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                            <title><![CDATA[ Latest from GamesRadar+ UK in Reviews ]]></title>
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        <description><![CDATA[ All the latest reviews content from the GamesRadar+  UK team ]]></description>
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                                                            <title><![CDATA[ Do gaming chairs need fans in them? Absolutely not, but that's just about the only thing that could make the LiberNovo Omni more "Pro" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The original LiberNovo Omni is the best desk chair I have ever sat in, so when I saw that the company was launching a "pro" model with integrated fans and some updated features, I was a bit sceptical. For starters, the original chair, which retails for around $1,000, does not need a yet more premium price. It was already the most expensive <a href="https://www.gamesradar.com/best-gaming-chair">gaming chair</a> I had come across, and definitely felt like it was geared toward the Herman Miller, "pro" end of the market.</p><p>Oftentimes, when a great product gets a "pro" model sibling, you see one of two things. Either it's the same exact product with a very novel and slightly pointless feature added, like, say, upward-firing fans in a chair's seat cushion. Or, a pro model will have the tiniest, most insignificant, and unnoticeable changes that are used as an excuse to charge more money. </p><p>I didn't expect the Omni Pro to give me one of those gimmicky features, and it would actually turn out to be useful. I didn't expect subtle changes to make a big, overall difference to how I use this chair for gaming, but they have. The new Omni Pro's even more ludicrous price of $1,109 is undeniably absurd for an office chair of any kind, and it makes it hard for me to recommend it to you. But I have to be honest, this is somehow an even better version of the best chair I've ever sat in. If you can afford it, there simply is no better gaming chair.</p><h2 id="assembly">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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LK9LAFRZzPJCV6tXfsnETX" name="LiberNovo Omni Pro review 8" alt="The backrest slats and attachments for the LiberNovo Omni Pro" src="https://cdn.mos.cms.futurecdn.net/LK9LAFRZzPJCV6tXfsnETX.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>One of the biggest pain points I had with the original <a href="https://www.gamesradar.com/hardware/chairs/libernovo-omni-review">LiberNovo Omni</a> was its assembly process. Since it's a radically different type of chair from most you'll see, it has a very different construction. Yes, you follow a lot of the same steps, like putting casters into a wheelbase and a gas piston into that, before assembling the seat base, armrests, and backrest. But when there are wiring elements to think about, when there's a dynamic backrest with vertebrae-reminiscent slats across it, when there's a central spine to the chair itself, it's a more bespoke assembly than you might be used to. </p><p>I knew that with time, this process and LiberNovo's instructions for it would all become streamlined. I always point to Secretlab as the gold standard for packaged chairs, assembly instructions, and how streamlined the process is from box to you sitting on something. But that's because the folks at Secretlab have studied it, they've iterated, and they're constantly trying to find more efficient ways of packaging and assembling their goods. LiberNovo's first-ever chair was the Omni, so of course it'll take time for its assembly to get to that level of slick efficiency. </p><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="TXsqsNwRfr82btkDZiewpX" name="LiberNovo Omni Pro review 3" alt="The robust recline controls of the LiberNovo Omni Pro" src="https://cdn.mos.cms.futurecdn.net/TXsqsNwRfr82btkDZiewpX.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>Even since I tested the first iteration, the Pro model has shown a big improvement in this department. The most annoying part of the process was hooking the backrest onto its spine clips, and this wasn't half as annoying as it used to be because the brand has slightly redesigned how the parts attach to one another. There's also a clearer instruction video to work alongside now too. </p><p>I'd say that if you've built flat-pack furniture before, you won't be completely out of your depth here, but the assembly process for the Omni Pro isn't nearly as daunting as it could be for a chair with such a distinct design. Thankfully, all of its parts are fairly light, and I didn't have any issues throwing them all together on my own. </p><h2 id="design-amp-features">Design & 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="cPCpAgEkLR3G5boYoGqzpX" name="LiberNovo Omni Pro review 12" alt="A side profile of the LiberNovo Omni Pro" src="https://cdn.mos.cms.futurecdn.net/cPCpAgEkLR3G5boYoGqzpX.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 not up to speed with 2025's wunderkind chair, let me fill you in. <a href="https://www.gamesradar.com/hardware/chairs/most-chairs-dont-get-it-meet-the-gaming-chair-that-just-surpassed-usd3-000-000-on-kickstarter/" target="_blank">The LiberNovo Omni went viral on Kickstarter last year</a> after offering a very different ergonomics philosophy to pretty much every chair on the market. </p><p>It has a fully dynamic backrest, so as you sit back into it, you'll feel it able to pivot from side to side and flex between its upper and lower halves. Its use of plastic panelling in its backrest might turn you off when you're being charged such high costs, but it's used for a reason: its flexibility. The backrest of the Omni adheres to your back as you rest your weight into it; it flexes into shape because its design mimics human anatomy. It's a chair that moves with you, supporting not only your lumbar with its S-shape and adjustable, bionic controls, but the whole alignment of your back by maintaining your posture as you move, shuffle, and reset your position umpteen times a 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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vH57avgMniHFUwk3JkzeqX" name="LiberNovo Omni Pro review 5" alt="The stitching on the fabric on the LiberNovo Omni Pro" src="https://cdn.mos.cms.futurecdn.net/vH57avgMniHFUwk3JkzeqX.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 improvements made to the most recent batch of Omni chairs mean that they now have even more backrest slats. In theory, these add even more posture support since there's now even more weight distribution and flex as you move around in it. </p><p>The other unique thing about the LiberNovo Omni is that it has the best recline system I've ever seen in a chair. As you recline back into its set positions, the armrests slide back with you, your head stays almost level with where it was so you can maintain focus on your screen, and the backrest maintains its shape no matter how relaxed you want to get. In standard chairs, this recline system doesn't exist, so you end up sliding down the backrest as it folds back. You then lose the ergonomic benefits of it, and your armrests end up at odds with your sitting position. </p><p>Why this matters for gamers is that your armrests, head, and neck stay in complete agreement with how you set up the chair in its upright mode. No need to alter the armrest position when reclining, because they stay level with your desk and your mouse aim will be unaffected. The Omni Pro (and all new versions of the Omni) will now have an extra recline level which is specifically meant for gamers. That means recline levels are up from three to four, plus the upright position. The new gaming setting is the first level of recline, so it allows you to relax just a little bit more than you would in upright mode. Then, if you want to chill out even more, you've got ways to tilt further 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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Pvnc2boG5qrLNCbqRQ87qX" name="LiberNovo Omni Pro review 6" alt="A reviewer installing the battery of the LiberNovo Omni Pro" src="https://cdn.mos.cms.futurecdn.net/Pvnc2boG5qrLNCbqRQ87qX.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>These modes are pivotal to the Omni's identity as a gaming chair because they create a beautiful distinction between your desk as a place of work and a place to relax and play.</p><p>Of course, the Omni Pro also gets access to the same perks and features of the original model. There's seat depth adjustment, tilt tension, height adjustment, 4D armrests, a neck/headrest that pivots with you and can be fit to your height, and, if you're so inclined, a step-sync footrest to bundle in. For the pro model, that takes the price up to $1,183. There are two sizes of each Omni, one with 48cm seat depth and one with 45cm.</p><p>The new recline levels and extra backrest slats are more practical improvements that have been made to the whole Omni lineup from now on, but the Pro specifically also gets upward-firing fans in its seat cushions, which work on two power settings. Perhaps the coolest part about them is that they're weight-activated. If you're not sitting in the chair but left the function running, you won't lose power because the fans will stop. Sit back down, and the fans will kick up again. </p><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="pKycnz67sMu68yEEFgi8aX" name="LiberNovo Omni Pro review 4" alt="A reviewer pressing the LiberNovo Omni Pro's fan function" src="https://cdn.mos.cms.futurecdn.net/pKycnz67sMu68yEEFgi8aX.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>This is definitely going to be more useful for some users than others, but it's not the only novel feature here. The Omni Pro still has the built-in stretch system of other LiberNovo models, so if you want to decompress your lumbar, tilt all the way back and take a very relaxing breather for five minutes. </p><p>The Omni Pro is still only available in black (Graphite) or grey/white (Glacier) colorways though, which is a bit of a shame. The base Omni has now gained a beautiful deep green version, which I'd have loved to test out. I do think LiberNovo is missing a trick by not expanding colorways sooner rather than later. The two available for the Pro model are lovely, classy, and neutral enough to fit into any setup, but the missing opportunity for consumers to express themselves might be something that holds this brand back in the gaming market specifically. </p><p>I do notice a massive improvement in build quality and upholstery in this model of the Omni, compared to my original. Its fabric is woven a bit thicker but is no less stretchy; it doesn't feel like a cheap material anymore; it feels like a proper, premium fabric. This is an improvement I didn't realise was needed until I tried the Pro version. With build quality, the chair is as rock-solid as the original, with no squeaks or creaks during my testing time, but the controls, battery, and electrical elements all feel more robust. </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="75cpuEqWzLcecdPqwrWEqX" name="LiberNovo Omni Pro review 15" alt="A LiberNovo Omni Pro at a gaming desk" src="https://cdn.mos.cms.futurecdn.net/75cpuEqWzLcecdPqwrWEqX.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>To start with the novel bit, I really didn't think chairs with fans would be worth anyone's money until I sat in the LiberNovo Omni Pro. We've already tested one or two with fans and heating systems, namely the <a href="https://www.gamesradar.com/mavix-m7-review">Mavix M7</a> and the <a href="https://www.gamesradar.com/hardware/chairs/autofull-m6-ultra-2-0-review">AutoFull M6 Ultra</a>, but these elements have ultimately ended up feeling like gimmicky extras. </p><p>I wouldn't argue the fans in the Omni Pro are a necessity unless you live in a really warm country, but I also wouldn't classify them as gimmicks. There are uses to the fans here to add a bit of ventilation, which came in really handy for me during one of the summer heatwaves here in the UK. I doubt I'll get much use out of them during the cold winter months here in Scotland, but anytime I get a bit warm, they're perfect for a bit of refreshment. The fans can be a tad loud on their more powerful setting, and you'll definitely wear down your battery life more quickly while using them, but they're pretty powerful and can create a cooling sensation even through thicker clothing. </p><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="EGBbfM59ZEXncoiNYtbqWX" name="LiberNovo Omni Pro review 9" alt="The lumbar support mechanics of the LiberNovo Omni Pro" src="https://cdn.mos.cms.futurecdn.net/EGBbfM59ZEXncoiNYtbqWX.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>Not to mention, the sit-to-activate part is genuinely really cool and brought a big jaw drop and smile to my face when I discovered it. Is it worth paying all that extra money for when the chair itself is so expensive? I'm not so sure, but depending on you, your preferences, and the temperature in your home, it could be. </p><p>Elsewhere, the chair performs beautifully. It's every bit as comfortable as the LiberNovo Omni OG but with a bit more build quality and assurance that the upholstery is going to stand the test of time. This stands for the reclining controls, which I've mentioned feel more robust, but also for the adjustable armrests, which now slide forward and back and rotate with much better, less cheap-feeling plastics. </p><p>If there's something I wish was an extra improvement for the Pro model, it's even more controllable lumbar support. While you can raise or lower the lumbar curve on the Omni and its Pro variant, there is part of me that wishes the control wasn't so all-in-one. In other words, on <a href="https://www.gamesradar.com/hardware/chairs/secretlab-titan-evo-nanogen-edition-review">Secretlab's Titan Evo NanoGen</a>, or <a href="https://www.gamesradar.com/hardware/chairs/corsair-tc500-luxe-review">Corsair's TC500 Luxe</a>, you can control the depth and height of the lumbar support separately. Here, because of the design of the chair, you control both at once. It works great, but more control is always going to be welcome in this department since it's such a particular thing for each person. </p><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="d8eWjS8ZT2885QSc6PNvZX" name="LiberNovo Omni Pro review 2" alt="The headrest of the LiberNovo Omni Pro" src="https://cdn.mos.cms.futurecdn.net/d8eWjS8ZT2885QSc6PNvZX.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 new recline setting is excellent. I would use the slightly deeper option on the original Omni for gaming regularly, but part of me did find it was a tad far back for when I still wanted to be focused and competitive in multiplayer games. Now, I find myself using the first "gaming" recline setting for mouse and keyboard play, but if I'm playing with a controller, I'll kick back deeper and enjoy a more relaxed position. </p><p>Either way, the armrests, the back support, and the beautiful combination of plush cushioning and excellent ergonomics mean this is a chair I feel confident working and gaming in for full days and evenings.  </p><h2 id="should-you-buy-the-libernovo-omni-pro">Should you buy the LiberNovo Omni 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="Rt2fE4LGDEzLC3wzxRGwpX" name="LiberNovo Omni Pro review 13" alt="A LiberNovo Omni Pro from the front" src="https://cdn.mos.cms.futurecdn.net/Rt2fE4LGDEzLC3wzxRGwpX.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>When it comes to choosing a gaming chair, there's a checklist of things you should be looking for if your budget allows. </p><p>First, you want something that's going to be comfortable and good for your body to sit in for long stretches at a time. The LiberNovo checks that box with its awesome ergonomics, beautiful feeling of comfort, and dynamic backrest. </p><p>Second, if possible, you want something that's adjustable, not just so it can enhance the previous point, but so that you can bend it to your desk setup and gaming positions. It's a bit of a meme that gaming chairs can make you better at your favorite titles, but this kind of adjustability is the thing that's going to actually impact that. Thanks to its refreshed recline system, excellent armrests, and ability to move with you throughout the day, I'd say there's no chair I feel more confident gaming in to make sure I play to the best of my ability.</p><p>Thirdly, you want something that's long-lasting, and with improvements to build quality, I'm more confident than ever that the Omni Pro will stand the test of time. </p><p>Any novel, funky, or borderline gimmicky features you can afford to throw in on top of that are a bonus, and although they won't be necessary for everyone, I think there's value in the fans of the Omni Pro. Are they worth the extra money? I'm not so sure, but thankfully there's now a range of Omni chairs that might better suit your budget. The Omni SE, the Omni, the Omni Pro, and the Omni Maxis for larger bodies. Whichever you go for, I'm certain it'll be the best seat in the house.</p><div data-widget-type="review" data-model-name="LiberNovo Omni Pro"></div><h2 id="how-i-tested-the-libernovo-omni-pro">How I tested the LiberNovo Omni Pro</h2><p>I used the LiberNovo Omni Pro for around two months before this review was penned. Before that, I had used the LiberNovo Omni as my daily driver when I wasn't testing out other chairs from month to month. To test the Pro model, I made frequent use of the fans and electronics, compared build quality and sitting experience to its original, and evaluated how both impacted my posture and wellbeing through a long period of testing. </p><p>For more on <a href="https://www.gamesradar.com/how-we-test-gaming-chairs-and-desks-at-gamesradar/" target="_blank">how we test gaming chairs</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy" target="_blank">GamesRadar+ hardware policy.</a></p><p><em>Looking for more gaming furniture? Here are the </em><a href="https://www.gamesradar.com/best-gaming-desks"><em>best gaming desks</em></a><em>, the </em><a href="https://www.gamesradar.com/best-standing-desks"><em>best standing desks</em></a><em>, and the </em><a href="https://www.gamesradar.com/gaming-chair-for-ps4-and-xbox-one"><em>best console gaming chairs</em></a><em>.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/chairs/libernovo-omni-pro-review/</link>
                                                                            <description>
                            <![CDATA[ Subtle improvements and a novel fan system make the LiberNovo Omni Pro somehow even better than its original model. It's pricey, but it's the best place to sit. ]]>
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                                                                        <pubDate>Thu, 10 Sep 2026 16:05:47 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming Chairs]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Peripherals]]></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.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 LiberNovo Omni Pro in a living room setting]]></media:description>                                                            <media:text><![CDATA[The LiberNovo Omni Pro in a living room setting]]></media:text>
                                <media:title type="plain"><![CDATA[The LiberNovo Omni Pro in a living room setting]]></media:title>
