectrum fame, and his nephew, Grant Sinclair, is carrying the mantle within the portable console space.</p><p>Objectively speaking, the Gamecard doesn’t trade blows with the <a href="https://www.gamesradar.com/best-gaming-handheld/">best gaming handhelds</a> out there. I almost feel like that’s intentional by design, as comparing it to the majority of emulation devices and consoles out there effectively feels the same to placing the ZX Spectrum next to other microcomputers like the Commodore 64 and the MSX. By that, I mean there are elements of the Gamercard that absolutely put it at a disadvantage, and while that will be an automatic turn-off for some, I’m drawn in by this gadget’s odd design choices and inherent limitations. </p><p>Starting <a href="https://www.grantsinclair.com/gamercard" target="_blank">at £99</a>, the Gamercard feels very much like the same genre of handheld as the <a href="https://www.gamesradar.com/playdate-review-tiny-mighty-unfussy-fun/">Playdate</a>. Yes, I could slate it for its strange rubber pads, aversion to any sort of ergonomics, and odd-shaped screen, just like you could dunk on Panic for releasing something with a monochrome, non-backlit screen in 2022. Doing that completely overlooks the beauty of making a unique platform where indie games and tinkering can flourish, though, and if I’m being real, I’d take that over a conventionally “good” portable any day.</p><h2 id="card-by-name-card-by-nature">Card by name, card by nature</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dYEmj2qLzfTV32RHeG6Buh" name="gamercard-front" alt="Top down view of Gamercard on wicker table cover." src="https://cdn.mos.cms.futurecdn.net/dYEmj2qLzfTV32RHeG6Buh-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>The Gamercard’s whole design philosophy is that it’s meant to resemble a gift card. It fully commits to this idea in almost every way, even going as far as to feature a built-in hang tag. That’s pretty funny since it’s unlikely to be on any standees or shop ends out of its box, but it's going for the same vibes as something like a Teenage Engineering Rhythm Synthesizer, and it’s doing so in more ways than one.</p><div  class="fancy-box"><div class="fancy_box-title">Gamercard specs</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Price:</strong> From $99 / £99<br><strong>Display:</strong> 4-inch 1:1 IPS<br><strong>Resolution: </strong>720 x 720<br><strong>Refresh rate</strong>: 60Hz<br><strong>CPU: </strong>ARM Cortex-A5 (Raspberry Pi Zero)<br><strong>GPU: </strong>Videocore IV<br><strong>RAM: </strong>512GB <br><strong>Connectivity: </strong>USB-C, Wi-Fi, Bluetooth<br><strong>Storage: </strong>MicroSD</p></div></div><p>You see, upon freeing the Gamercard from its minimalist cardboard packaging, you’ll swiftly realise this handheld’s guts aren’t in a shell. In fact, its guts <em>are </em>the shell, as this device is made up of stacked PCBs with Raspberry Pi innards sandwiched between what are virtually etched circuit boards. That’s how this portable manages to measure in at just 6.5mm thick, despite packing a 720 x 720 IPS screen and 13 buttons in there.</p><p>I’m not quite sure describing the Gamercard is minimalist does the handheld justice, and it disregards the unique blend of rough and refined. The black and gold PCB mask coating evokes a sense of elegance that makes the portable almost feel high-end, while elements like the etched back-of-box blurb at the rear keep it grounded as a substance-over-style DIY device.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/Ei9PYH3UbL3NjoooAvAZWD-1920-80.jpg" alt="Side view of Gamercard with side ports in view." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/4qkGKBUakc6Ei3E95RtYVD-1920-80.jpg" alt="Back view of Gamercard with back blurb text and QR code in view." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure></figure><p>The whole approach of making a Raspberry Pi handheld that’s virtually just a PCB sandwich means caveats are unavoidable. Your hands aren’t going to be too happy with you spending hours with the Gamercard since there are zero ergonomic curves or accommodations. My personal counterargument there is that we’re all too happy to doomscroll on heavier phones for hours at a time, so while it’s okay to moan a little about crampy claws, keep your complaints in mind the next time you reach for your rectangle of despair.</p><h2 id="return-of-the-living-dead-flesh-keys">Return of the living dead(flesh keys)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tQ5Z6eS4BFNKdZKehwqP5J" name="gamercard-rubber-pads" alt="Close up of Gamercard rubber pads." src="https://cdn.mos.cms.futurecdn.net/tQ5Z6eS4BFNKdZKehwqP5J-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Love it or hate it, the ZX Spectrum’s “dead flesh” rubber keyboard is part of the microcomputer’s legacy. While Sir Clive’s choice of keeb was integral to affordability, Grant Sinclair has effectively emulated the spirit of the controversial buttons with the Gamercard’s strange circular disks. </p><p>Originally, I’d assumed the front pads would feel more like Valve’s OG Steam Controller. Instead, they feel almost like the ZX Spectrum had clicky microswitches under its squishy rubber instead of membranes, and the result is something that feels eerily similar but with enhanced tactility. It makes for a pretty clever way to keep things super low-profile while still providing 4 directional inputs and four face buttons, but I’d be lying if I said I was in love with the setup.</p><p>I pretty much feel the same way about the ZX Spectrum keyboard in that while I’ll happily use it to embrace the overarching ethos of the microcomputer and handheld alike, it’s hard to push desires for full controls down. In the case of the Gamercard, adding a proper D-pad and raised buttons would disrupt the whole low-profile vibe the device is going for, so I’m happy with classing the buttons as a necessary con. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pb27y6mQRticCUCYwAzvtK" name="gamercard-saboteur-2" alt="Hands using Gamercard to play Saboteur 2." src="https://cdn.mos.cms.futurecdn.net/pb27y6mQRticCUCYwAzvtK-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Perhaps I’m being a bit too much of a backseat handheld designer without an awareness of costings, but some customization on the buttons front could have fixed my gripes. Being able to swap out the rubber pads for something more like a raised D-pad would have made a massive difference to the feel, all while not permanently disrupting the core feel of the device. </p><p>The solution there could be to utilize the Gamercard’s Bluetooth connectivity, which is present alongside mini HDMI at the side to allow for big-screen gaming. I wasn’t able to actually sync up any gamepads yet, which could be because the feature is coming in a later OS update, but I’m keen on the idea of experimenting with hooking up a GameSir Pocket Taco or even 8Bitdo’s FlipPad as an overlay alternative. </p><p>You could call trying to add controllers to the handheld as blasphemy, and I’ll take that on the chin. At the same time, the experimental nature of the Gamercard means I’m keen to put together a setup that works for <em>me, </em>and that feels very much in the same spirit as bolting joystick interfaces and other gizmos to a ZX Spectrum back in the ‘80s. </p><h2 id="a-punchy-slice-of-pi">A punchy slice of Pi</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8ziZGB4xsCJcruVfq8bWgN" name="gamercard-side" alt="Side view of Gamercard lying on wicker table cover." src="https://cdn.mos.cms.futurecdn.net/8ziZGB4xsCJcruVfq8bWgN-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>As someone who first tinkered with a Raspberry Pi Model B back in 2015, it’s hard to get my head around the Gamercard being one. What do you mean this handheld, with the same thickness as a coaster, is a tiny Linux-based computer? Even when I do stare at a bare Raspberry Pi Zero 2 W, the very board this portable is using, and fully comprehend its size, I’m still baffled that it’s living inside this device.</p><p>There’s something charming about the nephew of a microcomputer pioneer using a literal <em>micro </em>computer to make a new gaming device. It’s not like it compromises on specs, as the Pi Zero 2 is packing an ARM Cortex-A53, 512MB RAM, and room for a microSD card. Effectively, while the Pi is impossibly tiny, it can actually keep up with sub-$100 portables by the likes of Anbernic, like the <a href="https://www.gamesradar.com/hardware/handhelds/anbernic-rg28xx-review/">RG28XX</a>, while boasting a much bigger, higher-res square screen not unlike the <a href="https://www.gamesradar.com/hardware/handhelds/anbernic-rg-cube-review/">RG Cube</a>.</p><p>It should be becoming clearer that the Gamercard isn’t hoping to sail on the success of its ZX Spectrum ancestor. If anything, you should be thinking more about what the Sinclair name means in this scenario, as this handheld is all about providing the right amount of power to fuel creativity and run everything you’re meant to on something with this form factor.</p><p>While the Gamercard knocks on your door with promises of impressive emulation abilities, and really delivers on that front, its underlying goal is to introduce you to Pi gaming. The Zero 2’s specs are integral to that mission, as it means you can dive into the pre-installed Store and the separate PICO-8 store app.</p><p>What is PICO-8? It’s actually an emulator for a fictional console. Yes, I know that sounds bizarre, but the idea is that it gives developers a 8-bit platform and a place to make creative capers within a restrictive environment. The idea isn’t unlike the Playdate in that encourages low-spec innovation, placing all the attention on gameplay loops and clever mechanics rather than shiny visuals.</p><p>If you really just want to emulate a bunch of retro consoles, the Gamercard will deliver. In 2026, running even PS1 games on the dinkiest of devices isn’t really that impressive, though, and I fully believe this Pi Zero 2 portable’s specs pack the biggest punch when running Pi-specific ports and classics that never existed in the first place.</p><h2 id="down-the-raspberry-pi-rabbit-hole">Down the Raspberry Pi rabbit hole</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wyh9y4VwkyZwPeiwKHTpQk" name="gamercard-krispy-kreme-pico-8" alt="Close up of Gamercard with PICO-8 app open and Krispy Kreme game selected." src="https://cdn.mos.cms.futurecdn.net/wyh9y4VwkyZwPeiwKHTpQk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I know I keep comparing the Gamercard to the Playdate, but it’s the closest handheld I can think of when it comes to fuelling pure curiosity. The device’s OS really isn’t the slickest frontend out there, and I’d be lying if I said I wasn’t continually muddled by which clicky switch under the rubber pads was the right button. Yet, between scrolling through the device’s own store and the PICO-8 App’s separate collection, I found that I was too intrigued to focus on the questionable controls and absence of ergonomics.</p><p>Even before you get to the fantasy console emulator, the Gamercard really has you covered on the Pi gaming front. It comes with a bunch of full games pre-loaded, like the platformer Bloo Kid 2, rhythm shooter AstroBlaze DX, and Clive Townsend’s Saboteur trilogy for all the Speccy fans drawn by the Sinclair name. The excellent thing here is that this collection has been custom tuned for the square screen and the handheld’s specific Pi hardware, which means while you can play them on something like the Switch, their presence feels natural on the portable. </p><p>At least, they feel as natural as they can when played with single momentary switches under rubber pads. I’ll admit that I could feel frustration surfacing when timing jumps in Bloo Kid 2, only to either not directly press the button under in a way that registers as an input. As someone that likes to roll their thumb across D-pads, it really took several sessions to get used to the individual directionals too. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iY9pprHXMSNem3Wpkajmg" name="gamercard-bloo-kid-2" alt="Hands using Gamercard to play Bloo Kid 2." src="https://cdn.mos.cms.futurecdn.net/iY9pprHXMSNem3Wpkajmg-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>But, I did manage to eventually zone out enough to put the controls out of mind, allowing me to enjoy (or in the case of Saboteur, be extremely bad at) playing games on the Gamercard. I’d really advise against wanting to be good at anything on this handheld, as it’s not really geared towards anyone looking to hone their skills. The same could be said for trying to play games using the ZX Spectrum keyboard rather than a proper joystick, but my point is that this portable should be used as a portal to games to spark your intrigue, rather than a definitive way to play.</p><p>Once you’re done with the freebies, you’re free to grab anything going at the Gamercard store, fetch RetroPi to revisit your own collection, or venture into the world of PICO-8. Before I get to the latter, I’d like to express how excited I was to see a Quake port on the store, as the idea of playing the shooter on something that’s the same profile as my wallet is simply bananas. Again, the controls are less than ideal, but playing the shooter using little clicky switches is worth it for pure novelty factor alone.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FUnBAyodjrNjttpZHSdwxb" name="gamercard-quake" alt="Hand holding Gamercard with Quake running on screen." src="https://cdn.mos.cms.futurecdn.net/FUnBAyodjrNjttpZHSdwxb-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>On to the PICO-8 parts, and I really do think the Gamercard shines at giving the fantasy console a host body. While I do thing the big thumbnail grid of the main interface works well, I was pretty captivated by the app’s specific “SPLORE” lo-fi cartridge browser, and clicking through to list felt like a more magical experience thanks to the handheld’s crispy square 4-inch IPS screen and those clicky pads.</p><p>Again, you’re not meant to feel like you're good at any of this. The joy in playing PICO-8 games is diving into the unexpected with less-than-ideal tools. Before you know it, you’ll be lobbing things at birds in “we fed seagulls last week” or playing a Krispy Kreme version of Flappy Bird. The carts out there for the platform range from silly arcade fun to more in-depth, impressive tower defence games like Necromancer TD. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/K8tKwAFuA6cJCwcysCrujR-1920-80.jpg" alt="Hands using Gamercard to play PICO-8 "We fed seagulls last week" game." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/YUBhHoJVaEAcF3jpABAukR-1920-80.jpg" alt="Gamercard on wicker table cover with PICO-8 Necromancer TD game on screen." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure></figure><p>The whole experience is undeniably delightful, and it absolutely scratches the same itch as the Playdate or even full-blown, deliberately low-spec consoles like the 8-bit Gametank. PICO-8 support is absolutely a main reason to pick the Gametank up, and while the app will virtually run on anything, the fact it looks so sharp on the handheld’s square screen and sounds excellent on its surprisingly serviceable built-in speakers mean I’d pick the portable deliberately for the platform.</p><h2 id="gamercard-gripes-and-grumbles">Gamercard gripes and grumbles</h2><p>I want to take a second to outline some Gamercard elements that keep creeping up on me, just on the off-chance that they’re a deal-breaker for you personally. One of the first ties once again to buttons, as there’s no real dedicated home button to get you back to the main screen. There are Start and Select buttons on the top right, but whether they’ll give you the option to quit out fully depends on the game you’ve got open.</p><p>There are also no dedicated on-board volume controls, meaning you have to go into the settings menu on the home page. Some apps may take a different approach to hot keys and button combos, but as far as I can tell, there’s no universal way to toggle. On the subject of audio, there’s also no room for a headphone jack on this handheld, meaning you’ll need to stick with USB-C or Bluetooth when the latter is available to use. That’s a bit of a shame seeing as there are two music apps on the storefront, and I’d love to use this thing as a weird MP3 player hooked onto a carabiner. </p><p>My only other gripe is admittedly half-hearted, as it stems to battery life. During testing, I found that I was only able to get around two hours out of the Gamercard, but I suspect that was due to having the screen brightness cranked up pretty high. If you’re conservative with the 1,600mAh cells, you should be able to stretch their runtime, but I really shouldn’t be grumbling considering the thinness of this handheld.</p><h2 id="should-you-pick-up-the-gamercard">Should you pick up the Gamercard?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sEgSZTCYFGWuAnYr8LTbmc" name="gamercard-logo" alt="Close up of Gamercard logo on top of handheld." src="https://cdn.mos.cms.futurecdn.net/sEgSZTCYFGWuAnYr8LTbmc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>You arguably have to be a specific type of curious cat to let the Gamercard kill your thumbs with its strange rubber pad controls and no grips. I for one am certainly that kind of cat, and while there are drawbacks with using a handheld this thin, the entire setup provides a unique on the go gaming experience, warts and all. </p><p>It’s easy to simply brand the Gamercard as a ZX Spectrum based on its creator’s family name. For what it’s worth, Grant Sinclair is absolutely living up to his uncle’s legacy here with this handheld, innovating with a specific portable vision rather than just going with the flow. There are clear callbacks to the microcomputer weaved into this device’s design, but at the same time, I reckon the Raspberry Pi-based system deserves to be celebrated in its own right as something different play games on while RAMageddon wreaks havoc with higher spec options. </p><p>If you’re looking for portable perfection, you really shouldn’t be immediately reaching for the Gamercard. You won’t struggle to find another handheld that’ll provide your mitts with something conventional for console emulation, but they won’t quite feel as weird and exciting as this ultra-thin device. The idea here is that you’re getting a fresh platform to try that’s free from the old rhythm of installing Android apps, all while still having access to many of the same games as typical options.</p><p>This is arguably just the beginning for the Gamercard, and that personally helps me look past some of its flaws. The main storefront is still in beta, and as more developers are drawn to the platform, I suspect we’ll see hardware revisions and upgrades as the scene expands. I can’t wait to see what ends up on the Gamercard and how it evolves over time, and I’ve got a fully feeling we could be looking at the next big Indie powerhouse portable.</p><h2 id="how-i-tested-the-gamercard">How I tested the Gamercard</h2><p>For a month, I used the Gamercard as a handheld at home and while travelling to play its built-in games, experiment with RetroPi, and dive into PICO-8 releases using the app. Throughout that time, I assessed the portable console’s ergonomics and controls alongside its screen quality and clarity to weigh up whether it offers up a great way to play games compared to other options around the same price.</p><p>For more information on how we test handhelds and retro gadgets, swing by our full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a> for a full rundown.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/handhelds/gamercard-review/</link>
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                            <![CDATA[ The Gamercard is a compact handheld with ZX Spectrum roots, but while it lives up to the Sinclair name, it finds its own success as a retro indie handheld. ]]>
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                                                                        <pubDate>Thu, 24 Sep 2026 15:45:17 +0000</pubDate>                                                                                                                                <updated>Thu, 24 Sep 2026 15:53:29 +0000</updated>
                                                                                                                                            <category><![CDATA[Handhelds]]></category>
                                                    <category><![CDATA[Retro]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                                                                <author><![CDATA[ phil.hayton@futurenet.com (Phil Hayton) ]]></author>                    <dc:creator><![CDATA[ Phil Hayton ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ygA7jyaZ6Q8QizTZkkHFE8-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;I’ve been messing around with PCs, video game consoles, and tech since before I could speak. Don’t get me wrong, I kickstarted my relationship with technology by jamming a Hot Wheels double-decker bus into my parent’s VCR, but we all have to start somewhere. I even somehow managed to become a walking, talking buyer’s guide at my teenage supermarket job, which helped me accept my career fate. So, rather than try to realise my musician dreams, or see out my University degree, I started running my own retro pop culture site and writing about video games and tech for the likes of TechRadar, The Daily Star, and the BBC before eventually ending up with a job covering graphics card shenanigans at PCGamesN. Now, I’m your friendly neighbourhood Hardware Editor at GamesRadar, and it’s my job to make sure you can kick butt in all your favourite games using the best gaming hardware, whether you’re a sucker for handhelds like the Steam Deck and Nintendo Switch or a hardcore gaming PC enthusiast. &lt;/p&gt;&lt;p&gt;&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Hand holding Gamercard with Quake gameplay on screen.]]></media:description>                                                            <media:text><![CDATA[Hand holding Gamercard with Quake gameplay on screen.]]></media:text>
                                <media:title type="plain"><![CDATA[Hand holding Gamercard with Quake gameplay on screen.]]></media:title>
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                                <p>I’ve tested enough handhelds at this stage to know most device makers like to play it safe. The Gamercard isn’t remotely one of those handhelds, and that’s hardly surprising considering it shares a lineage with the very man who pioneered the microcomputer that arguably kicked off a whole gaming industry in the UK. That inventor is none other than the legendary Sir Clive Sinclair of ZX Spectrum fame, and his nephew, Grant Sinclair, is carrying the mantle within the portable console space.</p><p>Objectively speaking, the Gamecard doesn’t trade blows with the <a href="https://www.gamesradar.com/best-gaming-handheld/">best gaming handhelds</a> out there. I almost feel like that’s intentional by design, as comparing it to the majority of emulation devices and consoles out there effectively feels the same to placing the ZX Spectrum next to other microcomputers like the Commodore 64 and the MSX. By that, I mean there are elements of the Gamercard that absolutely put it at a disadvantage, and while that will be an automatic turn-off for some, I’m drawn in by this gadget’s odd design choices and inherent limitations. </p><p>Starting <a href="https://www.grantsinclair.com/gamercard" target="_blank">at £99</a>, the Gamercard feels very much like the same genre of handheld as the <a href="https://www.gamesradar.com/playdate-review-tiny-mighty-unfussy-fun/">Playdate</a>. Yes, I could slate it for its strange rubber pads, aversion to any sort of ergonomics, and odd-shaped screen, just like you could dunk on Panic for releasing something with a monochrome, non-backlit screen in 2022. Doing that completely overlooks the beauty of making a unique platform where indie games and tinkering can flourish, though, and if I’m being real, I’d take that over a conventionally “good” portable any day.</p><h2 id="card-by-name-card-by-nature">Card by name, card by nature</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dYEmj2qLzfTV32RHeG6Buh" name="gamercard-front" alt="Top down view of Gamercard on wicker table cover." src="https://cdn.mos.cms.futurecdn.net/dYEmj2qLzfTV32RHeG6Buh-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>The Gamercard’s whole design philosophy is that it’s meant to resemble a gift card. It fully commits to this idea in almost every way, even going as far as to feature a built-in hang tag. That’s pretty funny since it’s unlikely to be on any standees or shop ends out of its box, but it's going for the same vibes as something like a Teenage Engineering Rhythm Synthesizer, and it’s doing so in more ways than one.</p><div  class="fancy-box"><div class="fancy_box-title">Gamercard specs</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Price:</strong> From $99 / £99<br><strong>Display:</strong> 4-inch 1:1 IPS<br><strong>Resolution: </strong>720 x 720<br><strong>Refresh rate</strong>: 60Hz<br><strong>CPU: </strong>ARM Cortex-A5 (Raspberry Pi Zero)<br><strong>GPU: </strong>Videocore IV<br><strong>RAM: </strong>512GB <br><strong>Connectivity: </strong>USB-C, Wi-Fi, Bluetooth<br><strong>Storage: </strong>MicroSD</p></div></div><p>You see, upon freeing the Gamercard from its minimalist cardboard packaging, you’ll swiftly realise this handheld’s guts aren’t in a shell. In fact, its guts <em>are </em>the shell, as this device is made up of stacked PCBs with Raspberry Pi innards sandwiched between what are virtually etched circuit boards. That’s how this portable manages to measure in at just 6.5mm thick, despite packing a 720 x 720 IPS screen and 13 buttons in there.</p><p>I’m not quite sure describing the Gamercard is minimalist does the handheld justice, and it disregards the unique blend of rough and refined. The black and gold PCB mask coating evokes a sense of elegance that makes the portable almost feel high-end, while elements like the etched back-of-box blurb at the rear keep it grounded as a substance-over-style DIY device.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/Ei9PYH3UbL3NjoooAvAZWD-1920-80.jpg" alt="Side view of Gamercard with side ports in view." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/4qkGKBUakc6Ei3E95RtYVD-1920-80.jpg" alt="Back view of Gamercard with back blurb text and QR code in view." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure></figure><p>The whole approach of making a Raspberry Pi handheld that’s virtually just a PCB sandwich means caveats are unavoidable. Your hands aren’t going to be too happy with you spending hours with the Gamercard since there are zero ergonomic curves or accommodations. My personal counterargument there is that we’re all too happy to doomscroll on heavier phones for hours at a time, so while it’s okay to moan a little about crampy claws, keep your complaints in mind the next time you reach for your rectangle of despair.</p><h2 id="return-of-the-living-dead-flesh-keys">Return of the living dead(flesh keys)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tQ5Z6eS4BFNKdZKehwqP5J" name="gamercard-rubber-pads" alt="Close up of Gamercard rubber pads." src="https://cdn.mos.cms.futurecdn.net/tQ5Z6eS4BFNKdZKehwqP5J-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Love it or hate it, the ZX Spectrum’s “dead flesh” rubber keyboard is part of the microcomputer’s legacy. While Sir Clive’s choice of keeb was integral to affordability, Grant Sinclair has effectively emulated the spirit of the controversial buttons with the Gamercard’s strange circular disks. </p><p>Originally, I’d assumed the front pads would feel more like Valve’s OG Steam Controller. Instead, they feel almost like the ZX Spectrum had clicky microswitches under its squishy rubber instead of membranes, and the result is something that feels eerily similar but with enhanced tactility. It makes for a pretty clever way to keep things super low-profile while still providing 4 directional inputs and four face buttons, but I’d be lying if I said I was in love with the setup.</p><p>I pretty much feel the same way about the ZX Spectrum keyboard in that while I’ll happily use it to embrace the overarching ethos of the microcomputer and handheld alike, it’s hard to push desires for full controls down. In the case of the Gamercard, adding a proper D-pad and raised buttons would disrupt the whole low-profile vibe the device is going for, so I’m happy with classing the buttons as a necessary con. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pb27y6mQRticCUCYwAzvtK" name="gamercard-saboteur-2" alt="Hands using Gamercard to play Saboteur 2." src="https://cdn.mos.cms.futurecdn.net/pb27y6mQRticCUCYwAzvtK-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Perhaps I’m being a bit too much of a backseat handheld designer without an awareness of costings, but some customization on the buttons front could have fixed my gripes. Being able to swap out the rubber pads for something more like a raised D-pad would have made a massive difference to the feel, all while not permanently disrupting the core feel of the device. </p><p>The solution there could be to utilize the Gamercard’s Bluetooth connectivity, which is present alongside mini HDMI at the side to allow for big-screen gaming. I wasn’t able to actually sync up any gamepads yet, which could be because the feature is coming in a later OS update, but I’m keen on the idea of experimenting with hooking up a GameSir Pocket Taco or even 8Bitdo’s FlipPad as an overlay alternative. </p><p>You could call trying to add controllers to the handheld as blasphemy, and I’ll take that on the chin. At the same time, the experimental nature of the Gamercard means I’m keen to put together a setup that works for <em>me, </em>and that feels very much in the same spirit as bolting joystick interfaces and other gizmos to a ZX Spectrum back in the ‘80s. </p><h2 id="a-punchy-slice-of-pi">A punchy slice of Pi</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8ziZGB4xsCJcruVfq8bWgN" name="gamercard-side" alt="Side view of Gamercard lying on wicker table cover." src="https://cdn.mos.cms.futurecdn.net/8ziZGB4xsCJcruVfq8bWgN-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>As someone who first tinkered with a Raspberry Pi Model B back in 2015, it’s hard to get my head around the Gamercard being one. What do you mean this handheld, with the same thickness as a coaster, is a tiny Linux-based computer? Even when I do stare at a bare Raspberry Pi Zero 2 W, the very board this portable is using, and fully comprehend its size, I’m still baffled that it’s living inside this device.</p><p>There’s something charming about the nephew of a microcomputer pioneer using a literal <em>micro </em>computer to make a new gaming device. It’s not like it compromises on specs, as the Pi Zero 2 is packing an ARM Cortex-A53, 512MB RAM, and room for a microSD card. Effectively, while the Pi is impossibly tiny, it can actually keep up with sub-$100 portables by the likes of Anbernic, like the <a href="https://www.gamesradar.com/hardware/handhelds/anbernic-rg28xx-review/">RG28XX</a>, while boasting a much bigger, higher-res square screen not unlike the <a href="https://www.gamesradar.com/hardware/handhelds/anbernic-rg-cube-review/">RG Cube</a>.</p><p>It should be becoming clearer that the Gamercard isn’t hoping to sail on the success of its ZX Spectrum ancestor. If anything, you should be thinking more about what the Sinclair name means in this scenario, as this handheld is all about providing the right amount of power to fuel creativity and run everything you’re meant to on something with this form factor.</p><p>While the Gamercard knocks on your door with promises of impressive emulation abilities, and really delivers on that front, its underlying goal is to introduce you to Pi gaming. The Zero 2’s specs are integral to that mission, as it means you can dive into the pre-installed Store and the separate PICO-8 store app.</p><p>What is PICO-8? It’s actually an emulator for a fictional console. Yes, I know that sounds bizarre, but the idea is that it gives developers a 8-bit platform and a place to make creative capers within a restrictive environment. The idea isn’t unlike the Playdate in that encourages low-spec innovation, placing all the attention on gameplay loops and clever mechanics rather than shiny visuals.</p><p>If you really just want to emulate a bunch of retro consoles, the Gamercard will deliver. In 2026, running even PS1 games on the dinkiest of devices isn’t really that impressive, though, and I fully believe this Pi Zero 2 portable’s specs pack the biggest punch when running Pi-specific ports and classics that never existed in the first place.</p><h2 id="down-the-raspberry-pi-rabbit-hole">Down the Raspberry Pi rabbit hole</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wyh9y4VwkyZwPeiwKHTpQk" name="gamercard-krispy-kreme-pico-8" alt="Close up of Gamercard with PICO-8 app open and Krispy Kreme game selected." src="https://cdn.mos.cms.futurecdn.net/wyh9y4VwkyZwPeiwKHTpQk-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I know I keep comparing the Gamercard to the Playdate, but it’s the closest handheld I can think of when it comes to fuelling pure curiosity. The device’s OS really isn’t the slickest frontend out there, and I’d be lying if I said I wasn’t continually muddled by which clicky switch under the rubber pads was the right button. Yet, between scrolling through the device’s own store and the PICO-8 App’s separate collection, I found that I was too intrigued to focus on the questionable controls and absence of ergonomics.</p><p>Even before you get to the fantasy console emulator, the Gamercard really has you covered on the Pi gaming front. It comes with a bunch of full games pre-loaded, like the platformer Bloo Kid 2, rhythm shooter AstroBlaze DX, and Clive Townsend’s Saboteur trilogy for all the Speccy fans drawn by the Sinclair name. The excellent thing here is that this collection has been custom tuned for the square screen and the handheld’s specific Pi hardware, which means while you can play them on something like the Switch, their presence feels natural on the portable. </p><p>At least, they feel as natural as they can when played with single momentary switches under rubber pads. I’ll admit that I could feel frustration surfacing when timing jumps in Bloo Kid 2, only to either not directly press the button under in a way that registers as an input. As someone that likes to roll their thumb across D-pads, it really took several sessions to get used to the individual directionals too. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iY9pprHXMSNem3Wpkajmg" name="gamercard-bloo-kid-2" alt="Hands using Gamercard to play Bloo Kid 2." src="https://cdn.mos.cms.futurecdn.net/iY9pprHXMSNem3Wpkajmg-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>But, I did manage to eventually zone out enough to put the controls out of mind, allowing me to enjoy (or in the case of Saboteur, be extremely bad at) playing games on the Gamercard. I’d really advise against wanting to be good at anything on this handheld, as it’s not really geared towards anyone looking to hone their skills. The same could be said for trying to play games using the ZX Spectrum keyboard rather than a proper joystick, but my point is that this portable should be used as a portal to games to spark your intrigue, rather than a definitive way to play.</p><p>Once you’re done with the freebies, you’re free to grab anything going at the Gamercard store, fetch RetroPi to revisit your own collection, or venture into the world of PICO-8. Before I get to the latter, I’d like to express how excited I was to see a Quake port on the store, as the idea of playing the shooter on something that’s the same profile as my wallet is simply bananas. Again, the controls are less than ideal, but playing the shooter using little clicky switches is worth it for pure novelty factor alone.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FUnBAyodjrNjttpZHSdwxb" name="gamercard-quake" alt="Hand holding Gamercard with Quake running on screen." src="https://cdn.mos.cms.futurecdn.net/FUnBAyodjrNjttpZHSdwxb-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>On to the PICO-8 parts, and I really do think the Gamercard shines at giving the fantasy console a host body. While I do thing the big thumbnail grid of the main interface works well, I was pretty captivated by the app’s specific “SPLORE” lo-fi cartridge browser, and clicking through to list felt like a more magical experience thanks to the handheld’s crispy square 4-inch IPS screen and those clicky pads.</p><p>Again, you’re not meant to feel like you're good at any of this. The joy in playing PICO-8 games is diving into the unexpected with less-than-ideal tools. Before you know it, you’ll be lobbing things at birds in “we fed seagulls last week” or playing a Krispy Kreme version of Flappy Bird. The carts out there for the platform range from silly arcade fun to more in-depth, impressive tower defence games like Necromancer TD. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/K8tKwAFuA6cJCwcysCrujR-1920-80.jpg" alt="Hands using Gamercard to play PICO-8 "We fed seagulls last week" game." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/YUBhHoJVaEAcF3jpABAukR-1920-80.jpg" alt="Gamercard on wicker table cover with PICO-8 Necromancer TD game on screen." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure></figure><p>The whole experience is undeniably delightful, and it absolutely scratches the same itch as the Playdate or even full-blown, deliberately low-spec consoles like the 8-bit Gametank. PICO-8 support is absolutely a main reason to pick the Gametank up, and while the app will virtually run on anything, the fact it looks so sharp on the handheld’s square screen and sounds excellent on its surprisingly serviceable built-in speakers mean I’d pick the portable deliberately for the platform.</p><h2 id="gamercard-gripes-and-grumbles">Gamercard gripes and grumbles</h2><p>I want to take a second to outline some Gamercard elements that keep creeping up on me, just on the off-chance that they’re a deal-breaker for you personally. One of the first ties once again to buttons, as there’s no real dedicated home button to get you back to the main screen. There are Start and Select buttons on the top right, but whether they’ll give you the option to quit out fully depends on the game you’ve got open.</p><p>There are also no dedicated on-board volume controls, meaning you have to go into the settings menu on the home page. Some apps may take a different approach to hot keys and button combos, but as far as I can tell, there’s no universal way to toggle. On the subject of audio, there’s also no room for a headphone jack on this handheld, meaning you’ll need to stick with USB-C or Bluetooth when the latter is available to use. That’s a bit of a shame seeing as there are two music apps on the storefront, and I’d love to use this thing as a weird MP3 player hooked onto a carabiner. </p><p>My only other gripe is admittedly half-hearted, as it stems to battery life. During testing, I found that I was only able to get around two hours out of the Gamercard, but I suspect that was due to having the screen brightness cranked up pretty high. If you’re conservative with the 1,600mAh cells, you should be able to stretch their runtime, but I really shouldn’t be grumbling considering the thinness of this handheld.</p><h2 id="should-you-pick-up-the-gamercard">Should you pick up the Gamercard?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sEgSZTCYFGWuAnYr8LTbmc" name="gamercard-logo" alt="Close up of Gamercard logo on top of handheld." src="https://cdn.mos.cms.futurecdn.net/sEgSZTCYFGWuAnYr8LTbmc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>You arguably have to be a specific type of curious cat to let the Gamercard kill your thumbs with its strange rubber pad controls and no grips. I for one am certainly that kind of cat, and while there are drawbacks with using a handheld this thin, the entire setup provides a unique on the go gaming experience, warts and all. </p><p>It’s easy to simply brand the Gamercard as a ZX Spectrum based on its creator’s family name. For what it’s worth, Grant Sinclair is absolutely living up to his uncle’s legacy here with this handheld, innovating with a specific portable vision rather than just going with the flow. There are clear callbacks to the microcomputer weaved into this device’s design, but at the same time, I reckon the Raspberry Pi-based system deserves to be celebrated in its own right as something different play games on while RAMageddon wreaks havoc with higher spec options. </p><p>If you’re looking for portable perfection, you really shouldn’t be immediately reaching for the Gamercard. You won’t struggle to find another handheld that’ll provide your mitts with something conventional for console emulation, but they won’t quite feel as weird and exciting as this ultra-thin device. The idea here is that you’re getting a fresh platform to try that’s free from the old rhythm of installing Android apps, all while still having access to many of the same games as typical options.</p><p>This is arguably just the beginning for the Gamercard, and that personally helps me look past some of its flaws. The main storefront is still in beta, and as more developers are drawn to the platform, I suspect we’ll see hardware revisions and upgrades as the scene expands. I can’t wait to see what ends up on the Gamercard and how it evolves over time, and I’ve got a fully feeling we could be looking at the next big Indie powerhouse portable.</p><h2 id="how-i-tested-the-gamercard">How I tested the Gamercard</h2><p>For a month, I used the Gamercard as a handheld at home and while travelling to play its built-in games, experiment with RetroPi, and dive into PICO-8 releases using the app. Throughout that time, I assessed the portable console’s ergonomics and controls alongside its screen quality and clarity to weigh up whether it offers up a great way to play games compared to other options around the same price.</p><p>For more information on how we test handhelds and retro gadgets, swing by our full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a> for a full rundown.</p>
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                                                            <title><![CDATA[ The Poco F9 Ultra closes in on mainstream flagships, at a far lower price ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Poco has been producing anti-flagship phones for quite some time now, and while its latest F9 Ultra bumps up the price it's still a seriously competitive alternative to your go-to high-end Ultra Android devices. </p><p>The Poco F9 Ultra starts at $799 for a 12GB / 256GB configuration, moving up to $949 for 16GB / 512GB and $1,199 for 16GB / 1TB. That's $500 less than the Samsung Galaxy S26 Ultra at the bottom end of the spec list and $600 less if you're going for the full 1TB. </p><p>Considering it's packing a stunning visual and auditory experience, the battery life to see more casual users through days of pocket carrying, and enough speed to push the biggest games to their limits, things are looking pretty good here. </p><p>RedMagic has ruled the <a href="https://www.gamesradar.com/best-phones-for-gaming/">best gaming phone</a> roost year round, but if you don't want those hard angles and industrial aesthetics the Poco F9 Ultra could well be your next upgrade. </p><h2 class="article-body__section" id="section-key-features"><span>Key features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QAfyi8QJ7PU7Wcm6YhK3xa" name="Poco F9 Ultra" alt="Poco F9 Ultra smartphone standing upright on a wooden desk with blue backlighting" src="https://cdn.mos.cms.futurecdn.net/QAfyi8QJ7PU7Wcm6YhK3xa-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The first thing you might notice casting an eye over the Poco F9 Ultra's spec sheet is its use of the Snapdragon 8 Elite Gen 5 chipset. It's the brain powering the <a href="https://www.gamesradar.com/hardware/redmagic-11-pro-review/">RedMagic 11 Pro</a> at the top of the Android gaming tier list and you'll find the same chip in the <a href="https://www.gamesradar.com/hardware/samsung-galaxy-s26-ultra-review/">Samsung Galaxy S26 Ultra</a> as well. </p><p>Essentially, it's as fast as you'll find in most flagship releases from the last 12 months, even if the Gen 6 model is poised to take over in a short while. This is the base version, rather than the overclocked 8 Elite Gen 5 Leading Version positioned in the newer, and more expensive, <a href="https://www.gamesradar.com/hardware/redmagic-11s-pro-review/">RedMagic 11S Pro</a>. </p><p>Xiaomi has matched up 256GB storage options with 12GB RAM, while 512GB and 1TB models both upgrade to 16GB. Notably, the Samsung Galaxy S26 Ultra will still keep you at a lower memory amount with 512GB of storage. </p><div ><table><caption>Poco F9 Ultra Key Specs</caption><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$799 / $949 / $1,199</p></td></tr><tr><td class="firstcol " ><p><strong>Display</strong></p></td><td  ><p>6.9-inch AMOLED (1200x2608) at 185Hz</p></td></tr><tr><td class="firstcol " ><p><strong>Processor</strong></p></td><td  ><p>Snapdragon 8 Elite Gen 5</p></td></tr><tr><td class="firstcol " ><p><strong>RAM</strong></p></td><td  ><p>12GB / 16GB</p></td></tr><tr><td class="firstcol " ><p><strong>Storage</strong></p></td><td  ><p>256GB / 512GB / 1TB </p></td></tr><tr><td class="firstcol " ><p><strong>OS</strong></p></td><td  ><p>HyperOS 3 (Android 16)</p></td></tr><tr><td class="firstcol " ><p><strong>Cameras</strong></p></td><td  ><p>200MP Wide, 50MP Ultrawide, 50MP Telephoto (rear) | 32MP (front)</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>8050mAh</p></td></tr><tr><td class="firstcol " ><p><strong>Water resistance</strong></p></td><td  ><p>IP68</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>163.5 x 77.9 x 8.7 mm</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>235g</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-design"><span>Design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HTfVgs68gYeXj2phhpQHee" name="Poco F9 Ultra" alt="Hand holding Poco F9 Ultra so that its flat side and thickness is visible" src="https://cdn.mos.cms.futurecdn.net/HTfVgs68gYeXj2phhpQHee-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Having come from older Poco devices, there's nothing budget about this model's looks. The F9 Ultra could be an iPhone 18 Pro Max at first glance, with its soft rounded corners, bold grape color, and accented bulge around the camera array at the top. </p><p>It's a sophisticated design that marries well with the trends of more premium devices today. From its flat sides to soft-touch finishing on the rear panel, the Poco F9 Ultra certainly feels like an upgrade in the hand. </p><p>It's not quite backing that luxury up with its build materials compared to the real flagships, though. While the Samsung Galaxy S26 Ultra upgrades you to full Corning Gorilla Glass Armor 2, the F9 Ultra uses a simpler Corning Gorilla Glass 7i, which will drop anti-glare features. It's still the go-to for durability and scratch protection, but not the top end of the market. </p><p>Poco shares its aluminum frame with Samsung and Apple flagships, but swaps the former's Gorilla Armor 2 and the latter's Ceramic Shield glass backs for a lighter, cheaper glass-fiber polymer backing. </p><p>That doesn't mean it drops weight, though. In fact, I have smaller hands and struggled to wield full control of the F9 Ultra when held vertically in one hand. At 235g it's not wildly out of contention with its peers. The Samsung Galaxy S26 Ultra goes a little easier on the joints at 214g, while the iPhone 18 Pro Max comes in even heavier at 239g. </p><p>Sometimes cumbersome heft aside, though, that additional weight goes a long way to keeping the Poco F9 Ultra's overall feel competitive with far more expensive releases. There's a satisfying clunk to this thing, and landscape gaming positioning never felt too awkward over longer sessions. </p><h2 class="article-body__section" id="section-display"><span>Display</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MhdG9nyWxUizm22vohN5Cj" name="Poco F9 Ultra" alt="Poco F9 Ultra showing GamesRadar+ homepage on its display while being held in the hand" src="https://cdn.mos.cms.futurecdn.net/MhdG9nyWxUizm22vohN5Cj-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The main face is a 6.9-inch AMOLED display running at a blistering 185Hz refresh rate (though the vast majority of titles won't be able to make the most of those speeds), Dolby Vision and HDR10+ support, and a 1,200x2,608 resolution at a 416ppi density. </p><p>This is Samsung's M11 generation OLED panel, touted for far greater efficiency over previous displays while marketing materials are shouting about 10,000 nits of peak brightness. It's a particularly dazzling screen, yes, but those headlines should be taken with a grain of salt. Across the <em>whole </em>screen at once, this thing is generally hitting around 2,000 to 2,500 nits in its high brightness mode. </p><p>That's still going to be particularly punchy, and colors are represented well straight out of the box. Additional customization sliders are available for fine-tuning that color handling as you would like as well. Without any tweaks, colors remain vibrant and clearly defined, with even lower light video and game portions benefiting from enhanced detail and an appropriately moody tone. </p><p>Things aren't quite as bold as the RedMagic 11 Pro here, but there's a subtlety that the high-contrast cartoon-favoring Nubia device can't quite match. While RedMagic's panel seems a touch sharper in its presentation, the Poco F9 Ultra still manages to pair high-impact colors with natural toning. </p><p>Of course, we can't discuss that screen without talking about the full audio-visual experience when debating the F9 Ultra. That's because the OLED display is also accompanied by a robust three-speaker system pairing two stereo with one subwoofer for a 2.1 audio setup. </p><p>Located on the main back panel, this additional subwoofer comes courtesy of Bose, rounding out your phone's audio with a layer of bass that texturizes movies, music, and in-game sound effects in a way I haven't experienced before. You can leave the earbuds in the drawer for this one. </p><h2 class="article-body__section" id="section-cameras"><span>Cameras</span></h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/vstuKD4dg3PmjzLuLsxt38-1920-80.jpg" alt="A view of hills and houses shot on a Poco F9 Ultra smartphone" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/niLy6SL7SfvjGCmMWoAfED-1920-80.jpg" alt="A close up on a branch of green leaves shot on a Poco F9 Ultra smartphone" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/98WBipKQGZxrPyGYGrtovJ-1920-80.jpg" alt="A mid-shot of a brown dog on some grass shot on the Poco F9 Ultra smartphone" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/469drjiZR4mhbLM3wQQSWR-1920-80.jpg" alt="Close up on a pink flower shot on a Poco F9 Ultra smartphone" /><figcaption><small role="credit">Future</small></figcaption></figure></figure><p>A phone with this kind of screen refresh rate and power under the hood is usually geared towards dedicated mobile gamers, thereby dropping its focus on camera quality. Instead, the Poco F9 Ultra manages to squeeze an impressively competent 200MP main wide camera into its spec sheet, followed up with a 50MP ultrawide and a telephoto zoom at 50MP as well. </p><p>Stock daylight photos from the main camera run with clarity, a bold pop of color, and confident color handling. That's in the usual 50MP shooting mode, whacking things up to the dedicated 200MP shooting mode might have its appeal for those framing individually composed shots particularly thoughtfully (as long as subjects are still). For everyday use, though, its results aren't strong enough to warrant the extra shooting time. </p><p>Still, this is far more than you'll find on a traditional gaming device. In bright lighting, shots are toned nicely, with no over-processed color vibrancy, and a crisp, clean result. Darker scenes still give it something to think about, with smudges and smears creeping into finer details and a drop in both color and sharpness handling. </p><p>Highlights are well balanced, though, and more information has been retained by the sensor compared to cheaper dedicated gaming alternatives. </p><h2 class="article-body__section" id="section-software"><span>Software</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="i3hP7Xuvj4vioS2EBjVm3W" name="Poco F9 Ultra" alt="Poco F9 Ultra smartphone standing upright on a wooden desk display main homescreen page" src="https://cdn.mos.cms.futurecdn.net/i3hP7Xuvj4vioS2EBjVm3W-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Everything is running on Android 16 with HyperOS 3 over the top, good for four major OS updates in the future. There's a lot of extras to wade through when first setting up, with the usual suspects pre-installed and a range of additional menus to spring through as well. Overall, the software itself runs well with no bugs, hitches, or glitches in my weeks of testing. I never experienced menu slowdown or crashing, and navigation felt smooth. </p><p>There's a lot of borrowing here as well. Hyper Island functions similarly to Apple's Dynamic Island, with an always-on minimized view of certain apps and processes like timers, Spotify, and recording. </p><h2 class="article-body__section" id="section-gaming"><span>Gaming</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Z3goVrf27ScVHGsehA6Yka" name="Poco F9 Ultra" alt="Genshin Impact running on a Poco F9 Ultra smartphone stood up on a wooden table" src="https://cdn.mos.cms.futurecdn.net/Z3goVrf27ScVHGsehA6Yka-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Xiaomi made the choice to block UL Benchmarks' 3D Mark tool on its Poco devices, which means we've got good old lived experience to go off here. Geekbench 7 throws up a sturdy score of 2055 single-core and 8865 multi-core. </p><p>In practice this makes for incredibly smooth gameplay, whether I'm exploring Genshin Impact or stacking up a battlefield in MTG Arena. The 185Hz refresh rate doesn't exactly come into its own, there are only about 20 titles with support for these kinds of speeds. </p><p>It does, however, mean that more demanding titles, like the above and Call of Duty Mobile, can comfortably run in their higher graphical settings without having to sacrifice framerates. Too high a ceiling in a device undercutting others in price is never a bad thing. </p><h2 class="article-body__section" id="section-battery"><span>Battery</span></h2><p>Powering everything is a massive 8,050mAh battery, stomping all over the S26 Ultra's 5,000mAh and topping RedMagic's 7,500mAh on its 11-Series devices. Plough through that and you'll be glad for the 100W wired charging as well. In casual use, a few lighter games, music streaming, YouTube, calls and texts, and web browsing, I didn't need to plug in until day three. </p><p>Straight out the box (so with a fresh battery) an hour of Genshin Impact drove my charge down by 6% at 50% brightness, and 10% at full brightness. An hour of YouTube only killed 3% of the charge at 50%.  </p><h2 class="article-body__section" id="section-should-you-buy-the-poco-f9-ultra"><span>Should you buy the Poco F9 Ultra?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uYyuE24RZqe9kvfh4DFUoe" name="Poco F9 Ultra" alt="Hand holding Poco F9 Ultra smartphone over a wooden desk" src="https://cdn.mos.cms.futurecdn.net/uYyuE24RZqe9kvfh4DFUoe-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The Poco F9 Ultra is a sophisticated piece of tech undercutting its mainstream flagship competitors in price pretty easily. While that budget option would have been a lot cheaper a few years ago, the power, camera system, battery life, and combination of display and boosted speakers make for a compelling alternative to both dedicated gaming phones and fancy annual releases. </p><p>While its size and weight can prove a little tricky to wield in smaller hands, those after an immersive streaming, gaming, and web browsing experience that keeps up with the big dogs should certainly be interested. </p><h2 class="article-body__section" id="section-how-i-tested-the-poco-f9-ultra"><span>How I tested the Poco F9 Ultra</span></h2><p>I used the Poco F9 Ultra as my daily driver for a period of two weeks, with an additional week spent with the iPhone 13 Pro in my pocket for comparison. During that time, it ran my entire life while I also tested it across Call of Duty Mobile, Genshin Impact, MTG Arena, TMNT, and Marvel Snap. Battery tests were performed at both 50% and full brightness, while system performance was measured in Geekbench 7. For more information on how we make our recommendations, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>.</p><p><em>We're also hunting down the </em><a href="https://www.gamesradar.com/best-gaming-tablet/"><em>best gaming tablets</em></a><em> for a bigger screen, or the </em><a href="https://www.gamesradar.com/best-gaming-handheld/"><em>best gaming handhelds</em></a><em> for a more dedicated device. </em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/platforms/mobile-gaming/poco-f9-ultra-review/</link>
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                            <![CDATA[ The Poco F9 Ultra is the closest the brand has come to producing a real Samsung-killer, and I spent three weeks finding out what that looks like for gamers. ]]>
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                                                                        <pubDate>Wed, 23 Sep 2026 16:09:02 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Mobile Gaming]]></category>
                                                    <category><![CDATA[Android]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                                                                                    <dc:creator><![CDATA[ Tabitha Baker ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Pdm5hN2zwhdQpL8Amr4bW9-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Close up on camera and speaker on the back of the Poco F9 Ultra while being held in the hand]]></media:description>                                                            <media:text><![CDATA[Close up on camera and speaker on the back of the Poco F9 Ultra while being held in the hand]]></media:text>
                                <media:title type="plain"><![CDATA[Close up on camera and speaker on the back of the Poco F9 Ultra while being held in the hand]]></media:title>
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                                <p>Poco has been producing anti-flagship phones for quite some time now, and while its latest F9 Ultra bumps up the price it's still a seriously competitive alternative to your go-to high-end Ultra Android devices. </p><p>The Poco F9 Ultra starts at $799 for a 12GB / 256GB configuration, moving up to $949 for 16GB / 512GB and $1,199 for 16GB / 1TB. That's $500 less than the Samsung Galaxy S26 Ultra at the bottom end of the spec list and $600 less if you're going for the full 1TB. </p><p>Considering it's packing a stunning visual and auditory experience, the battery life to see more casual users through days of pocket carrying, and enough speed to push the biggest games to their limits, things are looking pretty good here. </p><p>RedMagic has ruled the <a href="https://www.gamesradar.com/best-phones-for-gaming/">best gaming phone</a> roost year round, but if you don't want those hard angles and industrial aesthetics the Poco F9 Ultra could well be your next upgrade. </p><h2 class="article-body__section" id="section-key-features"><span>Key features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QAfyi8QJ7PU7Wcm6YhK3xa" name="Poco F9 Ultra" alt="Poco F9 Ultra smartphone standing upright on a wooden desk with blue backlighting" src="https://cdn.mos.cms.futurecdn.net/QAfyi8QJ7PU7Wcm6YhK3xa-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The first thing you might notice casting an eye over the Poco F9 Ultra's spec sheet is its use of the Snapdragon 8 Elite Gen 5 chipset. It's the brain powering the <a href="https://www.gamesradar.com/hardware/redmagic-11-pro-review/">RedMagic 11 Pro</a> at the top of the Android gaming tier list and you'll find the same chip in the <a href="https://www.gamesradar.com/hardware/samsung-galaxy-s26-ultra-review/">Samsung Galaxy S26 Ultra</a> as well. </p><p>Essentially, it's as fast as you'll find in most flagship releases from the last 12 months, even if the Gen 6 model is poised to take over in a short while. This is the base version, rather than the overclocked 8 Elite Gen 5 Leading Version positioned in the newer, and more expensive, <a href="https://www.gamesradar.com/hardware/redmagic-11s-pro-review/">RedMagic 11S Pro</a>. </p><p>Xiaomi has matched up 256GB storage options with 12GB RAM, while 512GB and 1TB models both upgrade to 16GB. Notably, the Samsung Galaxy S26 Ultra will still keep you at a lower memory amount with 512GB of storage. </p><div ><table><caption>Poco F9 Ultra Key Specs</caption><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$799 / $949 / $1,199</p></td></tr><tr><td class="firstcol " ><p><strong>Display</strong></p></td><td  ><p>6.9-inch AMOLED (1200x2608) at 185Hz</p></td></tr><tr><td class="firstcol " ><p><strong>Processor</strong></p></td><td  ><p>Snapdragon 8 Elite Gen 5</p></td></tr><tr><td class="firstcol " ><p><strong>RAM</strong></p></td><td  ><p>12GB / 16GB</p></td></tr><tr><td class="firstcol " ><p><strong>Storage</strong></p></td><td  ><p>256GB / 512GB / 1TB </p></td></tr><tr><td class="firstcol " ><p><strong>OS</strong></p></td><td  ><p>HyperOS 3 (Android 16)</p></td></tr><tr><td class="firstcol " ><p><strong>Cameras</strong></p></td><td  ><p>200MP Wide, 50MP Ultrawide, 50MP Telephoto (rear) | 32MP (front)</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>8050mAh</p></td></tr><tr><td class="firstcol " ><p><strong>Water resistance</strong></p></td><td  ><p>IP68</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>163.5 x 77.9 x 8.7 mm</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>235g</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-design"><span>Design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HTfVgs68gYeXj2phhpQHee" name="Poco F9 Ultra" alt="Hand holding Poco F9 Ultra so that its flat side and thickness is visible" src="https://cdn.mos.cms.futurecdn.net/HTfVgs68gYeXj2phhpQHee-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Having come from older Poco devices, there's nothing budget about this model's looks. The F9 Ultra could be an iPhone 18 Pro Max at first glance, with its soft rounded corners, bold grape color, and accented bulge around the camera array at the top. </p><p>It's a sophisticated design that marries well with the trends of more premium devices today. From its flat sides to soft-touch finishing on the rear panel, the Poco F9 Ultra certainly feels like an upgrade in the hand. </p><p>It's not quite backing that luxury up with its build materials compared to the real flagships, though. While the Samsung Galaxy S26 Ultra upgrades you to full Corning Gorilla Glass Armor 2, the F9 Ultra uses a simpler Corning Gorilla Glass 7i, which will drop anti-glare features. It's still the go-to for durability and scratch protection, but not the top end of the market. </p><p>Poco shares its aluminum frame with Samsung and Apple flagships, but swaps the former's Gorilla Armor 2 and the latter's Ceramic Shield glass backs for a lighter, cheaper glass-fiber polymer backing. </p><p>That doesn't mean it drops weight, though. In fact, I have smaller hands and struggled to wield full control of the F9 Ultra when held vertically in one hand. At 235g it's not wildly out of contention with its peers. The Samsung Galaxy S26 Ultra goes a little easier on the joints at 214g, while the iPhone 18 Pro Max comes in even heavier at 239g. </p><p>Sometimes cumbersome heft aside, though, that additional weight goes a long way to keeping the Poco F9 Ultra's overall feel competitive with far more expensive releases. There's a satisfying clunk to this thing, and landscape gaming positioning never felt too awkward over longer sessions. </p><h2 class="article-body__section" id="section-display"><span>Display</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MhdG9nyWxUizm22vohN5Cj" name="Poco F9 Ultra" alt="Poco F9 Ultra showing GamesRadar+ homepage on its display while being held in the hand" src="https://cdn.mos.cms.futurecdn.net/MhdG9nyWxUizm22vohN5Cj-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The main face is a 6.9-inch AMOLED display running at a blistering 185Hz refresh rate (though the vast majority of titles won't be able to make the most of those speeds), Dolby Vision and HDR10+ support, and a 1,200x2,608 resolution at a 416ppi density. </p><p>This is Samsung's M11 generation OLED panel, touted for far greater efficiency over previous displays while marketing materials are shouting about 10,000 nits of peak brightness. It's a particularly dazzling screen, yes, but those headlines should be taken with a grain of salt. Across the <em>whole </em>screen at once, this thing is generally hitting around 2,000 to 2,500 nits in its high brightness mode. </p><p>That's still going to be particularly punchy, and colors are represented well straight out of the box. Additional customization sliders are available for fine-tuning that color handling as you would like as well. Without any tweaks, colors remain vibrant and clearly defined, with even lower light video and game portions benefiting from enhanced detail and an appropriately moody tone. </p><p>Things aren't quite as bold as the RedMagic 11 Pro here, but there's a subtlety that the high-contrast cartoon-favoring Nubia device can't quite match. While RedMagic's panel seems a touch sharper in its presentation, the Poco F9 Ultra still manages to pair high-impact colors with natural toning. </p><p>Of course, we can't discuss that screen without talking about the full audio-visual experience when debating the F9 Ultra. That's because the OLED display is also accompanied by a robust three-speaker system pairing two stereo with one subwoofer for a 2.1 audio setup. </p><p>Located on the main back panel, this additional subwoofer comes courtesy of Bose, rounding out your phone's audio with a layer of bass that texturizes movies, music, and in-game sound effects in a way I haven't experienced before. You can leave the earbuds in the drawer for this one. </p><h2 class="article-body__section" id="section-cameras"><span>Cameras</span></h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/vstuKD4dg3PmjzLuLsxt38-1920-80.jpg" alt="A view of hills and houses shot on a Poco F9 Ultra smartphone" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/niLy6SL7SfvjGCmMWoAfED-1920-80.jpg" alt="A close up on a branch of green leaves shot on a Poco F9 Ultra smartphone" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/98WBipKQGZxrPyGYGrtovJ-1920-80.jpg" alt="A mid-shot of a brown dog on some grass shot on the Poco F9 Ultra smartphone" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/469drjiZR4mhbLM3wQQSWR-1920-80.jpg" alt="Close up on a pink flower shot on a Poco F9 Ultra smartphone" /><figcaption><small role="credit">Future</small></figcaption></figure></figure><p>A phone with this kind of screen refresh rate and power under the hood is usually geared towards dedicated mobile gamers, thereby dropping its focus on camera quality. Instead, the Poco F9 Ultra manages to squeeze an impressively competent 200MP main wide camera into its spec sheet, followed up with a 50MP ultrawide and a telephoto zoom at 50MP as well. </p><p>Stock daylight photos from the main camera run with clarity, a bold pop of color, and confident color handling. That's in the usual 50MP shooting mode, whacking things up to the dedicated 200MP shooting mode might have its appeal for those framing individually composed shots particularly thoughtfully (as long as subjects are still). For everyday use, though, its results aren't strong enough to warrant the extra shooting time. </p><p>Still, this is far more than you'll find on a traditional gaming device. In bright lighting, shots are toned nicely, with no over-processed color vibrancy, and a crisp, clean result. Darker scenes still give it something to think about, with smudges and smears creeping into finer details and a drop in both color and sharpness handling. </p><p>Highlights are well balanced, though, and more information has been retained by the sensor compared to cheaper dedicated gaming alternatives. </p><h2 class="article-body__section" id="section-software"><span>Software</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="i3hP7Xuvj4vioS2EBjVm3W" name="Poco F9 Ultra" alt="Poco F9 Ultra smartphone standing upright on a wooden desk display main homescreen page" src="https://cdn.mos.cms.futurecdn.net/i3hP7Xuvj4vioS2EBjVm3W-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Everything is running on Android 16 with HyperOS 3 over the top, good for four major OS updates in the future. There's a lot of extras to wade through when first setting up, with the usual suspects pre-installed and a range of additional menus to spring through as well. Overall, the software itself runs well with no bugs, hitches, or glitches in my weeks of testing. I never experienced menu slowdown or crashing, and navigation felt smooth. </p><p>There's a lot of borrowing here as well. Hyper Island functions similarly to Apple's Dynamic Island, with an always-on minimized view of certain apps and processes like timers, Spotify, and recording. </p><h2 class="article-body__section" id="section-gaming"><span>Gaming</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Z3goVrf27ScVHGsehA6Yka" name="Poco F9 Ultra" alt="Genshin Impact running on a Poco F9 Ultra smartphone stood up on a wooden table" src="https://cdn.mos.cms.futurecdn.net/Z3goVrf27ScVHGsehA6Yka-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Xiaomi made the choice to block UL Benchmarks' 3D Mark tool on its Poco devices, which means we've got good old lived experience to go off here. Geekbench 7 throws up a sturdy score of 2055 single-core and 8865 multi-core. </p><p>In practice this makes for incredibly smooth gameplay, whether I'm exploring Genshin Impact or stacking up a battlefield in MTG Arena. The 185Hz refresh rate doesn't exactly come into its own, there are only about 20 titles with support for these kinds of speeds. </p><p>It does, however, mean that more demanding titles, like the above and Call of Duty Mobile, can comfortably run in their higher graphical settings without having to sacrifice framerates. Too high a ceiling in a device undercutting others in price is never a bad thing. </p><h2 class="article-body__section" id="section-battery"><span>Battery</span></h2><p>Powering everything is a massive 8,050mAh battery, stomping all over the S26 Ultra's 5,000mAh and topping RedMagic's 7,500mAh on its 11-Series devices. Plough through that and you'll be glad for the 100W wired charging as well. In casual use, a few lighter games, music streaming, YouTube, calls and texts, and web browsing, I didn't need to plug in until day three. </p><p>Straight out the box (so with a fresh battery) an hour of Genshin Impact drove my charge down by 6% at 50% brightness, and 10% at full brightness. An hour of YouTube only killed 3% of the charge at 50%.  </p><h2 class="article-body__section" id="section-should-you-buy-the-poco-f9-ultra"><span>Should you buy the Poco F9 Ultra?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uYyuE24RZqe9kvfh4DFUoe" name="Poco F9 Ultra" alt="Hand holding Poco F9 Ultra smartphone over a wooden desk" src="https://cdn.mos.cms.futurecdn.net/uYyuE24RZqe9kvfh4DFUoe-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The Poco F9 Ultra is a sophisticated piece of tech undercutting its mainstream flagship competitors in price pretty easily. While that budget option would have been a lot cheaper a few years ago, the power, camera system, battery life, and combination of display and boosted speakers make for a compelling alternative to both dedicated gaming phones and fancy annual releases. </p><p>While its size and weight can prove a little tricky to wield in smaller hands, those after an immersive streaming, gaming, and web browsing experience that keeps up with the big dogs should certainly be interested. </p><h2 class="article-body__section" id="section-how-i-tested-the-poco-f9-ultra"><span>How I tested the Poco F9 Ultra</span></h2><p>I used the Poco F9 Ultra as my daily driver for a period of two weeks, with an additional week spent with the iPhone 13 Pro in my pocket for comparison. During that time, it ran my entire life while I also tested it across Call of Duty Mobile, Genshin Impact, MTG Arena, TMNT, and Marvel Snap. Battery tests were performed at both 50% and full brightness, while system performance was measured in Geekbench 7. For more information on how we make our recommendations, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>.</p><p><em>We're also hunting down the </em><a href="https://www.gamesradar.com/best-gaming-tablet/"><em>best gaming tablets</em></a><em> for a bigger screen, or the </em><a href="https://www.gamesradar.com/best-gaming-handheld/"><em>best gaming handhelds</em></a><em> for a more dedicated device. </em></p>