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                                <p>The original LiberNovo Omni is the best desk chair I have ever sat in, so when I saw that the company was launching a "pro" model with integrated fans and some updated features, I was a bit sceptical. For starters, the original chair, which retails for around $1,000, does not need a yet more premium price. It was already the most expensive <a href="https://www.gamesradar.com/best-gaming-chair">gaming chair</a> I had come across, and definitely felt like it was geared toward the Herman Miller, "pro" end of the market.</p><p>Oftentimes, when a great product gets a "pro" model sibling, you see one of two things. Either it's the same exact product with a very novel and slightly pointless feature added, like, say, upward-firing fans in a chair's seat cushion. Or, a pro model will have the tiniest, most insignificant, and unnoticeable changes that are used as an excuse to charge more money. </p><p>I didn't expect the Omni Pro to give me one of those gimmicky features, and it would actually turn out to be useful. I didn't expect subtle changes to make a big, overall difference to how I use this chair for gaming, but they have. The new Omni Pro's even more ludicrous price of $1,109 is undeniably absurd for an office chair of any kind, and it makes it hard for me to recommend it to you. But I have to be honest, this is somehow an even better version of the best chair I've ever sat in. If you can afford it, there simply is no better gaming chair.</p><h2 id="assembly">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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LK9LAFRZzPJCV6tXfsnETX" name="LiberNovo Omni Pro review 8" alt="The backrest slats and attachments for the LiberNovo Omni Pro" src="https://cdn.mos.cms.futurecdn.net/LK9LAFRZzPJCV6tXfsnETX.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>One of the biggest pain points I had with the original <a href="https://www.gamesradar.com/hardware/chairs/libernovo-omni-review">LiberNovo Omni</a> was its assembly process. Since it's a radically different type of chair from most you'll see, it has a very different construction. Yes, you follow a lot of the same steps, like putting casters into a wheelbase and a gas piston into that, before assembling the seat base, armrests, and backrest. But when there are wiring elements to think about, when there's a dynamic backrest with vertebrae-reminiscent slats across it, when there's a central spine to the chair itself, it's a more bespoke assembly than you might be used to. </p><p>I knew that with time, this process and LiberNovo's instructions for it would all become streamlined. I always point to Secretlab as the gold standard for packaged chairs, assembly instructions, and how streamlined the process is from box to you sitting on something. But that's because the folks at Secretlab have studied it, they've iterated, and they're constantly trying to find more efficient ways of packaging and assembling their goods. LiberNovo's first-ever chair was the Omni, so of course it'll take time for its assembly to get to that level of slick efficiency. </p><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="TXsqsNwRfr82btkDZiewpX" name="LiberNovo Omni Pro review 3" alt="The robust recline controls of the LiberNovo Omni Pro" src="https://cdn.mos.cms.futurecdn.net/TXsqsNwRfr82btkDZiewpX.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>Even since I tested the first iteration, the Pro model has shown a big improvement in this department. The most annoying part of the process was hooking the backrest onto its spine clips, and this wasn't half as annoying as it used to be because the brand has slightly redesigned how the parts attach to one another. There's also a clearer instruction video to work alongside now too. </p><p>I'd say that if you've built flat-pack furniture before, you won't be completely out of your depth here, but the assembly process for the Omni Pro isn't nearly as daunting as it could be for a chair with such a distinct design. Thankfully, all of its parts are fairly light, and I didn't have any issues throwing them all together on my own. </p><h2 id="design-amp-features">Design & 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="cPCpAgEkLR3G5boYoGqzpX" name="LiberNovo Omni Pro review 12" alt="A side profile of the LiberNovo Omni Pro" src="https://cdn.mos.cms.futurecdn.net/cPCpAgEkLR3G5boYoGqzpX.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 not up to speed with 2025's wunderkind chair, let me fill you in. <a href="https://www.gamesradar.com/hardware/chairs/most-chairs-dont-get-it-meet-the-gaming-chair-that-just-surpassed-usd3-000-000-on-kickstarter/" target="_blank">The LiberNovo Omni went viral on Kickstarter last year</a> after offering a very different ergonomics philosophy to pretty much every chair on the market. </p><p>It has a fully dynamic backrest, so as you sit back into it, you'll feel it able to pivot from side to side and flex between its upper and lower halves. Its use of plastic panelling in its backrest might turn you off when you're being charged such high costs, but it's used for a reason: its flexibility. The backrest of the Omni adheres to your back as you rest your weight into it; it flexes into shape because its design mimics human anatomy. It's a chair that moves with you, supporting not only your lumbar with its S-shape and adjustable, bionic controls, but the whole alignment of your back by maintaining your posture as you move, shuffle, and reset your position umpteen times a 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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vH57avgMniHFUwk3JkzeqX" name="LiberNovo Omni Pro review 5" alt="The stitching on the fabric on the LiberNovo Omni Pro" src="https://cdn.mos.cms.futurecdn.net/vH57avgMniHFUwk3JkzeqX.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 improvements made to the most recent batch of Omni chairs mean that they now have even more backrest slats. In theory, these add even more posture support since there's now even more weight distribution and flex as you move around in it. </p><p>The other unique thing about the LiberNovo Omni is that it has the best recline system I've ever seen in a chair. As you recline back into its set positions, the armrests slide back with you, your head stays almost level with where it was so you can maintain focus on your screen, and the backrest maintains its shape no matter how relaxed you want to get. In standard chairs, this recline system doesn't exist, so you end up sliding down the backrest as it folds back. You then lose the ergonomic benefits of it, and your armrests end up at odds with your sitting position. </p><p>Why this matters for gamers is that your armrests, head, and neck stay in complete agreement with how you set up the chair in its upright mode. No need to alter the armrest position when reclining, because they stay level with your desk and your mouse aim will be unaffected. The Omni Pro (and all new versions of the Omni) will now have an extra recline level which is specifically meant for gamers. That means recline levels are up from three to four, plus the upright position. The new gaming setting is the first level of recline, so it allows you to relax just a little bit more than you would in upright mode. Then, if you want to chill out even more, you've got ways to tilt further 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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Pvnc2boG5qrLNCbqRQ87qX" name="LiberNovo Omni Pro review 6" alt="A reviewer installing the battery of the LiberNovo Omni Pro" src="https://cdn.mos.cms.futurecdn.net/Pvnc2boG5qrLNCbqRQ87qX.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>These modes are pivotal to the Omni's identity as a gaming chair because they create a beautiful distinction between your desk as a place of work and a place to relax and play.</p><p>Of course, the Omni Pro also gets access to the same perks and features of the original model. There's seat depth adjustment, tilt tension, height adjustment, 4D armrests, a neck/headrest that pivots with you and can be fit to your height, and, if you're so inclined, a step-sync footrest to bundle in. For the pro model, that takes the price up to $1,183. There are two sizes of each Omni, one with 48cm seat depth and one with 45cm.</p><p>The new recline levels and extra backrest slats are more practical improvements that have been made to the whole Omni lineup from now on, but the Pro specifically also gets upward-firing fans in its seat cushions, which work on two power settings. Perhaps the coolest part about them is that they're weight-activated. If you're not sitting in the chair but left the function running, you won't lose power because the fans will stop. Sit back down, and the fans will kick up again. </p><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="pKycnz67sMu68yEEFgi8aX" name="LiberNovo Omni Pro review 4" alt="A reviewer pressing the LiberNovo Omni Pro's fan function" src="https://cdn.mos.cms.futurecdn.net/pKycnz67sMu68yEEFgi8aX.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>This is definitely going to be more useful for some users than others, but it's not the only novel feature here. The Omni Pro still has the built-in stretch system of other LiberNovo models, so if you want to decompress your lumbar, tilt all the way back and take a very relaxing breather for five minutes. </p><p>The Omni Pro is still only available in black (Graphite) or grey/white (Glacier) colorways though, which is a bit of a shame. The base Omni has now gained a beautiful deep green version, which I'd have loved to test out. I do think LiberNovo is missing a trick by not expanding colorways sooner rather than later. The two available for the Pro model are lovely, classy, and neutral enough to fit into any setup, but the missing opportunity for consumers to express themselves might be something that holds this brand back in the gaming market specifically. </p><p>I do notice a massive improvement in build quality and upholstery in this model of the Omni, compared to my original. Its fabric is woven a bit thicker but is no less stretchy; it doesn't feel like a cheap material anymore; it feels like a proper, premium fabric. This is an improvement I didn't realise was needed until I tried the Pro version. With build quality, the chair is as rock-solid as the original, with no squeaks or creaks during my testing time, but the controls, battery, and electrical elements all feel more robust. </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="75cpuEqWzLcecdPqwrWEqX" name="LiberNovo Omni Pro review 15" alt="A LiberNovo Omni Pro at a gaming desk" src="https://cdn.mos.cms.futurecdn.net/75cpuEqWzLcecdPqwrWEqX.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>To start with the novel bit, I really didn't think chairs with fans would be worth anyone's money until I sat in the LiberNovo Omni Pro. We've already tested one or two with fans and heating systems, namely the <a href="https://www.gamesradar.com/mavix-m7-review">Mavix M7</a> and the <a href="https://www.gamesradar.com/hardware/chairs/autofull-m6-ultra-2-0-review">AutoFull M6 Ultra</a>, but these elements have ultimately ended up feeling like gimmicky extras. </p><p>I wouldn't argue the fans in the Omni Pro are a necessity unless you live in a really warm country, but I also wouldn't classify them as gimmicks. There are uses to the fans here to add a bit of ventilation, which came in really handy for me during one of the summer heatwaves here in the UK. I doubt I'll get much use out of them during the cold winter months here in Scotland, but anytime I get a bit warm, they're perfect for a bit of refreshment. The fans can be a tad loud on their more powerful setting, and you'll definitely wear down your battery life more quickly while using them, but they're pretty powerful and can create a cooling sensation even through thicker clothing. </p><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="EGBbfM59ZEXncoiNYtbqWX" name="LiberNovo Omni Pro review 9" alt="The lumbar support mechanics of the LiberNovo Omni Pro" src="https://cdn.mos.cms.futurecdn.net/EGBbfM59ZEXncoiNYtbqWX.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>Not to mention, the sit-to-activate part is genuinely really cool and brought a big jaw drop and smile to my face when I discovered it. Is it worth paying all that extra money for when the chair itself is so expensive? I'm not so sure, but depending on you, your preferences, and the temperature in your home, it could be. </p><p>Elsewhere, the chair performs beautifully. It's every bit as comfortable as the LiberNovo Omni OG but with a bit more build quality and assurance that the upholstery is going to stand the test of time. This stands for the reclining controls, which I've mentioned feel more robust, but also for the adjustable armrests, which now slide forward and back and rotate with much better, less cheap-feeling plastics. </p><p>If there's something I wish was an extra improvement for the Pro model, it's even more controllable lumbar support. While you can raise or lower the lumbar curve on the Omni and its Pro variant, there is part of me that wishes the control wasn't so all-in-one. In other words, on <a href="https://www.gamesradar.com/hardware/chairs/secretlab-titan-evo-nanogen-edition-review">Secretlab's Titan Evo NanoGen</a>, or <a href="https://www.gamesradar.com/hardware/chairs/corsair-tc500-luxe-review">Corsair's TC500 Luxe</a>, you can control the depth and height of the lumbar support separately. Here, because of the design of the chair, you control both at once. It works great, but more control is always going to be welcome in this department since it's such a particular thing for each person. </p><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="d8eWjS8ZT2885QSc6PNvZX" name="LiberNovo Omni Pro review 2" alt="The headrest of the LiberNovo Omni Pro" src="https://cdn.mos.cms.futurecdn.net/d8eWjS8ZT2885QSc6PNvZX.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 new recline setting is excellent. I would use the slightly deeper option on the original Omni for gaming regularly, but part of me did find it was a tad far back for when I still wanted to be focused and competitive in multiplayer games. Now, I find myself using the first "gaming" recline setting for mouse and keyboard play, but if I'm playing with a controller, I'll kick back deeper and enjoy a more relaxed position. </p><p>Either way, the armrests, the back support, and the beautiful combination of plush cushioning and excellent ergonomics mean this is a chair I feel confident working and gaming in for full days and evenings.  </p><h2 id="should-you-buy-the-libernovo-omni-pro">Should you buy the LiberNovo Omni 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="Rt2fE4LGDEzLC3wzxRGwpX" name="LiberNovo Omni Pro review 13" alt="A LiberNovo Omni Pro from the front" src="https://cdn.mos.cms.futurecdn.net/Rt2fE4LGDEzLC3wzxRGwpX.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>When it comes to choosing a gaming chair, there's a checklist of things you should be looking for if your budget allows. </p><p>First, you want something that's going to be comfortable and good for your body to sit in for long stretches at a time. The LiberNovo checks that box with its awesome ergonomics, beautiful feeling of comfort, and dynamic backrest. </p><p>Second, if possible, you want something that's adjustable, not just so it can enhance the previous point, but so that you can bend it to your desk setup and gaming positions. It's a bit of a meme that gaming chairs can make you better at your favorite titles, but this kind of adjustability is the thing that's going to actually impact that. Thanks to its refreshed recline system, excellent armrests, and ability to move with you throughout the day, I'd say there's no chair I feel more confident gaming in to make sure I play to the best of my ability.</p><p>Thirdly, you want something that's long-lasting, and with improvements to build quality, I'm more confident than ever that the Omni Pro will stand the test of time. </p><p>Any novel, funky, or borderline gimmicky features you can afford to throw in on top of that are a bonus, and although they won't be necessary for everyone, I think there's value in the fans of the Omni Pro. Are they worth the extra money? I'm not so sure, but thankfully there's now a range of Omni chairs that might better suit your budget. The Omni SE, the Omni, the Omni Pro, and the Omni Maxis for larger bodies. Whichever you go for, I'm certain it'll be the best seat in the house.</p><div data-widget-type="review" data-model-name="LiberNovo Omni Pro"></div><h2 id="how-i-tested-the-libernovo-omni-pro">How I tested the LiberNovo Omni Pro</h2><p>I used the LiberNovo Omni Pro for around two months before this review was penned. Before that, I had used the LiberNovo Omni as my daily driver when I wasn't testing out other chairs from month to month. To test the Pro model, I made frequent use of the fans and electronics, compared build quality and sitting experience to its original, and evaluated how both impacted my posture and wellbeing through a long period of testing. </p><p>For more on <a href="https://www.gamesradar.com/how-we-test-gaming-chairs-and-desks-at-gamesradar/" target="_blank">how we test gaming chairs</a>, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy" target="_blank">GamesRadar+ hardware policy.</a></p><p><em>Looking for more gaming furniture? Here are the </em><a href="https://www.gamesradar.com/best-gaming-desks"><em>best gaming desks</em></a><em>, the </em><a href="https://www.gamesradar.com/best-standing-desks"><em>best standing desks</em></a><em>, and the </em><a href="https://www.gamesradar.com/gaming-chair-for-ps4-and-xbox-one"><em>best console gaming chairs</em></a><em>.</em></p>
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                                                            <title><![CDATA[ Marvel's Wolverine review: "Missing that crucial X-Factor" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The middle section of <a href="https://www.gamesradar.com/marvels-wolverine-guide/">Marvel's Wolverine</a> feels like it nails the game developer Insomniac Games wanted to make. Set in a small semi open world Tokyo district, it sees Logan exploring and fighting – grumpily following leads as he criss-crosses the area following the clues that have brought him there. It's lively, layered, and just a fun place to be: full of cool little alleys, laden with eye-grabbing posters and neon lights, and, often, interesting places that, sure enough, wind up being somewhere you revisit in more detail later. <br><br>There's an enjoyable variety here where the texture of the game changes nicely, a range of gameplay and moments breaking up combat as you literally sniff out trails, look for clues, and enjoy existing in the buzzing neon lit space. I spent a lot more time than I needed here looking in shop windows, examining signs, listening in on conversations, or watching people just mill about. Most importantly there's a solid sense of progression to your time in Tokyo, with a clear arc and purpose to take you through it all, that feels meaningful.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZekgnqECPXBWgSYQev8jDW" name="Wolverine adaptations" alt="Wolverine adaptations" src="https://cdn.mos.cms.futurecdn.net/ZekgnqECPXBWgSYQev8jDW.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Insomniac)</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 15,  2026<br><strong>Platform</strong>: PS5<br><strong>Developer</strong>: Insomniac Games<br><strong>Publisher</strong>: Sony Interactive Entertainment</p></div></div><p>By contrast the rest of the game feels thin, and largely consists of boxy corridors that top and tail Tokyo with shallow combat luges broken up by cutscene checkpoints and little else. Unlike the studio's <a href="https://www.gamesradar.com/spiderman-ps4-guide/">Spider-Man</a> games, Wolverine is strictly chapter-based and linear, more like Uncharted but without the finesse. You might find a corner here, hiding a collectible, or a forked path there, to give you a little agency to the type of forward progression you choose, but it's surprising just how nothingy these areas feel, especially in the opening act. After Tokyo, flow improves a little, with some occasional extra variety and scope, but combat still overwhelms many spaces that don't do much more than exist to house it, while the story sort of vaguely wafts its hand at reasons why it's all happening. </p><h2 id="not-quite-the-best-there-is">Not quite the best there 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="eBqG4rmDXfHty8W6VPduY8" name="Marvel's Wolverine" alt="Marvel's Wolverine" src="https://cdn.mos.cms.futurecdn.net/eBqG4rmDXfHty8W6VPduY8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Insomniac)</span></figcaption></figure><p>Wolverine's gory, knife-handed combat is enjoyable for the most part, at least. It's functional and well formed, but it does lack the sort of magnetic snap that a great fighting system has when you lock into a flow. There's a good toolkit of moves to deal with enemies and situations, with a leaping attack to clear spaces fast as you bounce between meatbags, and some satisfying special moves you can pull out to mince through crowds or target single opponents for an unnecessary level of beatdown. It's bloody, messy and feels suitably Wolverine as claws end up in guts, faces, skulls and more. </p><p>However, all this people blending is built around a Rage system that feels both overcomplicated and inconsequential at the same time. There are three tiers: the first gets you started and enables a regenerative revive if you're downed; the second adds extra damage to combo finishers; and, finally, tier 3 amps up all damage and lets you perform insta-kill critical strikes against low health, staggered, or intimidated enemies.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fzj3rSrc62rvYgNKPKoCF8" name="Marvel's Wolverine" alt="Marvel's Wolverine" src="https://cdn.mos.cms.futurecdn.net/fzj3rSrc62rvYgNKPKoCF8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Insomniac)</span></figcaption></figure><p>That all sounds fine in theory but it never really feels like it actually does that much outside of the Last Stand revival. Insta-kill criticals are fickle at best thanks to the criteria needed to trigger them, and because certain key elements are locked behind Adaptation perks you need to unlock and equip - all the things that really make Rage sing is in these Adaptations, making it feel like you have the trial version for most of the game until you unlock its full potential. </p><p>By contrast, progression in the Techniques tree just sort of unfolds via a ladder of abilities that, thanks to an abundance of experience points, all gradually unlock over the course of play. The deepest choice you get in your build here is deciding on which four of the six special abilities you'll have equipped.</p><h2 id="combat-ready">Combat ready</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zfdpyyVyrMbqRR5MGXnpR8" name="Marvel's Wolverine" alt="Marvel's Wolverine" src="https://cdn.mos.cms.futurecdn.net/zfdpyyVyrMbqRR5MGXnpR8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Insomniac)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Where are the X-Men</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="JjPX2MeFvGWCg4kQ9JtTSC" name="Marvel's Wolverine image wolverine covered in blood and shocked Jean" caption="" alt="Marvel's Wolverine - Jean with an arm outstretched looking surprised while Wolverine looks on" src="https://cdn.mos.cms.futurecdn.net/JjPX2MeFvGWCg4kQ9JtTSC.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: Sony)</span></figcaption></figure><p class="fancy-box__body-text">While Wolverine features plenty of familiar faces for the character, like Jean Grey and Sabretooth, the X-Men are notably absent. <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/action/the-x-men-dont-exist-in-marvels-wolverine-and-theres-no-spider-man-either-insomniac-games-lead-clarifies/">Developer Insomniac has made clear that this game takes place in a universe without Charles Xavier's team</a>. However, that's not to say the same themes aren't mirrored, with people fearing and exploiting mutants in equal measure.