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                                                            <title><![CDATA[ Alienware AW2726DM review ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I’ll admit that I almost yawned at the thought of the Alienware AW2726DM, as I figured it was yet another 27-inch QD-OLED gaming monitor. Technically, that’s true, but this screen’s superpowers aren’t in its commendable panel specs, and it certainly won’t woe you with additional fancy features. No, instead, Dell has created a display that delivers what a thousand bucks used to get you for under $400, and that is frankly incredible.</p><p>I’d even go as far as to say that the Alienware AW2726DM puts plenty of the <a href="https://www.gamesradar.com/best-gaming-monitors-compared/">best gaming monitor</a> contenders out of the race based on price alone. Other brands have been working on building a kingdom of sub-$500 before now, but I’m used to seeing options by lesser-known brands like KTC use the same WOLED panel that was high-end in 2023 to only just hit that bracket.</p><p>Effectively, the gaming monitor landscape is a completely different place three years later. Now, unless you’re gunning for absurd refresh rates, you can easily find a 27-inch 1440p panel with 240Hz capabilities infused with Quantum Dot OLED abilities, and while the Alienware AW2726DM cuts back on extras to make a $349.99 price tag happen, that hardly matters in the face of ridiculous value-embued vibrant visuals.</p><div ><table><caption>Alienware AW2726DM specs</caption><tbody><tr><td class="firstcol " ><p>Price (MSRP)</p></td><td  ><p>$349 / £369</p></td></tr><tr><td class="firstcol " ><p>Panel type</p></td><td  ><p>QD-OLED</p></td></tr><tr><td class="firstcol " ><p>Screen size</p></td><td  ><p>27-inch</p></td></tr><tr><td class="firstcol " ><p>Ports</p></td><td  ><p>2 x HDMI 2.1, DisplayPort 1.4a, 3.5mm headphone jack</p></td></tr><tr><td class="firstcol " ><p>Aspect ratio</p></td><td  ><p>16:9</p></td></tr><tr><td class="firstcol " ><p>Resolution</p></td><td  ><p>2560 x 1440 </p></td></tr><tr><td class="firstcol " ><p>Refresh rate</p></td><td  ><p>240Hz</p></td></tr><tr><td class="firstcol " ><p>Brightness</p></td><td  ><p>250 nits</p></td></tr><tr><td class="firstcol " ><p>Viewing angles</p></td><td  ><p>178°/178°</p></td></tr><tr><td class="firstcol " ><p>Contrast ratio</p></td><td  ><p>1,500,000:1</p></td></tr></tbody></table></div><h2 id="feels-can-be-deceiving">Feels can be deceiving</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/7MrayDUNvQiM5xNNxrQNR5-1920-80.jpg" alt="Alienware AW2726DM on black desk with screen off." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/cYB5EorYmMNM3hEY9oJnc5-1920-80.png" alt="Back view of Alienware AW2726DM." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XTufxe7CEQUPpPiuPA8J95-1920-80.jpg" alt="Close up of Alienware AW2726DM base stand on black desk." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ashDvL8w9UsZwwPrKSoiC5-1920-80.jpg" alt="Close up of Alienware AW2726DM stand with VESA screws inserted." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure></figure><p>I want to note right away that upon taking the AW2726DM out of its cardboard prison, it admittedly felt like I was unboxing an Alienware screen from a few years ago. Everything from the fact that you have to screw the pedestal stand to the back ( the last reviewer to use this sample misplaced the VESA screws, so I had to use my spares) to the minimalist square base that doesn’t quite feel like a style choice stood out.</p><p>I wasn’t offended by the less lavish vibes of the AW2726DM, but it did serve as a firm reminder that we’re talking about a mid-range monitor. Dell always likes to signal product categories through feel, which is why the Alienware AW2725Q pairs a ridiculously dense 27-inch 4K panel with a bougie bubble getup that requires no screwing thanks to a quick-release system. </p><p>The stand also fully incorporates cable management into its plinth, and I’ll get to what’s happening with the AW2726DM. First, though, I want to float the idea that none of those small touches really matter when you’re paying under $400 and getting a more than cromulent QD-OLED 27-inch 1440p experience. Yes. I’d rather not have to fetch a screwdriver to whack together a screen in 2026, but hey, if it can contribute to prices this affordable, I’ll happily ditch the “ready in two clicks” world.</p><h2 id="you-spin-me-right-round">You spin me right round</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MQqR78EyoJPgiHUjBgHUgF" name="Alienware-AW2726DM-base" alt="Alienware AW2726DM base with rotating disk in middle." src="https://cdn.mos.cms.futurecdn.net/MQqR78EyoJPgiHUjBgHUgF-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Given that the stand is a no-thrills, screw-based, square base with nothing to really offer visually, you’d think I’d be done talking about it. However, there’s a sneaky extra hiding under the base of the AW2726DM, as not unlike the much more expensive Sony Inzone M10S II, it has 360° movement. The square is sitting right on top of what reminds me of a microwave plate, allowing it to spin round (like a record, baby) rather than using a traditional pivot. </p><p>There’s something slightly odd about spinning a square, but the 360° pivot is smooth enough. No, it’s not as slick as Sony’s setup, and the fact it adds height to the frumpy, angular pedestal doesn’t help the visual side of things. But, the part that matters is that offers up circular movement with ease, all while even going above and beyond the Inzone M10S and its sequel by including a vertical 90° pivot alongside the standard tilt.</p><p>You’ll tire of me circling back to price, but again, we’re talking about a $349 monitor. The Alienware AW2726DM could have probably gotten away with doing zilch extra with the stand, but instead, Dell decided to include a useful 360° mechanism as a gesture, just so you don’t feel like it completely sidelined extras in the name of affordable screen specs.</p><h2 id="what-cable-management">What cable management?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="U7WMFbZc6MkbqPgCYSEY93" name="Alienware-AW2726DM-cable-management" alt="Close up of Alienware AW2726DM monitor with cables running out the back." src="https://cdn.mos.cms.futurecdn.net/U7WMFbZc6MkbqPgCYSEY93-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>You wire warriors out there aren’t going to like this, but the Alienware AW2726DM doesn’t know the meaning of the word cable management. The plinth lacks even a basic through-hole for the DisplayPort and HDMI under the usual lip, meaning there’s nowhere for them to hide. Since the power supply is built in this time around, that means you’re immediately faced with a chonky AC cord to conceal, and unless you get creative, you’ll see it hanging out on the right-hand side.</p><p>Here’s the thing: I fully believe every monitor should come with a stand (looking at you, Dough Spectrum Black 27). At the same time, I get why Dell has stuck with the absolute basics here in the name of a lower price. If you really want things to look super clean and stylish, you’ll probably end up looking at monitor arms or more lavish extras, and those are going to provide you with on-board cable management solutions. </p><p>It’s all in the price; if the Alienware AW2726DM came in at over $500, I’d be dunking on Dell for the zero attention to cable management. At the same time, it’s strange that there isn’t at least include a clip for the back, as that’d help bunch together wires behind the 27-inch panel, so they’re not just *there*.</p><h2 id="glare-that-s-easier-to-bear">Glare that’s easier to bear</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3CtEck6SVazYdxUDvY9ngT" name="Alienware-AW2726DM-glare" alt="Alienware AW2726DM monitor angled towards south facing window with reflections on screen." src="https://cdn.mos.cms.futurecdn.net/3CtEck6SVazYdxUDvY9ngT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">This is a worst-case scenario for the Alienware AW2726DM, but when it's not angled towards a south facing window, it's less reflective than other glossy panels. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>This is yet another glossy QD-OLED display, so I fully expected the Alienware AW2726DM to fall folly to my south-facing window. The reflective screen absolutely suffers from glare exactly how you’d expect, but it’s nowhere near as aggressive as I was anticipating. The anti-glare coating is clearly hard at work preventing the panel from becoming a mirror like the Philips Evnia 32M2N8900, and with the screen powered on, it does a better job kicking reflections to the curb than many other QD-OLED options.</p><p>When powered off, the Alienware AW2726DM lacks that distinctive purple hue that other QD-OLED monitors present in daylight. Theoretically, that means you’ll get truer blacks even when playing in very bright rooms, but your mileage may vary based on setup placement and how direct light sources actually are. This model is still using the same Quantum Dot polarizing film that catches light in the same way, as that’s fundamental to the pros as well as the cons. But hey, as far as my test setup is concerned, you could almost mistake this screen for a WOLED when it’s powered off. </p><h2 id="joystick-joy">Joystick joy</h2><p>I’m about to surprise even myself, as while I always make a point on moaning about monitors not coming with remote, Dell has really dialled in its OSD joystick. That is to say that the nub on the Alienware AW2726DM is pleasant to use compared to most I’ve tried, offering easy-to-reach controls close to the right-hand side, paired with an on-screen interface that’s very toggle-friendly.</p><p>At its price, the Alienware AW2726DM was never going to come with a remote control. I’m perfectly comfortable dunking on more premium displays for going without, but the fact that Dell’s screen offers up a better joystick than many other models out there speaks volumes. It’s still my least favorite way to access screen features and specs by a long mile, and while I’m giving this screen a “pass”, you can fully expect to hear me shout about wireless buttons for many reviews to come.</p><h2 id="on-screen-features">On-screen features </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tPHBwr9EA6NkxaRXm9toDb" name="Alienware-AW2726DM-osd" alt="Close up of Alienware AW2726DM monitor OSD menu with Overwatch running in background." src="https://cdn.mos.cms.futurecdn.net/tPHBwr9EA6NkxaRXm9toDb-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>While I’m on the OSD, you wouldn’t know that this is a cheaper QD-OLED display flicking through the Alienware AW2726DM’s options and settings. It still has all the picture modes, smart HDR dials, and OLED care options you’d expect from any modern Dell monitor, and you’ll have practically everything you need to enjoy the same experience as on a higher-tier model.</p><p>The real difference here is actually found between brands. The essence of a high-end monitor has changed, and you now have screens boasting dual-mode resolution and refresh rate abilities, alongside more customizable OLED care options and tricks like anti-VRR flicker if you need speedy competitive clarity. You won’t find that with the Alienware AW2726DM, but you won’t be missing any of the fundamentals or those more gaming-focused toggles, like crosshairs and frame counters. </p><h2 id="a-visual-punch-above-its-price-range">A visual punch above its price range</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dL7V5XXhfgeWX7wySnrHHc" name="Alienware-AW2726DM-overwatch" alt="Alienware AW2726DM monitor with Overwatch character select on screen and Pharah selected." src="https://cdn.mos.cms.futurecdn.net/dL7V5XXhfgeWX7wySnrHHc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I want to lay down some basic facts before sharing my Alienware AW2726DM visual impressions. To start, this is a 1440p 240Hz monitor, and on paper, that’s not super impressive when you’ve got QHD options pushing 540Hz. While it’s a QD-OLED display, that tech is also not so lavish in the face of new Tandem OLED panels that stack multiple light-emitting layers to raise the brightness bar.  </p><p>And yet, the Alienware AW2726DM still feels like the sort of vibrant, high-end panel you’d pay over $500 for. There’s always a point where all the lavish tech premium players have been enjoying becomes the norm for everyone else, but I wasn’t quite expecting QD-OLED to enter that zone this quickly, especially given the overarching woes of gaming hardware prices right now. For the price, this screen will put a smile on the faces of anyone with a sub $400 budget upgrading from an older IPS panel or even a cheaper WOLED, and its achievements really outweigh the caveats.</p><p>I don’t want to bury those said caveats under words of excellent value adornment, so I’ll start with the AW2726DM’s brightness. Dell’s display measures in at around 250 nits in SDR and up to 440 nits in HDR True Black mode, so it’s behind many contenders on paper. In real-life scenarios, the results feel slightly more dialled back than that, and just like traditional QD-OLED setups, I’d stick to light-controlled rooms for the best results. </p><p>Outside of some brightness drawbacks, there’s little room for complaint with the  AW2726DM’s vibrancy, colors, and black levels. Having already tested a bunch of Dell’s QD-OLED options, I’m of the opinion that this cheaper Alienware model hits all the same notes, providing rich visuals with colors that pop nicely. If I were to plonk this panel next to its higher-end counterparts, I do suspect I’d notice a difference in contrast, if not some varying results due to the dialled-back brightness. But, in a normal situation, you’ll be able to easily appreciate what this monitor provides.</p><p>I wasn’t really expecting anything less from the Samsung QD-OLED panel at the heart of this Alienware screen. It certainly has all the nerdy specs to back up its abilities, including a 99% DCI-P3 coverage and 1,500,000:1 contrast ratio. That translates to exceptional vibrancy in everything from indie romps, to the high-end PC capers, and dare I say, PS4 outings and retro games (hold your horses, more on that is coming). </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AGAr8aB4MzcyowmeKL7tEJ" name="Alienware-AW2726DM-ps5" alt="Alienware AW2726DM monitor with Spyro the Dragon gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/AGAr8aB4MzcyowmeKL7tEJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Forgive me: my PS5 DualShock bit the dust while grabbing example photos, so I wasn't able to show off PlayStation 5 games running. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Just like with any PC-focused monitor, pretty visuals are half the story, as these screens need to hold their own in competitive shooters. That still applies even when dealing with a more “casual” QHD 240Hz setup, and I’m pleased to say this screen feels just as responsive as comparable panels I’ve tried. Having just wrapped up playing Overwatch and other first-person shooters on screen with 720Hz abilities, I can naturally feel a difference when lying around as Pharah. It’s not something I’d say you’ll notice unless you’ve subjected yourself to demonic display refresh rates, though, and it still feels as responsive as any other OLED with a 0.03ms GtG response time. </p><h2 id="retro-gaming-ruin">Retro gaming ruin</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/dQ8eybkbq6uzEHSxMXLqCJ-1920-80.jpg" alt="Alienware AW2726DM monitor with PS2 connected via upscaler and Baldur's Gate Dark Alliance gameplay on screen and stretched visuals at 720p." /><figcaption>At 720p, the aspect ratio is stretched to 16:9.<small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/BqkUaUsnSLrZSxqqk7uNGJ-1920-80.jpg" alt="Alienware AW2726DM monitor with PS2 connected via upscaler and Baldur's Gate Dark Alliance gameplay on screen and squashed visuals at 960p." /><figcaption>At 960p, the 4:3 image is squashed into a square and misinterpreted as 5:4.<small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/uQqqTuJqWBdaLjhVfEDnDJ-1920-80.jpg" alt="Alienware AW2726DM monitor with PS2 connected via upscaler and Baldur's Gate Dark Alliance gameplay on screen and correct 4:3 visuals at 1080p." /><figcaption>You'll get the correct 4:3 aspect ratio at 1080p, but the image is soft.<small role="credit">Phil Hayton</small></figcaption></figure></figure><p>I’ve started testing more gaming monitors on the bench as retro console screens, and while that might sound strange, I do it with dutiful purpose. You see, while it’s reasonable to assume all screens will play nice with upscalers and adapters, I’m finding that most options don’t know how to handle specific resolutions, resulting in either squished aspect ratios, forced widescreen, or blurriness due to mismatched scaling.</p><p>The Alienware AW2726DM sadly fails to play nice with anything that isn’t a “standard resolution.” In fact, the Samsung panel pretty much handles the GBS-C set to x in the same way as the Sony Inzone M10S II. It misinterprets 1280x960 as 1280x1024, meaning the integer-scaled 4:3 visuals of consoles are squished into 5:4, while 720p is forced into widescreen. It virtually means that if you’re looking into how to connect retro consoles to modern TVs or monitors, you shouldn’t specifically pick up this screen with that in mind.</p><p>Okay, yes, very few people will be looking specifically for a QD-OLED Alienware for retro gaming. That’s not to say lots of players won’t pick this screen up with the intention of playing classic capers on it too, and since it is a bit iffy with handling the right resolutions, it means you might be better off looking elsewhere. I should note that the quirks aren’t inherent to this panel’s price point, and ultimately, the issues stem from a lack of provisions in the firmware rather than a general incompatibility. </p><h2 id="should-you-pick-up-the-alienware-aw2726dm">Should you pick up the Alienware AW2726DM?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="E54TxtWmJveAo6E9ZK4zy6" name="Alienware-AW2726DM-should-you-buy" alt="Alienware AW2726DM monitor on black desk with PS2 connected via upscaler and Baldur's Gate Dark Alliance gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/E54TxtWmJveAo6E9ZK4zy6-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I don’t want to be dramatic, but the Alienware AW2726DM marks a big moment in the QD-OLED scene. As an option from what is usually a more premium-focused brand, this 27-inch 1440p display changes what to expect for under $400, serving as one of the best-value gaming monitors I’ve tested for quite a while.</p><p>There’s no point pretending the AW2726DM can trade blows with the absolute best screens out there, as it dials back brightness and drops virtually every other hardware feature to hit its target price. I can absolutely respect Dell for doing that, though, especially since extras like USB hubs, KVM switching, and RGB tomfoolery aren’t universally appreciated by all players. </p><p>If you simply care about getting an excellent QD-OLED display and you’re not fussed about bells and whistles, the Alienware AW2726DM is a no-brainer. We’ll no doubt see other options fight for supremacy in the sub-$400 range soon, but until that happens, Dell’s delightfully affordable display is the one I’d watch out for.</p><h2 id="how-i-tested-the-alienware-aw2726dm">How I tested the Alienware AW2726DM</h2><p>For a month, I used the Alienware AW2726DM as my main gaming monitor while also testing the QD-OLED display on a specific workbench. During that time, I assessed qualities like anti-glare, brightness, and vibrancy while weighing up its features and abilities against its price point. </p><p>To ensure that my testing stayed true to real-life scenarios, I used the Alienware AW2726DM with a PS5, PC, and an HDMI upscaler for retro consoles. That allowed me to test responsiveness in shooters like Overwatch while assessing brightness and vibrancy across single-player releases.</p><p>For more information on <a href="https://www.gamesradar.com/how-we-test-monitors-on-gamesradar/">how we test gaming monitors</a>, swing by our full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a> for a full rundown.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/tvs-monitors/alienware-aw2726dm-review/</link>
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                            <![CDATA[ The Alienware AW2726DM represents a shift in the QD-OLED monitor scene, as it offers top-tier vibrancy in a 27-inch 1440p package for under $400. ]]>
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                                                                        <pubDate>Wed, 23 Sep 2026 11:42:31 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[TVs & Monitors]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                                                                <author><![CDATA[ phil.hayton@futurenet.com (Phil Hayton) ]]></author>                    <dc:creator><![CDATA[ Phil Hayton ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ygA7jyaZ6Q8QizTZkkHFE8-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;I’ve been messing around with PCs, video game consoles, and tech since before I could speak. Don’t get me wrong, I kickstarted my relationship with technology by jamming a Hot Wheels double-decker bus into my parent’s VCR, but we all have to start somewhere. I even somehow managed to become a walking, talking buyer’s guide at my teenage supermarket job, which helped me accept my career fate. So, rather than try to realise my musician dreams, or see out my University degree, I started running my own retro pop culture site and writing about video games and tech for the likes of TechRadar, The Daily Star, and the BBC before eventually ending up with a job covering graphics card shenanigans at PCGamesN. Now, I’m your friendly neighbourhood Hardware Editor at GamesRadar, and it’s my job to make sure you can kick butt in all your favourite games using the best gaming hardware, whether you’re a sucker for handhelds like the Steam Deck and Nintendo Switch or a hardcore gaming PC enthusiast. &lt;/p&gt;&lt;p&gt;&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Alienware AW2726DM monitor on black desk with Overwatch loading screen displayed.]]></media:description>                                                            <media:text><![CDATA[Alienware AW2726DM monitor on black desk with Overwatch loading screen displayed.]]></media:text>
                                <media:title type="plain"><![CDATA[Alienware AW2726DM monitor on black desk with Overwatch loading screen displayed.]]></media:title>
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                                <p>I’ll admit that I almost yawned at the thought of the Alienware AW2726DM, as I figured it was yet another 27-inch QD-OLED gaming monitor. Technically, that’s true, but this screen’s superpowers aren’t in its commendable panel specs, and it certainly won’t woe you with additional fancy features. No, instead, Dell has created a display that delivers what a thousand bucks used to get you for under $400, and that is frankly incredible.</p><p>I’d even go as far as to say that the Alienware AW2726DM puts plenty of the <a href="https://www.gamesradar.com/best-gaming-monitors-compared/">best gaming monitor</a> contenders out of the race based on price alone. Other brands have been working on building a kingdom of sub-$500 before now, but I’m used to seeing options by lesser-known brands like KTC use the same WOLED panel that was high-end in 2023 to only just hit that bracket.</p><p>Effectively, the gaming monitor landscape is a completely different place three years later. Now, unless you’re gunning for absurd refresh rates, you can easily find a 27-inch 1440p panel with 240Hz capabilities infused with Quantum Dot OLED abilities, and while the Alienware AW2726DM cuts back on extras to make a $349.99 price tag happen, that hardly matters in the face of ridiculous value-embued vibrant visuals.</p><div ><table><caption>Alienware AW2726DM specs</caption><tbody><tr><td class="firstcol " ><p>Price (MSRP)</p></td><td  ><p>$349 / £369</p></td></tr><tr><td class="firstcol " ><p>Panel type</p></td><td  ><p>QD-OLED</p></td></tr><tr><td class="firstcol " ><p>Screen size</p></td><td  ><p>27-inch</p></td></tr><tr><td class="firstcol " ><p>Ports</p></td><td  ><p>2 x HDMI 2.1, DisplayPort 1.4a, 3.5mm headphone jack</p></td></tr><tr><td class="firstcol " ><p>Aspect ratio</p></td><td  ><p>16:9</p></td></tr><tr><td class="firstcol " ><p>Resolution</p></td><td  ><p>2560 x 1440 </p></td></tr><tr><td class="firstcol " ><p>Refresh rate</p></td><td  ><p>240Hz</p></td></tr><tr><td class="firstcol " ><p>Brightness</p></td><td  ><p>250 nits</p></td></tr><tr><td class="firstcol " ><p>Viewing angles</p></td><td  ><p>178°/178°</p></td></tr><tr><td class="firstcol " ><p>Contrast ratio</p></td><td  ><p>1,500,000:1</p></td></tr></tbody></table></div><h2 id="feels-can-be-deceiving">Feels can be deceiving</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/7MrayDUNvQiM5xNNxrQNR5-1920-80.jpg" alt="Alienware AW2726DM on black desk with screen off." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/cYB5EorYmMNM3hEY9oJnc5-1920-80.png" alt="Back view of Alienware AW2726DM." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XTufxe7CEQUPpPiuPA8J95-1920-80.jpg" alt="Close up of Alienware AW2726DM base stand on black desk." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ashDvL8w9UsZwwPrKSoiC5-1920-80.jpg" alt="Close up of Alienware AW2726DM stand with VESA screws inserted." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure></figure><p>I want to note right away that upon taking the AW2726DM out of its cardboard prison, it admittedly felt like I was unboxing an Alienware screen from a few years ago. Everything from the fact that you have to screw the pedestal stand to the back ( the last reviewer to use this sample misplaced the VESA screws, so I had to use my spares) to the minimalist square base that doesn’t quite feel like a style choice stood out.</p><p>I wasn’t offended by the less lavish vibes of the AW2726DM, but it did serve as a firm reminder that we’re talking about a mid-range monitor. Dell always likes to signal product categories through feel, which is why the Alienware AW2725Q pairs a ridiculously dense 27-inch 4K panel with a bougie bubble getup that requires no screwing thanks to a quick-release system. </p><p>The stand also fully incorporates cable management into its plinth, and I’ll get to what’s happening with the AW2726DM. First, though, I want to float the idea that none of those small touches really matter when you’re paying under $400 and getting a more than cromulent QD-OLED 27-inch 1440p experience. Yes. I’d rather not have to fetch a screwdriver to whack together a screen in 2026, but hey, if it can contribute to prices this affordable, I’ll happily ditch the “ready in two clicks” world.</p><h2 id="you-spin-me-right-round">You spin me right round</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MQqR78EyoJPgiHUjBgHUgF" name="Alienware-AW2726DM-base" alt="Alienware AW2726DM base with rotating disk in middle." src="https://cdn.mos.cms.futurecdn.net/MQqR78EyoJPgiHUjBgHUgF-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Given that the stand is a no-thrills, screw-based, square base with nothing to really offer visually, you’d think I’d be done talking about it. However, there’s a sneaky extra hiding under the base of the AW2726DM, as not unlike the much more expensive Sony Inzone M10S II, it has 360° movement. The square is sitting right on top of what reminds me of a microwave plate, allowing it to spin round (like a record, baby) rather than using a traditional pivot. </p><p>There’s something slightly odd about spinning a square, but the 360° pivot is smooth enough. No, it’s not as slick as Sony’s setup, and the fact it adds height to the frumpy, angular pedestal doesn’t help the visual side of things. But, the part that matters is that offers up circular movement with ease, all while even going above and beyond the Inzone M10S and its sequel by including a vertical 90° pivot alongside the standard tilt.</p><p>You’ll tire of me circling back to price, but again, we’re talking about a $349 monitor. The Alienware AW2726DM could have probably gotten away with doing zilch extra with the stand, but instead, Dell decided to include a useful 360° mechanism as a gesture, just so you don’t feel like it completely sidelined extras in the name of affordable screen specs.</p><h2 id="what-cable-management">What cable management?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="U7WMFbZc6MkbqPgCYSEY93" name="Alienware-AW2726DM-cable-management" alt="Close up of Alienware AW2726DM monitor with cables running out the back." src="https://cdn.mos.cms.futurecdn.net/U7WMFbZc6MkbqPgCYSEY93-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>You wire warriors out there aren’t going to like this, but the Alienware AW2726DM doesn’t know the meaning of the word cable management. The plinth lacks even a basic through-hole for the DisplayPort and HDMI under the usual lip, meaning there’s nowhere for them to hide. Since the power supply is built in this time around, that means you’re immediately faced with a chonky AC cord to conceal, and unless you get creative, you’ll see it hanging out on the right-hand side.</p><p>Here’s the thing: I fully believe every monitor should come with a stand (looking at you, Dough Spectrum Black 27). At the same time, I get why Dell has stuck with the absolute basics here in the name of a lower price. If you really want things to look super clean and stylish, you’ll probably end up looking at monitor arms or more lavish extras, and those are going to provide you with on-board cable management solutions. </p><p>It’s all in the price; if the Alienware AW2726DM came in at over $500, I’d be dunking on Dell for the zero attention to cable management. At the same time, it’s strange that there isn’t at least include a clip for the back, as that’d help bunch together wires behind the 27-inch panel, so they’re not just *there*.</p><h2 id="glare-that-s-easier-to-bear">Glare that’s easier to bear</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3CtEck6SVazYdxUDvY9ngT" name="Alienware-AW2726DM-glare" alt="Alienware AW2726DM monitor angled towards south facing window with reflections on screen." src="https://cdn.mos.cms.futurecdn.net/3CtEck6SVazYdxUDvY9ngT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">This is a worst-case scenario for the Alienware AW2726DM, but when it's not angled towards a south facing window, it's less reflective than other glossy panels. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>This is yet another glossy QD-OLED display, so I fully expected the Alienware AW2726DM to fall folly to my south-facing window. The reflective screen absolutely suffers from glare exactly how you’d expect, but it’s nowhere near as aggressive as I was anticipating. The anti-glare coating is clearly hard at work preventing the panel from becoming a mirror like the Philips Evnia 32M2N8900, and with the screen powered on, it does a better job kicking reflections to the curb than many other QD-OLED options.</p><p>When powered off, the Alienware AW2726DM lacks that distinctive purple hue that other QD-OLED monitors present in daylight. Theoretically, that means you’ll get truer blacks even when playing in very bright rooms, but your mileage may vary based on setup placement and how direct light sources actually are. This model is still using the same Quantum Dot polarizing film that catches light in the same way, as that’s fundamental to the pros as well as the cons. But hey, as far as my test setup is concerned, you could almost mistake this screen for a WOLED when it’s powered off. </p><h2 id="joystick-joy">Joystick joy</h2><p>I’m about to surprise even myself, as while I always make a point on moaning about monitors not coming with remote, Dell has really dialled in its OSD joystick. That is to say that the nub on the Alienware AW2726DM is pleasant to use compared to most I’ve tried, offering easy-to-reach controls close to the right-hand side, paired with an on-screen interface that’s very toggle-friendly.</p><p>At its price, the Alienware AW2726DM was never going to come with a remote control. I’m perfectly comfortable dunking on more premium displays for going without, but the fact that Dell’s screen offers up a better joystick than many other models out there speaks volumes. It’s still my least favorite way to access screen features and specs by a long mile, and while I’m giving this screen a “pass”, you can fully expect to hear me shout about wireless buttons for many reviews to come.</p><h2 id="on-screen-features">On-screen features </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tPHBwr9EA6NkxaRXm9toDb" name="Alienware-AW2726DM-osd" alt="Close up of Alienware AW2726DM monitor OSD menu with Overwatch running in background." src="https://cdn.mos.cms.futurecdn.net/tPHBwr9EA6NkxaRXm9toDb-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>While I’m on the OSD, you wouldn’t know that this is a cheaper QD-OLED display flicking through the Alienware AW2726DM’s options and settings. It still has all the picture modes, smart HDR dials, and OLED care options you’d expect from any modern Dell monitor, and you’ll have practically everything you need to enjoy the same experience as on a higher-tier model.</p><p>The real difference here is actually found between brands. The essence of a high-end monitor has changed, and you now have screens boasting dual-mode resolution and refresh rate abilities, alongside more customizable OLED care options and tricks like anti-VRR flicker if you need speedy competitive clarity. You won’t find that with the Alienware AW2726DM, but you won’t be missing any of the fundamentals or those more gaming-focused toggles, like crosshairs and frame counters. </p><h2 id="a-visual-punch-above-its-price-range">A visual punch above its price range</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dL7V5XXhfgeWX7wySnrHHc" name="Alienware-AW2726DM-overwatch" alt="Alienware AW2726DM monitor with Overwatch character select on screen and Pharah selected." src="https://cdn.mos.cms.futurecdn.net/dL7V5XXhfgeWX7wySnrHHc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I want to lay down some basic facts before sharing my Alienware AW2726DM visual impressions. To start, this is a 1440p 240Hz monitor, and on paper, that’s not super impressive when you’ve got QHD options pushing 540Hz. While it’s a QD-OLED display, that tech is also not so lavish in the face of new Tandem OLED panels that stack multiple light-emitting layers to raise the brightness bar.  </p><p>And yet, the Alienware AW2726DM still feels like the sort of vibrant, high-end panel you’d pay over $500 for. There’s always a point where all the lavish tech premium players have been enjoying becomes the norm for everyone else, but I wasn’t quite expecting QD-OLED to enter that zone this quickly, especially given the overarching woes of gaming hardware prices right now. For the price, this screen will put a smile on the faces of anyone with a sub $400 budget upgrading from an older IPS panel or even a cheaper WOLED, and its achievements really outweigh the caveats.</p><p>I don’t want to bury those said caveats under words of excellent value adornment, so I’ll start with the AW2726DM’s brightness. Dell’s display measures in at around 250 nits in SDR and up to 440 nits in HDR True Black mode, so it’s behind many contenders on paper. In real-life scenarios, the results feel slightly more dialled back than that, and just like traditional QD-OLED setups, I’d stick to light-controlled rooms for the best results. </p><p>Outside of some brightness drawbacks, there’s little room for complaint with the  AW2726DM’s vibrancy, colors, and black levels. Having already tested a bunch of Dell’s QD-OLED options, I’m of the opinion that this cheaper Alienware model hits all the same notes, providing rich visuals with colors that pop nicely. If I were to plonk this panel next to its higher-end counterparts, I do suspect I’d notice a difference in contrast, if not some varying results due to the dialled-back brightness. But, in a normal situation, you’ll be able to easily appreciate what this monitor provides.</p><p>I wasn’t really expecting anything less from the Samsung QD-OLED panel at the heart of this Alienware screen. It certainly has all the nerdy specs to back up its abilities, including a 99% DCI-P3 coverage and 1,500,000:1 contrast ratio. That translates to exceptional vibrancy in everything from indie romps, to the high-end PC capers, and dare I say, PS4 outings and retro games (hold your horses, more on that is coming). </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AGAr8aB4MzcyowmeKL7tEJ" name="Alienware-AW2726DM-ps5" alt="Alienware AW2726DM monitor with Spyro the Dragon gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/AGAr8aB4MzcyowmeKL7tEJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Forgive me: my PS5 DualShock bit the dust while grabbing example photos, so I wasn't able to show off PlayStation 5 games running. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Just like with any PC-focused monitor, pretty visuals are half the story, as these screens need to hold their own in competitive shooters. That still applies even when dealing with a more “casual” QHD 240Hz setup, and I’m pleased to say this screen feels just as responsive as comparable panels I’ve tried. Having just wrapped up playing Overwatch and other first-person shooters on screen with 720Hz abilities, I can naturally feel a difference when lying around as Pharah. It’s not something I’d say you’ll notice unless you’ve subjected yourself to demonic display refresh rates, though, and it still feels as responsive as any other OLED with a 0.03ms GtG response time. </p><h2 id="retro-gaming-ruin">Retro gaming ruin</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/dQ8eybkbq6uzEHSxMXLqCJ-1920-80.jpg" alt="Alienware AW2726DM monitor with PS2 connected via upscaler and Baldur's Gate Dark Alliance gameplay on screen and stretched visuals at 720p." /><figcaption>At 720p, the aspect ratio is stretched to 16:9.<small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/BqkUaUsnSLrZSxqqk7uNGJ-1920-80.jpg" alt="Alienware AW2726DM monitor with PS2 connected via upscaler and Baldur's Gate Dark Alliance gameplay on screen and squashed visuals at 960p." /><figcaption>At 960p, the 4:3 image is squashed into a square and misinterpreted as 5:4.<small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/uQqqTuJqWBdaLjhVfEDnDJ-1920-80.jpg" alt="Alienware AW2726DM monitor with PS2 connected via upscaler and Baldur's Gate Dark Alliance gameplay on screen and correct 4:3 visuals at 1080p." /><figcaption>You'll get the correct 4:3 aspect ratio at 1080p, but the image is soft.<small role="credit">Phil Hayton</small></figcaption></figure></figure><p>I’ve started testing more gaming monitors on the bench as retro console screens, and while that might sound strange, I do it with dutiful purpose. You see, while it’s reasonable to assume all screens will play nice with upscalers and adapters, I’m finding that most options don’t know how to handle specific resolutions, resulting in either squished aspect ratios, forced widescreen, or blurriness due to mismatched scaling.</p><p>The Alienware AW2726DM sadly fails to play nice with anything that isn’t a “standard resolution.” In fact, the Samsung panel pretty much handles the GBS-C set to x in the same way as the Sony Inzone M10S II. It misinterprets 1280x960 as 1280x1024, meaning the integer-scaled 4:3 visuals of consoles are squished into 5:4, while 720p is forced into widescreen. It virtually means that if you’re looking into how to connect retro consoles to modern TVs or monitors, you shouldn’t specifically pick up this screen with that in mind.</p><p>Okay, yes, very few people will be looking specifically for a QD-OLED Alienware for retro gaming. That’s not to say lots of players won’t pick this screen up with the intention of playing classic capers on it too, and since it is a bit iffy with handling the right resolutions, it means you might be better off looking elsewhere. I should note that the quirks aren’t inherent to this panel’s price point, and ultimately, the issues stem from a lack of provisions in the firmware rather than a general incompatibility. </p><h2 id="should-you-pick-up-the-alienware-aw2726dm">Should you pick up the Alienware AW2726DM?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="E54TxtWmJveAo6E9ZK4zy6" name="Alienware-AW2726DM-should-you-buy" alt="Alienware AW2726DM monitor on black desk with PS2 connected via upscaler and Baldur's Gate Dark Alliance gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/E54TxtWmJveAo6E9ZK4zy6-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>I don’t want to be dramatic, but the Alienware AW2726DM marks a big moment in the QD-OLED scene. As an option from what is usually a more premium-focused brand, this 27-inch 1440p display changes what to expect for under $400, serving as one of the best-value gaming monitors I’ve tested for quite a while.</p><p>There’s no point pretending the AW2726DM can trade blows with the absolute best screens out there, as it dials back brightness and drops virtually every other hardware feature to hit its target price. I can absolutely respect Dell for doing that, though, especially since extras like USB hubs, KVM switching, and RGB tomfoolery aren’t universally appreciated by all players. </p><p>If you simply care about getting an excellent QD-OLED display and you’re not fussed about bells and whistles, the Alienware AW2726DM is a no-brainer. We’ll no doubt see other options fight for supremacy in the sub-$400 range soon, but until that happens, Dell’s delightfully affordable display is the one I’d watch out for.</p><h2 id="how-i-tested-the-alienware-aw2726dm">How I tested the Alienware AW2726DM</h2><p>For a month, I used the Alienware AW2726DM as my main gaming monitor while also testing the QD-OLED display on a specific workbench. During that time, I assessed qualities like anti-glare, brightness, and vibrancy while weighing up its features and abilities against its price point. </p><p>To ensure that my testing stayed true to real-life scenarios, I used the Alienware AW2726DM with a PS5, PC, and an HDMI upscaler for retro consoles. That allowed me to test responsiveness in shooters like Overwatch while assessing brightness and vibrancy across single-player releases.</p><p>For more information on <a href="https://www.gamesradar.com/how-we-test-monitors-on-gamesradar/">how we test gaming monitors</a>, swing by our full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a> for a full rundown.</p>
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                                                            <title><![CDATA[ The LiberNovo Omni SE might not have the electronics of its siblings, but this is still one of the best gaming chairs I've ever tested ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The original LiberNovo Omni was one of last year's most impressive surprises. Launched as a Kickstarter project that raised over $10 million, it raced to the top of our list of <a href="https://www.gamesradar.com/best-gaming-chair/">best gaming chairs</a> thanks largely to a dynamic backrest that takes a new approach to ergonomics. Rather than one large piece that’s fixed in place and expects you to conform to its wishes, the LiberNovo approach is a flexible one with multiple panels working together to support your spine as you move around throughout the day.</p><p>It proved such a success that in the 12 months since it’s already expanded into a full lineup. There's the updated Omni Gen, the range-topping Omni Pro with active cooling, a big and tall Maxis series, and the chair I've spent the past few weeks in, the LiberNovo Omni SE. It’s the cheapest option in the range, stripping out the motor to simplify things and trim the price down to $899/£839 as a result. </p><p>Does your chair really need a battery or built-in air conditioning, though? The LiberNovo Omni SE maintains the same ergonomic concept as the more expensive members of the family and opts to focus on the more traditionally necessary elements of a chair. It may be more affordable, but it’s certainly not cheap, and when you strip away the more eye-catching features that made the original stand out, does the LiberNovo Omni SE still do enough to justify its price tag?</p><h2 id="design-amp-assembly">Design & Assembly</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uZsbY9v2yFboacoBEDZwuM" name="LiberNovo-Omni-SE-7" alt="The back of the LiberNovo Omni SE in a home office" src="https://cdn.mos.cms.futurecdn.net/uZsbY9v2yFboacoBEDZwuM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Alex Berry)</span></figcaption></figure><p>For a chair that looks this intricate from behind, the LiberNovo Omni SE was wonderfully simple to put together with surprisingly few parts to deal with. The oversized instruction card walks you through the handful of steps, and without much faff I was able to go from box to seat in probably 10 minutes. Once it's together, the Omni SE certainly looks the part, unapologetically sitting somewhere between the <a href="https://www.gamesradar.com/herman-miller-x-logitech-embody-review/">Herman Miller Logitech Embody</a> and a <a href="https://www.gamesradar.com/herman-miller-x-logitech-vantum-review">Herman Miller Vantum</a>.</p><p>The SE comes in a single Obsidian Black colorway, and LiberNovo offers two seat depth options on its website: 45cm and 48cm. I couldn’t tell you which version I’ve been testing because, inexplicably, my unit’s cushion measured 54cm from back to front of the cushion. I've asked LiberNovo what’s up with that, but regardless of size, the cushion foam is divided into three firmness zones. I’m not convinced you notice this when sitting on it, but doing a highly scientific test of pushing my fist into it in various places, I could feel a slight difference between front, middle, and back.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kLdCd8jyBmejpkq3BfDcYM" name="LiberNovo-Omni-SE-6" alt="The headrest on the LiberNovo Omni SE" src="https://cdn.mos.cms.futurecdn.net/kLdCd8jyBmejpkq3BfDcYM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Alex Berry)</span></figcaption></figure><p>All the soft areas are covered in micro-elastic fabric which feels lovely to sit in and rub your hand over. It’s soft and pliable with quite a lot of texture to it, which looks premium and grown-up, but also attracts dust and debris at a phenomenal rate. I found myself giving the main seat cushion a brush-off with my hand every time I went to sit down. It also runs warmer than you'd expect from a fabric-clad chair, something I noticed a lot more than I wanted to during the UK's recent heatwave. I now understand why the <a href="https://www.gamesradar.com/hardware/chairs/libernovo-omni-pro-review/">LiberNovo Omni Pro</a> offers built-in fans; maybe it’s all a cunning ploy to drive people to the $1,299/£1,369 option? </p><h2 id="features-3">Features</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aPgoCHogskJnf2wCR5V3eM" name="LiberNovo-Omni-SE-4" alt="The armrest controls on the LiberNovo Omni SE" src="https://cdn.mos.cms.futurecdn.net/aPgoCHogskJnf2wCR5V3eM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Alex Berry)</span></figcaption></figure><p>It may have almost all of the nifty little details taken off it, but the Omni SE retains the main important feature that’s shared across all LiberNovo chairs: the Bionic FlexFit backrest. Unlike a ‘traditional’ chair with a solid backrest, here you’re supported by a multi-panel system built around a network of interlinked joints that’s meant to flex and adjust with you as you shift. It reclines differently to a lot of other chairs too, leaning back independently of the seat cushion and pulling the armrests back with it. This all combines to form a very unique sitting experience, but an excellent one overall. The SE gets the same five recline positions as the pricier models in the lineup, ranging from 105 to 160 degrees, though it's worth knowing this works more like a series of stops for how far the backrest will go, rather than a fixed position you can lock in and stay at.</p><p>I’m not generally one for particularly intrusive lumbar support systems, but the LiberNovo Omni SE is doing a great job of converting me; this might be the best lumbar support I've used on any chair. It’s a manual job, compared to the motorized adjustment of the original <a href="https://www.gamesradar.com/hardware/chairs/libernovo-omni-review">LiberNovo Omni</a> and its Pro models, but the dial is easy enough to reach, and once you've found your ideal setting, you're extremely unlikely to touch it again anyway. As the backrest is made of multiple panels, the lumbar support doesn't feel like a bar digging into your lower back the way I find most do; it feels like an actual integration into the backrest itself, offering coverage across your whole torso rather than one pressure point.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UrUdViZUqDsHQ8CS54Ef2N" name="LiberNovo-Omni-SE-3" alt="A reviewer testing the foam on the LiberNovo Omni SE" src="https://cdn.mos.cms.futurecdn.net/UrUdViZUqDsHQ8CS54Ef2N-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Alex Berry)</span></figcaption></figure><p>All that movement is great when it’s there by design, but it also extends into unintended areas and forms my biggest source of irritation with the LiberNovo Omni SE. Unfortunately, this challenger brand has fallen into the same trap I've seen far too many established players fall into: the armrests and headrest have no way to lock their position and love to go walkabout. You can lock the height of the armrests in place, but not the rotation or lateral position. </p><p>They’re not quite as loose as the ones on the FlexiSpot C7 Morpher (I’m not sure any chair will manage to top those), but they rarely stay where you put them. The headrest is even worse, and it’s more annoying because it's luxuriously soft and comfortable for the brief window it holds still, but it then wilts back down to its lowest setting under the smallest amount of pressure. On a few occasions, even something as simple as standing up out of the chair was enough to hear it slip down a couple of notches.</p><h2 id="performance-3">Performance</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="29KANP7UpZa4D24miX5enM" name="Libernovo-Omni-SE-1" alt="The LiberNovo Omni SE in black in a home office setting" src="https://cdn.mos.cms.futurecdn.net/29KANP7UpZa4D24miX5enM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Alex Berry)</span></figcaption></figure><p>I can’t help but have a certain skepticism when a brand wanders so far from the path laid out by the rest of the market. I’m all for innovation; I’m just battle-scarred from ‘innovations’ like 5D armrests on the <a href="https://www.gamesradar.com/hardware/chairs/andaseat-kaiser-4-review">AndaSeat Kaiser 4</a> that make the experience worse in the name of being different. With that nagging away in the back of my brain, I wasn’t sure quite what to expect from LiberNovo’s Bionic FlexFit backrest. It didn’t take long to convert me to the dynamic life, however. The Omni SE is an undeniably comfortable chair.</p><p>There’s quite pronounced sculpting to the backrest, and the way it welcomes and supports you in equal measure is delightful. It’s designed to move with you as you adjust throughout the day, and it does, though I actually found myself needing to reposition far less often than in something like the <a href="https://www.gamesradar.com/hardware/chairs/secretlab-titan-evo-nanogen-edition-review/">Secretlab Titan Evo NanoGen</a> that I had been using. That’s a comfortable chair too, but you sit on top of it, where I felt like I was sitting <em>in</em> the Omni SE. A word of warning though: the wings of the backrest are pretty slim-fitting, so if you’ve got a broader frame, you’ll want to look at the Maxis version instead.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Q7CPvqeVzpNEAzEEXtxsuM" name="LiberNovo-Omni-SE-5" alt="The backrest slats on the LiberNovo Omni SE" src="https://cdn.mos.cms.futurecdn.net/Q7CPvqeVzpNEAzEEXtxsuM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Alex Berry)</span></figcaption></figure><p>When you first sit down, the seat cushion is soft, verging on squishy, and it feels great for about the first ten minutes of any session. It has the feeling of quite open-cell foam, so that softness fades and there's a noticeable bottom-out once you've been at your desk for a while. It never becomes uncomfortable; it’s just a real departure from something like the Secretlab Titan Evo, which leans on noticeably firmer cold-cure foam that holds its shape better over a full working day.</p><p>Much like the <a href="https://www.gamesradar.com/hardware/chairs/elgato-embrace-review/">Elgato Embrace</a>, the LiberNovo Omni SE is almost entirely plastic. The star base is nylon, rather than reinforced aluminum alloy on the Pro, and a noticeable amount of general creaking, rubbing, and settling emerges from various points of the all-plastic frame throughout the day. None of it suggests anything is going to break, but it doesn't do much for the premium feel LiberNovo is going for either. The gas cylinder also sits so low in the base that it scrapes against my plastic carpet protector every time I move, which is an oddity I’ve never encountered on any chair before.</p><h2 id="should-you-buy-the-libernovo-omni-se">Should you buy the LiberNovo Omni SE?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="grhGKCyDFA3svr7PKTRx2N" name="LiberNovo-Omni-SE-2" alt="The LiberNovo branding on the LiberNovo Omni SE" src="https://cdn.mos.cms.futurecdn.net/grhGKCyDFA3svr7PKTRx2N-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Alex Berry)</span></figcaption></figure><p>The LiberNovo Omni SE isn’t like any gaming or office chair I’ve sat in before, and it’s better than most of them. The comfort delivered by that dynamic backrest is simply a step above a traditional bucket racing chair, and I can see it being the start of a new phase of development wars across brands. Yes, the SE does away with all of the more eye-catching headline features of its siblings to keep the price tag in triple digits, but it still delivers on the core experience and puts what’s most important in a chair first.</p><p>It’s not without a few drawbacks. It’s quite slim through the sides, which hugs a smaller or average frame nicely but is likely to feel tight if you're a bigger user, and the combination of unsettled armrests, a wandering headrest, and a noisy plastic build takes some of the shine off what should still be a premium chair. But none of that overcomes the excellence of that dynamic ergonomic support, which makes the LiberNovo Omni SE a fundamentally comfortable place to spend your working day. If you run warm or have a bigger frame, it's worth putting the Omni Pro on your shortlist instead.</p><div data-widget-type="review" data-model-name="LiberNovo Omni SE"></div><h2 id="how-i-tested-the-libernovo-omni-se">How I tested the LiberNovo Omni SE</h2><p>I used the Omni SE as my main desk chair over several weeks of daily work, including through a UK heatwave, which turned out to be a useful, if uncomfortable, stress test for how the fabric handles warmer conditions. Testing covered solo assembly and extended work sessions of several hours at a time, with special attention and testing paid to the armrests, headrest, lumbar, and recline settings.</p><p>For more on <a href="https://www.gamesradar.com/how-we-test-gaming-chairs-and-desks-at-gamesradar/">how we test gaming chairs</a>, take a look at the <a href="https://www.gamesradar.com/gamesradar-hardware-policy" target="_blank">GamesRadar+ hardware policy</a>.</p><p><em>The rest of our gaming furniture recommendations can be found on our lists of the </em><a href="https://www.gamesradar.com/gaming-chair-for-ps4-and-xbox-one"><em>best console gaming chairs</em></a><em>, the </em><a href="https://www.gamesradar.com/best-gaming-desks"><em>best gaming desks</em></a><em>, and the </em><a href="https://www.gamesradar.com/best-standing-desks"><em>best standing desks.</em></a></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/chairs/libernovo-omni-se-review/</link>
                                                                            <description>
                            <![CDATA[ It may be the most trimmed-down spec in the range, but the LiberNovo Omni SE gets the basics right: it's a properly comfortable office or gaming chair. ]]>
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                                                                        <pubDate>Mon, 21 Sep 2026 15:35:33 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming Chairs]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Peripherals]]></category>
                                                                                                                    <dc:creator><![CDATA[ Alex Berry ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/YjkSSY6bBtpRAjq9exfge7-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Alex is a streamer who has been creating gaming content for over a decade, streaming on Twitch regularly across the last five years. With a degree in film and a background in sports media, you&#039;ll find him jumping between 60,000 seat stadiums and his Animal Crossing island (where he&#039;s growing pears, in case you were wondering). &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future / Alex Berry]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The non-electric lumbar controls on the LiberNovo Omni SE]]></media:description>                                                            <media:text><![CDATA[The non-electric lumbar controls on the LiberNovo Omni SE]]></media:text>
                                <media:title type="plain"><![CDATA[The non-electric lumbar controls on the LiberNovo Omni SE]]></media:title>
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                                <p>The original LiberNovo Omni was one of last year's most impressive surprises. Launched as a Kickstarter project that raised over $10 million, it raced to the top of our list of <a href="https://www.gamesradar.com/best-gaming-chair/">best gaming chairs</a> thanks largely to a dynamic backrest that takes a new approach to ergonomics. Rather than one large piece that’s fixed in place and expects you to conform to its wishes, the LiberNovo approach is a flexible one with multiple panels working together to support your spine as you move around throughout the day.</p><p>It proved such a success that in the 12 months since it’s already expanded into a full lineup. There's the updated Omni Gen, the range-topping Omni Pro with active cooling, a big and tall Maxis series, and the chair I've spent the past few weeks in, the LiberNovo Omni SE. It’s the cheapest option in the range, stripping out the motor to simplify things and trim the price down to $899/£839 as a result. </p><p>Does your chair really need a battery or built-in air conditioning, though? The LiberNovo Omni SE maintains the same ergonomic concept as the more expensive members of the family and opts to focus on the more traditionally necessary elements of a chair. It may be more affordable, but it’s certainly not cheap, and when you strip away the more eye-catching features that made the original stand out, does the LiberNovo Omni SE still do enough to justify its price tag?</p><h2 id="design-amp-assembly">Design & Assembly</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uZsbY9v2yFboacoBEDZwuM" name="LiberNovo-Omni-SE-7" alt="The back of the LiberNovo Omni SE in a home office" src="https://cdn.mos.cms.futurecdn.net/uZsbY9v2yFboacoBEDZwuM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Alex Berry)</span></figcaption></figure><p>For a chair that looks this intricate from behind, the LiberNovo Omni SE was wonderfully simple to put together with surprisingly few parts to deal with. The oversized instruction card walks you through the handful of steps, and without much faff I was able to go from box to seat in probably 10 minutes. Once it's together, the Omni SE certainly looks the part, unapologetically sitting somewhere between the <a href="https://www.gamesradar.com/herman-miller-x-logitech-embody-review/">Herman Miller Logitech Embody</a> and a <a href="https://www.gamesradar.com/herman-miller-x-logitech-vantum-review">Herman Miller Vantum</a>.</p><p>The SE comes in a single Obsidian Black colorway, and LiberNovo offers two seat depth options on its website: 45cm and 48cm. I couldn’t tell you which version I’ve been testing because, inexplicably, my unit’s cushion measured 54cm from back to front of the cushion. I've asked LiberNovo what’s up with that, but regardless of size, the cushion foam is divided into three firmness zones. I’m not convinced you notice this when sitting on it, but doing a highly scientific test of pushing my fist into it in various places, I could feel a slight difference between front, middle, and back.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kLdCd8jyBmejpkq3BfDcYM" name="LiberNovo-Omni-SE-6" alt="The headrest on the LiberNovo Omni SE" src="https://cdn.mos.cms.futurecdn.net/kLdCd8jyBmejpkq3BfDcYM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Alex Berry)</span></figcaption></figure><p>All the soft areas are covered in micro-elastic fabric which feels lovely to sit in and rub your hand over. It’s soft and pliable with quite a lot of texture to it, which looks premium and grown-up, but also attracts dust and debris at a phenomenal rate. I found myself giving the main seat cushion a brush-off with my hand every time I went to sit down. It also runs warmer than you'd expect from a fabric-clad chair, something I noticed a lot more than I wanted to during the UK's recent heatwave. I now understand why the <a href="https://www.gamesradar.com/hardware/chairs/libernovo-omni-pro-review/">LiberNovo Omni Pro</a> offers built-in fans; maybe it’s all a cunning ploy to drive people to the $1,299/£1,369 option? </p><h2 id="features-3">Features</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aPgoCHogskJnf2wCR5V3eM" name="LiberNovo-Omni-SE-4" alt="The armrest controls on the LiberNovo Omni SE" src="https://cdn.mos.cms.futurecdn.net/aPgoCHogskJnf2wCR5V3eM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Alex Berry)</span></figcaption></figure><p>It may have almost all of the nifty little details taken off it, but the Omni SE retains the main important feature that’s shared across all LiberNovo chairs: the Bionic FlexFit backrest. Unlike a ‘traditional’ chair with a solid backrest, here you’re supported by a multi-panel system built around a network of interlinked joints that’s meant to flex and adjust with you as you shift. It reclines differently to a lot of other chairs too, leaning back independently of the seat cushion and pulling the armrests back with it. This all combines to form a very unique sitting experience, but an excellent one overall. The SE gets the same five recline positions as the pricier models in the lineup, ranging from 105 to 160 degrees, though it's worth knowing this works more like a series of stops for how far the backrest will go, rather than a fixed position you can lock in and stay at.</p><p>I’m not generally one for particularly intrusive lumbar support systems, but the LiberNovo Omni SE is doing a great job of converting me; this might be the best lumbar support I've used on any chair. It’s a manual job, compared to the motorized adjustment of the original <a href="https://www.gamesradar.com/hardware/chairs/libernovo-omni-review">LiberNovo Omni</a> and its Pro models, but the dial is easy enough to reach, and once you've found your ideal setting, you're extremely unlikely to touch it again anyway. As the backrest is made of multiple panels, the lumbar support doesn't feel like a bar digging into your lower back the way I find most do; it feels like an actual integration into the backrest itself, offering coverage across your whole torso rather than one pressure point.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UrUdViZUqDsHQ8CS54Ef2N" name="LiberNovo-Omni-SE-3" alt="A reviewer testing the foam on the LiberNovo Omni SE" src="https://cdn.mos.cms.futurecdn.net/UrUdViZUqDsHQ8CS54Ef2N-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Alex Berry)</span></figcaption></figure><p>All that movement is great when it’s there by design, but it also extends into unintended areas and forms my biggest source of irritation with the LiberNovo Omni SE. Unfortunately, this challenger brand has fallen into the same trap I've seen far too many established players fall into: the armrests and headrest have no way to lock their position and love to go walkabout. You can lock the height of the armrests in place, but not the rotation or lateral position. </p><p>They’re not quite as loose as the ones on the FlexiSpot C7 Morpher (I’m not sure any chair will manage to top those), but they rarely stay where you put them. The headrest is even worse, and it’s more annoying because it's luxuriously soft and comfortable for the brief window it holds still, but it then wilts back down to its lowest setting under the smallest amount of pressure. On a few occasions, even something as simple as standing up out of the chair was enough to hear it slip down a couple of notches.</p><h2 id="performance-3">Performance</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="29KANP7UpZa4D24miX5enM" name="Libernovo-Omni-SE-1" alt="The LiberNovo Omni SE in black in a home office setting" src="https://cdn.mos.cms.futurecdn.net/29KANP7UpZa4D24miX5enM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Alex Berry)</span></figcaption></figure><p>I can’t help but have a certain skepticism when a brand wanders so far from the path laid out by the rest of the market. I’m all for innovation; I’m just battle-scarred from ‘innovations’ like 5D armrests on the <a href="https://www.gamesradar.com/hardware/chairs/andaseat-kaiser-4-review">AndaSeat Kaiser 4</a> that make the experience worse in the name of being different. With that nagging away in the back of my brain, I wasn’t sure quite what to expect from LiberNovo’s Bionic FlexFit backrest. It didn’t take long to convert me to the dynamic life, however. The Omni SE is an undeniably comfortable chair.</p><p>There’s quite pronounced sculpting to the backrest, and the way it welcomes and supports you in equal measure is delightful. It’s designed to move with you as you adjust throughout the day, and it does, though I actually found myself needing to reposition far less often than in something like the <a href="https://www.gamesradar.com/hardware/chairs/secretlab-titan-evo-nanogen-edition-review/">Secretlab Titan Evo NanoGen</a> that I had been using. That’s a comfortable chair too, but you sit on top of it, where I felt like I was sitting <em>in</em> the Omni SE. A word of warning though: the wings of the backrest are pretty slim-fitting, so if you’ve got a broader frame, you’ll want to look at the Maxis version instead.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Q7CPvqeVzpNEAzEEXtxsuM" name="LiberNovo-Omni-SE-5" alt="The backrest slats on the LiberNovo Omni SE" src="https://cdn.mos.cms.futurecdn.net/Q7CPvqeVzpNEAzEEXtxsuM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Alex Berry)</span></figcaption></figure><p>When you first sit down, the seat cushion is soft, verging on squishy, and it feels great for about the first ten minutes of any session. It has the feeling of quite open-cell foam, so that softness fades and there's a noticeable bottom-out once you've been at your desk for a while. It never becomes uncomfortable; it’s just a real departure from something like the Secretlab Titan Evo, which leans on noticeably firmer cold-cure foam that holds its shape better over a full working day.</p><p>Much like the <a href="https://www.gamesradar.com/hardware/chairs/elgato-embrace-review/">Elgato Embrace</a>, the LiberNovo Omni SE is almost entirely plastic. The star base is nylon, rather than reinforced aluminum alloy on the Pro, and a noticeable amount of general creaking, rubbing, and settling emerges from various points of the all-plastic frame throughout the day. None of it suggests anything is going to break, but it doesn't do much for the premium feel LiberNovo is going for either. The gas cylinder also sits so low in the base that it scrapes against my plastic carpet protector every time I move, which is an oddity I’ve never encountered on any chair before.</p><h2 id="should-you-buy-the-libernovo-omni-se">Should you buy the LiberNovo Omni SE?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="grhGKCyDFA3svr7PKTRx2N" name="LiberNovo-Omni-SE-2" alt="The LiberNovo branding on the LiberNovo Omni SE" src="https://cdn.mos.cms.futurecdn.net/grhGKCyDFA3svr7PKTRx2N-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Alex Berry)</span></figcaption></figure><p>The LiberNovo Omni SE isn’t like any gaming or office chair I’ve sat in before, and it’s better than most of them. The comfort delivered by that dynamic backrest is simply a step above a traditional bucket racing chair, and I can see it being the start of a new phase of development wars across brands. Yes, the SE does away with all of the more eye-catching headline features of its siblings to keep the price tag in triple digits, but it still delivers on the core experience and puts what’s most important in a chair first.</p><p>It’s not without a few drawbacks. It’s quite slim through the sides, which hugs a smaller or average frame nicely but is likely to feel tight if you're a bigger user, and the combination of unsettled armrests, a wandering headrest, and a noisy plastic build takes some of the shine off what should still be a premium chair. But none of that overcomes the excellence of that dynamic ergonomic support, which makes the LiberNovo Omni SE a fundamentally comfortable place to spend your working day. If you run warm or have a bigger frame, it's worth putting the Omni Pro on your shortlist instead.</p><div data-widget-type="review" data-model-name="LiberNovo Omni SE"></div><h2 id="how-i-tested-the-libernovo-omni-se">How I tested the LiberNovo Omni SE</h2><p>I used the Omni SE as my main desk chair over several weeks of daily work, including through a UK heatwave, which turned out to be a useful, if uncomfortable, stress test for how the fabric handles warmer conditions. Testing covered solo assembly and extended work sessions of several hours at a time, with special attention and testing paid to the armrests, headrest, lumbar, and recline settings.</p><p>For more on <a href="https://www.gamesradar.com/how-we-test-gaming-chairs-and-desks-at-gamesradar/">how we test gaming chairs</a>, take a look at the <a href="https://www.gamesradar.com/gamesradar-hardware-policy" target="_blank">GamesRadar+ hardware policy</a>.</p><p><em>The rest of our gaming furniture recommendations can be found on our lists of the </em><a href="https://www.gamesradar.com/gaming-chair-for-ps4-and-xbox-one"><em>best console gaming chairs</em></a><em>, the </em><a href="https://www.gamesradar.com/best-gaming-desks"><em>best gaming desks</em></a><em>, and the </em><a href="https://www.gamesradar.com/best-standing-desks"><em>best standing desks.</em></a></p>