</p></div></div><p>There's also the odd choice to keep the ability to parry multiple simultaneous attacks locked behind a fairly late game skill. That's a total game changer as, without it, you're trying to parry single individual attacks while surrounded by a horde swinging freely at all times. Until you get that multi-parry ability you're deflecting one attack only to be hit by another a split second behind it. But, once you have it, combat comes alive in a dance of ripostes as you weave through enemy crowds like a Whirling Dervish made of knives. <br><br>As a result, as you pick Adaptations and skills it seems less like you're improving Wolverine's combat, and more like you're just making it what it should be. The end result, when you've basically unlocked everything, feels like where it should have started. It means combat has some good moments, mostly as it improves much later into the game, but for a character defined by fighting it leaves a lot to be desired. </p><div><blockquote><p>Combat has good moments but for a character defined by fighting it leaves a lot to be desired</p></blockquote></div><p>There's also an odd stealth system that sort of appears occasionally, but it's the kind of 'magic grass' set-up where you have no real control over it – just areas you automatically hide in. You can't wall hug, hide on cue, peek around corners, or lure enemies. Instead, you have to read the layout of what's ahead to plan a route that will take out the most enemies without raising the alarm. It's a strange system that, like a lot of things here, never feels like it was fully worked 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="apxHBxa5XUwL46PgWdwhN8" name="Marvel's Wolverine" alt="Marvel's Wolverine" src="https://cdn.mos.cms.futurecdn.net/apxHBxa5XUwL46PgWdwhN8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Insomniac)</span></figcaption></figure><p>The plot itself consists of three largely unconnected sections hot-glued together via a semi formed MacGuffin that changes purpose as the story develops, as well as a few basically random events.</p><p>I can't explain too much without spoiling things but everything's held together so loosely that you can't look directly at it without it all unraveling. You can feel it straining to exist in its own world, trying to carve out an existence devoid of most notable mutants and characters like the X-Men - the story starts with you attached to what is functionally a school for gifted youngsters <em>but not that one</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="pKycbPeSBpTNrVUkWCJfh3" name="SS_Marvel's Wolverine_20260903181339_1080" alt="Wolverine raises his claws while under fire from a helicopter, with the L2 and R2 symbols above him in Marvel's Wolverine" src="https://cdn.mos.cms.futurecdn.net/pKycbPeSBpTNrVUkWCJfh3.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sony)</span></figcaption></figure><p>Much of Wolverine feels like it's ended up in a shape it wasn't meant to be in, with both mechanics and plot points introduced haphazardly, and just as likely to be forgotten about as used again. Numerous combat, gameplay, and story ideas drift in and out of use or existence – audio diaries pop in and out of being 'a thing', for example; the story ping-pongs between antagonists looking for a firm villain, while re-using one of the (only two) enemy factions with a new leader at a later stage. There's also a relatively minor character that suddenly becomes pivotal to a sizable chunk of the story before largely disappearing again, save for a loose thread pinching last minute cameo.</p><p>Marvel's Wolverine is never a bad experience, just an underwhelming one full of odd choices. I enjoyed it enough for the most part but never really felt blown away, or like I was getting the game Wolverine deserved. Especially considering this is the same studio that literally let Spider-Man soar on PS5. It also feels lightweight for such a blockbuster release – you'll struggle to get more than 20 hours out of it even if you 100% what there is, and replaying missions just highlights how straightforward many of the areas actually are. There are some nice moments and ideas but they're muted overall by lengthy and monotone combat, inconsistent gameplay, and a track jumping story. Ironically, for a character that's the best at what they do, this is basically OK.</p><p>Wolverine was reviewed on PS5, with code provided by the publisher. All screenshots where taken in Performance Mode on a standard PS5.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action/marvels-wolverine-review/</link>
                                                                            <description>
                            <![CDATA[ Marvel's Wolverine is a surprisingly average game let down by basic combat, a messy story and the whelming feeling it could have all been a lot better ]]>
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                                                                        <pubDate>Thu, 10 Sep 2026 15:00:00 +0000</pubDate>                                                                                                                                <updated>Thu, 10 Sep 2026 15:01:53 +0000</updated>
                                                                                                                                            <category><![CDATA[Action Games]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[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.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[Sony]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Marvel&#039;s Wolverine - close up of Wolverine&#039;s face in his game suit with teh cowl up]]></media:description>                                                            <media:text><![CDATA[Marvel&#039;s Wolverine - close up of Wolverine&#039;s face in his game suit with teh cowl up]]></media:text>
                                <media:title type="plain"><![CDATA[Marvel&#039;s Wolverine - close up of Wolverine&#039;s face in his game suit with teh cowl up]]></media:title>
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                                <p>The middle section of <a href="https://www.gamesradar.com/marvels-wolverine-guide/">Marvel's Wolverine</a> feels like it nails the game developer Insomniac Games wanted to make. Set in a small semi open world Tokyo district, it sees Logan exploring and fighting – grumpily following leads as he criss-crosses the area following the clues that have brought him there. It's lively, layered, and just a fun place to be: full of cool little alleys, laden with eye-grabbing posters and neon lights, and, often, interesting places that, sure enough, wind up being somewhere you revisit in more detail later. <br><br>There's an enjoyable variety here where the texture of the game changes nicely, a range of gameplay and moments breaking up combat as you literally sniff out trails, look for clues, and enjoy existing in the buzzing neon lit space. I spent a lot more time than I needed here looking in shop windows, examining signs, listening in on conversations, or watching people just mill about. Most importantly there's a solid sense of progression to your time in Tokyo, with a clear arc and purpose to take you through it all, that feels meaningful.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZekgnqECPXBWgSYQev8jDW" name="Wolverine adaptations" alt="Wolverine adaptations" src="https://cdn.mos.cms.futurecdn.net/ZekgnqECPXBWgSYQev8jDW.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Insomniac)</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 15,  2026<br><strong>Platform</strong>: PS5<br><strong>Developer</strong>: Insomniac Games<br><strong>Publisher</strong>: Sony Interactive Entertainment</p></div></div><p>By contrast the rest of the game feels thin, and largely consists of boxy corridors that top and tail Tokyo with shallow combat luges broken up by cutscene checkpoints and little else. Unlike the studio's <a href="https://www.gamesradar.com/spiderman-ps4-guide/">Spider-Man</a> games, Wolverine is strictly chapter-based and linear, more like Uncharted but without the finesse. You might find a corner here, hiding a collectible, or a forked path there, to give you a little agency to the type of forward progression you choose, but it's surprising just how nothingy these areas feel, especially in the opening act. After Tokyo, flow improves a little, with some occasional extra variety and scope, but combat still overwhelms many spaces that don't do much more than exist to house it, while the story sort of vaguely wafts its hand at reasons why it's all happening. </p><h2 id="not-quite-the-best-there-is">Not quite the best there 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="eBqG4rmDXfHty8W6VPduY8" name="Marvel's Wolverine" alt="Marvel's Wolverine" src="https://cdn.mos.cms.futurecdn.net/eBqG4rmDXfHty8W6VPduY8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Insomniac)</span></figcaption></figure><p>Wolverine's gory, knife-handed combat is enjoyable for the most part, at least. It's functional and well formed, but it does lack the sort of magnetic snap that a great fighting system has when you lock into a flow. There's a good toolkit of moves to deal with enemies and situations, with a leaping attack to clear spaces fast as you bounce between meatbags, and some satisfying special moves you can pull out to mince through crowds or target single opponents for an unnecessary level of beatdown. It's bloody, messy and feels suitably Wolverine as claws end up in guts, faces, skulls and more. </p><p>However, all this people blending is built around a Rage system that feels both overcomplicated and inconsequential at the same time. There are three tiers: the first gets you started and enables a regenerative revive if you're downed; the second adds extra damage to combo finishers; and, finally, tier 3 amps up all damage and lets you perform insta-kill critical strikes against low health, staggered, or intimidated enemies.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fzj3rSrc62rvYgNKPKoCF8" name="Marvel's Wolverine" alt="Marvel's Wolverine" src="https://cdn.mos.cms.futurecdn.net/fzj3rSrc62rvYgNKPKoCF8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Insomniac)</span></figcaption></figure><p>That all sounds fine in theory but it never really feels like it actually does that much outside of the Last Stand revival. Insta-kill criticals are fickle at best thanks to the criteria needed to trigger them, and because certain key elements are locked behind Adaptation perks you need to unlock and equip - all the things that really make Rage sing is in these Adaptations, making it feel like you have the trial version for most of the game until you unlock its full potential. </p><p>By contrast, progression in the Techniques tree just sort of unfolds via a ladder of abilities that, thanks to an abundance of experience points, all gradually unlock over the course of play. The deepest choice you get in your build here is deciding on which four of the six special abilities you'll have equipped.</p><h2 id="combat-ready">Combat ready</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zfdpyyVyrMbqRR5MGXnpR8" name="Marvel's Wolverine" alt="Marvel's Wolverine" src="https://cdn.mos.cms.futurecdn.net/zfdpyyVyrMbqRR5MGXnpR8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Insomniac)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Where are the X-Men</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="JjPX2MeFvGWCg4kQ9JtTSC" name="Marvel's Wolverine image wolverine covered in blood and shocked Jean" caption="" alt="Marvel's Wolverine - Jean with an arm outstretched looking surprised while Wolverine looks on" src="https://cdn.mos.cms.futurecdn.net/JjPX2MeFvGWCg4kQ9JtTSC.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: Sony)</span></figcaption></figure><p class="fancy-box__body-text">While Wolverine features plenty of familiar faces for the character, like Jean Grey and Sabretooth, the X-Men are notably absent. <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/action/the-x-men-dont-exist-in-marvels-wolverine-and-theres-no-spider-man-either-insomniac-games-lead-clarifies/">Developer Insomniac has made clear that this game takes place in a universe without Charles Xavier's team</a>. However, that's not to say the same themes aren't mirrored, with people fearing and exploiting mutants in equal measure.</p></div></div><p>There's also the odd choice to keep the ability to parry multiple simultaneous attacks locked behind a fairly late game skill. That's a total game changer as, without it, you're trying to parry single individual attacks while surrounded by a horde swinging freely at all times. Until you get that multi-parry ability you're deflecting one attack only to be hit by another a split second behind it. But, once you have it, combat comes alive in a dance of ripostes as you weave through enemy crowds like a Whirling Dervish made of knives. <br><br>As a result, as you pick Adaptations and skills it seems less like you're improving Wolverine's combat, and more like you're just making it what it should be. The end result, when you've basically unlocked everything, feels like where it should have started. It means combat has some good moments, mostly as it improves much later into the game, but for a character defined by fighting it leaves a lot to be desired. </p><div><blockquote><p>Combat has good moments but for a character defined by fighting it leaves a lot to be desired</p></blockquote></div><p>There's also an odd stealth system that sort of appears occasionally, but it's the kind of 'magic grass' set-up where you have no real control over it – just areas you automatically hide in. You can't wall hug, hide on cue, peek around corners, or lure enemies. Instead, you have to read the layout of what's ahead to plan a route that will take out the most enemies without raising the alarm. It's a strange system that, like a lot of things here, never feels like it was fully worked 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="apxHBxa5XUwL46PgWdwhN8" name="Marvel's Wolverine" alt="Marvel's Wolverine" src="https://cdn.mos.cms.futurecdn.net/apxHBxa5XUwL46PgWdwhN8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Insomniac)</span></figcaption></figure><p>The plot itself consists of three largely unconnected sections hot-glued together via a semi formed MacGuffin that changes purpose as the story develops, as well as a few basically random events.</p><p>I can't explain too much without spoiling things but everything's held together so loosely that you can't look directly at it without it all unraveling. You can feel it straining to exist in its own world, trying to carve out an existence devoid of most notable mutants and characters like the X-Men - the story starts with you attached to what is functionally a school for gifted youngsters <em>but not that one</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="pKycbPeSBpTNrVUkWCJfh3" name="SS_Marvel's Wolverine_20260903181339_1080" alt="Wolverine raises his claws while under fire from a helicopter, with the L2 and R2 symbols above him in Marvel's Wolverine" src="https://cdn.mos.cms.futurecdn.net/pKycbPeSBpTNrVUkWCJfh3.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sony)</span></figcaption></figure><p>Much of Wolverine feels like it's ended up in a shape it wasn't meant to be in, with both mechanics and plot points introduced haphazardly, and just as likely to be forgotten about as used again. Numerous combat, gameplay, and story ideas drift in and out of use or existence – audio diaries pop in and out of being 'a thing', for example; the story ping-pongs between antagonists looking for a firm villain, while re-using one of the (only two) enemy factions with a new leader at a later stage. There's also a relatively minor character that suddenly becomes pivotal to a sizable chunk of the story before largely disappearing again, save for a loose thread pinching last minute cameo.</p><p>Marvel's Wolverine is never a bad experience, just an underwhelming one full of odd choices. I enjoyed it enough for the most part but never really felt blown away, or like I was getting the game Wolverine deserved. Especially considering this is the same studio that literally let Spider-Man soar on PS5. It also feels lightweight for such a blockbuster release – you'll struggle to get more than 20 hours out of it even if you 100% what there is, and replaying missions just highlights how straightforward many of the areas actually are. There are some nice moments and ideas but they're muted overall by lengthy and monotone combat, inconsistent gameplay, and a track jumping story. Ironically, for a character that's the best at what they do, this is basically OK.</p><p>Wolverine was reviewed on PS5, with code provided by the publisher. All screenshots where taken in Performance Mode on a standard PS5.</p>
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                                                            <title><![CDATA[ Duel of Meloch is a bold experiment that blends two beloved strategy board games together, but newcomers may get left behind ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Jamey Stegmaier is both a publisher and game designer. He’s best known for <a href="https://www.gamesradar.com/games/board-games/scythe-review/">Scythe</a>, which cleverly blends a complex resource optimization puzzle with the pushing and shoving of area control, delightfully packaged in a novel steampunk universe with giant mechs. But that universe also features in another of his games, Expeditions, where players take the part of explorers, controlling individual mechs, delving into darkest Siberia in search of a mysterious meteorite.</p><p>Multiple games set in the same shared universe is nothing new. But Stegmaier’s latest offering, Duel of Meloch, is a very novel take worthy of the <a href="https://www.gamesradar.com/best-board-games/">best board games</a> in terms of ambition: it’s a stand-alone game that allows two players to go head to head, one using the rules from Scythe and the other the rules from Expeditions, with a little judicious tweaking. You don’t need to have either of those titles to play but, if you do, you can use their factions or characters in the duel, and vice-versa.</p><h2 id="triple-the-rules">Triple the rules</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GyHao3F7yy7XR84SC3CUNT" name="Duel of Meloch" alt="Duel of Meloch cards, tokens, and miniatures on the board" src="https://cdn.mos.cms.futurecdn.net/GyHao3F7yy7XR84SC3CUNT.jpg" mos="" align="middle" fullscreen="" width="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/Matt Thrower)</span></figcaption></figure><p>This means, as you might have guessed, that playing Duel of Meloch requires you to learn three different sets of rules: one for Scythe, one for Expeditions and one for the Duel itself, which is mercifully simple compared to the other two. Neither of those games are particularly lightweight so, unless you’re already familiar with one or both of them, this is a fairly herculean task. Neither are their rules included, so you’ll have to crib them from the internet if you need them.</p><p>Running a game with two entirely different rules sets feels like it shouldn’t work, but the secret sauce is that both titles use similar hex-map boards and have similar victory conditions. In Duel of Meloch, each hex space has double the number of icons, some of which are used in the Expeditions rules and some of which are used in the Scythe rules. The latter, for instance, is an engine-building game, so the hex icons you need to pay attention to are what kind of benefit they provide if your workers take a “produce” action there as you spread your miniature empire across the board.  The former, meanwhile, is more about card management and allows you to take actions to play or refresh those cards based on the icons of the hex your mech is currently in.</p><div  class="fancy-box"><div class="fancy_box-title">Essential info</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="ZtdLBtVTJtshahovsfhjDb" name="Duel of Meloch" caption="" alt="A tracking board and tokens from Duel of Meloch, with cards on either side and below" src="https://cdn.mos.cms.futurecdn.net/ZtdLBtVTJtshahovsfhjDb.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: Future/Matt Thrower)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Players:</strong> 1-2<br><strong>Ages: </strong>14+<br><strong>Game type:</strong> Strategy/exploration/engine-building<br><strong>Complexity:</strong> High<br><strong>Lasts: </strong>45mins<br><strong>Designer: </strong>Jamey Stegmaier<br><strong>Publisher:</strong> Stonemaier Games<br><strong>Play if you enjoy:</strong> Scythe, Expeditions</p></div></div><p>In both games players race to earn stars by fulfilling certain conditions, and the same is true of Duel of Meloch, which hands victory to the first player to gain four stars. The included “triumph track” has eight possible spaces for stars, with different conditions for both players printed on each. Both games have a coin resource, for example, so there’s a star available for the Scythe player earning 12 and the Expeditions player earning 9. Often the requirements are very different however: another star is available for the Scythe player deploying their fourth mech, and the Expeditions player upgrading their mech three times. Importantly, and unlike the base games, these stars are exclusive. So once one player has taken a slot, it’s blocked to the other player. </p><p>This immediately makes the game more directly interactive than either of its parent titles, but that’s not the only point of interaction. The two players can also fight directly in Duel of Meloch, basically using the card-based combat system from Scythe. The Expeditions player can gain these cards from using certain map icons and combat is triggered if their mech moves into a hex containing mechs or workers belonging to the Scythe player which, given the relatively small board, is pretty common. In combat each player secretly selects how much of their power resource they're willing to spend, plus bonuses from optional combat cards, one per unit in the fight. This gives the Scythe player an edge in fights, as the Expeditions player only ever has one unit.</p><h2 id="double-the-fun">Double the fun</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sGDp92s4JWRgcjXRW4uNLj" name="Duel of Meloch" alt="Two Duel of Meloch miniatures stood facing one another" src="https://cdn.mos.cms.futurecdn.net/sGDp92s4JWRgcjXRW4uNLj.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>The most astonishing thing about Duel of Meloch is how well these two entirely different systems work together. It’s a bold experiment, and mechanically speaking it’s entirely successful. Both Scythe and Expeditions are very enjoyable games in their own way, and this Duel version preserves that enjoyment near-perfectly. </p><p>The Scythe player is still focussed on the complexities of building their engine through optimal movement and resource management. Indeed, arguably, Scythe here is marginally more fun than it is in the original game, particularly for beginners, as the sheer scope of the full board can feel overwhelming. Expeditions is still about the struggle for card management and collecting upgrades that fit your strategy as you try and tame corruption across the board. This portion of the game suffers a little from the smaller board and the lack of face-down hexes that give the original a real feel of exploration, but it’s still plenty fun enough.