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                                                            <title><![CDATA[ Razer's upgraded do-it-all Naga V3 Pro sings in my scattered Steam library, but genre-focused players should be wary ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Like its predecessor, the Razer Naga V3 Pro looks not just to the FPS market or the MMO players, but to the Steam generalists. Those with every genre under the sun stored away in their backlog, but - crucially - those willing to invest in the hardware that can support each playstyle independently. </p><p>This is no cheap rodent. Starting life at $179.99 / £179.99, the Naga V3 Pro is one of the most expensive competitors we've had in the <a href="https://www.gamesradar.com/best-gaming-mouse-to-buy/">best gaming mouse</a> arena. You'll find FPS-first rodents at the top of their game for around $20 less. The MMO mouse scene is a little smaller, but typically tends to track around $50 cheaper than Sneki's latest hybrid. </p><p>The Naga wants nothing to do with those hard lines, though. Its swappable side plates open your controls up to simple two-button speed play as well as more complex 12-button inventory panels. Its agnostic shape keeps palm and claw grip players comfortable (some might struggle with the weight in a fingertip grip). </p><h2 class="article-body__section" id="section-key-features"><span>Key features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="j9o4sXPP9DepoPxjoJLTgD" name="Razer Naga V3 Pro" alt="Side view of Razer Naga V3 Pro without any side button panels attached, the magnetic connector and USB dongle housing visible inside" src="https://cdn.mos.cms.futurecdn.net/j9o4sXPP9DepoPxjoJLTgD-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><ul><li><strong>3 swappable side plates with 12, 6, and 2 button options, up to 23 programmable buttons</strong></li><li><strong>50K DPI Focus Pro sensor </strong></li><li><strong>4-mode scroll wheel </strong></li></ul><p>The Razer Naga V3 Pro builds on the previous V2 Pro generation with the same swappable three side plates. That means a two, six, and 12 button option catering to everything from pared down first-person shooters to more complex MMO macros and keybindings. The functionality of these buttons hasn't changed between generations, but we've now got an additional key on the right flank, positioned under the ring finger in a palm grip as well as two along the main left click, set as DPI shifters by default. </p><p>In the center you'll find Razer's new HyperScroll Tilt Wheel Gen-2, with four spin modes spanning free-spin, tactile (24-step notched), precision tactile (48-step notched), and smart-reel. The latter has been spotted on plenty of other <a href="https://www.gamesradar.com/razer-mouse-guide-wired-or-wireless-these-are-the-best-razer-mice-you-can-get-right-now/">Razer gaming mice</a>, like the <a href="https://www.gamesradar.com/hardware/gaming-mice/razer-basilisk-v3-pro-35k-review/">Basilisk V3 Pro</a>, and automatically swaps your scroll setting based on activity. </p><p>Underneath all that, Razer has outfitted the V3 Pro with its latest Focus Pro 50K Optical Sensor Gen-3, a 930 IPS / 90 G acceleration eyeball shared only by the flagship <a href="https://www.gamesradar.com/hardware/gaming-mice/razer-viper-v4-pro-review/">Razer Viper V4 Pro</a>. That nets you access to the brand's updated Frame Sync tech as well as dynamic sensitivity and 26-step asymmetric cut-off. </p><div ><table><caption>Razer Naga V3 Pro Key Specs</caption><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$179.99 / £179.99</p></td></tr><tr><td class="firstcol " ><p><strong>Connection</strong></p></td><td  ><p>2.4GHz / Bluetooth / Wired</p></td></tr><tr><td class="firstcol " ><p><strong>Shape</strong></p></td><td  ><p>Right-handed</p></td></tr><tr><td class="firstcol " ><p><strong>Buttons</strong></p></td><td  ><p>Up to 23</p></td></tr><tr><td class="firstcol " ><p><strong>DPI</strong></p></td><td  ><p>50,000</p></td></tr><tr><td class="firstcol " ><p><strong>IPS</strong></p></td><td  ><p>930</p></td></tr><tr><td class="firstcol " ><p><strong>Switches</strong></p></td><td  ><p>Razer Optical Mouse Switches Gen 4</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>117g (with 12-button plate)</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>Up to 155 hours (2.4GHz), up to 280 hours (Bluetooth)</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-the-good"><span>The good</span></h2><h2 id="comfortable-for-heavier-grip-types">Comfortable for heavier grip types</h2><p>Razer hasn't changed the form factor too much here. The Naga V3 Pro is still a stocky, heavily curved rodent under the hand, with a fairly bulky feel to the central hump but a shorter body overall. That means it's exceptionally comfortable in a relaxed palm grip, with plenty of support under the top of the palm and ergonomic graduation of levels down the right flank. With the middle finger parked on the right main click, the ring finger nestles nicely underneath on a separate platform / button, while the pinky is free to clutch at the side of the mouse itself underneath. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yGqMwCvBf2TrWA9UrkXxSM" name="Razer Naga V3 Pro" alt="Hand using the Razer Naga V3 Pro in a palm grip" src="https://cdn.mos.cms.futurecdn.net/yGqMwCvBf2TrWA9UrkXxSM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>While I naturally rest in a claw grip, I found myself adopting more of a palm shape when using the Naga V3 Pro. The higher hump and wider base softly enforces this type of hold, but I was still able to get some mileage out of a higher hand position. </p><p>With weight generally distributed towards the back, arching the hand around the main clicks and allowing the thumb and pinky to do more of the work still remains comfortable and nimble. There's no undue strain on these outer digits due to the angled design across the right side. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2ejRwj7MgWYdHoqPRvnFJW" name="Razer Naga V3 Pro" alt="Front view of Razer Naga V3 Pro gaming mouse showing slight angled tilt towards the right side" src="https://cdn.mos.cms.futurecdn.net/2ejRwj7MgWYdHoqPRvnFJW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>It did, however, mean I was forced to bring my ring finger off the extra button on the right hand side, to allow additional purchase for finer movements towards the rear of the device. </p><p>A palm grip is ideal and a claw grip is workable, but this isn't the mouse for those who mainline a fingertip grip. The 117g weight is certainly a reduction on last year's 134g, but this is still a chunky mouse compared to the Viper's 49g or the <a href="https://www.gamesradar.com/hardware/gaming-mice/corsair-sabre-v2-pro-ultralight-review/">Corsair Sabre V2 Pro Ultralight</a>'s 36g. </p><p>Combine that with the higher dome and wider base and manipulating the Naga V3 Pro in a fingertip grip becomes pretty cumbersome, losing both speed and precision in the process. </p><h2 id="massive-range-of-customization-options">Massive range of customization options</h2><p>The feather in the Naga V3 Pro's cap is obviously going to be those swappable side buttons. There's more versatility in this setup than any I've seen from other brands or rodents, providing a full 12-button array when you need it but completely avoiding the possibility of accidental presses when you don't. </p><p>On paper, a total of 23 programmable inputs isn't going to sound particularly impressive across the world of MMO mice. After all, everyone producing an inventory-minded rodent is shipping them with additional programming layers, hidden buttons, and DPI shifters. However, the ability to snap a completely different control scheme in and out of play is one only the Naga can boast so far. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jFTLW22JrCAs53Ln5EctPg" name="Razer Naga V3 Pro" alt="Right side of Razer Naga V3 Pro gaming mouse showing additional Hypershift button running along the flank" src="https://cdn.mos.cms.futurecdn.net/jFTLW22JrCAs53Ln5EctPg-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Of course, so can the previous <a href="https://www.gamesradar.com/razer-naga-v2-pro-review/">Razer Naga V2 Pro</a>. In fact, if it's just this flexibility you're after I'd likely recommend sticking with the original run if you spot it on sale. Everything functions the same in this newer release, just with a price tag that's unlikely to wobble as far as the older model's. </p><p>However, Razer has also brought back on-the-fly DPI shifters running along the left main click, as well as an additional Hypershift button on the right edge. These are nice-to-haves, and I did find the Hypershift button a little too easy to actuate accidentally during everyday use, but heavier macro heads and sniper-focused playstyles will make the most of the newer features. </p><h2 id="fine-tuned-scroll-wheel">Fine-tuned scroll wheel</h2><p>I didn't expect the Naga V3 Pro's scroll wheel to shine quite this bright. All the four-mode marketing washed over me the first time I brought it out the box, but after digging into the settings I fully came to appreciate the new precision tactile mode. This 48-step spin feels fantastic in the hands, providing a greater sense of scroll control that's proven itself across not just gameplay but everyday productivity as well. Notches and clean and defined, at just the right level of tension, making weapon swapping incredibly fast and, once the muscle memory kicks in, accurate. </p><p>Of course, there's also the fancy smart mode, swapping between the standard 24-step tactile mode and free spin. Helpful if you're swapping between map and scope zooms regularly, while also coming in handy for everyday scrolling and web browsing, this one generally proves too annoying for me to rely on day to day. It does pick up your scroll speed with sturdy accuracy, and responds quickly to change modes, but the acceleration on the free spin can feel a little too turbo-charged at times. </p><h2 class="article-body__section" id="section-the-bad"><span>The bad</span></h2><h2 id="still-heavier-in-the-hand">Still heavier in the hand</h2><p>It's important to remember that the Razer Naga V3 Pro isn't designed <em>for </em>competitive FPS. It's got the 8,000Hz polling rate and top-of-the-range sensor to accommodate a faster playstyle, but its chunkier form factor, rear weight distribution, and wider base keep it from closing the gap on the battlefield. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TMfpAaosFnJcmCToWEGM53" name="Razer Naga V3 Pro" alt="Side view of Razer Naga V3 Pro showing thickness and squat shape of the form factor" src="https://cdn.mos.cms.futurecdn.net/TMfpAaosFnJcmCToWEGM53-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>This is a generalist gaming mouse, not a competitive one. That means paying for the high-speed polling rate feels a little counter-intuitive. Still, everyone's throwing these high-speed connections into mice <a href="https://www.gamesradar.com/hardware/gaming-mice/gaming-mice-have-an-esports-problem-which-is-why-todays-flagships-arent-actually-for-you-or-me/">that have no need for them these days</a> - Razer's ticking a box for itself here, not you. </p><p>This is an MMO mouse that can also be used for casual action / FPS play, not the other way around. </p><h2 id="an-expensive-catch-all">An expensive catch-all</h2><p>Razer casts a wide net with its Naga line, don't confuse 'multi-purpose' with mid-range. While its Viper and DeathAdder rodents want to nail the competitive FPS market, this is a device that wants to sit at the center of your gaming world for years to come and that carries its own price tag. </p><p>A cheaper, more focused gaming mouse is going to prove far more valuable if your Steam library leans more than 70% towards a particular genre. </p><h2 id="slightly-tinny-mouse-clicks">Slightly tinny mouse clicks</h2><p>The only physical concern I came across when testing the Razer Naga V3 Pro is the mouse clicks. While the same Gen 3 snappers are found across Razer's portfolio, they sound a little higher pitched here. It's a personal preference and one that might ring out better in the ears of another player, but having a general preference for a deeper, softer mouse feel the very-almost-hollow sounding clackers here hit a little wrong. </p><h2 class="article-body__section" id="section-should-you-buy-the-razer-naga-v3-pro"><span>Should you buy the Razer Naga V3 Pro?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="z4touBy2okpioGSzFKWpL7" name="Razer Naga V3 Pro" alt="Razer Naga V3 Pro gaming mouse standing upright on a wooden desk with blue backlighting" src="https://cdn.mos.cms.futurecdn.net/z4touBy2okpioGSzFKWpL7-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The Razer Naga V3 Pro is going to make sense for a niche set of players. It's a luxury buy, but where most premium gaming mice focus their price tags around prowess in a particular genre, the Naga's value comes from its versatility. That means it's not going to satisfy anyone approaching it from a specific genre preference. </p><p>Competitive FPS players may be drawn in by the 8,000Hz polling rate, but the weight and form factor of the Naga are going to hamper that speed. MMO players are going to run towards that 12-button side array, but should be wary that they're spending a lot more than they have to on additional features they simply won't be using. </p><p>Ultimately, if you're a more casual player looking to invest in a gaming mouse that can meet you wherever you find yourself that day the Razer Naga V3 Pro is going to sparkle. Those with the cash to splash on something that's going to lend a hand to every genre, rather than feeling tailor made to a specific playstyle should be investigating this stubby rodent. </p><h2 class="article-body__section" id="section-how-i-tested-the-razer-naga-v3-pro"><span>How I tested the Razer Naga V3 Pro</span></h2><p>I used the Razer Naga V3 Pro for a period of three weeks, using the device for all my daily work, play, and everything in between. I tested across slower titles like Planet Coaster 2 and Restory while also putting it through its paces in Doom: The Dark Ages and CS2. For more information on <a href="https://www.gamesradar.com/how-we-test-mice-at-gamesradar/">how we test gaming mice</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GameRadar+ Hardware Policy</a>. </p><p><em>For more setup suggestions, check out the </em><a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-gaming-keyboard-tested/"><em>best gaming keyboards</em></a><em> and </em><a href="https://www.gamesradar.com/best-gaming-monitors-compared/"><em>best gaming monitors</em></a><em> on the market. We're also rounding up all the </em><a href="https://www.gamesradar.com/best-gaming-headsets/"><em>best gaming headsets</em></a><em> as well. </em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/gaming-mice/razer-naga-v3-pro-review/</link>
                                                                            <description>
                            <![CDATA[ I've been using the Razer Naga V3 Pro on everything from Planet Coaster to CS2, here's how it fares on such a varied battlefield. ]]>
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                                                                        <pubDate>Mon, 21 Sep 2026 14:04:58 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming Mice]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Peripherals]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                                                                                    <dc:creator><![CDATA[ Tabitha Baker ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Pdm5hN2zwhdQpL8Amr4bW9-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Razer Naga V3 Pro gaming mouse with 12-button side panel attached on a wooden desk with blue backlighting]]></media:description>                                                            <media:text><![CDATA[Razer Naga V3 Pro gaming mouse with 12-button side panel attached on a wooden desk with blue backlighting]]></media:text>
                                <media:title type="plain"><![CDATA[Razer Naga V3 Pro gaming mouse with 12-button side panel attached on a wooden desk with blue backlighting]]></media:title>
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                            <article>
                                <p>Like its predecessor, the Razer Naga V3 Pro looks not just to the FPS market or the MMO players, but to the Steam generalists. Those with every genre under the sun stored away in their backlog, but - crucially - those willing to invest in the hardware that can support each playstyle independently. </p><p>This is no cheap rodent. Starting life at $179.99 / £179.99, the Naga V3 Pro is one of the most expensive competitors we've had in the <a href="https://www.gamesradar.com/best-gaming-mouse-to-buy/">best gaming mouse</a> arena. You'll find FPS-first rodents at the top of their game for around $20 less. The MMO mouse scene is a little smaller, but typically tends to track around $50 cheaper than Sneki's latest hybrid. </p><p>The Naga wants nothing to do with those hard lines, though. Its swappable side plates open your controls up to simple two-button speed play as well as more complex 12-button inventory panels. Its agnostic shape keeps palm and claw grip players comfortable (some might struggle with the weight in a fingertip grip). </p><h2 class="article-body__section" id="section-key-features"><span>Key features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="j9o4sXPP9DepoPxjoJLTgD" name="Razer Naga V3 Pro" alt="Side view of Razer Naga V3 Pro without any side button panels attached, the magnetic connector and USB dongle housing visible inside" src="https://cdn.mos.cms.futurecdn.net/j9o4sXPP9DepoPxjoJLTgD-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><ul><li><strong>3 swappable side plates with 12, 6, and 2 button options, up to 23 programmable buttons</strong></li><li><strong>50K DPI Focus Pro sensor </strong></li><li><strong>4-mode scroll wheel </strong></li></ul><p>The Razer Naga V3 Pro builds on the previous V2 Pro generation with the same swappable three side plates. That means a two, six, and 12 button option catering to everything from pared down first-person shooters to more complex MMO macros and keybindings. The functionality of these buttons hasn't changed between generations, but we've now got an additional key on the right flank, positioned under the ring finger in a palm grip as well as two along the main left click, set as DPI shifters by default. </p><p>In the center you'll find Razer's new HyperScroll Tilt Wheel Gen-2, with four spin modes spanning free-spin, tactile (24-step notched), precision tactile (48-step notched), and smart-reel. The latter has been spotted on plenty of other <a href="https://www.gamesradar.com/razer-mouse-guide-wired-or-wireless-these-are-the-best-razer-mice-you-can-get-right-now/">Razer gaming mice</a>, like the <a href="https://www.gamesradar.com/hardware/gaming-mice/razer-basilisk-v3-pro-35k-review/">Basilisk V3 Pro</a>, and automatically swaps your scroll setting based on activity. </p><p>Underneath all that, Razer has outfitted the V3 Pro with its latest Focus Pro 50K Optical Sensor Gen-3, a 930 IPS / 90 G acceleration eyeball shared only by the flagship <a href="https://www.gamesradar.com/hardware/gaming-mice/razer-viper-v4-pro-review/">Razer Viper V4 Pro</a>. That nets you access to the brand's updated Frame Sync tech as well as dynamic sensitivity and 26-step asymmetric cut-off. </p><div ><table><caption>Razer Naga V3 Pro Key Specs</caption><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$179.99 / £179.99</p></td></tr><tr><td class="firstcol " ><p><strong>Connection</strong></p></td><td  ><p>2.4GHz / Bluetooth / Wired</p></td></tr><tr><td class="firstcol " ><p><strong>Shape</strong></p></td><td  ><p>Right-handed</p></td></tr><tr><td class="firstcol " ><p><strong>Buttons</strong></p></td><td  ><p>Up to 23</p></td></tr><tr><td class="firstcol " ><p><strong>DPI</strong></p></td><td  ><p>50,000</p></td></tr><tr><td class="firstcol " ><p><strong>IPS</strong></p></td><td  ><p>930</p></td></tr><tr><td class="firstcol " ><p><strong>Switches</strong></p></td><td  ><p>Razer Optical Mouse Switches Gen 4</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>117g (with 12-button plate)</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>Up to 155 hours (2.4GHz), up to 280 hours (Bluetooth)</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-the-good"><span>The good</span></h2><h2 id="comfortable-for-heavier-grip-types">Comfortable for heavier grip types</h2><p>Razer hasn't changed the form factor too much here. The Naga V3 Pro is still a stocky, heavily curved rodent under the hand, with a fairly bulky feel to the central hump but a shorter body overall. That means it's exceptionally comfortable in a relaxed palm grip, with plenty of support under the top of the palm and ergonomic graduation of levels down the right flank. With the middle finger parked on the right main click, the ring finger nestles nicely underneath on a separate platform / button, while the pinky is free to clutch at the side of the mouse itself underneath. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yGqMwCvBf2TrWA9UrkXxSM" name="Razer Naga V3 Pro" alt="Hand using the Razer Naga V3 Pro in a palm grip" src="https://cdn.mos.cms.futurecdn.net/yGqMwCvBf2TrWA9UrkXxSM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>While I naturally rest in a claw grip, I found myself adopting more of a palm shape when using the Naga V3 Pro. The higher hump and wider base softly enforces this type of hold, but I was still able to get some mileage out of a higher hand position. </p><p>With weight generally distributed towards the back, arching the hand around the main clicks and allowing the thumb and pinky to do more of the work still remains comfortable and nimble. There's no undue strain on these outer digits due to the angled design across the right side. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2ejRwj7MgWYdHoqPRvnFJW" name="Razer Naga V3 Pro" alt="Front view of Razer Naga V3 Pro gaming mouse showing slight angled tilt towards the right side" src="https://cdn.mos.cms.futurecdn.net/2ejRwj7MgWYdHoqPRvnFJW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>It did, however, mean I was forced to bring my ring finger off the extra button on the right hand side, to allow additional purchase for finer movements towards the rear of the device. </p><p>A palm grip is ideal and a claw grip is workable, but this isn't the mouse for those who mainline a fingertip grip. The 117g weight is certainly a reduction on last year's 134g, but this is still a chunky mouse compared to the Viper's 49g or the <a href="https://www.gamesradar.com/hardware/gaming-mice/corsair-sabre-v2-pro-ultralight-review/">Corsair Sabre V2 Pro Ultralight</a>'s 36g. </p><p>Combine that with the higher dome and wider base and manipulating the Naga V3 Pro in a fingertip grip becomes pretty cumbersome, losing both speed and precision in the process. </p><h2 id="massive-range-of-customization-options">Massive range of customization options</h2><p>The feather in the Naga V3 Pro's cap is obviously going to be those swappable side buttons. There's more versatility in this setup than any I've seen from other brands or rodents, providing a full 12-button array when you need it but completely avoiding the possibility of accidental presses when you don't. </p><p>On paper, a total of 23 programmable inputs isn't going to sound particularly impressive across the world of MMO mice. After all, everyone producing an inventory-minded rodent is shipping them with additional programming layers, hidden buttons, and DPI shifters. However, the ability to snap a completely different control scheme in and out of play is one only the Naga can boast so far. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jFTLW22JrCAs53Ln5EctPg" name="Razer Naga V3 Pro" alt="Right side of Razer Naga V3 Pro gaming mouse showing additional Hypershift button running along the flank" src="https://cdn.mos.cms.futurecdn.net/jFTLW22JrCAs53Ln5EctPg-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Of course, so can the previous <a href="https://www.gamesradar.com/razer-naga-v2-pro-review/">Razer Naga V2 Pro</a>. In fact, if it's just this flexibility you're after I'd likely recommend sticking with the original run if you spot it on sale. Everything functions the same in this newer release, just with a price tag that's unlikely to wobble as far as the older model's. </p><p>However, Razer has also brought back on-the-fly DPI shifters running along the left main click, as well as an additional Hypershift button on the right edge. These are nice-to-haves, and I did find the Hypershift button a little too easy to actuate accidentally during everyday use, but heavier macro heads and sniper-focused playstyles will make the most of the newer features. </p><h2 id="fine-tuned-scroll-wheel">Fine-tuned scroll wheel</h2><p>I didn't expect the Naga V3 Pro's scroll wheel to shine quite this bright. All the four-mode marketing washed over me the first time I brought it out the box, but after digging into the settings I fully came to appreciate the new precision tactile mode. This 48-step spin feels fantastic in the hands, providing a greater sense of scroll control that's proven itself across not just gameplay but everyday productivity as well. Notches and clean and defined, at just the right level of tension, making weapon swapping incredibly fast and, once the muscle memory kicks in, accurate. </p><p>Of course, there's also the fancy smart mode, swapping between the standard 24-step tactile mode and free spin. Helpful if you're swapping between map and scope zooms regularly, while also coming in handy for everyday scrolling and web browsing, this one generally proves too annoying for me to rely on day to day. It does pick up your scroll speed with sturdy accuracy, and responds quickly to change modes, but the acceleration on the free spin can feel a little too turbo-charged at times. </p><h2 class="article-body__section" id="section-the-bad"><span>The bad</span></h2><h2 id="still-heavier-in-the-hand">Still heavier in the hand</h2><p>It's important to remember that the Razer Naga V3 Pro isn't designed <em>for </em>competitive FPS. It's got the 8,000Hz polling rate and top-of-the-range sensor to accommodate a faster playstyle, but its chunkier form factor, rear weight distribution, and wider base keep it from closing the gap on the battlefield. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TMfpAaosFnJcmCToWEGM53" name="Razer Naga V3 Pro" alt="Side view of Razer Naga V3 Pro showing thickness and squat shape of the form factor" src="https://cdn.mos.cms.futurecdn.net/TMfpAaosFnJcmCToWEGM53-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>This is a generalist gaming mouse, not a competitive one. That means paying for the high-speed polling rate feels a little counter-intuitive. Still, everyone's throwing these high-speed connections into mice <a href="https://www.gamesradar.com/hardware/gaming-mice/gaming-mice-have-an-esports-problem-which-is-why-todays-flagships-arent-actually-for-you-or-me/">that have no need for them these days</a> - Razer's ticking a box for itself here, not you. </p><p>This is an MMO mouse that can also be used for casual action / FPS play, not the other way around. </p><h2 id="an-expensive-catch-all">An expensive catch-all</h2><p>Razer casts a wide net with its Naga line, don't confuse 'multi-purpose' with mid-range. While its Viper and DeathAdder rodents want to nail the competitive FPS market, this is a device that wants to sit at the center of your gaming world for years to come and that carries its own price tag. </p><p>A cheaper, more focused gaming mouse is going to prove far more valuable if your Steam library leans more than 70% towards a particular genre. </p><h2 id="slightly-tinny-mouse-clicks">Slightly tinny mouse clicks</h2><p>The only physical concern I came across when testing the Razer Naga V3 Pro is the mouse clicks. While the same Gen 3 snappers are found across Razer's portfolio, they sound a little higher pitched here. It's a personal preference and one that might ring out better in the ears of another player, but having a general preference for a deeper, softer mouse feel the very-almost-hollow sounding clackers here hit a little wrong. </p><h2 class="article-body__section" id="section-should-you-buy-the-razer-naga-v3-pro"><span>Should you buy the Razer Naga V3 Pro?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="z4touBy2okpioGSzFKWpL7" name="Razer Naga V3 Pro" alt="Razer Naga V3 Pro gaming mouse standing upright on a wooden desk with blue backlighting" src="https://cdn.mos.cms.futurecdn.net/z4touBy2okpioGSzFKWpL7-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The Razer Naga V3 Pro is going to make sense for a niche set of players. It's a luxury buy, but where most premium gaming mice focus their price tags around prowess in a particular genre, the Naga's value comes from its versatility. That means it's not going to satisfy anyone approaching it from a specific genre preference. </p><p>Competitive FPS players may be drawn in by the 8,000Hz polling rate, but the weight and form factor of the Naga are going to hamper that speed. MMO players are going to run towards that 12-button side array, but should be wary that they're spending a lot more than they have to on additional features they simply won't be using. </p><p>Ultimately, if you're a more casual player looking to invest in a gaming mouse that can meet you wherever you find yourself that day the Razer Naga V3 Pro is going to sparkle. Those with the cash to splash on something that's going to lend a hand to every genre, rather than feeling tailor made to a specific playstyle should be investigating this stubby rodent. </p><h2 class="article-body__section" id="section-how-i-tested-the-razer-naga-v3-pro"><span>How I tested the Razer Naga V3 Pro</span></h2><p>I used the Razer Naga V3 Pro for a period of three weeks, using the device for all my daily work, play, and everything in between. I tested across slower titles like Planet Coaster 2 and Restory while also putting it through its paces in Doom: The Dark Ages and CS2. For more information on <a href="https://www.gamesradar.com/how-we-test-mice-at-gamesradar/">how we test gaming mice</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GameRadar+ Hardware Policy</a>. </p><p><em>For more setup suggestions, check out the </em><a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-gaming-keyboard-tested/"><em>best gaming keyboards</em></a><em> and </em><a href="https://www.gamesradar.com/best-gaming-monitors-compared/"><em>best gaming monitors</em></a><em> on the market. We're also rounding up all the </em><a href="https://www.gamesradar.com/best-gaming-headsets/"><em>best gaming headsets</em></a><em> as well. </em></p>
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                                                            <title><![CDATA[ Creative Pebble Plus speakers are still a budget GOAT in 2026, but should you put up with their annoying cable clutter for $30? ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Especially this year, building a desktop gaming PC setup will set you back a fortune, and that’s true of just building yourself a rig. It’s easy to forget you also need to invest in peripherals, maybe a controller, and the thing that slips everyone’s mind is a set of <a href="https://www.gamesradar.com/best-computer-speakers">computer speakers</a> that outdo the awful ones found in monitors. </p><p>For that reason, the Creative Pebble Plus speakers have become a bit of a staple of this market. There are few 2.0 or 2.1 speaker sets that will demand as little from you in the way of budget while giving you actually decent audio. That much is clear when you think that the original Creative Pebble Plus was released in 2019 and hasn’t been updated since.</p><p>Obviously, when buying at this end of the budget scale, you’re going to miss out on a few bells and whistles, but if you do most of your gaming with a headset on and you just want some speakers for the odd game here and there or listening to music while you work at a desk, the $30 / £30 investment Creative asks of you here for its budget speakers is hard to trump.</p><h2 id="design-3">Design</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="TP57EogBeXeritPriJkNo9" name="Creative Pebble Plus review 3" alt="The back of the right speaker of the creative Pebble Plus" src="https://cdn.mos.cms.futurecdn.net/TP57EogBeXeritPriJkNo9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Tom Farthing)</span></figcaption></figure><p>Creative has done an incredible job of designing desktop speakers that look good in a variety of set-ups, have everything you need, perform well, and aren’t too big. The only caveat is that they’re only offered in Black and Gold, which is no bad thing; I think it looks svelte, minimalist, and modern but not in your face or shouty. If having just one colour option keeps the price down, then it’s hard to complain.  </p><p>There are nice little touches, such as the speakers being angled upward at 45 degrees, directing sound straight toward your ears rather than forward into the chest. This design point makes a tremendous difference in clarity and means the speakers don't have to work as hard. Having one dial on the speaker for on/off and volume controls keeps the design practical and unspoiled. A welcome break from the buttons, switches, haptic feedback and touch controls that keep appearing on modern products, which arguably clutter up their design unnecessarily. </p><p>With the Subwoofer being a standout feature of these speakers, I was excited to get it out of the box. Only to be surprised at how light it is and how tiny the diameter of the speaker cone is. Before I plugged it in, I didn’t believe it was big enough to offer any worthwhile performance; more on how good it turned out to be later in the review. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="7K5QQH3EEEpAhhiLiWyC4A" name="Creative Pebble Plus review 1" alt="The cables of the Creative Pebble Plus" src="https://cdn.mos.cms.futurecdn.net/7K5QQH3EEEpAhhiLiWyC4A-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Tom Farthing)</span></figcaption></figure><p>There is, however, one side of the design that is the biggest drawback of these speakers. For a product that came out in 2019, I'm flabbergasted they haven't rectified it yet. It’s the wires -<em> so many wires</em>. Throughout my time reviewing the Creative Pebble Plus, I constantly had wires criss-crossing all over my desk, studio, office, and bedroom. It was ugly, inconvenient, and at one point, a very real trip hazard in my hotel room. Yep, that’s right, I took the Creative Pebble Plus on tour…well, a work tour. I was covering the largest gaming convention (Gamescom), and for the week I was there, I had to do a bunch of filming and editing. I thought it would be a good field test and was also pleasantly surprised when the whole system was small enough to easily fit in my suitcase. They transformed the editing process while working away from my main setup, and other than the wires the only other issue was using a USB C to A converter. </p><p>This is all to say that however minimalist and sleek the speakers look, the design is all ruined if you don’t have somewhere to hide all those pesky wires.</p><h2 id="features-4">Features</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="SzrBq9krofxC5WgC98ww4A" name="Creative Pebble Plus review 8" alt="The downward firing subwoofer of the Creative Pebble Plus" src="https://cdn.mos.cms.futurecdn.net/SzrBq9krofxC5WgC98ww4A-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Tom Farthing)</span></figcaption></figure><p>The Creative Pebble Plus system features two satellite speakers with 2” mid-range drivers and a down-firing, 4-inch subwoofer that combine to deliver audio across a 50Hz to 20kHz frequency range. Each speaker delivers two watts of audio, while the subwoofer pumps out four watts of bass. You can actually get 8W RMS output for a louder, more powerful system by connecting the speakers to a wall socket to provide more power rather than relying on standard USB 2.0.</p><p>The powered right speaker acts as the central hub of the system, just like in a lot of rival setups like the <a href="https://www.gamesradar.com/steelseries-arena-3-review/">SteelSeries Arena 3</a> or <a href="https://www.gamesradar.com/hardware/desktop-pc/ruark-mr1-mk-3-speakers-review/">Ruark MR1 MK 3</a>. The right speaker houses the power and volume knob as well as a low/high gain switch underneath. Connectivity is entirely wired, meaning there is no Bluetooth here. The system features a hardwired 3.5mm Aux-In jack for audio input, and it draws power directly via USB, meaning this may need to be plugged into your computer twice (USB for Power, 3.5mm Jack for Audio) unless you get power from a wall socket.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="vP2QeCWRks3RZTPyr3cr3A" name="Creative Pebble Plus review 6" alt="The black and gold colorway of the Creative Pebble Plus" src="https://cdn.mos.cms.futurecdn.net/vP2QeCWRks3RZTPyr3cr3A-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Tom Farthing)</span></figcaption></figure><p>Which brings me to the main drawback of the Creative Pebble Plus: cable management. Every single cord—including the cable connecting to the subwoofer, the cable between the left and right speakers, the USB power cable, and the 3.5mm input cable—is hardwired directly into the back of the right speaker. This creates a tangled mess of wires that is exceedingly difficult to conceal or look nice on a desk. So much so that I would only recommend these speakers to people who have a permanent computer setup with a tower or a laptop with a hub where they can plug everything in and forget about it.</p><p>Otherwise, you’re losing too many ports and creating too many complications that are just not worth it. Yes, a lot of desktop speakers will require these tethers between satellites and subwoofer, but often you’ll find the subwoofer serving as the hub for connecting it all. The Logitech Z407 does this, for example, which helps to keep a lot of the mess clear of your desk. You’d be better off with a soundbar or wireless speakers with Bluetooth that forgo the subwoofer entirely if this is a major dealbreaker for you; I’ll provide some alternatives to the Creative Pebble Plus at the end if you’re interested. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="k6VzHJcBwJXMEsx5aWV45A" name="Creative Pebble Plus review 9" alt="The Creative Pebble Plus cable clutter behind the subwoofer" src="https://cdn.mos.cms.futurecdn.net/k6VzHJcBwJXMEsx5aWV45A-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Tom Farthing)</span></figcaption></figure><p>Overall, this budget-friendly 2.1 speaker system offers clever acoustic angling, convenient USB power, and impressive sound clarity for its size and price. However, the frustratingly messy cable routing, lack of Bluetooth or USB audio, and audio input being restricted solely to the hardwired 3.5mm jack could be problematic, as some current ultra-thin laptops don’t have a 3.5mm jack at all. It’s not like the physical 3.5mm jack is there for the audiophiles either; it’s because in 2019 it was cheap. However, I find it hard to believe that a newer iteration of this speaker with a cheaper / older bluetooth module would be that much more expensive. Audio quality wouldn't be an issue either, as an older Bluetooth codec wouldn't be noticed on this type of affordable speaker. However, the benefit of all these wires and the jack is that there is less to go wrong and setup is easy. No searching for Bluetooth / connection issues / lagging while gaming. It would appeal to older users who don’t want to faff around in menus and just want products that work as soon as you plug them in. </p><h2 id="performance-4">Performance</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="fHdtzudXhetPeQnwj2F6r9" name="Creative Pebble Plus review 5" alt="A close up of the Creative Pebble Plus satelite speakers and the right speaker's volume dial" src="https://cdn.mos.cms.futurecdn.net/fHdtzudXhetPeQnwj2F6r9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Tom Farthing)</span></figcaption></figure><p>These budget speakers deliver impressive value for the price, though their audio performance varies significantly depending on the track and volume level. At medium volumes, the system sounds well-balanced and avoids distortion. However, when you turn up the volume, there is a tipping point where distortion sets in—particularly on tracks with heavy bass like R&B, hip-hop, and drum and bass.</p><p>While the inclusion of a subwoofer might be tempting to deep bass enthusiasts, the low-end can actually distort on heavy bass lines. For tracks with an even range of highs, mids, and lows, the sound is surprisingly balanced and vibrant. A variety of instruments across lots of genres come through clearly, with this balanced profile translating well to orchestral pieces, movie scores, and game soundtracks, where higher-register brass, strings, and vocals take center stage and lower registers remain rich, full-bodied, and properly mixed.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="YfB45yWCFdXAWRnyn7zs3A" name="Creative Pebble Plus review 10" alt="The Creative Pebble Plus 2.1 setup" src="https://cdn.mos.cms.futurecdn.net/YfB45yWCFdXAWRnyn7zs3A-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Tom Farthing)</span></figcaption></figure><p>As I said earlier, I was sceptical of how useful the sub would actually be considering its size and weight. In the first five minutes I didn’t actually believe it was on, so I unplugged it to see the difference. While this was never going to be a chest-caving bass extravaganza, I was really surprised that I did notice a marked difference. This sub is less ‘Woofer’ and more ‘Subtle’ as it adds real depth to the soundscape without overwhelming you at close proximity if you’re sitting them on the desk in front of you. The speakers on their own are rather good, but I now can’t use them without the sub, as I know I'm missing a much more rounded and complete audio experience. </p><p>Overall, while gamers and heavy bass lovers won’t be blown away, the speakers provide a great sound for the price with a crisp, clear, and capable audio experience for most scenarios as long as volume levels are kept in check.</p><h2 id="should-you-buy-the-creative-pebble-plus-speakers">Should you buy the Creative Pebble Plus speakers?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="RqUq3EAgdaeXCwyzrNiqs9" name="Creative Pebble Plus review 2" alt="The cable clutter in front of the Creative Pebble Plus speakers" src="https://cdn.mos.cms.futurecdn.net/RqUq3EAgdaeXCwyzrNiqs9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Tom Farthing)</span></figcaption></figure><p>If you want a computer speaker set up with a subwoofer (to ensure a good range of sound) and you don't want to spend more than $30, then you should definitely buy the Creative Pebble Plus. Just make sure you’re buying the right one, as the Creative Pebble (without the word Plus) is the satellite speakers without the subwoofer, so make sure you get the ‘Plus’ if you want the best bang for your buck. When looking for alternatives, I was surprised I couldn't find any for this type of price. These speakers were released in 2019, and since then nobody has come close to matching the Creative Pebble Plus on value. Strangely, even Creative themselves haven't managed to better their own product with a newer iteration. </p><p>For a 2.1 system, they have released newer models in the Creative Pebble X Plus, but those are around three times the price. There is the Creative Pebble v3 for around the same price, but you sacrifice a subwoofer for USB-C and Bluetooth, which means fewer cables. However, if you’re building a desk setup on a budget, you have under $50 to spend, and you really want a subwoofer, you literally cannot find a better budget option.</p><div data-widget-type="review" data-model-name="Creative Pebble Plus"></div><h2 id="how-i-tested-the-creative-pebble-plus">How I tested the Creative Pebble Plus</h2><p>I’ve been testing the Creative Pebble Plus Speakers at home for the last four weeks in a variety of situations at home, and at Gamescom in my hotel room abroad. I’ve been comparing the music performance against my professional-grade balanced Mackie MR824 studio monitors. Using a variety of music genres and tones with tracks I know well to compare and contrast. For gaming, TV, and movie performance, I’ve been switching between the Creative Pebble Plus and my Samsung speaker TV setup, which includes a soundbar, subwoofer, and two rear speakers—testing across a variety of platforms, which include my PS5, Gaming Laptop, Steam Deck, and YouTube, Netflix, and Blu-rays for movies and TV Shows.</p><p>For more, check out the GamesRadar+ <a href="https://www.gamesradar.com/gamesradar-hardware-policy" target="_blank">hardware policy</a>.</p><p><em>If you want more ways to improve your setup, look at the </em><a href="https://www.gamesradar.com/best-gaming-pc-pre-builds"><em>best gaming PCs</em></a><em>, the </em><a href="https://www.gamesradar.com/best-cpu-for-gaming-pc"><em>best CPU for gaming</em></a><em>, and the </em><a href="https://www.gamesradar.com/best-pc-graphics-cards"><em>best graphics cards</em></a><em>.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/desktop-pc/creative-pebble-plus-review/</link>