</p><p>However, the degree to which the two games meld into one in Duel of Meloch is almost too perfect. There’s a nagging question as to why, given the smoothness of the translation, you’d choose to play this format over simply playing one of the original games with two. It’s true that both parent games work better with more than two, but that feels like a relatively thin reason to have to internalize both different rules sets, plus modifications, to play a single game. You can, however, use the small maps here to play quickfire two-player games of just Scythe or just Expeditions, if you own that particular original game.</p><div  class="fancy-box"><div class="fancy_box-title">A shared language</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="q4fZdmv6QgF4gSfo2n4df" name="Scythe" caption="" alt="A hand holds a 'balanced workforce' Scythe card, with the board in the background" src="https://cdn.mos.cms.futurecdn.net/q4fZdmv6QgF4gSfo2n4df.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: Future/Katie Wickens)</span></figcaption></figure><p class="fancy-box__body-text">Duel of Meloch is possible, in part, because both Scythe and Expeditions use similar icons. According to the designer this wasn’t planned to make them both work together: he just likes the look. There are also visual similarities with another game he’s published, the entirely unrelated Euphoria.</p></div></div><p>A potentially more compelling reason is the degree of interaction in this head-to-head version. Expeditions isn’t a very interactive game at all. Scythe is more so but it’s deceptive; although it looks and feels like an old-fashioned combat game, growing your engine is a far more important plank of victory than combat. The relatively cramped maps in Duel of Meloch - there are two, on opposite sides of the lovely neoprene mat that serves as a board - do ensure more interaction, but not as much as the game seems to promise. The Expeditions player can stop the Scythe player’s workers from producing in a hex, so it’s tempting to use that blocking power on undefended hexes. But because they’re weaker in combat they need to pick their battles very carefully, making actual fights relatively rare.</p><p>It’s a similar story with the triumph track. While, in theory, having each space as mutually exclusive should invite competition, it also makes it dangerous. If one player draws ahead in a race for a particular slot, it’s generally wise to stop competing for it, otherwise you’re potentially wasting precious actions. As a result, the bulk of each faction’s gameplay is still very much focussed on doing the core things from their own parent game rather than engaging with the things that make Duel of Meloch stand out.</p><p>Where this box really shines, though, is when you own and are already familiar with both of its source games. Having a new faction for Scythe and a new character for Expeditions is great, and both are designed to feel distinct from the existing options. Plus the miniatures for these new options look great, really adding to the visual pop of the original games. Similarly, having both parents allows you to swap their factions and characters into Duel of Meloch, giving you a ton of variety to mess around with. While you’ll mostly be sticking to the rules and actions of the source box, lining different options up against each other in the included “Tournament of Meloch” campaign version. </p><h2 class="article-body__section" id="section-should-you-buy-duel-of-meloch"><span>Should you buy Duel of Meloch?</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="C6G3yAi8R5cM49soGxZKp8" name="Duel of Meloch" alt="Duel of Meloch cards, tokens, and miniatures on the board" src="https://cdn.mos.cms.futurecdn.net/C6G3yAi8R5cM49soGxZKp8.jpg" mos="" align="middle" fullscreen="" width="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/Matt Thrower)</span></figcaption></figure><p>There’s a pretty simple path to recommending Duel of Meloch: if you have access to, and enjoy, both Scythe and Expeditions, it’s entirely worthwhile. Having it as an expansion to the base games is reason enough. The option to play a two-player Duel campaign, or use the included components for fast, two-player variants of the originals, is just gravy.</p><p>If you’re not, or if you only own one of the games, not only is there not really enough here to engage with but the entry barrier is frustratingly high. You’ll need to learn an entire new game to enjoy Duel of Meloch and the results feel too similar to the original games to stand out. While it’s a fascinating experiment in mechanical blending, you’re better off simply picking up one of those games, or sticking with whichever you already own.</p><div class="card card--standard card--rows-2 card--align-inline"><div class="card__content"><h3 class="card__title">Buy it if:</h3><div class="card__description-wrapper"><div class="card__description"><p>✅<strong> You own both Scythe and Expeditions: </strong>It gives you a crazy amount of new ways to enjoy both those games and this new box.<br><br>✅ <strong>You love Scythe or Expeditions but particularly want to play a faster, two-player version of either:</strong> Neither are great with two but the small maps here make it worthwhile.</p></div></div></div></div><div class="card card--standard card--rows-2 card--align-inline"><div class="card__content"><h3 class="card__title">Do not buy it if:</h3><div class="card__description-wrapper"><div class="card__description"><p>❌ <strong>You don’t own either of the originals:</strong> This is a cool experiment, but it’s not compelling enough as a stand-alone game.<br><br>❌ <strong>You don’t like having to juggle lots of rules: </strong>You need to have the rules for two entirely different games at your fingertips to play.</p></div></div></div></div><p>This review was conducted using a sample provided by the publisher. For more details on our process, check <a href="https://www.gamesradar.com/tabletop-gaming/how-we-test-board-games-at-gamesradar/">how we test board games</a> or the <a href="https://www.gamesradar.com/reviews-policy/">GamesRadar+ reviews policy</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/board-games/duel-of-meloch-review/</link>
                                                                            <description>
                            <![CDATA[ We've been hands on with Duel of Meloch, a game that blends Scythe with Expeditions, so here's what we think about the combo. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Wed, 09 Sep 2026 16:45:39 +0000</pubDate>                                                                                                                                <updated>Wed, 09 Sep 2026 16:46:19 +0000</updated>
                                                                                                                                            <category><![CDATA[Board Games]]></category>
                                                    <category><![CDATA[Tabletop Gaming]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Matt Thrower ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/P2oTNeUXso4UwLnuF2nt8V.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Matt is a freelance writer specialising in board games. Having reviewed tabletop content professionally for over a decade, his credits range from IGN to Dicebreaker. He is also the author and co-author of three books on board gaming.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/4V5FnWCuegYgahXsvNe664-1280-80.jpg">
                                                            <media:credit><![CDATA[Future/Matt Thrower]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Duel of Meloch box, cards, and components on a plain background]]></media:description>                                                            <media:text><![CDATA[Duel of Meloch box, cards, and components on a plain background]]></media:text>
                                <media:title type="plain"><![CDATA[Duel of Meloch box, cards, and components on a plain background]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Jamey Stegmaier is both a publisher and game designer. He’s best known for <a href="https://www.gamesradar.com/games/board-games/scythe-review/">Scythe</a>, which cleverly blends a complex resource optimization puzzle with the pushing and shoving of area control, delightfully packaged in a novel steampunk universe with giant mechs. But that universe also features in another of his games, Expeditions, where players take the part of explorers, controlling individual mechs, delving into darkest Siberia in search of a mysterious meteorite.</p><p>Multiple games set in the same shared universe is nothing new. But Stegmaier’s latest offering, Duel of Meloch, is a very novel take worthy of the <a href="https://www.gamesradar.com/best-board-games/">best board games</a> in terms of ambition: it’s a stand-alone game that allows two players to go head to head, one using the rules from Scythe and the other the rules from Expeditions, with a little judicious tweaking. You don’t need to have either of those titles to play but, if you do, you can use their factions or characters in the duel, and vice-versa.</p><h2 id="triple-the-rules">Triple the rules</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GyHao3F7yy7XR84SC3CUNT" name="Duel of Meloch" alt="Duel of Meloch cards, tokens, and miniatures on the board" src="https://cdn.mos.cms.futurecdn.net/GyHao3F7yy7XR84SC3CUNT.jpg" mos="" align="middle" fullscreen="" width="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/Matt Thrower)</span></figcaption></figure><p>This means, as you might have guessed, that playing Duel of Meloch requires you to learn three different sets of rules: one for Scythe, one for Expeditions and one for the Duel itself, which is mercifully simple compared to the other two. Neither of those games are particularly lightweight so, unless you’re already familiar with one or both of them, this is a fairly herculean task. Neither are their rules included, so you’ll have to crib them from the internet if you need them.</p><p>Running a game with two entirely different rules sets feels like it shouldn’t work, but the secret sauce is that both titles use similar hex-map boards and have similar victory conditions. In Duel of Meloch, each hex space has double the number of icons, some of which are used in the Expeditions rules and some of which are used in the Scythe rules. The latter, for instance, is an engine-building game, so the hex icons you need to pay attention to are what kind of benefit they provide if your workers take a “produce” action there as you spread your miniature empire across the board.  The former, meanwhile, is more about card management and allows you to take actions to play or refresh those cards based on the icons of the hex your mech is currently in.</p><div  class="fancy-box"><div class="fancy_box-title">Essential info</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="ZtdLBtVTJtshahovsfhjDb" name="Duel of Meloch" caption="" alt="A tracking board and tokens from Duel of Meloch, with cards on either side and below" src="https://cdn.mos.cms.futurecdn.net/ZtdLBtVTJtshahovsfhjDb.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: Future/Matt Thrower)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Players:</strong> 1-2<br><strong>Ages: </strong>14+<br><strong>Game type:</strong> Strategy/exploration/engine-building<br><strong>Complexity:</strong> High<br><strong>Lasts: </strong>45mins<br><strong>Designer: </strong>Jamey Stegmaier<br><strong>Publisher:</strong> Stonemaier Games<br><strong>Play if you enjoy:</strong> Scythe, Expeditions</p></div></div><p>In both games players race to earn stars by fulfilling certain conditions, and the same is true of Duel of Meloch, which hands victory to the first player to gain four stars. The included “triumph track” has eight possible spaces for stars, with different conditions for both players printed on each. Both games have a coin resource, for example, so there’s a star available for the Scythe player earning 12 and the Expeditions player earning 9. Often the requirements are very different however: another star is available for the Scythe player deploying their fourth mech, and the Expeditions player upgrading their mech three times. Importantly, and unlike the base games, these stars are exclusive. So once one player has taken a slot, it’s blocked to the other player. </p><p>This immediately makes the game more directly interactive than either of its parent titles, but that’s not the only point of interaction. The two players can also fight directly in Duel of Meloch, basically using the card-based combat system from Scythe. The Expeditions player can gain these cards from using certain map icons and combat is triggered if their mech moves into a hex containing mechs or workers belonging to the Scythe player which, given the relatively small board, is pretty common. In combat each player secretly selects how much of their power resource they're willing to spend, plus bonuses from optional combat cards, one per unit in the fight. This gives the Scythe player an edge in fights, as the Expeditions player only ever has one unit.</p><h2 id="double-the-fun">Double the fun</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sGDp92s4JWRgcjXRW4uNLj" name="Duel of Meloch" alt="Two Duel of Meloch miniatures stood facing one another" src="https://cdn.mos.cms.futurecdn.net/sGDp92s4JWRgcjXRW4uNLj.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>The most astonishing thing about Duel of Meloch is how well these two entirely different systems work together. It’s a bold experiment, and mechanically speaking it’s entirely successful. Both Scythe and Expeditions are very enjoyable games in their own way, and this Duel version preserves that enjoyment near-perfectly. </p><p>The Scythe player is still focussed on the complexities of building their engine through optimal movement and resource management. Indeed, arguably, Scythe here is marginally more fun than it is in the original game, particularly for beginners, as the sheer scope of the full board can feel overwhelming. Expeditions is still about the struggle for card management and collecting upgrades that fit your strategy as you try and tame corruption across the board. This portion of the game suffers a little from the smaller board and the lack of face-down hexes that give the original a real feel of exploration, but it’s still plenty fun enough.</p><p>However, the degree to which the two games meld into one in Duel of Meloch is almost too perfect. There’s a nagging question as to why, given the smoothness of the translation, you’d choose to play this format over simply playing one of the original games with two. It’s true that both parent games work better with more than two, but that feels like a relatively thin reason to have to internalize both different rules sets, plus modifications, to play a single game. You can, however, use the small maps here to play quickfire two-player games of just Scythe or just Expeditions, if you own that particular original game.</p><div  class="fancy-box"><div class="fancy_box-title">A shared language</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="q4fZdmv6QgF4gSfo2n4df" name="Scythe" caption="" alt="A hand holds a 'balanced workforce' Scythe card, with the board in the background" src="https://cdn.mos.cms.futurecdn.net/q4fZdmv6QgF4gSfo2n4df.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: Future/Katie Wickens)</span></figcaption></figure><p class="fancy-box__body-text">Duel of Meloch is possible, in part, because both Scythe and Expeditions use similar icons. According to the designer this wasn’t planned to make them both work together: he just likes the look. There are also visual similarities with another game he’s published, the entirely unrelated Euphoria.</p></div></div><p>A potentially more compelling reason is the degree of interaction in this head-to-head version. Expeditions isn’t a very interactive game at all. Scythe is more so but it’s deceptive; although it looks and feels like an old-fashioned combat game, growing your engine is a far more important plank of victory than combat. The relatively cramped maps in Duel of Meloch - there are two, on opposite sides of the lovely neoprene mat that serves as a board - do ensure more interaction, but not as much as the game seems to promise. The Expeditions player can stop the Scythe player’s workers from producing in a hex, so it’s tempting to use that blocking power on undefended hexes. But because they’re weaker in combat they need to pick their battles very carefully, making actual fights relatively rare.</p><p>It’s a similar story with the triumph track. While, in theory, having each space as mutually exclusive should invite competition, it also makes it dangerous. If one player draws ahead in a race for a particular slot, it’s generally wise to stop competing for it, otherwise you’re potentially wasting precious actions. As a result, the bulk of each faction’s gameplay is still very much focussed on doing the core things from their own parent game rather than engaging with the things that make Duel of Meloch stand out.</p><p>Where this box really shines, though, is when you own and are already familiar with both of its source games. Having a new faction for Scythe and a new character for Expeditions is great, and both are designed to feel distinct from the existing options. Plus the miniatures for these new options look great, really adding to the visual pop of the original games. Similarly, having both parents allows you to swap their factions and characters into Duel of Meloch, giving you a ton of variety to mess around with. While you’ll mostly be sticking to the rules and actions of the source box, lining different options up against each other in the included “Tournament of Meloch” campaign version. </p><h2 class="article-body__section" id="section-should-you-buy-duel-of-meloch"><span>Should you buy Duel of Meloch?</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="C6G3yAi8R5cM49soGxZKp8" name="Duel of Meloch" alt="Duel of Meloch cards, tokens, and miniatures on the board" src="https://cdn.mos.cms.futurecdn.net/C6G3yAi8R5cM49soGxZKp8.jpg" mos="" align="middle" fullscreen="" width="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/Matt Thrower)</span></figcaption></figure><p>There’s a pretty simple path to recommending Duel of Meloch: if you have access to, and enjoy, both Scythe and Expeditions, it’s entirely worthwhile. Having it as an expansion to the base games is reason enough. The option to play a two-player Duel campaign, or use the included components for fast, two-player variants of the originals, is just gravy.</p><p>If you’re not, or if you only own one of the games, not only is there not really enough here to engage with but the entry barrier is frustratingly high. You’ll need to learn an entire new game to enjoy Duel of Meloch and the results feel too similar to the original games to stand out. While it’s a fascinating experiment in mechanical blending, you’re better off simply picking up one of those games, or sticking with whichever you already own.</p><div class="card card--standard card--rows-2 card--align-inline"><div class="card__content"><h3 class="card__title">Buy it if:</h3><div class="card__description-wrapper"><div class="card__description"><p>✅<strong> You own both Scythe and Expeditions: </strong>It gives you a crazy amount of new ways to enjoy both those games and this new box.<br><br>✅ <strong>You love Scythe or Expeditions but particularly want to play a faster, two-player version of either:</strong> Neither are great with two but the small maps here make it worthwhile.</p></div></div></div></div><div class="card card--standard card--rows-2 card--align-inline"><div class="card__content"><h3 class="card__title">Do not buy it if:</h3><div class="card__description-wrapper"><div class="card__description"><p>❌ <strong>You don’t own either of the originals:</strong> This is a cool experiment, but it’s not compelling enough as a stand-alone game.<br><br>❌ <strong>You don’t like having to juggle lots of rules: </strong>You need to have the rules for two entirely different games at your fingertips to play.</p></div></div></div></div><p>This review was conducted using a sample provided by the publisher. For more details on our process, check <a href="https://www.gamesradar.com/tabletop-gaming/how-we-test-board-games-at-gamesradar/">how we test board games</a> or the <a href="https://www.gamesradar.com/reviews-policy/">GamesRadar+ reviews policy</a>.</p>
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                                                            <title><![CDATA[ Alienware's 2026 16X Aurora does much more than slap a fancy new OLED face on its 16-inch chassis, there's a route here for those stung by RAM prices ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Last year's Alienware 16X Aurora actually represented solid value at the time, but its lack of OLED display and RTX 5070 configuration cap kept it from being one of the greats. Dell's fixed both of those problems in its 2026 re-release, and then some. </p><p>This is the brand's middle child. It's got more grunt than Dell's new Alienware 15 hybrid systems and has more meat than the entry-level Alienware 16 Aurora (a cheaper rig that didn't see this year's OLED upgrade). It's not a flagship, though, so while the Alienware 16 and 18 Area-51 models can take you further up the GPU pole, we're still firmly in mid-range territory. </p><p>It's a 16-inch gaming laptop for those who want to splash out on an upgrade from an RTX 40-Series or RTX 30-Series card, but don't need the full 4K force of an RTX 5090 or the no-holds-barred 1600p performance of the RTX 5080. It's a relatively slimline machine (not a true work / play hybrid, but still more manageable than the Area-51 line) with the rounded edges and soft-touch internals you'll find in similar aesthetically conscious rigs. </p><p>Does the new Plus range of Intel processors have any meaningful impact on day-to-day gaming performance? No. But that new OLED display certainly does. It's one of two headline new features here. Alienware's Anti-Glare OLED screen sidesteps the glossy implementations across the rest of the <a href="https://www.gamesradar.com/hardware/laptops/the-best-gaming-laptops-tested-by-experts/">best gaming laptops</a>, instead opting for a matte finish that changes the game. Accompanied by upgradeable RAM and SSD bays, this is a real investment for those happy to wait for memory and storage upgrades while prices are sky-high.</p><p>Meanwhile, stretching the GPU menu into RTX 5070 Ti territory means the 16X Aurora can also push 12GB VRAM at the top end of its spec sheet. That's going to allow for a little more headroom in higher-resolution gameplay, and, going by my benchmarks, <em>should </em>get you comfortably playing in 1600p across more demanding titles. </p><h2 class="article-body__section" id="section-alienware-16x-aurora-configurations"><span>Alienware 16X Aurora 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3tGocHRWyjJcTcctPDLcFS" name="Alienware 16X Aurora 2026" alt="Alienware 16X Aurora gaming laptop on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/3tGocHRWyjJcTcctPDLcFS.jpg" mos="" align="middle" fullscreen="" width="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>As a mid-range device, the Alienware 16X Aurora keeps its sights firmly in the middle of the GPU scale, stretching a little towards the higher end of available CPU options. Lighter builds are covered with 16GB RAM / 512GB SSD configurations (though that SSD looks to be exclusive to the US at the time of writing), but if you're going all out the 16X Aurora also accommodates 64GB / 4TB RAID storage pairings as well. </p><div ><table><caption>Key Specs</caption><thead><tr><th class="firstcol empty" ></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>$2,679.99 / £2,499</p></td><td  ><p>$1,529.99 - $5,279.99 / £2,349 -  £6,549</p></td></tr><tr><td class="firstcol " ><p><strong>Display</strong></p></td><td  ><p>16-inch WQXGA Anti-Glare OLED, 240Hz</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Processor</strong></p></td><td  ><p>Intel Core Ultra 7 270HX Plus</p></td><td  ><p>Intel Core Ultra 9 290HX Plus</p></td></tr><tr><td class="firstcol " ><p><strong>GPU</strong></p></td><td  ><p>RTX 5070</p></td><td  ><p>RTX 5060 | RTX 5070 Ti</p></td></tr><tr><td class="firstcol " ><p><strong>RAM</strong></p></td><td  ><p>16GB DDR5</p></td><td  ><p>32GB | 64GB</p></td></tr><tr><td class="firstcol " ><p><strong>Storage</strong></p></td><td  ><p>1TB NVMe M.2 Gen4 SSD</p></td><td  ><p>512GB NVMe M.2 Gen4 | 2TB NVMe M.2 Gen5 | 4TB RAID 0 NVMe M.2 Gen5</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>2x USB 3.2 Gen 1, 1x USB 3.2 Gen 2 Type-C, 1x Thunderbolt 4, 1x HDMI 2.1, 1x 3.5mm audio, 1x RJ45</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>0.92 x 10.45 x 14.05 inches</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>2.61kg</p></td><td  ><p>2.57kg</p></td></tr></tbody></table></div><p>It's a healthy mid-range tasting menu overall, allowing for prices to start at $1,529.99 in the US while still keeping that OLED display. The numbers run a little more northerly in the UK, however.</p><p>The configuration I tested paired up an Intel Core Ultra 7 270HX Plus processor with an RTX 5070 GPU (it should be noted that this is the older 8GB version rather than the new 12GB release). That's with 16GB RAM and a 1TB Gen4 SSD (you'll need to be at 2TB or more to get zippier Gen5 tech). </p><p>The final bill on this configuration comes to $2,679.99 / £2,499.99, which is a little squeaky to say the least. Gaming laptop prices have ballooned in the last year, and 2026's releases require a different hat to evaluate their value compared to the generation before. </p><p>Back in July I scoped out average RTX 5070 gaming laptop prices when <a href="https://www.gamesradar.com/hardware/laptops/best-buys-12gb-rtx-5070-lenovo-legion-7a-listing-hides-its-actual-price-but-even-then-these-gpus-are-going-to-struggle-to-stay-relevant/">the new 12GB card hit the shelves</a>, with the then-average MSRP of these mid-range machines (at Best Buy) sitting at around $2,500 (not including savings). Alienware's just on the wrong side of that fence here, then, but those figures add important context for what I'm about to say next. </p><p>An RTX 5070 configuration of last year's Alienware 16X Aurora came in at under $1,600. The RTX 5060 version I tested (with 32GB RAM) totalled $1,449.99. We've got a big price gap between the two generations, but not one that's isolated to Dell. </p><p>Looking at the rest of the market, Alienware is just teetering into the more expensive category - by around $200. That's nothing particularly new, Dell's <a href="https://www.gamesradar.com/alienware-gaming-laptop-guide/">best Alienware laptops</a> have always been pitched at a premium.</p><h2 class="article-body__section" id="section-alienware-16x-aurora-performance"><span>Alienware 16X Aurora performance</span></h2><p>The Alienware 16X Aurora performs in line with the rest of my RTX 5070 testing pool, frequently coming out ahead of slimmer machines like the <a href="https://www.gamesradar.com/hardware/laptops/razer-blade-14-2025-review/">Razer Blade 14</a> and <a href="https://www.gamesradar.com/hardware/laptops/acer-predator-triton-14-ai-review/">Acer Predator Triton 14 AI</a> while matching (if slightly trailing) the similarly built <a href="https://www.gamesradar.com/hardware/laptops/asus-rog-strix-g16-review/">Asus ROG Strix G16</a>. </p><p>Across 3DMark tests, it keeps on par with other RTX 5070 decks in Steel Nomad, the more true-to-life run, while topping the pack in Fire Strike and coming in behind the Strix G16 in Time Spy. Of course, it's 2026, and with RAM shortages blazing onwards, it should be noted that the G16 I tested last year had 32GB RAM under the hood, while this Aurora only has 16GB. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="high" data-lazy-src="https://flo.uri.sh/visualisation/30079906/embed"></iframe><p>In all likelihood, you're going to be sacrificing a little memory to pick up a gaming laptop in 2026, but that's not going to cause too much harm at the power level of the RTX 5070. While the Aurora is slightly behind the G16 in both lighter and more demanding 1080p runs, we're still comfortably over 60fps even in Cyberpunk 2077 at full RT: Ultra. The Aurora is still holding its own though, performing just about as well as the 32GB G16 with half the memory. If you're worried about your overall performance when taking a RAM cut, the Aurora's gameplay figures should put your mind at ease a little. Obviously, that's future-proofing notwithstanding.  </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/30079951/embed"></iframe><p>At the top end of the resolution scale, the G16 does sometimes take us closer to a more comfortable 60fps+ position in titles like Total War: Three Kingdoms. It's these kinds of strategy games where memory <em>could </em>play a larger role in overall performance, and the Asus's 68fps in Ultra graphical settings are far less squeaky than the Aurora's 62fps average. Still, we're firmly in smooth-running territory here still. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/30079978/embed"></iframe><p>Most RTX 5070 rigs will fall below that 60fps threshold in heavy duty titles like Cyberpunk 2077, so it's no surprise that the Aurora follows suit. We can still hit those goals in high settings slightly further down the performance scale, on Horizon Zero Dawn: Remastered, even if the Alienware averages slightly under the G16 at full Ultra settings. </p><p>Overall, though, the Alienware 16X Aurora manages to perform inline with the rest of the RTX 5070 testing pool, even with half the working RAM. </p><h2 class="article-body__section" id="section-alienware-aurora-16x-oled-benefits"><span>Alienware Aurora 16X OLED benefits</span></h2><h2 id="a-matte-oled-revelation">A matte OLED revelation</h2><p>I was a little surprised when I first opened the lid. The new anti-glare OLED display Alienware has slapped on its Aurora's face takes a little getting used to, especially if you're coming from a more traditional glossy model. It's a strange sight to behold, with an affect I originally mistook for being dulled compared to the panel on my Razer Blade 14. But it's not dulled, there's simply no reflections giving it the annoyingly shiny topper you'll find elsewhere on the market. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nCXhTApqhM6HA9xLPmvsJU" name="Alienware 16X Aurora 2026" alt="Close up on display of Alienware 16X Aurora 2026 gaming laptop showing Cyberpunk 2077 benchmark running" src="https://cdn.mos.cms.futurecdn.net/nCXhTApqhM6HA9xLPmvsJU.jpg" mos="" align="middle" fullscreen="" width="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>That means it's still packing a serious visual punch while also keeping darker details highly visible even in daylit environments. At full brightness, there's no loss of color impact or sharpness with that additional overlay. Cyberpunk's internal sets are gritty and moody, with neon pops of color exploding out of the screen. Take gameplay outside and the streets are filled with vibrant hues, each one represented with pinpoint clarity and a surprising amount of depth. </p><p>I can't remember a time I've ever specifically praised an Alienware laptop for its display, but 2026's iteration has knocked it out the park. </p><h2 id="sturdy-battery-life">Sturdy battery life</h2><p>16-inch gaming laptops, especially those in this slightly chunkier form factor, aren't typically designed as battery-first devices. The Alienware 16X Aurora isn't either, but it still manages to hold its own in productivity scenarios. I was able to complete a full eight hour work day on a single charge multiple times through my testing (that's nearly double what I got out of the <a href="https://www.gamesradar.com/hardware/laptops/asus-rog-zephyrus-g14-2026-review/">Asus ROG Zephyrus G14</a>). Granted, gaming only yielded me about three and a half hours, but that's on par with some of the slimmer machines more geared towards endurance than performance. </p><h2 id="in-it-for-the-long-haul">In it for the long haul</h2><p>Ok so, you're not likely going to want to shell out for a 32GB or, God forbit, a 64GB configuration of the Alienware 16X Aurora in 2026 - not unless you're far wealthier than most players. However, while the 16GB model is going to be the only one suiting the budgets of mainstream portable PC purveyors, Dell's got a fix waiting in the wings. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="asY8onVEpVTfdMMk52Jdz" name="Alienware 16X Aurora 2026" alt="Close up on back panel of Alienware 16X Aurora 2026 gaming laptop showing Phillips Head screws holding chassis together" src="https://cdn.mos.cms.futurecdn.net/asY8onVEpVTfdMMk52Jdz.jpg" mos="" align="middle" fullscreen="" width="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>The Aurora is particularly easy to upgrade further down the line. The bottom cover is held in place pretty simply, with Philips-head screws, and once you're in you'll find two DDR5 slots to play with (should those prices become more manageable in the next few years), as well as two M.2 bays supporting 2230 and 2280 drives. The Aurora supports up to 64GB RAM across two slots.</p><h2 class="article-body__section" id="section-alienware-aurora-16x-oled-drawbacks"><span>Alienware Aurora 16X OLED drawbacks</span></h2><h2 id="a-slight-letdown-in-the-keyboard-department">A slight letdown in the keyboard department</h2><p>A few years back Alienware released its <a href="https://www.gamesradar.com/hardware/laptops/alienware-m16-r2-review/">M16 R2</a>, and it featured one of the best-feeling keyboards I've used, even to this day. Since then, Alienware has stuck to a soft-touch, but highly satisfying internal control feel, from the gentle Aurora before this one to the snappy mechanical deck on the Alienware 16 Area-51. </p><p>Something feels a little less polished here, though. The keyboard is <em>fine</em>, it's got a confident level of travel with an easy tension under each key that makes for fast repeated presses. There's no sense of mushiness or softness here. It just doesn't have that tactile sparkle I've felt from the brand before. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FkgPxz8rhTwwCCfQZHnPR8" name="Alienware 16X Aurora 2026" alt="Top down view of keyboard and trackpad on Alienware 16X Aurora 2026 gaming laptop" src="https://cdn.mos.cms.futurecdn.net/FkgPxz8rhTwwCCfQZHnPR8.jpg" mos="" align="middle" fullscreen="" width="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>These keys are a little too loose to give me that same sense of satisfaction and the trackpad has just a little too much depth to match previous releases' super slick push gestures. </p><h2 id="on-the-heavier-side">On the heavier side</h2><p>It feels like Alienware laptops are always going to be a little heftier than their counterparts from other brands. While we're not exactly in the dark days of the 2010s here, the Alienware 16X Aurora is going to put more of a strain on your shoulders than others in its class. This machine ranges from 2.57kg to 2.61kg - a heft that's only beaten by the 2.8kg <a href="https://www.gamesradar.com/hardware/laptops/asus-rog-zephyrus-duo-2026-review/">Asus ROG Zephyrus Duo</a> in my 16-inch testing pool (and that's carrying a whole second screen around). </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GVR6CyHx4QiHZ8Q5Qztw7E" name="Alienware 16X Aurora 2026" alt="Left side of Alienware 16X Aurora 2026 showing laptop thickness and ports" src="https://cdn.mos.cms.futurecdn.net/GVR6CyHx4QiHZ8Q5Qztw7E.jpg" mos="" align="middle" fullscreen="" width="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's heavier than the <a href="https://www.gamesradar.com/hardware/laptops/msi-cyborg-review/">MSI Cyborg</a> (2.1kg), <a href="https://www.gamesradar.com/hardware/laptops/acer-nitro-v-16-ai-review/">Acer Nitro V16 AI</a> (2.43kg), <a href="https://www.gamesradar.com/hardware/laptops/lenovo-legion-7i-gen-10-review/">Lenovo Legion 7 Gen 10</a> (1.99kg) and <a href="https://www.gamesradar.com/hardware/laptops/acer-predator-helios-neo-16s-ai-review/">Acer Predator Helios Neo 16S AI</a> (2.3kg). In fact, of all the 16-inch gaming laptops I've tested over the last two years, this is easily one of the heaviest. </p><p>That's not going to make too much of a difference if you generally keep your laptop at home, or only travel shorter distances. However, if you're after a 2-in-1 work and play machine, that strain is going to make itself known. </p><h2 class="article-body__section" id="section-should-you-buy-the-alienware-16x-aurora"><span>Should you buy the Alienware 16X Aurora?</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="4iqj2mAzLCTorUySkS3MwK" name="Alienware 16X Aurora 2026" alt="Alienware 16X Aurora 2026 gaming laptop on a wooden desk running Cyberpunk 2077 benchmark" src="https://cdn.mos.cms.futurecdn.net/4iqj2mAzLCTorUySkS3MwK.jpg" mos="" align="middle" fullscreen="" width="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>Gaming laptop prices are in a tricky spot right now, and Alienware's propensity for leaning slightly over average when it comes to the final bill isn't going to help it too much. The 16X Aurora trends towards the top end of the price range without any discounts applied, but it does have plenty to keep big spenders interested once those numbers have been digested. Its OLED display is going to serve anyone tired of battling glare during brighter hours, its performance still has it standing tall among its peers, and its upgradeability is going to go a long way to keeping that 16GB configuration interesting while prices are as mad as they are right now. </p><p>After spending three weeks with the Aurora, I'd happily recommend it to anyone looking to invest in an RTX 5070 or RTX 5070 Ti machine in 2026, though likely only if travel isn't going to be too intense. </p><h2 class="article-body__section" id="section-how-i-tested-the-alienware-16x-aurora"><span>How I tested the Alienware 16X Aurora</span></h2><p>I used the Alienware 16X Aurora as my dedicated gaming and work laptop for two weeks, while also testing alongside a mini PC for an additional week. I ran the machine through in-game benchmarks on Shadow of the Tomb Raider, Total War: Three Kingdoms,  Horizon Zero Dawn: Remastered, and Cyberpunk 2077 at 1080p, 1600p, and UHD+ in each game's high and highest settings. Each test was completed three times, with the final result above representing an average of each run.</p><p>I also used 3DMark's Time Spy, Steel Nomad, and Fire Strike benchmarks for more synthetic performance data, again running each test three times. Day to day, the Aurora's been running Restory, High on Life 2, and Doom: The Dark Ages. </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 on the hunt for the </em><a href="https://www.gamesradar.com/razer-laptops/"><em>best Razer laptops</em></a><em> and the </em><a href="https://www.gamesradar.com/the-best-asus-gaming-laptops/"><em>best Asus gaming laptops</em></a><em>, or check out the </em><a href="https://www.gamesradar.com/best-gaming-handheld/"><em>best gaming handhelds</em></a><em> for something even more portable.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/laptops/alienware-16x-aurora-2026-review/</link>
                                                                            <description>
                            <![CDATA[ The 2026 Alienware 16X Aurora is a triumphant return for the mid-range line with a new display, higher GPU spread, and easy upgradability. ]]>
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                                                                        <pubDate>Mon, 07 Sep 2026 15:25:54 +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.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Alienware 16X Aurora 2026 gaming laptop showing desktop screen on a wooden desk]]></media:description>                                                            <media:text><![CDATA[Alienware 16X Aurora 2026 gaming laptop showing desktop screen on a wooden desk]]></media:text>
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                                <p>Last year's Alienware 16X Aurora actually represented solid value at the time, but its lack of OLED display and RTX 5070 configuration cap kept it from being one of the greats. Dell's fixed both of those problems in its 2026 re-release, and then some. </p><p>This is the brand's middle child. It's got more grunt than Dell's new Alienware 15 hybrid systems and has more meat than the entry-level Alienware 16 Aurora (a cheaper rig that didn't see this year's OLED upgrade). It's not a flagship, though, so while the Alienware 16 and 18 Area-51 models can take you further up the GPU pole, we're still firmly in mid-range territory. </p><p>It's a 16-inch gaming laptop for those who want to splash out on an upgrade from an RTX 40-Series or RTX 30-Series card, but don't need the full 4K force of an RTX 5090 or the no-holds-barred 1600p performance of the RTX 5080. It's a relatively slimline machine (not a true work / play hybrid, but still more manageable than the Area-51 line) with the rounded edges and soft-touch internals you'll find in similar aesthetically conscious rigs. </p><p>Does the new Plus range of Intel processors have any meaningful impact on day-to-day gaming performance? No. But that new OLED display certainly does. It's one of two headline new features here. Alienware's Anti-Glare OLED screen sidesteps the glossy implementations across the rest of the <a href="https://www.gamesradar.com/hardware/laptops/the-best-gaming-laptops-tested-by-experts/">best gaming laptops</a>, instead opting for a matte finish that changes the game. Accompanied by upgradeable RAM and SSD bays, this is a real investment for those happy to wait for memory and storage upgrades while prices are sky-high.</p><p>Meanwhile, stretching the GPU menu into RTX 5070 Ti territory means the 16X Aurora can also push 12GB VRAM at the top end of its spec sheet. That's going to allow for a little more headroom in higher-resolution gameplay, and, going by my benchmarks, <em>should </em>get you comfortably playing in 1600p across more demanding titles. </p><h2 class="article-body__section" id="section-alienware-16x-aurora-configurations"><span>Alienware 16X Aurora 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3tGocHRWyjJcTcctPDLcFS" name="Alienware 16X Aurora 2026" alt="Alienware 16X Aurora gaming laptop on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/3tGocHRWyjJcTcctPDLcFS.jpg" mos="" align="middle" fullscreen="" width="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>As a mid-range device, the Alienware 16X Aurora keeps its sights firmly in the middle of the GPU scale, stretching a little towards the higher end of available CPU options. Lighter builds are covered with 16GB RAM / 512GB SSD configurations (though that SSD looks to be exclusive to the US at the time of writing), but if you're going all out the 16X Aurora also accommodates 64GB / 4TB RAID storage pairings as well. </p><div ><table><caption>Key Specs</caption><thead><tr><th class="firstcol empty" ></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>$2,679.99 / £2,499</p></td><td  ><p>$1,529.99 - $5,279.99 / £2,349 -  £6,549</p></td></tr><tr><td class="firstcol " ><p><strong>Display</strong></p></td><td  ><p>16-inch WQXGA Anti-Glare OLED, 240Hz</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Processor</strong></p></td><td  ><p>Intel Core Ultra 7 270HX Plus</p></td><td  ><p>Intel Core Ultra 9 290HX Plus</p></td></tr><tr><td class="firstcol " ><p><strong>GPU</strong></p></td><td  ><p>RTX 5070</p></td><td  ><p>RTX 5060 | RTX 5070 Ti</p></td></tr><tr><td class="firstcol " ><p><strong>RAM</strong></p></td><td  ><p>16GB DDR5</p></td><td  ><p>32GB | 64GB</p></td></tr><tr><td class="firstcol " ><p><strong>Storage</strong></p></td><td  ><p>1TB NVMe M.2 Gen4 SSD</p></td><td  ><p>512GB NVMe M.2 Gen4 | 2TB NVMe M.2 Gen5 | 4TB RAID 0 NVMe M.2 Gen5</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>2x USB 3.2 Gen 1, 1x USB 3.2 Gen 2 Type-C, 1x Thunderbolt 4, 1x HDMI 2.1, 1x 3.5mm audio, 1x RJ45</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>0.92 x 10.45 x 14.05 inches</p></td><td  ><p>-</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>2.61kg</p></td><td  ><p>2.57kg</p></td></tr></tbody></table></div><p>It's a healthy mid-range tasting menu overall, allowing for prices to start at $1,529.99 in the US while still keeping that OLED display. The numbers run a little more northerly in the UK, however.