                                                                            <description>
                            <![CDATA[ The Creative Pebble Plus is an unbeatable budget 2.1 speaker system for $30, delivering impressive value, clarity, and balanced audio depth. ]]>
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                                                                        <pubDate>Mon, 21 Sep 2026 12:39:18 +0000</pubDate>                                                                                                                                <updated>Mon, 21 Sep 2026 15:49:12 +0000</updated>
                                                                                                                                            <category><![CDATA[Desktop PCs]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                                                                <author><![CDATA[ tom.farthing@futurenet.com (Tom Farthing) ]]></author>                    <dc:creator><![CDATA[ Tom Farthing ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/NKYuWWpmmEVnAFxJZJc2Mh-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Future / Tom Farthing]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The Creative Pebble Plus speakers with their subwoofer]]></media:description>                                                            <media:text><![CDATA[The Creative Pebble Plus speakers with their subwoofer]]></media:text>
                                <media:title type="plain"><![CDATA[The Creative Pebble Plus speakers with their subwoofer]]></media:title>
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                                <p>Especially this year, building a desktop gaming PC setup will set you back a fortune, and that’s true of just building yourself a rig. It’s easy to forget you also need to invest in peripherals, maybe a controller, and the thing that slips everyone’s mind is a set of <a href="https://www.gamesradar.com/best-computer-speakers">computer speakers</a> that outdo the awful ones found in monitors. </p><p>For that reason, the Creative Pebble Plus speakers have become a bit of a staple of this market. There are few 2.0 or 2.1 speaker sets that will demand as little from you in the way of budget while giving you actually decent audio. That much is clear when you think that the original Creative Pebble Plus was released in 2019 and hasn’t been updated since.</p><p>Obviously, when buying at this end of the budget scale, you’re going to miss out on a few bells and whistles, but if you do most of your gaming with a headset on and you just want some speakers for the odd game here and there or listening to music while you work at a desk, the $30 / £30 investment Creative asks of you here for its budget speakers is hard to trump.</p><h2 id="design-3">Design</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="TP57EogBeXeritPriJkNo9" name="Creative Pebble Plus review 3" alt="The back of the right speaker of the creative Pebble Plus" src="https://cdn.mos.cms.futurecdn.net/TP57EogBeXeritPriJkNo9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Tom Farthing)</span></figcaption></figure><p>Creative has done an incredible job of designing desktop speakers that look good in a variety of set-ups, have everything you need, perform well, and aren’t too big. The only caveat is that they’re only offered in Black and Gold, which is no bad thing; I think it looks svelte, minimalist, and modern but not in your face or shouty. If having just one colour option keeps the price down, then it’s hard to complain.  </p><p>There are nice little touches, such as the speakers being angled upward at 45 degrees, directing sound straight toward your ears rather than forward into the chest. This design point makes a tremendous difference in clarity and means the speakers don't have to work as hard. Having one dial on the speaker for on/off and volume controls keeps the design practical and unspoiled. A welcome break from the buttons, switches, haptic feedback and touch controls that keep appearing on modern products, which arguably clutter up their design unnecessarily. </p><p>With the Subwoofer being a standout feature of these speakers, I was excited to get it out of the box. Only to be surprised at how light it is and how tiny the diameter of the speaker cone is. Before I plugged it in, I didn’t believe it was big enough to offer any worthwhile performance; more on how good it turned out to be later in the review. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="7K5QQH3EEEpAhhiLiWyC4A" name="Creative Pebble Plus review 1" alt="The cables of the Creative Pebble Plus" src="https://cdn.mos.cms.futurecdn.net/7K5QQH3EEEpAhhiLiWyC4A-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Tom Farthing)</span></figcaption></figure><p>There is, however, one side of the design that is the biggest drawback of these speakers. For a product that came out in 2019, I'm flabbergasted they haven't rectified it yet. It’s the wires -<em> so many wires</em>. Throughout my time reviewing the Creative Pebble Plus, I constantly had wires criss-crossing all over my desk, studio, office, and bedroom. It was ugly, inconvenient, and at one point, a very real trip hazard in my hotel room. Yep, that’s right, I took the Creative Pebble Plus on tour…well, a work tour. I was covering the largest gaming convention (Gamescom), and for the week I was there, I had to do a bunch of filming and editing. I thought it would be a good field test and was also pleasantly surprised when the whole system was small enough to easily fit in my suitcase. They transformed the editing process while working away from my main setup, and other than the wires the only other issue was using a USB C to A converter. </p><p>This is all to say that however minimalist and sleek the speakers look, the design is all ruined if you don’t have somewhere to hide all those pesky wires.</p><h2 id="features-4">Features</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="SzrBq9krofxC5WgC98ww4A" name="Creative Pebble Plus review 8" alt="The downward firing subwoofer of the Creative Pebble Plus" src="https://cdn.mos.cms.futurecdn.net/SzrBq9krofxC5WgC98ww4A-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Tom Farthing)</span></figcaption></figure><p>The Creative Pebble Plus system features two satellite speakers with 2” mid-range drivers and a down-firing, 4-inch subwoofer that combine to deliver audio across a 50Hz to 20kHz frequency range. Each speaker delivers two watts of audio, while the subwoofer pumps out four watts of bass. You can actually get 8W RMS output for a louder, more powerful system by connecting the speakers to a wall socket to provide more power rather than relying on standard USB 2.0.</p><p>The powered right speaker acts as the central hub of the system, just like in a lot of rival setups like the <a href="https://www.gamesradar.com/steelseries-arena-3-review/">SteelSeries Arena 3</a> or <a href="https://www.gamesradar.com/hardware/desktop-pc/ruark-mr1-mk-3-speakers-review/">Ruark MR1 MK 3</a>. The right speaker houses the power and volume knob as well as a low/high gain switch underneath. Connectivity is entirely wired, meaning there is no Bluetooth here. The system features a hardwired 3.5mm Aux-In jack for audio input, and it draws power directly via USB, meaning this may need to be plugged into your computer twice (USB for Power, 3.5mm Jack for Audio) unless you get power from a wall socket.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="vP2QeCWRks3RZTPyr3cr3A" name="Creative Pebble Plus review 6" alt="The black and gold colorway of the Creative Pebble Plus" src="https://cdn.mos.cms.futurecdn.net/vP2QeCWRks3RZTPyr3cr3A-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Tom Farthing)</span></figcaption></figure><p>Which brings me to the main drawback of the Creative Pebble Plus: cable management. Every single cord—including the cable connecting to the subwoofer, the cable between the left and right speakers, the USB power cable, and the 3.5mm input cable—is hardwired directly into the back of the right speaker. This creates a tangled mess of wires that is exceedingly difficult to conceal or look nice on a desk. So much so that I would only recommend these speakers to people who have a permanent computer setup with a tower or a laptop with a hub where they can plug everything in and forget about it.</p><p>Otherwise, you’re losing too many ports and creating too many complications that are just not worth it. Yes, a lot of desktop speakers will require these tethers between satellites and subwoofer, but often you’ll find the subwoofer serving as the hub for connecting it all. The Logitech Z407 does this, for example, which helps to keep a lot of the mess clear of your desk. You’d be better off with a soundbar or wireless speakers with Bluetooth that forgo the subwoofer entirely if this is a major dealbreaker for you; I’ll provide some alternatives to the Creative Pebble Plus at the end if you’re interested. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="k6VzHJcBwJXMEsx5aWV45A" name="Creative Pebble Plus review 9" alt="The Creative Pebble Plus cable clutter behind the subwoofer" src="https://cdn.mos.cms.futurecdn.net/k6VzHJcBwJXMEsx5aWV45A-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Tom Farthing)</span></figcaption></figure><p>Overall, this budget-friendly 2.1 speaker system offers clever acoustic angling, convenient USB power, and impressive sound clarity for its size and price. However, the frustratingly messy cable routing, lack of Bluetooth or USB audio, and audio input being restricted solely to the hardwired 3.5mm jack could be problematic, as some current ultra-thin laptops don’t have a 3.5mm jack at all. It’s not like the physical 3.5mm jack is there for the audiophiles either; it’s because in 2019 it was cheap. However, I find it hard to believe that a newer iteration of this speaker with a cheaper / older bluetooth module would be that much more expensive. Audio quality wouldn't be an issue either, as an older Bluetooth codec wouldn't be noticed on this type of affordable speaker. However, the benefit of all these wires and the jack is that there is less to go wrong and setup is easy. No searching for Bluetooth / connection issues / lagging while gaming. It would appeal to older users who don’t want to faff around in menus and just want products that work as soon as you plug them in. </p><h2 id="performance-4">Performance</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="fHdtzudXhetPeQnwj2F6r9" name="Creative Pebble Plus review 5" alt="A close up of the Creative Pebble Plus satelite speakers and the right speaker's volume dial" src="https://cdn.mos.cms.futurecdn.net/fHdtzudXhetPeQnwj2F6r9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Tom Farthing)</span></figcaption></figure><p>These budget speakers deliver impressive value for the price, though their audio performance varies significantly depending on the track and volume level. At medium volumes, the system sounds well-balanced and avoids distortion. However, when you turn up the volume, there is a tipping point where distortion sets in—particularly on tracks with heavy bass like R&B, hip-hop, and drum and bass.</p><p>While the inclusion of a subwoofer might be tempting to deep bass enthusiasts, the low-end can actually distort on heavy bass lines. For tracks with an even range of highs, mids, and lows, the sound is surprisingly balanced and vibrant. A variety of instruments across lots of genres come through clearly, with this balanced profile translating well to orchestral pieces, movie scores, and game soundtracks, where higher-register brass, strings, and vocals take center stage and lower registers remain rich, full-bodied, and properly mixed.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="YfB45yWCFdXAWRnyn7zs3A" name="Creative Pebble Plus review 10" alt="The Creative Pebble Plus 2.1 setup" src="https://cdn.mos.cms.futurecdn.net/YfB45yWCFdXAWRnyn7zs3A-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Tom Farthing)</span></figcaption></figure><p>As I said earlier, I was sceptical of how useful the sub would actually be considering its size and weight. In the first five minutes I didn’t actually believe it was on, so I unplugged it to see the difference. While this was never going to be a chest-caving bass extravaganza, I was really surprised that I did notice a marked difference. This sub is less ‘Woofer’ and more ‘Subtle’ as it adds real depth to the soundscape without overwhelming you at close proximity if you’re sitting them on the desk in front of you. The speakers on their own are rather good, but I now can’t use them without the sub, as I know I'm missing a much more rounded and complete audio experience. </p><p>Overall, while gamers and heavy bass lovers won’t be blown away, the speakers provide a great sound for the price with a crisp, clear, and capable audio experience for most scenarios as long as volume levels are kept in check.</p><h2 id="should-you-buy-the-creative-pebble-plus-speakers">Should you buy the Creative Pebble Plus speakers?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="RqUq3EAgdaeXCwyzrNiqs9" name="Creative Pebble Plus review 2" alt="The cable clutter in front of the Creative Pebble Plus speakers" src="https://cdn.mos.cms.futurecdn.net/RqUq3EAgdaeXCwyzrNiqs9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Tom Farthing)</span></figcaption></figure><p>If you want a computer speaker set up with a subwoofer (to ensure a good range of sound) and you don't want to spend more than $30, then you should definitely buy the Creative Pebble Plus. Just make sure you’re buying the right one, as the Creative Pebble (without the word Plus) is the satellite speakers without the subwoofer, so make sure you get the ‘Plus’ if you want the best bang for your buck. When looking for alternatives, I was surprised I couldn't find any for this type of price. These speakers were released in 2019, and since then nobody has come close to matching the Creative Pebble Plus on value. Strangely, even Creative themselves haven't managed to better their own product with a newer iteration. </p><p>For a 2.1 system, they have released newer models in the Creative Pebble X Plus, but those are around three times the price. There is the Creative Pebble v3 for around the same price, but you sacrifice a subwoofer for USB-C and Bluetooth, which means fewer cables. However, if you’re building a desk setup on a budget, you have under $50 to spend, and you really want a subwoofer, you literally cannot find a better budget option.</p><div data-widget-type="review" data-model-name="Creative Pebble Plus"></div><h2 id="how-i-tested-the-creative-pebble-plus">How I tested the Creative Pebble Plus</h2><p>I’ve been testing the Creative Pebble Plus Speakers at home for the last four weeks in a variety of situations at home, and at Gamescom in my hotel room abroad. I’ve been comparing the music performance against my professional-grade balanced Mackie MR824 studio monitors. Using a variety of music genres and tones with tracks I know well to compare and contrast. For gaming, TV, and movie performance, I’ve been switching between the Creative Pebble Plus and my Samsung speaker TV setup, which includes a soundbar, subwoofer, and two rear speakers—testing across a variety of platforms, which include my PS5, Gaming Laptop, Steam Deck, and YouTube, Netflix, and Blu-rays for movies and TV Shows.</p><p>For more, check out the GamesRadar+ <a href="https://www.gamesradar.com/gamesradar-hardware-policy" target="_blank">hardware policy</a>.</p><p><em>If you want more ways to improve your setup, look at the </em><a href="https://www.gamesradar.com/best-gaming-pc-pre-builds"><em>best gaming PCs</em></a><em>, the </em><a href="https://www.gamesradar.com/best-cpu-for-gaming-pc"><em>best CPU for gaming</em></a><em>, and the </em><a href="https://www.gamesradar.com/best-pc-graphics-cards"><em>best graphics cards</em></a><em>.</em></p>
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                                                            <title><![CDATA[ Silent Hill Townfall review: "Unrelentingly dark and disturbing horror" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I've played a lot of horror games over the years, and built up a thick skin in that time to anything but the bluntest of jump scares. So when I say Silent Hill: Townfall scared me, upset me, and left me with just a whole lot of stuff in my head I don't entirely want to have to think about, that means it impressed me. Now it's done I just keep rolling it around in my mind, trying to find a way to make it lie comfortably, but I suspect I will be thinking about it for a long time to come.</p><div  class="fancy-box"><div class="fancy_box-title">Fast Facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>September 24,  2026<br><strong>Platform(s):</strong> PC, PS5<br><strong>Developer:</strong> Screen Burn Interactive<br><strong>Publisher:</strong> Konami</p></div></div><p><a href="https://www.gamesradar.com/games/silent-hill-townfall-guide/">Silent Hill: Townfall</a> almost certainly isn't going to be for everyone. It's an incredible slow burn mechanically and narratively; <em>very </em>stealth heavy with lots of hiding and ruthless punishment for being found; and the story, once it reveals itself, is a much more difficult beast to wrestle with than birthing gods or manifesting murderous sexual repression. But, while there's a few missteps and at least one late game puzzle I hated with a white hot fury, the overall experience has stuck with me in a way few things have. There are moments, ideas and entire levels worthy of discussion in their own right, as well as events, themes, and topics I'd rather weren't in my head anymore. I'm going to keep this as spoiler free as possible going forward though, so if anything seems vague it's to keep those secrets for you to discover. </p><h2 id="i-see-that-town">I see that town</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="w6hBA3AMSFNCW683vMdkd" name="Silent Hill Townfall" alt="Silent Hill Townfall" src="https://cdn.mos.cms.futurecdn.net/w6hBA3AMSFNCW683vMdkd-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>It all starts with you arriving in the tiny Scottish coastal town of St Amelia, in the early '90s, as a character called Simon Odell. He doesn't know why he's there, or where even there is, which works well setting him up as a cipher for your joint investigations into what the hell is going on. These early few hours – as you poke around the foggy streets and hide behind dumpsters from gnarly, skinned-flesh things skipping along the cobbles – are about as perfect as horror gaming gets. </p><p>The key mechanic the stealth hangs on is an old retro CRTV, a pocket television that replaces a Silent hill staple, the radio, in helping you detect monsters. Instead of just having a warning crackle when danger's near, you can now tune the TV into threats to get an interference laden X-ray view of danger through obstacles. The twist that stops this becoming too overpowered is that each individual creature is tuned separately, leaving you jumping between signals one at a time to check where everyone is as you creep around. There's also a peek mechanic to peer around or over things that I clung to like a liferaft for a long time, sparing nothing but the barest of pixels to glimpse fleeting shapes around corners. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZEH7KpgVMptpxSAeox2Ued" name="Silent Hill Townfall" alt="Silent Hill Townfall review" src="https://cdn.mos.cms.futurecdn.net/ZEH7KpgVMptpxSAeox2Ued-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: konami)</span></figcaption></figure><div><blockquote><p>While it's very effective in building fear, stealth does dominate everything</p></blockquote></div><p>While it's very effective in building fear, this stealth does dominate everything. Combat is tough as you swing planks that quickly fall apart (and, later, pipes that fall apart a little more slowly). Firepower is also limited by incredibly scarce ammo, and the fact that gunfire often attracts every monster within earshot. As a result, most of the game is spent cowering behind walls and darting between gaps in monsters' paths, terrified you'll hear a 'found you' scream.</p><p>Getting caught either leads to a messy, dangerous fight or a desperate run to escape and hide. In open areas like town streets the latter isn't too bad, leading to heart in your mouth sprints away from danger. However, in more claustrophobic interior areas your options become limited, leading to several arduous levels where you're just stuck hiding with no clear route ahead, or fleeing with nowhere to go to end up torn apart in a corner. The copious abundance of healing items and a resurrecting IV bag mechanic seems to be in place partly to counter this, and prevent you being murdered all the way back to your last save too often. </p><h2 id="the-dark-side">The dark side</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WcXHtzmwBXFMUhaxPdbATU" name="silent hill townfall" alt="silent hill townfall" src="https://cdn.mos.cms.futurecdn.net/WcXHtzmwBXFMUhaxPdbATU-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>A few of these overly harsh moments really can push Townfall from terrifying to a bit of a chore – one section takes away your ability to fight or resurrect, for example, while hampering your detection of threats, and is immediately followed by an almost as harsh section of a similar length, making for a grinding few hours after an excellent opening. There's also a particular special enemy, capable of insta-kills, that appears occasionally and seems stuck on you, even when it doesn't know where you are. That creates irritating moments where you're just sort of trapped in a room while it patrols endlessly outside, often giving you little choice than to take a hail mary dash hoping it won't see you. You can throw distracting bottles and bricks to buy a gap to get away in, but somehow it always ends up wandering right outside wherever you are. </p><p>Those moments can be grueling, and largely responsible for this just missing a perfect score. Partly because it pushes the tense stealth past the point of being fun, clags up the pacing and, whenever the insta-kill creature appears, you just know the next bit is going to be horrible and take forever. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wr9Ui5J7FrizX2P9GWhmZd" name="Silent Hill Townfall" alt="Silent Hill Townfall review" src="https://cdn.mos.cms.futurecdn.net/Wr9Ui5J7FrizX2P9GWhmZd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: konami)</span></figcaption></figure><p>But, for every annoyance, Silent Hill Townfall has many more moments of pure horror magic. In particular a late game level pulls a deliciously subversive power flip with a shotgun and some cat and mouse scares. Then there's just a list  of puzzles, reveals, character, or story developments and more that had me scribbling 'Oh my <em>God</em>' repeatedly in my notes. </p><p>There are some areas where nothing's happening, but just taking it all in is just amazing – the atmosphere and vibes of just existing are incredible. The foggy town streets are flawlessly eerie and forlorn, creating an isolated and foreboding pressure as you explore. I swear I could smell the cold, briney sea mist I was wandering through. It's specifically set in Scotland, but the amazing recreation of its '90s streets, estates, and shopping centers will resonate with anyone who can remember the UK of that era. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/dngjFvCCMHB5nHTAE8wjWU-1920-80.jpg" alt="silent hill townfall" /><figcaption><small role="credit">Konami</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/dydBhc97LdYSwR3BHMYgpU-1920-80.jpg" alt="silent hill townfall" /><figcaption><small role="credit">Konami</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/9WR2XceXkRraUAJKhKmmtU-1920-80.jpg" alt="silent hill townfall" /><figcaption><small role="credit">Konami</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/EgRDm4VjyP6N9o2n8akAeU-1920-80.jpg" alt="silent hill townfall" /><figcaption><small role="credit">Konami</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/LpEQ9Z9rVg3oJqMTzU57bU-1920-80.jpg" alt="silent hill townfall" /><figcaption><small role="credit">Konami</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XfdHX8hFhsdAUf3j2Bc3SU-1920-80.jpg" alt="silent hill townfall" /><figcaption><small role="credit">Konami</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/xwEVZAtgronSShJZvSfWiU-1920-80.jpg" alt="silent hill townfall" /><figcaption><small role="credit">Konami</small></figcaption></figure></figure><p>The Otherworld on the other hand takes on a weighty, cinematic, concrete brutalism, harshly lit in monotone slabs of colour. I've taken more pictures of Townfall than any other game recently, and it doesn't even have a photo mode, it just looks that good. Wherever you are, the warbling, drowning piano, shimmering skeezy guitar, and honking synths build an edgy tension as metal clangs in the distance and as yet unlocated wet skinned breathing shreds your nerves. I haven't played anything that looked, sounded, or felt this good in years.</p><div  class="fancy-box"><div class="fancy_box-title">Where is Silent Hill exactly?</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FvmDZ5pPn43M46zWqfWoYU" name="silent hill townfall" caption="" alt="silent hill townfall" src="https://cdn.mos.cms.futurecdn.net/FvmDZ5pPn43M46zWqfWoYU-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p class="fancy-box__body-text">After years of Silent Hill being a specific American town, things have moved away from it being a location to more of a concept, with <a data-analytics-id="inline-link" href="https://www.gamesradar.com/silent-hill-the-short-message-review/">The Short Message</a> and <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/survival-horror/silent-hill-f-endings-explained-how-to/">Silent Hill f</a> happening in new settings. To me, Townfall cements Silent Hill as a sort of roaming predatory purgatory, looking for regret and remorse to feed on. Characters here refer to 'it', and having completed the game I think 'it' is, appropriately enough, a Pennywise-like cosmic entity feeding on their suffering.</p></div></div><p>As you explore you'll uncover puzzles which, for the most part, ditch cryptic poems and ornately overengineered door mechanisms in favor of more realism – an early challenge has you getting a pre-paid card for the electricity meter from the newsagent. There are some <em>way </em>out there puzzles there, especially in the Otherworld when they tie explicitly into the story, and the CRTV even comes into play – letting you tune into disjointed videos that tease clues and locations – but most of it feels grounded and practical. There's a much more investigative feel and plenty of satisfying 'it <em>can't </em>be?!' moments when it all clicks. A couple of sequences are basically overly long fetch quests that feel like a chore, and there's one puzzle at the end that seems to just involve guessing symbols that drove me mad, but the majority of it is all very satisfying.  </p><p>Through all this, the story takes its time to reveal anything, and you'll be a good ten hours in before you have anything more than half-guesses and assumptions that I guarantee will be wrong. All you'll know for almost three quarters of the game is that something truly awful happened, and letting your mind run rampant with that is far more effective than telling you anything (although the reveal is a worthy pay off). There's only a handful of characters but they're all fascinating as you learn more about them and why they're there. One in particular is extremely interesting, for <em>reasons</em>, given the state of the world right now, and how they deal with what's happening.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TuVkVLb6gTHmmDZpmUPHSd" name="Silent Hill Townfall" alt="Silent Hill Townfall review" src="https://cdn.mos.cms.futurecdn.net/TuVkVLb6gTHmmDZpmUPHSd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: konami)</span></figcaption></figure><p>The narrative weaves through the substance of the game as you make connections and join the dots. There were so many 'OH. <em>Oh</em>. Ohhhhh' moments making connections; realizing things, like what a certain monster was using as a weapon, or why one of the first 'keys' you get is a scalpel. A new game plus playthrough is just this times a million, as things you didn't really register before are reframed with what you now know. </p><p>This is an astonishing horror experience, full of the sort of fear and unease I haven't felt from a game in a long time. The world and atmosphere Screen Burn Interactive has created here really feels like it's set a new bar, and it's done it in a way that feels utterly Silent Hill – reimagining what it can be, while staying utterly true to what it is. It's not perfect and I suspect a few people will struggle with how unrelenting it can be. But even with its flaws it's about as good as horror gaming gets.</p><p>Silent Hill Townfall was reviewed on PC, with code provided by the publisher.</p><p><em>Don't go quiet, check out our </em><a href="https://www.gamesradar.com/best-silent-hill-games/"><em>best Silent Hill games</em></a><em> and </em><a href="https://www.gamesradar.com/best-japanese-horror-games/"><em>best Japanese horror games </em></a><em>rankings for more!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/silent-hill/silent-hill-townfall-review/</link>
                                                                            <description>
                            <![CDATA[ Full of real fear, impeccable atmosphere, and a distressing story of remorse and penance ]]>
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                                                                        <pubDate>Mon, 21 Sep 2026 07:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 21 Sep 2026 15:38:39 +0000</updated>
                                                                                                                                            <category><![CDATA[Silent Hill]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