</p><p>The configuration I tested paired up an Intel Core Ultra 7 270HX Plus processor with an RTX 5070 GPU (it should be noted that this is the older 8GB version rather than the new 12GB release). That's with 16GB RAM and a 1TB Gen4 SSD (you'll need to be at 2TB or more to get zippier Gen5 tech). </p><p>The final bill on this configuration comes to $2,679.99 / £2,499.99, which is a little squeaky to say the least. Gaming laptop prices have ballooned in the last year, and 2026's releases require a different hat to evaluate their value compared to the generation before. </p><p>Back in July I scoped out average RTX 5070 gaming laptop prices when <a href="https://www.gamesradar.com/hardware/laptops/best-buys-12gb-rtx-5070-lenovo-legion-7a-listing-hides-its-actual-price-but-even-then-these-gpus-are-going-to-struggle-to-stay-relevant/">the new 12GB card hit the shelves</a>, with the then-average MSRP of these mid-range machines (at Best Buy) sitting at around $2,500 (not including savings). Alienware's just on the wrong side of that fence here, then, but those figures add important context for what I'm about to say next. </p><p>An RTX 5070 configuration of last year's Alienware 16X Aurora came in at under $1,600. The RTX 5060 version I tested (with 32GB RAM) totalled $1,449.99. We've got a big price gap between the two generations, but not one that's isolated to Dell. </p><p>Looking at the rest of the market, Alienware is just teetering into the more expensive category - by around $200. That's nothing particularly new, Dell's <a href="https://www.gamesradar.com/alienware-gaming-laptop-guide/">best Alienware laptops</a> have always been pitched at a premium.</p><h2 class="article-body__section" id="section-alienware-16x-aurora-performance"><span>Alienware 16X Aurora performance</span></h2><p>The Alienware 16X Aurora performs in line with the rest of my RTX 5070 testing pool, frequently coming out ahead of slimmer machines like the <a href="https://www.gamesradar.com/hardware/laptops/razer-blade-14-2025-review/">Razer Blade 14</a> and <a href="https://www.gamesradar.com/hardware/laptops/acer-predator-triton-14-ai-review/">Acer Predator Triton 14 AI</a> while matching (if slightly trailing) the similarly built <a href="https://www.gamesradar.com/hardware/laptops/asus-rog-strix-g16-review/">Asus ROG Strix G16</a>. </p><p>Across 3DMark tests, it keeps on par with other RTX 5070 decks in Steel Nomad, the more true-to-life run, while topping the pack in Fire Strike and coming in behind the Strix G16 in Time Spy. Of course, it's 2026, and with RAM shortages blazing onwards, it should be noted that the G16 I tested last year had 32GB RAM under the hood, while this Aurora only has 16GB. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="high" data-lazy-src="https://flo.uri.sh/visualisation/30079906/embed"></iframe><p>In all likelihood, you're going to be sacrificing a little memory to pick up a gaming laptop in 2026, but that's not going to cause too much harm at the power level of the RTX 5070. While the Aurora is slightly behind the G16 in both lighter and more demanding 1080p runs, we're still comfortably over 60fps even in Cyberpunk 2077 at full RT: Ultra. The Aurora is still holding its own though, performing just about as well as the 32GB G16 with half the memory. If you're worried about your overall performance when taking a RAM cut, the Aurora's gameplay figures should put your mind at ease a little. Obviously, that's future-proofing notwithstanding.  </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/30079951/embed"></iframe><p>At the top end of the resolution scale, the G16 does sometimes take us closer to a more comfortable 60fps+ position in titles like Total War: Three Kingdoms. It's these kinds of strategy games where memory <em>could </em>play a larger role in overall performance, and the Asus's 68fps in Ultra graphical settings are far less squeaky than the Aurora's 62fps average. Still, we're firmly in smooth-running territory here still. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/30079978/embed"></iframe><p>Most RTX 5070 rigs will fall below that 60fps threshold in heavy duty titles like Cyberpunk 2077, so it's no surprise that the Aurora follows suit. We can still hit those goals in high settings slightly further down the performance scale, on Horizon Zero Dawn: Remastered, even if the Alienware averages slightly under the G16 at full Ultra settings. </p><p>Overall, though, the Alienware 16X Aurora manages to perform inline with the rest of the RTX 5070 testing pool, even with half the working RAM. </p><h2 class="article-body__section" id="section-alienware-aurora-16x-oled-benefits"><span>Alienware Aurora 16X OLED benefits</span></h2><h2 id="a-matte-oled-revelation">A matte OLED revelation</h2><p>I was a little surprised when I first opened the lid. The new anti-glare OLED display Alienware has slapped on its Aurora's face takes a little getting used to, especially if you're coming from a more traditional glossy model. It's a strange sight to behold, with an affect I originally mistook for being dulled compared to the panel on my Razer Blade 14. But it's not dulled, there's simply no reflections giving it the annoyingly shiny topper you'll find elsewhere on the market. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nCXhTApqhM6HA9xLPmvsJU" name="Alienware 16X Aurora 2026" alt="Close up on display of Alienware 16X Aurora 2026 gaming laptop showing Cyberpunk 2077 benchmark running" src="https://cdn.mos.cms.futurecdn.net/nCXhTApqhM6HA9xLPmvsJU.jpg" mos="" align="middle" fullscreen="" width="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>That means it's still packing a serious visual punch while also keeping darker details highly visible even in daylit environments. At full brightness, there's no loss of color impact or sharpness with that additional overlay. Cyberpunk's internal sets are gritty and moody, with neon pops of color exploding out of the screen. Take gameplay outside and the streets are filled with vibrant hues, each one represented with pinpoint clarity and a surprising amount of depth. </p><p>I can't remember a time I've ever specifically praised an Alienware laptop for its display, but 2026's iteration has knocked it out the park. </p><h2 id="sturdy-battery-life">Sturdy battery life</h2><p>16-inch gaming laptops, especially those in this slightly chunkier form factor, aren't typically designed as battery-first devices. The Alienware 16X Aurora isn't either, but it still manages to hold its own in productivity scenarios. I was able to complete a full eight hour work day on a single charge multiple times through my testing (that's nearly double what I got out of the <a href="https://www.gamesradar.com/hardware/laptops/asus-rog-zephyrus-g14-2026-review/">Asus ROG Zephyrus G14</a>). Granted, gaming only yielded me about three and a half hours, but that's on par with some of the slimmer machines more geared towards endurance than performance. </p><h2 id="in-it-for-the-long-haul">In it for the long haul</h2><p>Ok so, you're not likely going to want to shell out for a 32GB or, God forbit, a 64GB configuration of the Alienware 16X Aurora in 2026 - not unless you're far wealthier than most players. However, while the 16GB model is going to be the only one suiting the budgets of mainstream portable PC purveyors, Dell's got a fix waiting in the wings. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="asY8onVEpVTfdMMk52Jdz" name="Alienware 16X Aurora 2026" alt="Close up on back panel of Alienware 16X Aurora 2026 gaming laptop showing Phillips Head screws holding chassis together" src="https://cdn.mos.cms.futurecdn.net/asY8onVEpVTfdMMk52Jdz.jpg" mos="" align="middle" fullscreen="" width="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>The Aurora is particularly easy to upgrade further down the line. The bottom cover is held in place pretty simply, with Philips-head screws, and once you're in you'll find two DDR5 slots to play with (should those prices become more manageable in the next few years), as well as two M.2 bays supporting 2230 and 2280 drives. The Aurora supports up to 64GB RAM across two slots.</p><h2 class="article-body__section" id="section-alienware-aurora-16x-oled-drawbacks"><span>Alienware Aurora 16X OLED drawbacks</span></h2><h2 id="a-slight-letdown-in-the-keyboard-department">A slight letdown in the keyboard department</h2><p>A few years back Alienware released its <a href="https://www.gamesradar.com/hardware/laptops/alienware-m16-r2-review/">M16 R2</a>, and it featured one of the best-feeling keyboards I've used, even to this day. Since then, Alienware has stuck to a soft-touch, but highly satisfying internal control feel, from the gentle Aurora before this one to the snappy mechanical deck on the Alienware 16 Area-51. </p><p>Something feels a little less polished here, though. The keyboard is <em>fine</em>, it's got a confident level of travel with an easy tension under each key that makes for fast repeated presses. There's no sense of mushiness or softness here. It just doesn't have that tactile sparkle I've felt from the brand before. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FkgPxz8rhTwwCCfQZHnPR8" name="Alienware 16X Aurora 2026" alt="Top down view of keyboard and trackpad on Alienware 16X Aurora 2026 gaming laptop" src="https://cdn.mos.cms.futurecdn.net/FkgPxz8rhTwwCCfQZHnPR8.jpg" mos="" align="middle" fullscreen="" width="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>These keys are a little too loose to give me that same sense of satisfaction and the trackpad has just a little too much depth to match previous releases' super slick push gestures. </p><h2 id="on-the-heavier-side">On the heavier side</h2><p>It feels like Alienware laptops are always going to be a little heftier than their counterparts from other brands. While we're not exactly in the dark days of the 2010s here, the Alienware 16X Aurora is going to put more of a strain on your shoulders than others in its class. This machine ranges from 2.57kg to 2.61kg - a heft that's only beaten by the 2.8kg <a href="https://www.gamesradar.com/hardware/laptops/asus-rog-zephyrus-duo-2026-review/">Asus ROG Zephyrus Duo</a> in my 16-inch testing pool (and that's carrying a whole second screen around). </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GVR6CyHx4QiHZ8Q5Qztw7E" name="Alienware 16X Aurora 2026" alt="Left side of Alienware 16X Aurora 2026 showing laptop thickness and ports" src="https://cdn.mos.cms.futurecdn.net/GVR6CyHx4QiHZ8Q5Qztw7E.jpg" mos="" align="middle" fullscreen="" width="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's heavier than the <a href="https://www.gamesradar.com/hardware/laptops/msi-cyborg-review/">MSI Cyborg</a> (2.1kg), <a href="https://www.gamesradar.com/hardware/laptops/acer-nitro-v-16-ai-review/">Acer Nitro V16 AI</a> (2.43kg), <a href="https://www.gamesradar.com/hardware/laptops/lenovo-legion-7i-gen-10-review/">Lenovo Legion 7 Gen 10</a> (1.99kg) and <a href="https://www.gamesradar.com/hardware/laptops/acer-predator-helios-neo-16s-ai-review/">Acer Predator Helios Neo 16S AI</a> (2.3kg). In fact, of all the 16-inch gaming laptops I've tested over the last two years, this is easily one of the heaviest. </p><p>That's not going to make too much of a difference if you generally keep your laptop at home, or only travel shorter distances. However, if you're after a 2-in-1 work and play machine, that strain is going to make itself known. </p><h2 class="article-body__section" id="section-should-you-buy-the-alienware-16x-aurora"><span>Should you buy the Alienware 16X Aurora?</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="4iqj2mAzLCTorUySkS3MwK" name="Alienware 16X Aurora 2026" alt="Alienware 16X Aurora 2026 gaming laptop on a wooden desk running Cyberpunk 2077 benchmark" src="https://cdn.mos.cms.futurecdn.net/4iqj2mAzLCTorUySkS3MwK.jpg" mos="" align="middle" fullscreen="" width="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>Gaming laptop prices are in a tricky spot right now, and Alienware's propensity for leaning slightly over average when it comes to the final bill isn't going to help it too much. The 16X Aurora trends towards the top end of the price range without any discounts applied, but it does have plenty to keep big spenders interested once those numbers have been digested. Its OLED display is going to serve anyone tired of battling glare during brighter hours, its performance still has it standing tall among its peers, and its upgradeability is going to go a long way to keeping that 16GB configuration interesting while prices are as mad as they are right now. </p><p>After spending three weeks with the Aurora, I'd happily recommend it to anyone looking to invest in an RTX 5070 or RTX 5070 Ti machine in 2026, though likely only if travel isn't going to be too intense. </p><h2 class="article-body__section" id="section-how-i-tested-the-alienware-16x-aurora"><span>How I tested the Alienware 16X Aurora</span></h2><p>I used the Alienware 16X Aurora as my dedicated gaming and work laptop for two weeks, while also testing alongside a mini PC for an additional week. I ran the machine through in-game benchmarks on Shadow of the Tomb Raider, Total War: Three Kingdoms,  Horizon Zero Dawn: Remastered, and Cyberpunk 2077 at 1080p, 1600p, and UHD+ in each game's high and highest settings. Each test was completed three times, with the final result above representing an average of each run.</p><p>I also used 3DMark's Time Spy, Steel Nomad, and Fire Strike benchmarks for more synthetic performance data, again running each test three times. Day to day, the Aurora's been running Restory, High on Life 2, and Doom: The Dark Ages. </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 on the hunt for the </em><a href="https://www.gamesradar.com/razer-laptops/"><em>best Razer laptops</em></a><em> and the </em><a href="https://www.gamesradar.com/the-best-asus-gaming-laptops/"><em>best Asus gaming laptops</em></a><em>, or check out the </em><a href="https://www.gamesradar.com/best-gaming-handheld/"><em>best gaming handhelds</em></a><em> for something even more portable.</em></p>
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                                                            <title><![CDATA[ Wingspan Pocket has all the brilliance of the original, with fewer barriers to entry ]]></title>
                                                                                                <dc:content><![CDATA[ <p>It says a lot that I'd consider recommending Wingspan Pocket to someone over the original. Don't get me wrong, the first game is a modern classic that's earned its glowing reputation. (We called it "one of the greats" in our <a href="https://www.gamesradar.com/tabletop-gaming/wingspan-review/">Wingspan review</a>.) But this bite-size version fixes some of the original's most common criticisms, so it's hard <em>not </em>to be won over.</p><p>After running multiple test sessions with friends and family, I'd go so far as to say Wingspan Pocket is the perfect introduction to this series. It's also ideal for existing fans who want a shorter alternative or something they can play on the go. </p><h2 id="corvid-combos">Corvid combos</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="38Sd9dKMmwQF7sfaq4hcCM" name="Wingspan" alt="Four Wingspan Pocket bird cards on a wooden surface, beneath four face-down decks of cards" src="https://cdn.mos.cms.futurecdn.net/38Sd9dKMmwQF7sfaq4hcCM.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>Wingspan is often listed amongst the <a href="https://www.gamesradar.com/best-board-games/">best board games</a> for a reason, so this pint-sized version doesn't mess with the formula; your aim is still to collect resources and buy birds from a central market that provide points alongside special abilities. Whoever earns the highest score at the end will win. </p><p>However, it streamlines the process. Rather than using multiple biomes that require specific kinds of birds, you play all of them in a single row beside your 'nest.' So long as you can pay their cost (be it specific resources, eggs, or a mix of both), you're allowed to place birds without restriction. Plus, the way you gather those resources is much more straightforward than before; each bird card has a random resource symbol printed on the back, and these can be drawn from the central market as well. It's a far more elegant solution than the OG game's dice.</p><div  class="fancy-box"><div class="fancy_box-title">Essential info</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="vJEEmMkXF7gkk4UPtyZNvW" name="Wingspan" caption="" alt="A face-down deck of Wingspan Pocket cards on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/vJEEmMkXF7gkk4UPtyZNvW.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: Future/Benjamin Abbott)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Players: </strong>1-5<br><strong>Ages: </strong>8+<br><strong>Game type: </strong>Strategy/engine-building<br><strong>Complexity: </strong>Moderate<br><strong>Lasts: </strong>25-35mins<br><strong>Designer: </strong>Elizabeth Hargrave<br><strong>Publisher: </strong>Stonemaier Games<br><strong>Play if you enjoy: </strong><a data-analytics-id="inline-link" href="https://www.gamesradar.com/tabletop-gaming/wingspan-review/">Wingspan</a>, Catan On the Road</p></div></div><p>Wingspan Pocket ends once someone has played six birds, so it's important to choose your lineup wisely. That's because most birds have unique abilities that help you throughout the game. These are incredibly varied; some might allow you to earn extra resources each turn, while others let you hunt birds for bonus points later on. No matter what, these powers stack and (usually) activate at the end of every turn, so it's possible to construct some very clever combos if you're careful. </p><p>Because all birds have an end-of-game points score, you'll have to weigh up their value versus how useful their ability is going to be. This is where the game gets clever.</p><h2 id="nip-and-tuck">Nip and tuck</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="BeDFf8qWke4TE27sDNCExS" name="Wingspan" alt="A hand holds up three Wingspan Pocket cards against a wooden surface" src="https://cdn.mos.cms.futurecdn.net/BeDFf8qWke4TE27sDNCExS.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>If you're patient, you can create some incredibly powerful match-ups. As an example, I played a bird early on in one session that earned no end-game points… but it allowed me to choose two extra cards (resources or birds) each turn if I discarded something. I combined this with another bird that let me swap a resource to 'tuck' cards underneath for points. Using the two in tandem allowed me to build momentum fast.</p><p>It's true that you're at the mercy of whichever cards are available in the market. But the key is recognizing combos and being flexible enough to act on them. If you win, it's because you were skillful – not because you got lucky.</p><div  class="fancy-box"><div class="fancy_box-title">Growing the flock</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="zMY7CmmVQazSfQB82i3NaP" name="Finspan" caption="" alt="An array of Finspan fish cards and tokens laid out on the board, which sits on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/zMY7CmmVQazSfQB82i3NaP.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: Future/Benjamin Abbott)</span></figcaption></figure><p class="fancy-box__body-text">This is the fourth major game in the series, and each one takes things in a different direction. <a data-analytics-id="inline-link" href="https://www.gamesradar.com/tabletop-gaming/wyrmspan-review/">Wyrmspan</a> (a dragon-themed spinoff) is a more complex, strategic experience than Wingspan, while the fish-based Finspan is shorter and more accessible.</p></div></div><p><em>When </em>you act is also crucial. Putting down a card at the right time can spell the difference between victory and defeat. For instance, that bird I used early on would be useless if played near the end of a match. But played right away? It got the ball rolling.</p><p>This is the kind of clever gameplay that makes Wingspan so beloved… albeit at a faster pace, with fewer obstacles to surmount. That's why I became so enamored with Wingspan Pocket after just a couple of tries; it has all the brilliance, with fewer barriers to entry.</p><h2 class="article-body__section" id="section-should-you-buy-wingspan-pocket"><span>Should you buy Wingspan Pocket?</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="Q6bZzmHjb8GbSjwCMtNNX8" name="Wingspan" alt="A nest card with eggs and feather tokens on top of it, beside other Wingspan Pocket cards that sit on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/Q6bZzmHjb8GbSjwCMtNNX8.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>If you're new to the franchise and want an easy-to-understand entry point, you won't find a better option than Wingspan Pocket. While the likes of Finspan are just as accessible, Pocket is faster to play and more streamlined on the whole.</p><p>As for existing fans, this is a great choice if you want something quicker or more portable. It loses none of the original's strategic splendor, but addresses many of its criticisms. Wingspan Pocket isn't as deep, I'll admit, but it captures enough of its predecessor's magic that you won't mind.</p><div class="card card--standard card--rows-2 card--align-inline"><div class="card__content"><h3 class="card__title">Buy it if:</h3><div class="card__description-wrapper"><div class="card__description"><p><strong>✅ You're new to Wingspan: </strong>This is a great entry point to the franchise. It's easy to understand, but still nails what makes the original so beloved.<br><br><strong>✅ You want a shorter, more portable version of the game: </strong>You can finish a match in around 30 minutes, and it condenses the original's greatness into a pocket-sized package.</p></div></div></div></div><div class="card card--standard card--rows-2 card--align-inline"><div class="card__content"><h3 class="card__title">Do not buy it if:</h3><div class="card__description-wrapper"><div class="card__description"><p><strong>❌ You don't like having to think several steps ahead: </strong>It's important to think ahead in Wingspan Pocket. Being flexible with your plan is also crucial.<br><br><strong>❌ You adore the original's more complex, multi-layered approach: </strong>This game strips away some unnecessary bloat, but it also removes deeper tactical nuance. </p></div></div></div></div><p>This review was conducted using a sample provided by the publisher. For more details on our process, check <a href="https://www.gamesradar.com/tabletop-gaming/how-we-test-board-games-at-gamesradar/">how we test board games</a> or the <a href="https://www.gamesradar.com/reviews-policy/">GamesRadar+ reviews policy</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/tabletop-gaming/wingspan-pocket-review/</link>
                                                                            <description>
                            <![CDATA[ Here's a full breakdown of whether it's worth buying Wingspan Pocket, the smaller, more portable spin-off of the beloved strategy board game. ]]>
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                                                                        <pubDate>Mon, 07 Sep 2026 14:43:36 +0000</pubDate>                                                                                                                                <updated>Tue, 08 Sep 2026 10:39:25 +0000</updated>
                                                                                                                                            <category><![CDATA[Tabletop Gaming]]></category>
                                                                                                <author><![CDATA[ benjamin.abbott@futurenet.com (Benjamin Abbott) ]]></author>                    <dc:creator><![CDATA[ Benjamin Abbott ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/EbTqVCYA64K6bMTASqJCYW.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;I&#039;ve been writing about games in one form or another since 2012, and my bylines include Metro, TechRadar, and PC Gamer. However, these days you&#039;ll find me managing GamesRadar+&#039;s tabletop gaming and toy coverage – I spend my time handling everything from board game reviews to the latest Lego news. I&#039;ve also been obsessed with Warhammer since the 1990s and enjoy nothing more than running tabletop RPGs like D&amp;D as a Dungeon Master, so if it involves rolling dice or nerdy collectibles, consider me interested! In my spare time I adore playing board games of all kinds and trying my hand at Magic: The Gathering (beware my goblin-heavy Red Deck Wins/RDW), as well crafting wargaming boards to fight over in 40K and Age of Sigmar. &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future/Benjamin Abbott]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Wingspan Pocket box on a wooden table]]></media:description>                                                            <media:text><![CDATA[Wingspan Pocket box on a wooden table]]></media:text>
                                <media:title type="plain"><![CDATA[Wingspan Pocket box on a wooden table]]></media:title>
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                                <p>It says a lot that I'd consider recommending Wingspan Pocket to someone over the original. Don't get me wrong, the first game is a modern classic that's earned its glowing reputation. (We called it "one of the greats" in our <a href="https://www.gamesradar.com/tabletop-gaming/wingspan-review/">Wingspan review</a>.) But this bite-size version fixes some of the original's most common criticisms, so it's hard <em>not </em>to be won over.</p><p>After running multiple test sessions with friends and family, I'd go so far as to say Wingspan Pocket is the perfect introduction to this series. It's also ideal for existing fans who want a shorter alternative or something they can play on the go. </p><h2 id="corvid-combos">Corvid combos</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="38Sd9dKMmwQF7sfaq4hcCM" name="Wingspan" alt="Four Wingspan Pocket bird cards on a wooden surface, beneath four face-down decks of cards" src="https://cdn.mos.cms.futurecdn.net/38Sd9dKMmwQF7sfaq4hcCM.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>Wingspan is often listed amongst the <a href="https://www.gamesradar.com/best-board-games/">best board games</a> for a reason, so this pint-sized version doesn't mess with the formula; your aim is still to collect resources and buy birds from a central market that provide points alongside special abilities. Whoever earns the highest score at the end will win. </p><p>However, it streamlines the process. Rather than using multiple biomes that require specific kinds of birds, you play all of them in a single row beside your 'nest.' So long as you can pay their cost (be it specific resources, eggs, or a mix of both), you're allowed to place birds without restriction. Plus, the way you gather those resources is much more straightforward than before; each bird card has a random resource symbol printed on the back, and these can be drawn from the central market as well. It's a far more elegant solution than the OG game's dice.</p><div  class="fancy-box"><div class="fancy_box-title">Essential info</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="vJEEmMkXF7gkk4UPtyZNvW" name="Wingspan" caption="" alt="A face-down deck of Wingspan Pocket cards on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/vJEEmMkXF7gkk4UPtyZNvW.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: Future/Benjamin Abbott)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Players: </strong>1-5<br><strong>Ages: </strong>8+<br><strong>Game type: </strong>Strategy/engine-building<br><strong>Complexity: </strong>Moderate<br><strong>Lasts: </strong>25-35mins<br><strong>Designer: </strong>Elizabeth Hargrave<br><strong>Publisher: </strong>Stonemaier Games<br><strong>Play if you enjoy: </strong><a data-analytics-id="inline-link" href="https://www.gamesradar.com/tabletop-gaming/wingspan-review/">Wingspan</a>, Catan On the Road</p></div></div><p>Wingspan Pocket ends once someone has played six birds, so it's important to choose your lineup wisely. That's because most birds have unique abilities that help you throughout the game. These are incredibly varied; some might allow you to earn extra resources each turn, while others let you hunt birds for bonus points later on. No matter what, these powers stack and (usually) activate at the end of every turn, so it's possible to construct some very clever combos if you're careful. </p><p>Because all birds have an end-of-game points score, you'll have to weigh up their value versus how useful their ability is going to be. This is where the game gets clever.</p><h2 id="nip-and-tuck">Nip and tuck</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="BeDFf8qWke4TE27sDNCExS" name="Wingspan" alt="A hand holds up three Wingspan Pocket cards against a wooden surface" src="https://cdn.mos.cms.futurecdn.net/BeDFf8qWke4TE27sDNCExS.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>If you're patient, you can create some incredibly powerful match-ups. As an example, I played a bird early on in one session that earned no end-game points… but it allowed me to choose two extra cards (resources or birds) each turn if I discarded something. I combined this with another bird that let me swap a resource to 'tuck' cards underneath for points. Using the two in tandem allowed me to build momentum fast.</p><p>It's true that you're at the mercy of whichever cards are available in the market. But the key is recognizing combos and being flexible enough to act on them. If you win, it's because you were skillful – not because you got lucky.</p><div  class="fancy-box"><div class="fancy_box-title">Growing the flock</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="zMY7CmmVQazSfQB82i3NaP" name="Finspan" caption="" alt="An array of Finspan fish cards and tokens laid out on the board, which sits on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/zMY7CmmVQazSfQB82i3NaP.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: Future/Benjamin Abbott)</span></figcaption></figure><p class="fancy-box__body-text">This is the fourth major game in the series, and each one takes things in a different direction. <a data-analytics-id="inline-link" href="https://www.gamesradar.com/tabletop-gaming/wyrmspan-review/">Wyrmspan</a> (a dragon-themed spinoff) is a more complex, strategic experience than Wingspan, while the fish-based Finspan is shorter and more accessible.</p></div></div><p><em>When </em>you act is also crucial. Putting down a card at the right time can spell the difference between victory and defeat. For instance, that bird I used early on would be useless if played near the end of a match. But played right away? It got the ball rolling.</p><p>This is the kind of clever gameplay that makes Wingspan so beloved… albeit at a faster pace, with fewer obstacles to surmount. That's why I became so enamored with Wingspan Pocket after just a couple of tries; it has all the brilliance, with fewer barriers to entry.</p><h2 class="article-body__section" id="section-should-you-buy-wingspan-pocket"><span>Should you buy Wingspan Pocket?</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="Q6bZzmHjb8GbSjwCMtNNX8" name="Wingspan" alt="A nest card with eggs and feather tokens on top of it, beside other Wingspan Pocket cards that sit on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/Q6bZzmHjb8GbSjwCMtNNX8.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>If you're new to the franchise and want an easy-to-understand entry point, you won't find a better option than Wingspan Pocket. While the likes of Finspan are just as accessible, Pocket is faster to play and more streamlined on the whole.</p><p>As for existing fans, this is a great choice if you want something quicker or more portable. It loses none of the original's strategic splendor, but addresses many of its criticisms. Wingspan Pocket isn't as deep, I'll admit, but it captures enough of its predecessor's magic that you won't mind.</p><div class="card card--standard card--rows-2 card--align-inline"><div class="card__content"><h3 class="card__title">Buy it if:</h3><div class="card__description-wrapper"><div class="card__description"><p><strong>✅ You're new to Wingspan: </strong>This is a great entry point to the franchise. It's easy to understand, but still nails what makes the original so beloved.<br><br><strong>✅ You want a shorter, more portable version of the game: </strong>You can finish a match in around 30 minutes, and it condenses the original's greatness into a pocket-sized package.</p></div></div></div></div><div class="card card--standard card--rows-2 card--align-inline"><div class="card__content"><h3 class="card__title">Do not buy it if:</h3><div class="card__description-wrapper"><div class="card__description"><p><strong>❌ You don't like having to think several steps ahead: </strong>It's important to think ahead in Wingspan Pocket. Being flexible with your plan is also crucial.<br><br><strong>❌ You adore the original's more complex, multi-layered approach: </strong>This game strips away some unnecessary bloat, but it also removes deeper tactical nuance. </p></div></div></div></div><p>This review was conducted using a sample provided by the publisher. For more details on our process, check <a href="https://www.gamesradar.com/tabletop-gaming/how-we-test-board-games-at-gamesradar/">how we test board games</a> or the <a href="https://www.gamesradar.com/reviews-policy/">GamesRadar+ reviews policy</a>.</p>
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                                                            <title><![CDATA[ The wireless Scuf Valor Pro controller will remind you why comfort is one of the most important aspects of choosing your gaming peripherals ]]></title>
                                                                                                <dc:content><![CDATA[ <p>So many controllers try to do the same things these days, so I'm always pleasantly surprised when I come across one that feels distinct. Particularly in the Xbox market, a lot of gamepads shoot for their own spins on a tried-and-tested formula that captures what people like about the institution that is the <a href="https://www.gamesradar.com/best-xbox-series-x-controller">Xbox controller</a>. Sadly, that can lead to a lot of them feeling identical in the hands, but the Scuf Valor Pro Wireless isn't in that camp. It's got these chunky, fat grips that make a bit of a statement as soon as you pick the thing up, and I love it. </p><p>Of course, they feel a <em>bit</em> familiar. A while back, I tested the original <a href="https://www.gamesradar.com/hardware/gaming-controllers/scuf-valor-pro-review">Scuf Valor Pro controller</a>, an odd case study. We had waited years for a new pro gamepad from Scuf, and what it brought to market was wired-only, behind the times in terms of its features, and it didn't feel too useful in the shooter genre it was supposedly built for. </p><p>The Valor Pro Wireless modernizes things with TMR sticks, wireless capabilities, and a slew of eye-catching designs worthy of this brand. It might not seem as though much has changed, but this is definitely more like it. Besides a price of $199 / £179 that pits it against some of the most feature-rich gamepads on the shelves, it's one I'd happily use in my own rotation for its comfort alone.</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:1599px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="6bJ2tN3dzjBZEjWj96SrXk" name="Scuf Valor Pro Wireless review 3" alt="The artwork on the Respawn edition of the Scuf Valor Pro Wireless" src="https://cdn.mos.cms.futurecdn.net/6bJ2tN3dzjBZEjWj96SrXk.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>If you're familiar with the original Valor Pro, you'll know what to expect here. In truth, very little has changed besides its wireless capabilities and other internal substitutions. Scuf seems to really believe in this design since it's now forming the skeleton of the brand's new 8K polling <a href="https://www.gamesradar.com/best-pc-controller-for-gaming">PC controller</a>, the Nemesis.</p><p>The Valor Pro Wireless is an asymmetrical controller with some to-be-expected Scuf notes. The Hex rubberized grip texture is back, as are some cleverly angled back buttons that almost wrap themselves around your middle finger. These aren't quite as enveloping as the ones on the <a href="https://www.gamesradar.com/hardware/gaming-controllers/the-scuf-envision-pros-biggest-selling-point-is-exactly-why-i-wouldnt-recommend-it">Scuf Envision Pro</a>, but they do a good job of positioning themselves in an easily accessible manner. </p><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="7c8ArvD2JJgkiczinPHkQk" name="Scuf Valor Pro Wireless review 5" alt="The Scuf Valor Pro Wireless from a side on angle" src="https://cdn.mos.cms.futurecdn.net/7c8ArvD2JJgkiczinPHkQk.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>What's noticeably distinct about this pad are its chunky grips. There are loads of different ways to design comfortable controller grips, but Scuf has focused on depth here in a way I've not seen many times before. The width and length of them are fairly average, so you might not get a sense for it just by looking at the controller's face. Extra girth has been added in the back, which gives the Valor Pro a bit more for you to hold onto. This device feels really substantial in the hands, and if anything, the shape just makes the back buttons easier to actuate because your palms have more of a surface to counter-squeeze into when your middle finger flexes.</p><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="nPG32ood8Nu2S7hXgUGgPk" name="Scuf Valor Pro Wireless review 9" alt="A Scuf Valor Pro Wireless review image showing the chunkiness of the controller's grip" src="https://cdn.mos.cms.futurecdn.net/nPG32ood8Nu2S7hXgUGgPk.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 is always the case with Scuf's products these days, there's a magnetic faceplate and loads of cosmetic options for you to choose from. There are options for making a fully custom version of some Scuf controllers (this one included), but faceplates are the brand's answer if you don't want to go through the nitty-gritty details of dialing in every single element's color.</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:1599px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="QtnF93An3um7SGduqLVJSk" name="Scuf Valor Pro Wireless review 6" alt="The back of the Scuf Valor Pro Wireless" src="https://cdn.mos.cms.futurecdn.net/QtnF93An3um7SGduqLVJSk.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 Valor Pro Wireless sports <a href="https://www.gamesradar.com/hardware/gaming-controllers/what-are-tmr-thumbsticks">TMR thumbsticks</a>, improving on the original wired model's Hall sensor modules. To my frustration, Scuf's slippery thumbstick tops are unchanged from the original model. I can't really understand how this brand gets away with supplying uncontrollable thumbstick tops like these when it prides itself on being an FPS controller brand first and foremost. Thankfully, there are swappable nubs in the box, and the taller one that I prefer to use on my right stick has a domed shape that's a little less reminiscent of a Mario Kart banana. </p><p>Perhaps controversially, the Valor Pro Wireless uses membrane face buttons. In a world set against them as we see more and more gamepads adopting microswitches, the Valor Pro is staying true to tradition, and I don't mind it in the slightest. Clicky buttons aren't for everyone, and Scuf has done a good job of making these face buttons responsive without the need for clicks.</p><p>The Valor Pro Wireless features four back buttons, with the bottom pair responding with standard plastic actuation. The top two, angled slightly further away from your fingers, are microswitches that take a little less effort to push in - a smart move. </p><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="PCtNXCurUEBKLNVmJPXybk" name="Scuf Valor Pro Wireless review 2" alt="A Respawn edition of the Scuf Valor Pro Wireless" src="https://cdn.mos.cms.futurecdn.net/PCtNXCurUEBKLNVmJPXybk.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 Valor Pro Wireless will naturally be locked to the Xbox's lacklustre polling rate (between 150-400Hz) on the console itself, but there is capability on PC for it to utilize a 1,000Hz polling rate if you use a wired USB-C connection. This is a bit of a shame since it'll need to go through the same annoying process as the original Valor Pro to update and activate it. I'd have hoped Scuf would have cracked the code on this by now, and we'd see 1,000Hz wirelessly as we do on its rivals.</p><p>Compared to those rival Xbox controllers, the Valor Pro doesn't come with a carrying case or many swappable parts. Its USB dongle, cable, and swappable thumbsticks come in the box with it, but there's very little to help you hold onto all of those things together. Similarly, there's no charging stand either, which is a bit of a shame considering a lot of licensed Xbox pads at this price offer all of these things. Even the <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-g7-pro-review">GameSir G7 Pro</a> has a charging stand, and it's under $100. </p><p>You can play with the Valor Pro Wireless on PC, Xbox, and via Bluetooth thanks to a connection switch on its back. There are trigger stop switches too; just be aware that due to the triggers being a bit short, their corners can end up feeling as though they're stabbing into you if you press too hard while in microswitch mode. I much prefer the longer trigger shape on the Envision and Omega.</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="jGyurzGxZUCRDtfkwfTjXk" name="Scuf Valor Pro Wireless review 4" alt="The grips of the Scuf Valor Pro Wireless Respawn edition" src="https://cdn.mos.cms.futurecdn.net/jGyurzGxZUCRDtfkwfTjXk.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 best thing about the Valor Pro, without doubt, is its comfort. I mentioned it above, but the unique grip shape really lends itself to hours and hours of gaming at a time. </p><p>This thing is an absolute joy to hold, and I'd say it's one of the most comfortable controllers I've tested this year. I played about 3 hours worth of Forza Horizon 6 one evening while catching up with a close friend of mine, and the Valor Pro Wireless was just another element that made that session fly by in a heartbeat. This is a super comfortable controller, especially if you have larger hands and like having a bit more of a hold on your gaming peripherals. </p><p>Like any <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>, the Valor Pro responds really well in first-person shooters. Having those four back buttons so close to your middle finger is a really nice bonus too, and helped me to feel like I didn't need to take my thumbs off the movement and aiming controls. If Scuf wanted to hone in on this aspect even more, it'd be nice to have those higher back buttons wrapped a little more snugly around the middle fingers, as they are on the <a href="https://www.gamesradar.com/hardware/gaming-controllers/scuf-omega-review">Scuf Omega</a> and Envision. </p><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="nwxw3NwyAgPsRgxNnQxsVk" name="Scuf Valor Pro Wireless review 7" alt="A reviewer showcasing the angle of the Scuf Valor Pro Wireless back buttons" src="https://cdn.mos.cms.futurecdn.net/nwxw3NwyAgPsRgxNnQxsVk.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>For a membrane button controller, it still feels really snappy to use in games that require a fast reaction. Dragon Ball Sparking Zero and Clair Obscur both felt great with this thing in hand, with bumpers and face buttons snapping down well in heated moments. </p><p>In platformers, I really liked the thumbsticks and the D-pad especially. The 8-way D-pad is set fairly small and sits level with the faceplate, so it almost tricks your brain into thinking it's embedded into the controller. Its textured directions make it easy to use, and overall, I really like it. </p><h2 id="should-you-buy-the-scuf-valor-pro-wireless">Should you buy the Scuf Valor Pro Wireless?</h2><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="YBk995DGxqkCfWYaiqTfZk" name="Scuf Valor Pro Wireless review 8" alt="A reviewer holding the Scuf Valor Pro Wireless" src="https://cdn.mos.cms.futurecdn.net/YBk995DGxqkCfWYaiqTfZk.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 Valor Pro is a great all-rounder whether you're driving around, playing a narrative game, looking for action in a shooter or fighting game, or puzzle platforming in a metroidvania. It feels authentic to Xbox while putting its own unique spins on Microsoft's controller blueprint that are actually worth making. </p><p>We can find awesome pro-level features in so many gamepads these days but, to me, comfort will always be king, and the Valor Pro's comfort is such that I'd be happy to keep it in my rotation going forward, even if there are better controllers out there for nailing down certain genres. </p><p>That's going to be the main issue of the Valor Pro wireless, in my opinion. Its competition is priced similarly and offers more specialization in customization, in certain genres, or more functionality. Meanwhile, the Valor Pro wireless is a highly comfortable all-rounder that does a bit of everything well. Which sounds more appealing to you? </p><div data-widget-type="multimodelreview" data-model-name="Scuf Valor Pro Wireless" data-widget-title="Today's best Scuf Valor Pro Wireless deals"></div><h2 id="how-i-tested-the-scuf-valor-pro-wireless">How I tested the Scuf Valor Pro Wireless</h2><p>I put the Valor Pro Wireless to work over a period of two to three weeks before writing this review. I compared it closely to other Xbox controllers I've reviewed, as well as other Scuf products - specifically the original Valor Pro wired gamepad. </p><p>I did my usual sweep through a wide range of gaming genres to test its capabilities, as well as a few extras as my testing lined up with my own gaming time. </p><p>For more on <a href="https://www.gamesradar.com/how-we-test-controllers-on-gamesradar">how we test controllers</a>, check out the full-length <a href="https://www.gamesradar.com/gamesradar-hardware-policy" target="_blank">GamesRadar+ hardware policy</a>.</p><p><em>Want more gamepad recommendations? Take a look at the </em><a href="https://www.gamesradar.com/best-ps5-controller"><em>best PS5 controllers</em></a><em>, </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 </em><a href="https://www.gamesradar.com/the-best-joysticks-to-buy-for-pc-flight-simulators-and-more"><em>best joysticks</em></a><em>.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/gaming-controllers/scuf-valor-pro-wireless-review/</link>