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                                                                                                <author><![CDATA[ leon.hurley@futurenet.com (Leon Hurley) ]]></author>                    <dc:creator><![CDATA[ Leon Hurley ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/82iT9z86wGDZh6FP6r3SSd-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Leon Hurley runs &lt;a href=&quot;https://www.gamesradar.com/cheats/&quot;&gt;GamesRadar&#039;s guides section&lt;/a&gt; as Managing Editor for the section, writing and planning guides with his team, and overseeing all the tips coverage on the site across PlayStation, Xbox, PC and Switch. He&#039;s mostly plays horror, action adventure, FPS and open world games, with a love of &lt;a href=&quot;https://www.gamesradar.com/10-tiny-horror-games-you-can-finish-in-minutes/&quot;&gt;low poly horror&lt;/a&gt; and big narrative adventures. He&#039;s currently playing things like Silent Hill F, Dying Light The Beast, Outer Worlds 2 and Ghost of Yotei. He started his gaming career as &lt;a href=&quot;https://magazinesfromthepast.fandom.com/wiki/Leon_Hurley&quot;&gt;a staff writer on Official PlayStation Magazine&lt;/a&gt; in the days of PlayStation 2 and has &lt;a href=&quot;https://muckrack.com/leon-hurley-1&quot;&gt;written about games&lt;/a&gt; ever since, covering news, &lt;a href=&quot;https://opencritic.com/critic/984/leon-hurley&quot;&gt;reviews&lt;/a&gt;, features, hosting video shows and more, for titles like Edge, GamesMaster, SFX, and CVG. After working his way up Official PlayStation Magazine to become deputy editor and eventually website editor, he then became news editor for Kotaku UK, contributing to both the UK and US sites, before joining GamesRadar in the same role and eventually becoming guides boss. He also has a keen interest in game development, writing about &lt;a href=&quot;https://www.gamesradar.com/you-think-fallout-train-hack-was-bad-your-games-are-made-lies/&quot;&gt;how games are made&lt;/a&gt;, &lt;a href=&quot;https://www.gamesradar.com/why-are-the-doors-so-big-in-video-games-some-developers-explain/&quot;&gt;why the doors are so big&lt;/a&gt; and trying to &lt;a href=&quot;https://www.gamesradar.com/the-secret-technical-tricks-going-on-behind-your-favourite-games/&quot;&gt;demystify the whole process&lt;/a&gt;. He&#039;s also makes his own games in GameMaker and Unity.    &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[konami]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Silent Hill Townfall review]]></media:description>                                                            <media:text><![CDATA[Silent Hill Townfall review]]></media:text>
                                <media:title type="plain"><![CDATA[Silent Hill Townfall review]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>I've played a lot of horror games over the years, and built up a thick skin in that time to anything but the bluntest of jump scares. So when I say Silent Hill: Townfall scared me, upset me, and left me with just a whole lot of stuff in my head I don't entirely want to have to think about, that means it impressed me. Now it's done I just keep rolling it around in my mind, trying to find a way to make it lie comfortably, but I suspect I will be thinking about it for a long time to come.</p><div  class="fancy-box"><div class="fancy_box-title">Fast Facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>September 24,  2026<br><strong>Platform(s):</strong> PC, PS5<br><strong>Developer:</strong> Screen Burn Interactive<br><strong>Publisher:</strong> Konami</p></div></div><p><a href="https://www.gamesradar.com/games/silent-hill-townfall-guide/">Silent Hill: Townfall</a> almost certainly isn't going to be for everyone. It's an incredible slow burn mechanically and narratively; <em>very </em>stealth heavy with lots of hiding and ruthless punishment for being found; and the story, once it reveals itself, is a much more difficult beast to wrestle with than birthing gods or manifesting murderous sexual repression. But, while there's a few missteps and at least one late game puzzle I hated with a white hot fury, the overall experience has stuck with me in a way few things have. There are moments, ideas and entire levels worthy of discussion in their own right, as well as events, themes, and topics I'd rather weren't in my head anymore. I'm going to keep this as spoiler free as possible going forward though, so if anything seems vague it's to keep those secrets for you to discover. </p><h2 id="i-see-that-town">I see that town</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="w6hBA3AMSFNCW683vMdkd" name="Silent Hill Townfall" alt="Silent Hill Townfall" src="https://cdn.mos.cms.futurecdn.net/w6hBA3AMSFNCW683vMdkd-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>It all starts with you arriving in the tiny Scottish coastal town of St Amelia, in the early '90s, as a character called Simon Odell. He doesn't know why he's there, or where even there is, which works well setting him up as a cipher for your joint investigations into what the hell is going on. These early few hours – as you poke around the foggy streets and hide behind dumpsters from gnarly, skinned-flesh things skipping along the cobbles – are about as perfect as horror gaming gets. </p><p>The key mechanic the stealth hangs on is an old retro CRTV, a pocket television that replaces a Silent hill staple, the radio, in helping you detect monsters. Instead of just having a warning crackle when danger's near, you can now tune the TV into threats to get an interference laden X-ray view of danger through obstacles. The twist that stops this becoming too overpowered is that each individual creature is tuned separately, leaving you jumping between signals one at a time to check where everyone is as you creep around. There's also a peek mechanic to peer around or over things that I clung to like a liferaft for a long time, sparing nothing but the barest of pixels to glimpse fleeting shapes around corners. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZEH7KpgVMptpxSAeox2Ued" name="Silent Hill Townfall" alt="Silent Hill Townfall review" src="https://cdn.mos.cms.futurecdn.net/ZEH7KpgVMptpxSAeox2Ued-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: konami)</span></figcaption></figure><div><blockquote><p>While it's very effective in building fear, stealth does dominate everything</p></blockquote></div><p>While it's very effective in building fear, this stealth does dominate everything. Combat is tough as you swing planks that quickly fall apart (and, later, pipes that fall apart a little more slowly). Firepower is also limited by incredibly scarce ammo, and the fact that gunfire often attracts every monster within earshot. As a result, most of the game is spent cowering behind walls and darting between gaps in monsters' paths, terrified you'll hear a 'found you' scream.</p><p>Getting caught either leads to a messy, dangerous fight or a desperate run to escape and hide. In open areas like town streets the latter isn't too bad, leading to heart in your mouth sprints away from danger. However, in more claustrophobic interior areas your options become limited, leading to several arduous levels where you're just stuck hiding with no clear route ahead, or fleeing with nowhere to go to end up torn apart in a corner. The copious abundance of healing items and a resurrecting IV bag mechanic seems to be in place partly to counter this, and prevent you being murdered all the way back to your last save too often. </p><h2 id="the-dark-side">The dark side</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WcXHtzmwBXFMUhaxPdbATU" name="silent hill townfall" alt="silent hill townfall" src="https://cdn.mos.cms.futurecdn.net/WcXHtzmwBXFMUhaxPdbATU-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>A few of these overly harsh moments really can push Townfall from terrifying to a bit of a chore – one section takes away your ability to fight or resurrect, for example, while hampering your detection of threats, and is immediately followed by an almost as harsh section of a similar length, making for a grinding few hours after an excellent opening. There's also a particular special enemy, capable of insta-kills, that appears occasionally and seems stuck on you, even when it doesn't know where you are. That creates irritating moments where you're just sort of trapped in a room while it patrols endlessly outside, often giving you little choice than to take a hail mary dash hoping it won't see you. You can throw distracting bottles and bricks to buy a gap to get away in, but somehow it always ends up wandering right outside wherever you are. </p><p>Those moments can be grueling, and largely responsible for this just missing a perfect score. Partly because it pushes the tense stealth past the point of being fun, clags up the pacing and, whenever the insta-kill creature appears, you just know the next bit is going to be horrible and take forever. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wr9Ui5J7FrizX2P9GWhmZd" name="Silent Hill Townfall" alt="Silent Hill Townfall review" src="https://cdn.mos.cms.futurecdn.net/Wr9Ui5J7FrizX2P9GWhmZd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: konami)</span></figcaption></figure><p>But, for every annoyance, Silent Hill Townfall has many more moments of pure horror magic. In particular a late game level pulls a deliciously subversive power flip with a shotgun and some cat and mouse scares. Then there's just a list  of puzzles, reveals, character, or story developments and more that had me scribbling 'Oh my <em>God</em>' repeatedly in my notes. </p><p>There are some areas where nothing's happening, but just taking it all in is just amazing – the atmosphere and vibes of just existing are incredible. The foggy town streets are flawlessly eerie and forlorn, creating an isolated and foreboding pressure as you explore. I swear I could smell the cold, briney sea mist I was wandering through. It's specifically set in Scotland, but the amazing recreation of its '90s streets, estates, and shopping centers will resonate with anyone who can remember the UK of that era. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/dngjFvCCMHB5nHTAE8wjWU-1920-80.jpg" alt="silent hill townfall" /><figcaption><small role="credit">Konami</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/dydBhc97LdYSwR3BHMYgpU-1920-80.jpg" alt="silent hill townfall" /><figcaption><small role="credit">Konami</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/9WR2XceXkRraUAJKhKmmtU-1920-80.jpg" alt="silent hill townfall" /><figcaption><small role="credit">Konami</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/EgRDm4VjyP6N9o2n8akAeU-1920-80.jpg" alt="silent hill townfall" /><figcaption><small role="credit">Konami</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/LpEQ9Z9rVg3oJqMTzU57bU-1920-80.jpg" alt="silent hill townfall" /><figcaption><small role="credit">Konami</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XfdHX8hFhsdAUf3j2Bc3SU-1920-80.jpg" alt="silent hill townfall" /><figcaption><small role="credit">Konami</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/xwEVZAtgronSShJZvSfWiU-1920-80.jpg" alt="silent hill townfall" /><figcaption><small role="credit">Konami</small></figcaption></figure></figure><p>The Otherworld on the other hand takes on a weighty, cinematic, concrete brutalism, harshly lit in monotone slabs of colour. I've taken more pictures of Townfall than any other game recently, and it doesn't even have a photo mode, it just looks that good. Wherever you are, the warbling, drowning piano, shimmering skeezy guitar, and honking synths build an edgy tension as metal clangs in the distance and as yet unlocated wet skinned breathing shreds your nerves. I haven't played anything that looked, sounded, or felt this good in years.</p><div  class="fancy-box"><div class="fancy_box-title">Where is Silent Hill exactly?</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FvmDZ5pPn43M46zWqfWoYU" name="silent hill townfall" caption="" alt="silent hill townfall" src="https://cdn.mos.cms.futurecdn.net/FvmDZ5pPn43M46zWqfWoYU-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p class="fancy-box__body-text">After years of Silent Hill being a specific American town, things have moved away from it being a location to more of a concept, with <a data-analytics-id="inline-link" href="https://www.gamesradar.com/silent-hill-the-short-message-review/">The Short Message</a> and <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/survival-horror/silent-hill-f-endings-explained-how-to/">Silent Hill f</a> happening in new settings. To me, Townfall cements Silent Hill as a sort of roaming predatory purgatory, looking for regret and remorse to feed on. Characters here refer to 'it', and having completed the game I think 'it' is, appropriately enough, a Pennywise-like cosmic entity feeding on their suffering.</p></div></div><p>As you explore you'll uncover puzzles which, for the most part, ditch cryptic poems and ornately overengineered door mechanisms in favor of more realism – an early challenge has you getting a pre-paid card for the electricity meter from the newsagent. There are some <em>way </em>out there puzzles there, especially in the Otherworld when they tie explicitly into the story, and the CRTV even comes into play – letting you tune into disjointed videos that tease clues and locations – but most of it feels grounded and practical. There's a much more investigative feel and plenty of satisfying 'it <em>can't </em>be?!' moments when it all clicks. A couple of sequences are basically overly long fetch quests that feel like a chore, and there's one puzzle at the end that seems to just involve guessing symbols that drove me mad, but the majority of it is all very satisfying.  </p><p>Through all this, the story takes its time to reveal anything, and you'll be a good ten hours in before you have anything more than half-guesses and assumptions that I guarantee will be wrong. All you'll know for almost three quarters of the game is that something truly awful happened, and letting your mind run rampant with that is far more effective than telling you anything (although the reveal is a worthy pay off). There's only a handful of characters but they're all fascinating as you learn more about them and why they're there. One in particular is extremely interesting, for <em>reasons</em>, given the state of the world right now, and how they deal with what's happening.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TuVkVLb6gTHmmDZpmUPHSd" name="Silent Hill Townfall" alt="Silent Hill Townfall review" src="https://cdn.mos.cms.futurecdn.net/TuVkVLb6gTHmmDZpmUPHSd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: konami)</span></figcaption></figure><p>The narrative weaves through the substance of the game as you make connections and join the dots. There were so many 'OH. <em>Oh</em>. Ohhhhh' moments making connections; realizing things, like what a certain monster was using as a weapon, or why one of the first 'keys' you get is a scalpel. A new game plus playthrough is just this times a million, as things you didn't really register before are reframed with what you now know. </p><p>This is an astonishing horror experience, full of the sort of fear and unease I haven't felt from a game in a long time. The world and atmosphere Screen Burn Interactive has created here really feels like it's set a new bar, and it's done it in a way that feels utterly Silent Hill – reimagining what it can be, while staying utterly true to what it is. It's not perfect and I suspect a few people will struggle with how unrelenting it can be. But even with its flaws it's about as good as horror gaming gets.</p><p>Silent Hill Townfall was reviewed on PC, with code provided by the publisher.</p><p><em>Don't go quiet, check out our </em><a href="https://www.gamesradar.com/best-silent-hill-games/"><em>best Silent Hill games</em></a><em> and </em><a href="https://www.gamesradar.com/best-japanese-horror-games/"><em>best Japanese horror games </em></a><em>rankings for more!</em></p>
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                                                            <title><![CDATA[ I wanted to love the Epomaker GX1 headset, but its tiny sound quality and software put a stop to that ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Epomaker GX1 is the first time the brand has tried its hand at making a headset, and I think it needed more on the design chopping block.</p><p>I went into testing the GX1 hoping it'd end up on our <a href="https://www.gamesradar.com/best-gaming-headsets/">best gaming headsets</a> list, primarily as I was a fan of its stylish looks (at least where the white version provided for this review is concerned) and for the fact it provides an open-back form factor at a cheap $49.99 / £45.99. Something that's pretty much unheard of with other brands, Epomaker was off to a great start.</p><p>But after a few weeks of the brand's first-ever cans by my side, what should remain unheard is their tinny sound. Combined with awkward-to-use software that refused to boot up at times and the muddy microphone, this is not the dream cheap open-back pair I've been hoping for. </p><h2 class="article-body__section" id="section-key-specs"><span>Key specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$49.99 / £45.99</p></td></tr><tr><td class="firstcol " ><p><strong>Acoustic design</strong></p></td><td  ><p>Over-ear, open-black</p></td></tr><tr><td class="firstcol " ><p><strong>Connection</strong></p></td><td  ><p>Triple-mode (2.4GHz Wireless / Bluetooth / Wired via Type-C to 3.5mm or USB)</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>50mm dynamic drivers</p></td></tr><tr><td class="firstcol " ><p><strong>Frequency response</strong></p></td><td  ><p>20Hz – 20kHz</p></td></tr><tr><td class="firstcol " ><p><strong>Microphone</strong></p></td><td  ><p>Built-in Mic & Detachable External Boom Mic (with ENC)</p></td></tr><tr><td class="firstcol " ><p><strong>ANC</strong></p></td><td  ><p>No</p></td></tr><tr><td class="firstcol " ><p><strong>Controls</strong></p></td><td  ><p>Volume dial, Power button, mic mute button, RGB button, Bluetooth/2.4 GHz switch button</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>30 hours with RGB on; 70 hours with RGB off</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>320g</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PC, PS5, Nintendo Switch 2, Mobile</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-design"><span>Design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LGyQuffhJUpmz6aVFkB6yc" name="epomakergx1-1" alt="Photo of the white Epomaker GX1 gaming headset sitting on a pile of Dreamcast games." src="https://cdn.mos.cms.futurecdn.net/LGyQuffhJUpmz6aVFkB6yc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>I'm a big fan of the Epomaker GX1's aesthetic - but it's mainly thanks to the white model I was provided with for this review.</p><p>Rather than just being pale from every inch, Epomaker chose to coat the metal yokes in this charming, shiny shade of baby blue that gives it a Y2K appeal. I'm not sure if this was deliberate or not, but as a millennial I'm very much a fan of its look, especially as the color combo reminds me of the early 00s. So often tech back then was either transparent plastic or draped in shimmery metallic colors, and the white and shiny blue combo looks like a headset that Space Channel 5's Ulala would have dawned in the iconic Dreamcast game of the era.</p><p>It's not just the color palette that makes it stand out, but the decision to hide the RGB lighting behind the open-back grills rather than around them. Once you press that power button, a rim of light pastel rainbow lighting illuminates through the dotted ventilation on the exterior of the cups, alongside a faint Epomaker logo, and I can't get enough.</p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="of2tiMpVf6trJ28Jwzrogc" name="gx1-3" alt="Photo of the Epomaker GX1 headset dongle sitting on a white desk." src="https://cdn.mos.cms.futurecdn.net/of2tiMpVf6trJ28Jwzrogc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>The defining feature of the Epomaker GX1 is undoubtedly its open-back form factor, and there's no getting around that. Is it the first open-back headset to exist? Far from it, but often they come in pricey packages, so getting the GX1's features for $49.99 / £45.99 is a pretty sweet situation, especially when you factor in the rest of the features Epomaker has piled into their pair.</p><p>You've also got 50mm-sized dynamic audio drivers with a 20Hz – 20kHz frequency response and Tri-mode connectivity (Wired, Bluetooth and 2.4GHz) at your disposal. The cans also include one of the handiest wireless receivers s I've ever come across after years of testing the <a href="https://www.gamesradar.com/best-pc-headset-for-gaming/">best PC headsets for gaming</a>, which can transform into either a USB-C or USB-A dongle. No more worrying about your desktop's port situation, which is great for me as I have only one USB-C port to use on a daily basis.</p><p>Besides that, the GX1 uses virtual 7.1 surround sound, a detachable ENC noise-canceling microphone, an impressive 70-hour battery (when the RGB lighting is turned off), and support for the brand's XearOne Audio Center software.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="83AgvJLb66qY4kXdeFkwfc" name="gx1-4" alt="Photo of the Epomaker GX1 headset sitting on a white desk." src="https://cdn.mos.cms.futurecdn.net/83AgvJLb66qY4kXdeFkwfc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>When I think "<a href="https://www.gamesradar.com/hardware/headsets-headphones/should-you-buy-an-open-back-headset-for-gaming/">open back</a>" in the context of headsets, natural-sounding and high-quality audio instantly comes to mind, but that was not what I entirely found while testing the GX1. While its form factor lent itself to dialogue and sound design, the sound produced by Epomaker's first pair of cups was a bit too tinny for my liking.</p><p>For dialogue, things were fine, even better than fine. Earlier this week, as the end of my testing time drew near, Marvel's Wolverine launched on the PS5, and the muttering between Logan and Mystique sounded incredibly immersive. Each line of dialogue was clear and consistent, and with the 7.1 surround sound in tow, it was almost as if the iconic X-Men were in the room with me. Hey Logan, please stay clear of my valuable collectibles. </p><p>Yet whenever the music kicked in, and I was meant to feel this onslaught of adrenaline, the audio just fell flat. Open-back cans are known for not having the same amount of bass prowess as their closed-back counterparts, which I of course knew before dropping the bright white peripheral on my head, but I was still left disappointed. </p><p>What helped was the existence of the XearOne software I mentioned earlier. It's available to download straight from the <a href="https://epomaker.com/products/epomaker-gx1?srsltid=AU7gw4VjTxYcBq_p4YNvg1NKEWUNopK10p9qt2Ti7WUVcvr6JlnK2QDJ" target="_blank">Epomaker website</a>, and provides a small batch of EQ and audio settings to help - so long as you're playing on PC. Popping on its "Dynamic Bass" setting helped make the tunes emitting from the headset's speakers resonate and give them more warmth. This was immediately noticeable in the indie game Is This Seat Taken, where its title music had a bit more jauntiness to it, which is what you want for a jazzy track of its kind.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PKwaoKq6QaivsAfbyCHEyc" name="epomakergx1-2" alt="Photo of the white model Epomaker GX1 gaming headset earcup." src="https://cdn.mos.cms.futurecdn.net/PKwaoKq6QaivsAfbyCHEyc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>Yet while the software definitely helped, it had issues of its own. For one, while mine was most definitely set to English (I checked twice), but its tutorial text was not. Secondly, midway through testing, the software just refused to boot up, only deciding to flicker on and disappear within a moment's notice. There's every chance Windows 11 was at fault here, and the software was a completely innocent bystander, but it didn't help make my experience any better.</p><p>When I did manage to get it working, I was at least happy to see some audio and microphone settings at play. While it provides the option to adjust the headset's volume (an alternative to its on-board dial), pan sound to the left or right, modify EQ settings, and select through a bunch of presets, there was some customization with the mic too. It had a volume bar of its own, but you could also increase the level of noise reduction, and even select a range of 'Xear Magic Voice' sounds effects. I didn't particularly want my voice to sound like that of a rubber duck when chatting to my pals on Discord, but at least the option was there, I guess.  </p><audio src="https://cdn.mos.cms.futurecdn.net/h64YENnQZbfP9EUbzvVfTH/GX1Sample.mp3"  controls="controls" preload="none"></audio><p>Talking of the microphones, the GX1 actually has two available - one detachable mic and a built-in mic it will automatically switch to should you remove the first. Though I wasn't a fan of either. <br><br>Look, I wasn't expecting condenser mic levels of quality for something that costs less than a brand-new AAA game, but I was hoping for a little bit more. While friends could hear me just fine as we dived into A Big Walk, singling it out and recording it through Audacity revealed an incredibly muddy and unpleasant quality. I was worried at first that I had somehow managed to record the built-in mic rather than the detachable one, but no, this boomy and fuzzy quality is what the GX1 had to offer me.</p><p>It wasn't all bad. While its audio quality was a bit lackluster, its battery life was superb. If you ensure not to have its RGB lights blazing all day, you can muster 70 hours of playback, and I rarely had to change the thing. Some of the <a href="https://www.gamesradar.com/best-pc-headset-for-gaming/">best PC headsets for gaming</a> I've tested, like the <a href="https://www.gamesradar.com/hardware/headsets-headphones/steelseries-arctis-nova-3-wireless-review-a-budget-friendly-cozy-gamer-dream/">SteelSeries Arctis Nova 3 Wireless</a>, can only muster 30 hours, but the GX1 can provide more than double at half the price.</p><h2 class="article-body__section" id="section-should-you-buy-the-epomaker-gx1-headset"><span>Should you buy the Epomaker GX1 headset?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HtmTCxA76fxGe3a8ouQshc" name="gx1-1" alt="Photo of the Epomaker GX1 headset sitting on a white desk." src="https://cdn.mos.cms.futurecdn.net/HtmTCxA76fxGe3a8ouQshc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>A $49.99 / £45.99 MSRP is incredibly affordable for a headset sporting an open-back design, but just because it's cheap doesn't mean you should jump on the Epomaker GX1.</p><p>It pains me a bit to write those words, as I really wanted to love this headset. When it first arrived at my door for testing, I was obsessed with its shiny, metallic white and blue design, and its Black and Pink alternative colorways look just as stylish. It's also one of the most comfortable peripherals I've reviewed, and I swear it is much lighter than the 320g the brand states it to be. Yet no matter how comfortable, flashy, and long-lasting this headset was, I was not a great fan of its audio quality, and in the end, that's what headsets should all be held accountable for.</p><p>If you're looking for a low-cost open-back option, I'd sooner recommend waiting for alternatives like the <a href="https://www.gamesradar.com/hardware/headsets-headphones/turtle-beach-atlas-air-review/">Turtle Beach Atlas Air</a> to drop down from its $179.99 / £159.99 price, which could be soon with Black Friday and the holiday sale season upon us. Otherwise, the <a href="https://www.gamesradar.com/hardware/headsets-headphones/sony-inzone-h6-air-review/">Sony Inzone H6 Air</a> is another fantastic contender, though you'll have to hope its $199.99 / £179.99 price receives a discount too, and be happy with wired-only.</p><h2 class="article-body__section" id="section-how-i-tested-the-epomaker-gx1-headset"><span>How I tested the Epomaker GX1 headset</span></h2><p>For a little over two weeks, the Epomaker GX1 headset became my go-to cans, whether I was picking up my Steam Deck, Nintendo Switch 2, PS5, or my PC. I started off rocking the Y2K-looking cans while on my desktop, as its accompanying software is only available on PC platforms. With it, I played everything from Counter-Strike 2, Marvel Rivals, and Dispatch. On the Steam Deck, my go-to was Disney Dreamlight Valley; meanwhile, I rocked Marvel Rivals, Marvel's Wolverine, and Fortnite on the PS5.</p><p>When not playing games, I used the pair to listen to plenty of music on Spotify, including Sending Hearts To All My Dearies – A Tribute To The Smashing Pumpkins, Vitalic's 'OK Cowboy' album, and the Nintendo Music browser app. Additionally, the GX1 happened to be on my head while I was bingeing Gilmore Girls on Netflix, and watching films like Atlantis The Lost Empire via Disney+.<br><br>For more information on <a href="https://www.gamesradar.com/how-we-test-headsets-on-gamesradar/">how we test gaming headsets</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>.</p><p><em>Not sure if the Epomaker GX1 is for you? Check out our guides to the </em><a href="https://www.gamesradar.com/best-pc-headset-for-gaming/"><em>best PC headset for gaming</em></a><em>, the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-ps5-headset-tested/"><em>best PS5 headset</em></a><em>, and the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-xbox-series-x-headset/"><em>best Xbox Series X headset</em></a><em> for more options for your setup.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/headsets-headphones/epomaker-gx1-headset-review/</link>
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                            <![CDATA[ I wanted to love Epomaker's first-ever headset, but the GX1's audio didn't live up to its flashy aesthetics. ]]>
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                                                                        <pubDate>Fri, 18 Sep 2026 17:19:34 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Headsets & Headphones]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                                                                <author><![CDATA[ rosalie.newcombe@futurenet.com (Rosalie Newcombe) ]]></author>                    <dc:creator><![CDATA[ Rosalie Newcombe ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ggiQdbUqiUUCvwkPEcYNg6-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hardware Editor at GamesRadar+, ever since I first held a NES controller in my hand I&#039;ve been obsessed with gaming, and the hardware it runs on. I could hook up a NES and SNES to a telly, without instructions, before I could walk. Even now, nothing is more exciting then taking a console, or handheld, out the box for the first time and setting it up. This obsession transformed into a love of games and game music, which lead to my music degree and dream of becoming a Scottish Nobuo Uematsu. After sharing my love of games through music, I began to share my love through words on sites like TechRadar and iMore. This lead to becoming a Hardware staff writer for PCGamesN, and later the Senior Tech Writer for Dexerto, covering all things Steam Deck, PlayStation and Nintendo. With that experience, I was able to level up as Hardware Editor for GamesRadar+, where I&#039;m still just as Nintendo, PlayStation and gaming tech obsessed as ever.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future/Rosalie Newcombe]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Photo of the Epomaker GX1 headset sitting on a white desk.]]></media:description>                                                            <media:text><![CDATA[Photo of the Epomaker GX1 headset sitting on a white desk.]]></media:text>
                                <media:title type="plain"><![CDATA[Photo of the Epomaker GX1 headset sitting on a white desk.]]></media:title>
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                                <p>The Epomaker GX1 is the first time the brand has tried its hand at making a headset, and I think it needed more on the design chopping block.</p><p>I went into testing the GX1 hoping it'd end up on our <a href="https://www.gamesradar.com/best-gaming-headsets/">best gaming headsets</a> list, primarily as I was a fan of its stylish looks (at least where the white version provided for this review is concerned) and for the fact it provides an open-back form factor at a cheap $49.99 / £45.99. Something that's pretty much unheard of with other brands, Epomaker was off to a great start.</p><p>But after a few weeks of the brand's first-ever cans by my side, what should remain unheard is their tinny sound. Combined with awkward-to-use software that refused to boot up at times and the muddy microphone, this is not the dream cheap open-back pair I've been hoping for. </p><h2 class="article-body__section" id="section-key-specs"><span>Key specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$49.99 / £45.99</p></td></tr><tr><td class="firstcol " ><p><strong>Acoustic design</strong></p></td><td  ><p>Over-ear, open-black</p></td></tr><tr><td class="firstcol " ><p><strong>Connection</strong></p></td><td  ><p>Triple-mode (2.4GHz Wireless / Bluetooth / Wired via Type-C to 3.5mm or USB)</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>50mm dynamic drivers</p></td></tr><tr><td class="firstcol " ><p><strong>Frequency response</strong></p></td><td  ><p>20Hz – 20kHz</p></td></tr><tr><td class="firstcol " ><p><strong>Microphone</strong></p></td><td  ><p>Built-in Mic & Detachable External Boom Mic (with ENC)</p></td></tr><tr><td class="firstcol " ><p><strong>ANC</strong></p></td><td  ><p>No</p></td></tr><tr><td class="firstcol " ><p><strong>Controls</strong></p></td><td  ><p>Volume dial, Power button, mic mute button, RGB button, Bluetooth/2.4 GHz switch button</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>30 hours with RGB on; 70 hours with RGB off</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>320g</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PC, PS5, Nintendo Switch 2, Mobile</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-design"><span>Design</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LGyQuffhJUpmz6aVFkB6yc" name="epomakergx1-1" alt="Photo of the white Epomaker GX1 gaming headset sitting on a pile of Dreamcast games." src="https://cdn.mos.cms.futurecdn.net/LGyQuffhJUpmz6aVFkB6yc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>I'm a big fan of the Epomaker GX1's aesthetic - but it's mainly thanks to the white model I was provided with for this review.</p><p>Rather than just being pale from every inch, Epomaker chose to coat the metal yokes in this charming, shiny shade of baby blue that gives it a Y2K appeal. I'm not sure if this was deliberate or not, but as a millennial I'm very much a fan of its look, especially as the color combo reminds me of the early 00s. So often tech back then was either transparent plastic or draped in shimmery metallic colors, and the white and shiny blue combo looks like a headset that Space Channel 5's Ulala would have dawned in the iconic Dreamcast game of the era.</p><p>It's not just the color palette that makes it stand out, but the decision to hide the RGB lighting behind the open-back grills rather than around them. Once you press that power button, a rim of light pastel rainbow lighting illuminates through the dotted ventilation on the exterior of the cups, alongside a faint Epomaker logo, and I can't get enough.</p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="of2tiMpVf6trJ28Jwzrogc" name="gx1-3" alt="Photo of the Epomaker GX1 headset dongle sitting on a white desk." src="https://cdn.mos.cms.futurecdn.net/of2tiMpVf6trJ28Jwzrogc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>The defining feature of the Epomaker GX1 is undoubtedly its open-back form factor, and there's no getting around that. Is it the first open-back headset to exist? Far from it, but often they come in pricey packages, so getting the GX1's features for $49.99 / £45.99 is a pretty sweet situation, especially when you factor in the rest of the features Epomaker has piled into their pair.</p><p>You've also got 50mm-sized dynamic audio drivers with a 20Hz – 20kHz frequency response and Tri-mode connectivity (Wired, Bluetooth and 2.4GHz) at your disposal. The cans also include one of the handiest wireless receivers s I've ever come across after years of testing the <a href="https://www.gamesradar.com/best-pc-headset-for-gaming/">best PC headsets for gaming</a>, which can transform into either a USB-C or USB-A dongle. No more worrying about your desktop's port situation, which is great for me as I have only one USB-C port to use on a daily basis.</p><p>Besides that, the GX1 uses virtual 7.1 surround sound, a detachable ENC noise-canceling microphone, an impressive 70-hour battery (when the RGB lighting is turned off), and support for the brand's XearOne Audio Center software.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="83AgvJLb66qY4kXdeFkwfc" name="gx1-4" alt="Photo of the Epomaker GX1 headset sitting on a white desk." src="https://cdn.mos.cms.futurecdn.net/83AgvJLb66qY4kXdeFkwfc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>When I think "<a href="https://www.gamesradar.com/hardware/headsets-headphones/should-you-buy-an-open-back-headset-for-gaming/">open back</a>" in the context of headsets, natural-sounding and high-quality audio instantly comes to mind, but that was not what I entirely found while testing the GX1. While its form factor lent itself to dialogue and sound design, the sound produced by Epomaker's first pair of cups was a bit too tinny for my liking.</p><p>For dialogue, things were fine, even better than fine. Earlier this week, as the end of my testing time drew near, Marvel's Wolverine launched on the PS5, and the muttering between Logan and Mystique sounded incredibly immersive. Each line of dialogue was clear and consistent, and with the 7.1 surround sound in tow, it was almost as if the iconic X-Men were in the room with me. Hey Logan, please stay clear of my valuable collectibles. </p><p>Yet whenever the music kicked in, and I was meant to feel this onslaught of adrenaline, the audio just fell flat. Open-back cans are known for not having the same amount of bass prowess as their closed-back counterparts, which I of course knew before dropping the bright white peripheral on my head, but I was still left disappointed. </p><p>What helped was the existence of the XearOne software I mentioned earlier. It's available to download straight from the <a href="https://epomaker.com/products/epomaker-gx1?srsltid=AU7gw4VjTxYcBq_p4YNvg1NKEWUNopK10p9qt2Ti7WUVcvr6JlnK2QDJ" target="_blank">Epomaker website</a>, and provides a small batch of EQ and audio settings to help - so long as you're playing on PC. Popping on its "Dynamic Bass" setting helped make the tunes emitting from the headset's speakers resonate and give them more warmth. This was immediately noticeable in the indie game Is This Seat Taken, where its title music had a bit more jauntiness to it, which is what you want for a jazzy track of its kind.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PKwaoKq6QaivsAfbyCHEyc" name="epomakergx1-2" alt="Photo of the white model Epomaker GX1 gaming headset earcup." src="https://cdn.mos.cms.futurecdn.net/PKwaoKq6QaivsAfbyCHEyc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>Yet while the software definitely helped, it had issues of its own. For one, while mine was most definitely set to English (I checked twice), but its tutorial text was not. Secondly, midway through testing, the software just refused to boot up, only deciding to flicker on and disappear within a moment's notice. There's every chance Windows 11 was at fault here, and the software was a completely innocent bystander, but it didn't help make my experience any better.</p><p>When I did manage to get it working, I was at least happy to see some audio and microphone settings at play. While it provides the option to adjust the headset's volume (an alternative to its on-board dial), pan sound to the left or right, modify EQ settings, and select through a bunch of presets, there was some customization with the mic too. It had a volume bar of its own, but you could also increase the level of noise reduction, and even select a range of 'Xear Magic Voice' sounds effects. I didn't particularly want my voice to sound like that of a rubber duck when chatting to my pals on Discord, but at least the option was there, I guess.  </p><audio src="https://cdn.mos.cms.futurecdn.net/h64YENnQZbfP9EUbzvVfTH/GX1Sample.mp3"  controls="controls" preload="none"></audio><p>Talking of the microphones, the GX1 actually has two available - one detachable mic and a built-in mic it will automatically switch to should you remove the first. Though I wasn't a fan of either. <br><br>Look, I wasn't expecting condenser mic levels of quality for something that costs less than a brand-new AAA game, but I was hoping for a little bit more. While friends could hear me just fine as we dived into A Big Walk, singling it out and recording it through Audacity revealed an incredibly muddy and unpleasant quality. I was worried at first that I had somehow managed to record the built-in mic rather than the detachable one, but no, this boomy and fuzzy quality is what the GX1 had to offer me.</p><p>It wasn't all bad. While its audio quality was a bit lackluster, its battery life was superb. If you ensure not to have its RGB lights blazing all day, you can muster 70 hours of playback, and I rarely had to change the thing. Some of the <a href="https://www.gamesradar.com/best-pc-headset-for-gaming/">best PC headsets for gaming</a> I've tested, like the <a href="https://www.gamesradar.com/hardware/headsets-headphones/steelseries-arctis-nova-3-wireless-review-a-budget-friendly-cozy-gamer-dream/">SteelSeries Arctis Nova 3 Wireless</a>, can only muster 30 hours, but the GX1 can provide more than double at half the price.</p><h2 class="article-body__section" id="section-should-you-buy-the-epomaker-gx1-headset"><span>Should you buy the Epomaker GX1 headset?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HtmTCxA76fxGe3a8ouQshc" name="gx1-1" alt="Photo of the Epomaker GX1 headset sitting on a white desk." src="https://cdn.mos.cms.futurecdn.net/HtmTCxA76fxGe3a8ouQshc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rosalie Newcombe)</span></figcaption></figure><p>A $49.99 / £45.99 MSRP is incredibly affordable for a headset sporting an open-back design, but just because it's cheap doesn't mean you should jump on the Epomaker GX1.</p><p>It pains me a bit to write those words, as I really wanted to love this headset. When it first arrived at my door for testing, I was obsessed with its shiny, metallic white and blue design, and its Black and Pink alternative colorways look just as stylish. It's also one of the most comfortable peripherals I've reviewed, and I swear it is much lighter than the 320g the brand states it to be. Yet no matter how comfortable, flashy, and long-lasting this headset was, I was not a great fan of its audio quality, and in the end, that's what headsets should all be held accountable for.</p><p>If you're looking for a low-cost open-back option, I'd sooner recommend waiting for alternatives like the <a href="https://www.gamesradar.com/hardware/headsets-headphones/turtle-beach-atlas-air-review/">Turtle Beach Atlas Air</a> to drop down from its $179.99 / £159.99 price, which could be soon with Black Friday and the holiday sale season upon us. Otherwise, the <a href="https://www.gamesradar.com/hardware/headsets-headphones/sony-inzone-h6-air-review/">Sony Inzone H6 Air</a> is another fantastic contender, though you'll have to hope its $199.99 / £179.99 price receives a discount too, and be happy with wired-only.</p><h2 class="article-body__section" id="section-how-i-tested-the-epomaker-gx1-headset"><span>How I tested the Epomaker GX1 headset</span></h2><p>For a little over two weeks, the Epomaker GX1 headset became my go-to cans, whether I was picking up my Steam Deck, Nintendo Switch 2, PS5, or my PC. I started off rocking the Y2K-looking cans while on my desktop, as its accompanying software is only available on PC platforms. With it, I played everything from Counter-Strike 2, Marvel Rivals, and Dispatch. On the Steam Deck, my go-to was Disney Dreamlight Valley; meanwhile, I rocked Marvel Rivals, Marvel's Wolverine, and Fortnite on the PS5.</p><p>When not playing games, I used the pair to listen to plenty of music on Spotify, including Sending Hearts To All My Dearies – A Tribute To The Smashing Pumpkins, Vitalic's 'OK Cowboy' album, and the Nintendo Music browser app. Additionally, the GX1 happened to be on my head while I was bingeing Gilmore Girls on Netflix, and watching films like Atlantis The Lost Empire via Disney+.<br><br>For more information on <a href="https://www.gamesradar.com/how-we-test-headsets-on-gamesradar/">how we test gaming headsets</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>.</p><p><em>Not sure if the Epomaker GX1 is for you? Check out our guides to the </em><a href="https://www.gamesradar.com/best-pc-headset-for-gaming/"><em>best PC headset for gaming</em></a><em>, the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-ps5-headset-tested/"><em>best PS5 headset</em></a><em>, and the </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-xbox-series-x-headset/"><em>best Xbox Series X headset</em></a><em> for more options for your setup.</em></p>
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                                                            <title><![CDATA[ Evercade Dual Thumbstick Wireless Controller review ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Some may accuse the Evercade Dual Thumbstick Wireless Controller of being late. I’d argue it has arrived exactly when it means to, as the evolving cartridge-wielding ecosystem has only just found a need for 3D controls. Yes, the <a href="https://www.gamesradar.com/best-retro-consoles/">retro console</a> maker first started venturing into three dimensions with glover in 2024, but now that it’s firmly in its fifth-generation territory, you’ve a reason to want to sticks if you own a VS or Alpha.</p><p>I’m going to say this up front: the Evercade Dual Thumbstick pad isn’t the <a href="https://www.gamesradar.com/hardware/retro/best-retro-controllers/">best retro controller</a> out there. That’s not to say it isn’t a good gamepad that builds upon the staple gamepad feel first supplied by the VS console pad, nor does it fail in adding nice-feeling 3D controls to a tried and tested formula. It’s just that it doesn’t quite nail the ergonomic side of things or build upon some of the greatest designs out there.</p><p>You shouldn’t really pick up the Dual Thumbstick Wireless Controller expecting it to be an amazingly authentic pad for your custom emulation station. What Blaze does with this accessory does further provide the Evercade ecosystem with its own unique hardware feel as it expands its library to 3D. Not unlike the N64 controller, this gamepad is far from perfect, but it feels like it’s made with purpose and is anything but generic. </p><h2 id="it-s-hip-to-be-square">It’s hip to be square</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NUcLwQE2q8AaKC7as6m8SM" name="evercade-dual-thumbstick-wireless-controller" alt="Evercade Dual Thumbstick Wireless Controller on woodgrain table." src="https://cdn.mos.cms.futurecdn.net/NUcLwQE2q8AaKC7as6m8SM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>If you were expecting the Evercade Dual Thumbstick Wireless Controller to do the usual SNES knock-off thing, or even try and emulate the look of a PS1 gamepad, then you probably aren’t familiar with Blaze’s whole vibe. Since releasing its first cartridge-based handheld back in 2021, it’s stuck to a glossy, blocky philosophy that evokes the feeling of arcade perspex and ‘80s cabinet designs, and the console maker will be damned if ergonomic needs disrupt that energy.</p><p>Really, though, at a glance, the Dual Thumbstick Wireless Controller looks like an ergonomic nightmare. Big, flat sides make up a bold square (technically rectangular) shell that, from the front, doesn’t contour to your hands, and the pads going to get up close and personal with your bottom finger joints. </p><p>The gamepad’s saving grace is found around the rear, as Blaze’s experience in the world of handhelds is fully present. Very subtle contours on the back help form grips for your ring and pinky fingers, while space under the shoulders provides refuge for your middle digits. That leaves your index fingers resting on top, which works thanks to the low-profile nature of the digital shoulder buttons.</p><p>Evercade’s analogue controller isn’t outright uncomfortable, but it will feel pretty angular if you’re used to modern gamepad ergonomics. In fact, it feels especially bulky compared to Sony’s original designs, which is probably a symptom of me having spent extra time with the company’s early systems while crafting my guide on how to play PS2 games. My point here is that as a cursec controller collector, I’ve encountered pads that commit far worse ergonomic crimes, but just like with the NES, you’ll feel like you’ve been holding a rectangle after a few hours.</p><h2 id="now-with-added-sticks">Now with added sticks</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9WnCGxwCfrhVzrww4ggye9" name="evercade-dual-thumbsticks-close-up" alt="Close up of Evercade controller thumbsticks." src="https://cdn.mos.cms.futurecdn.net/9WnCGxwCfrhVzrww4ggye9-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Yes, I know you came here for the sticks. Rest assured, the Dual Thumbstick Wireless Controller has what you’re looking for right on the front, squeezed in just below the same D-pad and button layout as the VS pad. If you’re all about that PlayStation symmetrical life, you’ll be pleased as punch to see the analogue sticks sitting side by side, meaning the tips of your thumbs can have a smooch while you’re running around as a sentient mitt, an anthropomorphic bear, or a Shakespearean vampire. </p><p>If you prefer asymmetrical sticks, you will absolutely find this layout cramped like usual. I wouldn’t say it’s any worse than a PlayStation controller, but if you’ve got tall thumbs, you might have to play using your tips rather than the ball. The concave, rubberized grips mean you’ll have a good hold on them no matter where you position your digits, and the fact they’re full-sized is commendable given the temptation to use those smaller (subjectively horrid) mini Joy-Con alternatives as a space saver. </p><p>The controller’s titular feature does hit the spot for analogue movement, but there’s one massive caveat: these are traditional potentiometer sticks. It almost feels outlandish not to opt for at least Hall effect sensors in 2026, so as not to fall prey to the blight of stick drift, but alas, I’m guessing opting for magnetic parts wasn’t cost-friendly on the manufacturing side of things. </p><p>It’s still something I’m sure many players will raise an eyebrow at, purely based on the hysteria around stick drift alone. What I will say is that as someone who’s been fixing controllers for virtually decades now, and owns a shameful number of pads with sticks, drifting isn’t always a guarantee, and there’s every chance Blaze has accounted for wear and tear with some internal design provisions. </p><p>There’s perhaps a case to be made for a sub-$40 controller not having hall effect sticks. The issue is that brands like 8Bitdo and GameSir have already normalized the tech in that specific price band. Keep in mind that other USB gamepads are often compatible with the Evercade Alpha and VS, meaning you can also use something like the Gulikit Elves 2 Pro that boasts pretty lofty specs compared to Blaze’s own Dual Analogue.</p><h2 id="branded-button-bashing">Branded button bashing</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HCF5waZdyDUoKJZnkmniJM" name="evercade-dual-thumbstick-wireless-controller-buttons" alt="Close up of Evercade Dual Thumbstick Wireless Controller right side with face buttons in view." src="https://cdn.mos.cms.futurecdn.net/HCF5waZdyDUoKJZnkmniJM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>It might feel like Evercade already shot itself in the foot by enabling wide USB controller support before releasing the Dual Thumbstick controller. In my eyes, a gamepad has an equal role in establishing a console’s brand and unique feel, and it’s the reason why the big dogs like Sony will restrict you to using a DualSense with the PS5.</p><p>It’s for that reason I think the Evercade Dual Thumbstick’s main reason for being on this planet is brand identity, and I don’t mean that as an insult. In the hands, there’s no mistaking which console range this pad belongs to, and it feeds into the idea of Blaze’s machine being a fully fledged platform with its own hardware and cartridge ecosystem.</p><p>Sure, you could just pop in a compatible gamepad to your Alpha or Nexus and get by, but this dedicated Bluetooth controller is tailored for Evercade. No button mapping or sussing out layouts is required with this pad, as you’d perhaps expect from any purpose-made set of buttons, and while the right analogue stick will feel redundant across a chunk of the console’s 2D library, it will equip your setup to deal with the new 3D editions that should be ushered in with the Nexus.</p><p>Outside of providing the Evercade home console with a clutchable controller identity, the Dual Thumbstick is serviceable. The membrane buttons are tactile enough, not ever so slightly shallower than I like, while the floating D-pad avoids any major pivoting issues (rolling out moves in Street Fighter is not an issue). The four shoulder buttons, while digital and perhaps limited outside of older games, are pleasantly clicky and within comfortable reach.</p><p>I’m hesitant to say the thing I’d change with the Evercade Dual Thumbstick Controller is the shape, as the blocky design feels like part of the brand’s DNA. That said, as the proud(?) owner of many of Blaze’s old third-party PS1 controllers before it was revitalized into a retro console maker in 2018, I know it could have made something with proper grips and perhaps a less slippery body, while creating something that still feels unique </p><h2 id="connectivity-caveats">Connectivity caveats</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mtVZC2JFw8WUqVGa2T4LSM" name="evercade-dual-thumbstick-wireless-controller-dongle" alt="Back view of Evercade Dual Thumbstick Wireless Controller with dongle attached to back." src="https://cdn.mos.cms.futurecdn.net/mtVZC2JFw8WUqVGa2T4LSM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>The Evercade Dual Thumbstick controller comes with a wireless dongle, but instead of using 2.4 GHz, it uses a Bluetooth receiver. I know for a fact that isn’t going to go down well with latency-sensitive purists, as while I’m almost certain most players won’t feel any meaningful lag, it’s still one for the caveat list.</p><p>It might feel weird opting for Bluetooth over 2.4 GHz if you have to include a dongle anyway, but I suspect the decision will make sense in the future. For now, it’s a workaround to enable support for existing Evercade systems, although not the handhelds, since the company has decided hybrid functionality isn’t its jam, but I’m fully expecting to see a VS-R successor in the future that will sync straight up to the new wireless controller.</p><p>Of course, one main reason to opt for Bluetooth connectivity outside of that is better battery life efficiency. It’s part of the reason why the Evercade Dual Thumbstick Controller can keep going for 15 hours on a single charge, as having tested plenty of 2.4 GHz pads like the Retro Fighters StrikerDC, I know too well that you’re milage on that tech is closer to 11 hours. </p><p>Naturally, you can plug the pad straight into Evercade consoles or your PC using USB, and the latter will assume it’s an Xbox 360 controller. That’s incredibly handy in a pinch if, like me, you forgot to stick the dongle back on the back magnet, subsequently misplaced it, then ended up in a tizzy trying to find it for further testing (I really don’t get on with adapters).</p><h2 id="should-you-pick-up-the-evercade-dual-thumbstick-controller">Should you pick up the Evercade Dual Thumbstick Controller?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xMKy3nfvGCtVHxyffbJXEM" name="evercade-dual-thumbstick-wireless-controller-console" alt="Evercade Dual Thumbstick Wireless Controller sitting on top of VS-R console." src="https://cdn.mos.cms.futurecdn.net/xMKy3nfvGCtVHxyffbJXEM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Picking up the Evercade Dual Thumbstick Controller is a no-brainer if you’re already invested in Blaze’s cartridge-based ecosystem. You could say there are gamepads out there that provide better bang for buck, but Blaze’s accessory is designed to feel like it’s made for its console line-up rather than outshine some of the best options for specific consoles or Jack-of-all-trades accessories. </p><p>What I will say is that this is a mighty fine first attempt at a proper analogue controller by Blaze. I’ve certainly used gamepads that are gnarlier than the Evercade’s new accessory, and it does a nice job providing your thumbs with the necessities for playing early 3D games. I’m also giving the blocky, ergonomically questionable shell a pass too since it makes sense design-wise for the brand and actually helps the gamepad travel slightly better than something with elongated grips (although I’d be careful with the protruding sticks since they’re not hall effect and are more susceptible to pressure damage).</p><p>In truth, most of my Evercade Dual Thumbstick Controller “cons” tie back to Blaze's approach to console hardware so far. There’s no point in me ranting about the lack of rumble support since that’s not a thing with Evercade ports, and while I do think 2.4 GHz would have been a nice addition, sticking with just Bluetooth will make sense down the road. </p><p>The bottom line is that picking up Evercade Dual Thumbstick controller will make your machine and games feel like a comprehensive alternative to the PS5, Xbox, or Switch. I wouldn’t say Blaze hasn’t achieved those vibes before now, but the gamepad does help reinforce the idea that it’s a main player in the console scene today, one that could snatch retro players from the big three as they sail to their all-digital doom.</p><h2 id="how-i-tested-the-evercade-dual-thumbstick-controller">How I tested the Evercade Dual Thumbstick Controller</h2><p>For two weeks, I tested the Dual Thumbstick Controller with Blaze’s own Evercade Alpha, VS-R, and my PC. During that time, I compared the gamepad’s ergonomics, buttons, analogue sticks, and general performance to modern controllers and pads designed for specific retro consoles, weighing up whether it offers enough to justify its price tag.</p><p>For more information on <a href="https://www.gamesradar.com/how-we-test-controllers-on-gamesradar/">how we test controllers</a> and retro gadgets, swing by our full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/retro/evercade-dual-thumbstick-wireless-controller-review/</link>
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                            <![CDATA[ The Evercade Dual Thumbstick Wireless Controllers help the retro console lineup transition to early 3D gaming via full-sized analogue sticks and Bluetooth, ]]>
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                                                                        <pubDate>Fri, 18 Sep 2026 14:44:30 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Retro]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                                                                <author><![CDATA[ phil.hayton@futurenet.com (Phil Hayton) ]]></author>                    <dc:creator><![CDATA[ Phil Hayton ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ygA7jyaZ6Q8QizTZkkHFE8-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;I’ve been messing around with PCs, video game consoles, and tech since before I could speak. Don’t get me wrong, I kickstarted my relationship with technology by jamming a Hot Wheels double-decker bus into my parent’s VCR, but we all have to start somewhere. I even somehow managed to become a walking, talking buyer’s guide at my teenage supermarket job, which helped me accept my career fate. So, rather than try to realise my musician dreams, or see out my University degree, I started running my own retro pop culture site and writing about video games and tech for the likes of TechRadar, The Daily Star, and the BBC before eventually ending up with a job covering graphics card shenanigans at PCGamesN. Now, I’m your friendly neighbourhood Hardware Editor at GamesRadar, and it’s my job to make sure you can kick butt in all your favourite games using the best gaming hardware, whether you’re a sucker for handhelds like the Steam Deck and Nintendo Switch or a hardcore gaming PC enthusiast. &lt;/p&gt;&lt;p&gt;&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Face down view of Evercade Dual Thumbstick Wireless controller on woodgrain desk.]]></media:description>                                                            <media:text><![CDATA[Face down view of Evercade Dual Thumbstick Wireless controller on woodgrain desk.]]></media:text>
                                <media:title type="plain"><![CDATA[Face down view of Evercade Dual Thumbstick Wireless controller on woodgrain desk.]]></media:title>
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                                <p>Some may accuse the Evercade Dual Thumbstick Wireless Controller of being late. I’d argue it has arrived exactly when it means to, as the evolving cartridge-wielding ecosystem has only just found a need for 3D controls. Yes, the <a href="https://www.gamesradar.com/best-retro-consoles/">retro console</a> maker first started venturing into three dimensions with glover in 2024, but now that it’s firmly in its fifth-generation territory, you’ve a reason to want to sticks if you own a VS or Alpha.</p><p>I’m going to say this up front: the Evercade Dual Thumbstick pad isn’t the <a href="https://www.gamesradar.com/hardware/retro/best-retro-controllers/">best retro controller</a> out there. That’s not to say it isn’t a good gamepad that builds upon the staple gamepad feel first supplied by the VS console pad, nor does it fail in adding nice-feeling 3D controls to a tried and tested formula. It’s just that it doesn’t quite nail the ergonomic side of things or build upon some of the greatest designs out there.</p><p>You shouldn’t really pick up the Dual Thumbstick Wireless Controller expecting it to be an amazingly authentic pad for your custom emulation station. What Blaze does with this accessory does further provide the Evercade ecosystem with its own unique hardware feel as it expands its library to 3D. Not unlike the N64 controller, this gamepad is far from perfect, but it feels like it’s made with purpose and is anything but generic. </p><h2 id="it-s-hip-to-be-square">It’s hip to be square</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NUcLwQE2q8AaKC7as6m8SM" name="evercade-dual-thumbstick-wireless-controller" alt="Evercade Dual Thumbstick Wireless Controller on woodgrain table." src="https://cdn.mos.cms.futurecdn.net/NUcLwQE2q8AaKC7as6m8SM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>If you were expecting the Evercade Dual Thumbstick Wireless Controller to do the usual SNES knock-off thing, or even try and emulate the look of a PS1 gamepad, then you probably aren’t familiar with Blaze’s whole vibe. Since releasing its first cartridge-based handheld back in 2021, it’s stuck to a glossy, blocky philosophy that evokes the feeling of arcade perspex and ‘80s cabinet designs, and the console maker will be damned if ergonomic needs disrupt that energy.</p><p>Really, though, at a glance, the Dual Thumbstick Wireless Controller looks like an ergonomic nightmare. Big, flat sides make up a bold square (technically rectangular) shell that, from the front, doesn’t contour to your hands, and the pads going to get up close and personal with your bottom finger joints. </p><p>The gamepad’s saving grace is found around the rear, as Blaze’s experience in the world of handhelds is fully present. Very subtle contours on the back help form grips for your ring and pinky fingers, while space under the shoulders provides refuge for your middle digits. That leaves your index fingers resting on top, which works thanks to the low-profile nature of the digital shoulder buttons.</p><p>Evercade’s analogue controller isn’t outright uncomfortable, but it will feel pretty angular if you’re used to modern gamepad ergonomics. In fact, it feels especially bulky compared to Sony’s original designs, which is probably a symptom of me having spent extra time with the company’s early systems while crafting my guide on how to play PS2 games. My point here is that as a cursec controller collector, I’ve encountered pads that commit far worse ergonomic crimes, but just like with the NES, you’ll feel like you’ve been holding a rectangle after a few hours.</p><h2 id="now-with-added-sticks">Now with added sticks</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9WnCGxwCfrhVzrww4ggye9" name="evercade-dual-thumbsticks-close-up" alt="Close up of Evercade controller thumbsticks." src="https://cdn.mos.cms.futurecdn.net/9WnCGxwCfrhVzrww4ggye9-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Yes, I know you came here for the sticks. Rest assured, the Dual Thumbstick Wireless Controller has what you’re looking for right on the front, squeezed in just below the same D-pad and button layout as the VS pad. If you’re all about that PlayStation symmetrical life, you’ll be pleased as punch to see the analogue sticks sitting side by side, meaning the tips of your thumbs can have a smooch while you’re running around as a sentient mitt, an anthropomorphic bear, or a Shakespearean vampire. </p><p>If you prefer asymmetrical sticks, you will absolutely find this layout cramped like usual. I wouldn’t say it’s any worse than a PlayStation controller, but if you’ve got tall thumbs, you might have to play using your tips rather than the ball. The concave, rubberized grips mean you’ll have a good hold on them no matter where you position your digits, and the fact they’re full-sized is commendable given the temptation to use those smaller (subjectively horrid) mini Joy-Con alternatives as a space saver. </p><p>The controller’s titular feature does hit the spot for analogue movement, but there’s one massive caveat: these are traditional potentiometer sticks. It almost feels outlandish not to opt for at least Hall effect sensors in 2026, so as not to fall prey to the blight of stick drift, but alas, I’m guessing opting for magnetic parts wasn’t cost-friendly on the manufacturing side of things. </p><p>It’s still something I’m sure many players will raise an eyebrow at, purely based on the hysteria around stick drift alone. What I will say is that as someone who’s been fixing controllers for virtually decades now, and owns a shameful number of pads with sticks, drifting isn’t always a guarantee, and there’s every chance Blaze has accounted for wear and tear with some internal design provisions. </p><p>There’s perhaps a case to be made for a sub-$40 controller not having hall effect sticks. The issue is that brands like 8Bitdo and GameSir have already normalized the tech in that specific price band. Keep in mind that other USB gamepads are often compatible with the Evercade Alpha and VS, meaning you can also use something like the Gulikit Elves 2 Pro that boasts pretty lofty specs compared to Blaze’s own Dual Analogue.</p><h2 id="branded-button-bashing">Branded button bashing</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HCF5waZdyDUoKJZnkmniJM" name="evercade-dual-thumbstick-wireless-controller-buttons" alt="Close up of Evercade Dual Thumbstick Wireless Controller right side with face buttons in view." src="https://cdn.mos.cms.futurecdn.net/HCF5waZdyDUoKJZnkmniJM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>It might feel like Evercade already shot itself in the foot by enabling wide USB controller support before releasing the Dual Thumbstick controller. In my eyes, a gamepad has an equal role in establishing a console’s brand and unique feel, and it’s the reason why the big dogs like Sony will restrict you to using a DualSense with the PS5.</p><p>It’s for that reason I think the Evercade Dual Thumbstick’s main reason for being on this planet is brand identity, and I don’t mean that as an insult. In the hands, there’s no mistaking which console range this pad belongs to, and it feeds into the idea of Blaze’s machine being a fully fledged platform with its own hardware and cartridge ecosystem.</p><p>Sure, you could just pop in a compatible gamepad to your Alpha or Nexus and get by, but this dedicated Bluetooth controller is tailored for Evercade. No button mapping or sussing out layouts is required with this pad, as you’d perhaps expect from any purpose-made set of buttons, and while the right analogue stick will feel redundant across a chunk of the console’s 2D library, it will equip your setup to deal with the new 3D editions that should be ushered in with the Nexus.</p><p>Outside of providing the Evercade home console with a clutchable controller identity, the Dual Thumbstick is serviceable. The membrane buttons are tactile enough, not ever so slightly shallower than I like, while the floating D-pad avoids any major pivoting issues (rolling out moves in Street Fighter is not an issue). The four shoulder buttons, while digital and perhaps limited outside of older games, are pleasantly clicky and within comfortable reach.</p><p>I’m hesitant to say the thing I’d change with the Evercade Dual Thumbstick Controller is the shape, as the blocky design feels like part of the brand’s DNA. That said, as the proud(?) owner of many of Blaze’s old third-party PS1 controllers before it was revitalized into a retro console maker in 2018, I know it could have made something with proper grips and perhaps a less slippery body, while creating something that still feels unique </p><h2 id="connectivity-caveats">Connectivity caveats</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mtVZC2JFw8WUqVGa2T4LSM" name="evercade-dual-thumbstick-wireless-controller-dongle" alt="Back view of Evercade Dual Thumbstick Wireless Controller with dongle attached to back." src="https://cdn.mos.cms.futurecdn.net/mtVZC2JFw8WUqVGa2T4LSM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>The Evercade Dual Thumbstick controller comes with a wireless dongle, but instead of using 2.4 GHz, it uses a Bluetooth receiver. I know for a fact that isn’t going to go down well with latency-sensitive purists, as while I’m almost certain most players won’t feel any meaningful lag, it’s still one for the caveat list.</p><p>It might feel weird opting for Bluetooth over 2.4 GHz if you have to include a dongle anyway, but I suspect the decision will make sense in the future. For now, it’s a workaround to enable support for existing Evercade systems, although not the handhelds, since the company has decided hybrid functionality isn’t its jam, but I’m fully expecting to see a VS-R successor in the future that will sync straight up to the new wireless controller.</p><p>Of course, one main reason to opt for Bluetooth connectivity outside of that is better battery life efficiency. It’s part of the reason why the Evercade Dual Thumbstick Controller can keep going for 15 hours on a single charge, as having tested plenty of 2.4 GHz pads like the Retro Fighters StrikerDC, I know too well that you’re milage on that tech is closer to 11 hours. </p><p>Naturally, you can plug the pad straight into Evercade consoles or your PC using USB, and the latter will assume it’s an Xbox 360 controller. That’s incredibly handy in a pinch if, like me, you forgot to stick the dongle back on the back magnet, subsequently misplaced it, then ended up in a tizzy trying to find it for further testing (I really don’t get on with adapters).</p><h2 id="should-you-pick-up-the-evercade-dual-thumbstick-controller">Should you pick up the Evercade Dual Thumbstick Controller?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xMKy3nfvGCtVHxyffbJXEM" name="evercade-dual-thumbstick-wireless-controller-console" alt="Evercade Dual Thumbstick Wireless Controller sitting on top of VS-R console." src="https://cdn.mos.cms.futurecdn.net/xMKy3nfvGCtVHxyffbJXEM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Phil Hayton)</span></figcaption></figure><p>Picking up the Evercade Dual Thumbstick Controller is a no-brainer if you’re already invested in Blaze’s cartridge-based ecosystem. You could say there are gamepads out there that provide better bang for buck, but Blaze’s accessory is designed to feel like it’s made for its console line-up rather than outshine some of the best options for specific consoles or Jack-of-all-trades accessories. </p><p>What I will say is that this is a mighty fine first attempt at a proper analogue controller by Blaze. I’ve certainly used gamepads that are gnarlier than the Evercade’s new accessory, and it does a nice job providing your thumbs with the necessities for playing early 3D games. I’m also giving the blocky, ergonomically questionable shell a pass too since it makes sense design-wise for the brand and actually helps the gamepad travel slightly better than something with elongated grips (although I’d be careful with the protruding sticks since they’re not hall effect and are more susceptible to pressure damage).</p><p>In truth, most of my Evercade Dual Thumbstick Controller “cons” tie back to Blaze's approach to console hardware so far. There’s no point in me ranting about the lack of rumble support since that’s not a thing with Evercade ports, and while I do think 2.4 GHz would have been a nice addition, sticking with just Bluetooth will make sense down the road. </p><p>The bottom line is that picking up Evercade Dual Thumbstick controller will make your machine and games feel like a comprehensive alternative to the PS5, Xbox, or Switch. I wouldn’t say Blaze hasn’t achieved those vibes before now, but the gamepad does help reinforce the idea that it’s a main player in the console scene today, one that could snatch retro players from the big three as they sail to their all-digital doom.</p><h2 id="how-i-tested-the-evercade-dual-thumbstick-controller">How I tested the Evercade Dual Thumbstick Controller</h2><p>For two weeks, I tested the Dual Thumbstick Controller with Blaze’s own Evercade Alpha, VS-R, and my PC. During that time, I compared the gamepad’s ergonomics, buttons, analogue sticks, and general performance to modern controllers and pads designed for specific retro consoles, weighing up whether it offers enough to justify its price tag.</p><p>For more information on <a href="https://www.gamesradar.com/how-we-test-controllers-on-gamesradar/">how we test controllers</a> and retro gadgets, swing by our full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>.</p>
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