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                            <![CDATA[ The Scuf Valor Pro has really distinct levels of comfort for a licensed Xbox controller, and that may be more important than its pro features. ]]>
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                                                                        <pubDate>Thu, 03 Sep 2026 16:17:28 +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.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 reviewer holding a pink and blue version of the Scuf Valor Pro Wireless]]></media:description>                                                            <media:text><![CDATA[A reviewer holding a pink and blue version of the Scuf Valor Pro Wireless]]></media:text>
                                <media:title type="plain"><![CDATA[A reviewer holding a pink and blue version of the Scuf Valor Pro Wireless]]></media:title>
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                                <p>So many controllers try to do the same things these days, so I'm always pleasantly surprised when I come across one that feels distinct. Particularly in the Xbox market, a lot of gamepads shoot for their own spins on a tried-and-tested formula that captures what people like about the institution that is the <a href="https://www.gamesradar.com/best-xbox-series-x-controller">Xbox controller</a>. Sadly, that can lead to a lot of them feeling identical in the hands, but the Scuf Valor Pro Wireless isn't in that camp. It's got these chunky, fat grips that make a bit of a statement as soon as you pick the thing up, and I love it. </p><p>Of course, they feel a <em>bit</em> familiar. A while back, I tested the original <a href="https://www.gamesradar.com/hardware/gaming-controllers/scuf-valor-pro-review">Scuf Valor Pro controller</a>, an odd case study. We had waited years for a new pro gamepad from Scuf, and what it brought to market was wired-only, behind the times in terms of its features, and it didn't feel too useful in the shooter genre it was supposedly built for. </p><p>The Valor Pro Wireless modernizes things with TMR sticks, wireless capabilities, and a slew of eye-catching designs worthy of this brand. It might not seem as though much has changed, but this is definitely more like it. Besides a price of $199 / £179 that pits it against some of the most feature-rich gamepads on the shelves, it's one I'd happily use in my own rotation for its comfort alone.</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:1599px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="6bJ2tN3dzjBZEjWj96SrXk" name="Scuf Valor Pro Wireless review 3" alt="The artwork on the Respawn edition of the Scuf Valor Pro Wireless" src="https://cdn.mos.cms.futurecdn.net/6bJ2tN3dzjBZEjWj96SrXk.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>If you're familiar with the original Valor Pro, you'll know what to expect here. In truth, very little has changed besides its wireless capabilities and other internal substitutions. Scuf seems to really believe in this design since it's now forming the skeleton of the brand's new 8K polling <a href="https://www.gamesradar.com/best-pc-controller-for-gaming">PC controller</a>, the Nemesis.</p><p>The Valor Pro Wireless is an asymmetrical controller with some to-be-expected Scuf notes. The Hex rubberized grip texture is back, as are some cleverly angled back buttons that almost wrap themselves around your middle finger. These aren't quite as enveloping as the ones on the <a href="https://www.gamesradar.com/hardware/gaming-controllers/the-scuf-envision-pros-biggest-selling-point-is-exactly-why-i-wouldnt-recommend-it">Scuf Envision Pro</a>, but they do a good job of positioning themselves in an easily accessible manner. </p><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="7c8ArvD2JJgkiczinPHkQk" name="Scuf Valor Pro Wireless review 5" alt="The Scuf Valor Pro Wireless from a side on angle" src="https://cdn.mos.cms.futurecdn.net/7c8ArvD2JJgkiczinPHkQk.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>What's noticeably distinct about this pad are its chunky grips. There are loads of different ways to design comfortable controller grips, but Scuf has focused on depth here in a way I've not seen many times before. The width and length of them are fairly average, so you might not get a sense for it just by looking at the controller's face. Extra girth has been added in the back, which gives the Valor Pro a bit more for you to hold onto. This device feels really substantial in the hands, and if anything, the shape just makes the back buttons easier to actuate because your palms have more of a surface to counter-squeeze into when your middle finger flexes.</p><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="nPG32ood8Nu2S7hXgUGgPk" name="Scuf Valor Pro Wireless review 9" alt="A Scuf Valor Pro Wireless review image showing the chunkiness of the controller's grip" src="https://cdn.mos.cms.futurecdn.net/nPG32ood8Nu2S7hXgUGgPk.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 is always the case with Scuf's products these days, there's a magnetic faceplate and loads of cosmetic options for you to choose from. There are options for making a fully custom version of some Scuf controllers (this one included), but faceplates are the brand's answer if you don't want to go through the nitty-gritty details of dialing in every single element's color.</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:1599px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="QtnF93An3um7SGduqLVJSk" name="Scuf Valor Pro Wireless review 6" alt="The back of the Scuf Valor Pro Wireless" src="https://cdn.mos.cms.futurecdn.net/QtnF93An3um7SGduqLVJSk.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 Valor Pro Wireless sports <a href="https://www.gamesradar.com/hardware/gaming-controllers/what-are-tmr-thumbsticks">TMR thumbsticks</a>, improving on the original wired model's Hall sensor modules. To my frustration, Scuf's slippery thumbstick tops are unchanged from the original model. I can't really understand how this brand gets away with supplying uncontrollable thumbstick tops like these when it prides itself on being an FPS controller brand first and foremost. Thankfully, there are swappable nubs in the box, and the taller one that I prefer to use on my right stick has a domed shape that's a little less reminiscent of a Mario Kart banana. </p><p>Perhaps controversially, the Valor Pro Wireless uses membrane face buttons. In a world set against them as we see more and more gamepads adopting microswitches, the Valor Pro is staying true to tradition, and I don't mind it in the slightest. Clicky buttons aren't for everyone, and Scuf has done a good job of making these face buttons responsive without the need for clicks.</p><p>The Valor Pro Wireless features four back buttons, with the bottom pair responding with standard plastic actuation. The top two, angled slightly further away from your fingers, are microswitches that take a little less effort to push in - a smart move. </p><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="PCtNXCurUEBKLNVmJPXybk" name="Scuf Valor Pro Wireless review 2" alt="A Respawn edition of the Scuf Valor Pro Wireless" src="https://cdn.mos.cms.futurecdn.net/PCtNXCurUEBKLNVmJPXybk.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 Valor Pro Wireless will naturally be locked to the Xbox's lacklustre polling rate (between 150-400Hz) on the console itself, but there is capability on PC for it to utilize a 1,000Hz polling rate if you use a wired USB-C connection. This is a bit of a shame since it'll need to go through the same annoying process as the original Valor Pro to update and activate it. I'd have hoped Scuf would have cracked the code on this by now, and we'd see 1,000Hz wirelessly as we do on its rivals.</p><p>Compared to those rival Xbox controllers, the Valor Pro doesn't come with a carrying case or many swappable parts. Its USB dongle, cable, and swappable thumbsticks come in the box with it, but there's very little to help you hold onto all of those things together. Similarly, there's no charging stand either, which is a bit of a shame considering a lot of licensed Xbox pads at this price offer all of these things. Even the <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-g7-pro-review">GameSir G7 Pro</a> has a charging stand, and it's under $100. </p><p>You can play with the Valor Pro Wireless on PC, Xbox, and via Bluetooth thanks to a connection switch on its back. There are trigger stop switches too; just be aware that due to the triggers being a bit short, their corners can end up feeling as though they're stabbing into you if you press too hard while in microswitch mode. I much prefer the longer trigger shape on the Envision and Omega.</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="jGyurzGxZUCRDtfkwfTjXk" name="Scuf Valor Pro Wireless review 4" alt="The grips of the Scuf Valor Pro Wireless Respawn edition" src="https://cdn.mos.cms.futurecdn.net/jGyurzGxZUCRDtfkwfTjXk.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 best thing about the Valor Pro, without doubt, is its comfort. I mentioned it above, but the unique grip shape really lends itself to hours and hours of gaming at a time. </p><p>This thing is an absolute joy to hold, and I'd say it's one of the most comfortable controllers I've tested this year. I played about 3 hours worth of Forza Horizon 6 one evening while catching up with a close friend of mine, and the Valor Pro Wireless was just another element that made that session fly by in a heartbeat. This is a super comfortable controller, especially if you have larger hands and like having a bit more of a hold on your gaming peripherals. </p><p>Like any <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>, the Valor Pro responds really well in first-person shooters. Having those four back buttons so close to your middle finger is a really nice bonus too, and helped me to feel like I didn't need to take my thumbs off the movement and aiming controls. If Scuf wanted to hone in on this aspect even more, it'd be nice to have those higher back buttons wrapped a little more snugly around the middle fingers, as they are on the <a href="https://www.gamesradar.com/hardware/gaming-controllers/scuf-omega-review">Scuf Omega</a> and Envision. </p><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="nwxw3NwyAgPsRgxNnQxsVk" name="Scuf Valor Pro Wireless review 7" alt="A reviewer showcasing the angle of the Scuf Valor Pro Wireless back buttons" src="https://cdn.mos.cms.futurecdn.net/nwxw3NwyAgPsRgxNnQxsVk.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>For a membrane button controller, it still feels really snappy to use in games that require a fast reaction. Dragon Ball Sparking Zero and Clair Obscur both felt great with this thing in hand, with bumpers and face buttons snapping down well in heated moments. </p><p>In platformers, I really liked the thumbsticks and the D-pad especially. The 8-way D-pad is set fairly small and sits level with the faceplate, so it almost tricks your brain into thinking it's embedded into the controller. Its textured directions make it easy to use, and overall, I really like it. </p><h2 id="should-you-buy-the-scuf-valor-pro-wireless">Should you buy the Scuf Valor Pro Wireless?</h2><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="YBk995DGxqkCfWYaiqTfZk" name="Scuf Valor Pro Wireless review 8" alt="A reviewer holding the Scuf Valor Pro Wireless" src="https://cdn.mos.cms.futurecdn.net/YBk995DGxqkCfWYaiqTfZk.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 Valor Pro is a great all-rounder whether you're driving around, playing a narrative game, looking for action in a shooter or fighting game, or puzzle platforming in a metroidvania. It feels authentic to Xbox while putting its own unique spins on Microsoft's controller blueprint that are actually worth making. </p><p>We can find awesome pro-level features in so many gamepads these days but, to me, comfort will always be king, and the Valor Pro's comfort is such that I'd be happy to keep it in my rotation going forward, even if there are better controllers out there for nailing down certain genres. </p><p>That's going to be the main issue of the Valor Pro wireless, in my opinion. Its competition is priced similarly and offers more specialization in customization, in certain genres, or more functionality. Meanwhile, the Valor Pro wireless is a highly comfortable all-rounder that does a bit of everything well. Which sounds more appealing to you? </p><div data-widget-type="multimodelreview" data-model-name="Scuf Valor Pro Wireless" data-widget-title="Today's best Scuf Valor Pro Wireless deals"></div><h2 id="how-i-tested-the-scuf-valor-pro-wireless">How I tested the Scuf Valor Pro Wireless</h2><p>I put the Valor Pro Wireless to work over a period of two to three weeks before writing this review. I compared it closely to other Xbox controllers I've reviewed, as well as other Scuf products - specifically the original Valor Pro wired gamepad. </p><p>I did my usual sweep through a wide range of gaming genres to test its capabilities, as well as a few extras as my testing lined up with my own gaming time. </p><p>For more on <a href="https://www.gamesradar.com/how-we-test-controllers-on-gamesradar">how we test controllers</a>, check out the full-length <a href="https://www.gamesradar.com/gamesradar-hardware-policy" target="_blank">GamesRadar+ hardware policy</a>.</p><p><em>Want more gamepad recommendations? Take a look at the </em><a href="https://www.gamesradar.com/best-ps5-controller"><em>best PS5 controllers</em></a><em>, </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 </em><a href="https://www.gamesradar.com/the-best-joysticks-to-buy-for-pc-flight-simulators-and-more"><em>best joysticks</em></a><em>.</em></p>
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                                                            <title><![CDATA[ My family loves board games and kaiju, so King of Tokyo: Godzilla was a day one purchase for me ]]></title>
                                                                                                <dc:content><![CDATA[ <p>In 2011, Iello and Richard Garfield released <a href="https://www.gamesradar.com/games/board-games/king-of-tokyo-review/">King of Tokyo</a>, a kaiju-centric game in which players wrestled for control of Tokyo. The heart of the game used a Yahtzee-like mechanic, in which players repeatedly rolled a set of six dice. Different symbols translated to different results, ranging from gaining resources, dealing damage to other monsters, or gaining victory points. While the game has seen several variant versions over the years, it always wore its largest inspiration on its sleeve – the iconic monster franchise Godzilla. </p><p>After 15 years, Godzilla is now part of the King of Tokyo franchise. This summer, Iello released a new King of Tokyo: Godzilla game, featuring six monsters from the Godzilla series. The new edition is a loving homage as a result, with dozens of art pieces made by Markus Erdt. Not only does the new game pay proper respect to the monster IP that inspired what is one of the most enduring and arguably <a href="https://www.gamesradar.com/best-board-games/">best board games</a>, it also wisely retains the core King of Tokyo franchise, making it extremely accessible to players of all skill levels. </p><h2 id="power-up">Power up</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LSqif78ReRjtxN678CRPEW" name="King of Tokyo" alt="King of Tokyo: Godzilla board, cards, and tokens on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/LSqif78ReRjtxN678CRPEW.jpg" mos="" align="middle" fullscreen="" width="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/Christian Hoffer)</span></figcaption></figure><p>King of Tokyo: Godzilla sticks with a time-tested game formula that has held true for the last 15 years. Each player controls a single monster, each of which comes with a bespoke game board and an evolution deck. The game board tracks a player’s overall health and victory points. In certain conditions (which we’ll get to later), players can draw from their evolution deck and choose an evolution that upgrades their monster in some way. Each monster has their own evolution deck, with abilities that range from one-time uses to persistent buffs.</p><p>The final "piece" of King of Tokyo: Godzilla is the power deck. The power deck consists of generic abilities that any player can purchase if they have enough energy. These range from one-time use abilities to persistent power-ups that stay in play for the rest of the game.</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>Players: </strong>2-6<br><strong>Ages: </strong>8+<br><strong>Game type: </strong>Strategy/dice-rolling<br><strong>Complexity: </strong>Low<br><strong>Lasts: </strong>30mins<br><strong>Designer: </strong>Richard Garfield<br><strong>Publisher: </strong>Iello<br><strong>Play if you enjoy: </strong>King of Tokyo, Bang!</p></div></div><p>So far, so familiar. </p><p>The one new wrinkle in King of Tokyo: Godzilla's gameplay is the use of Event cards. These enter play when placed into the power card marketplace. Every Event comes with an effect that impacts all monsters for the duration that the card remains in play, as well as a discard ability. Players can purchase the Event with energy and discard it, gaining some kind of benefit. </p><p>While this is the game's major change, it's not the only addition. Another way that King of Tokyo: Godzilla stands out is its premium wooden components. The dice, and energy markers are all made of wood, and even the cardboard standees are built from sturdier material than other games in the series. While King of Tokyo: Godzilla isn’t billed as a premium edition, it certainly feels like one solely due to the quality of the game components. </p><h2 id="be-prepared">Be prepared</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CLg2sibiA7ue3DigxSbkGm" name="King of Tokyo" alt="A monster card and dice on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/CLg2sibiA7ue3DigxSbkGm.jpg" mos="" align="middle" fullscreen="" width="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/Christian Hoffer)</span></figcaption></figure><p>King of Tokyo: Godzilla’s gameplay is precisely the same as the base version of King of Tokyo, so your mileage will vary depending on how familiar you already are with that system. </p><p>Players take turns rolling a pool of six dice, setting aside the results they want to keep. You can usually re-roll your dice up to two times, and every result returns different effects. A monster footprint deals damage to other players, a heart restores life, energy symbols gain energy that can be used to purchase power cards, and victory point symbols score victory points (but only if a player gets three of the same number). If a player rolls three hearts, they can bypass the healing and opt to gain an evolution instead. It's nice and simple.</p><p>Outside of rolling dice, players also battle for control of Tokyo. You score victory points for entering the city and gain more for remaining in control of it at the start of your turn, so it's the prize everyone's got their eye on. This is where the game's strategy rears its head; while in Tokyo, a player’s attacks can target all other monsters, thus dealing waves of damage to each opponent. However, you'll also be the target of every other player’s attacks and can’t heal on your turn either. Because you can leave Tokyo at any time, you've got to weigh up risk versus reward. How long do you stay? </p><p>There's an added layer to contend with as well. If a player cedes control of Tokyo, whoever's turn is next will immediately enter the city, so you need to always be prepared for the potential of taking a round of attacks from others. There's more to juggle than you might think.</p><div  class="fancy-box"><div class="fancy_box-title">King of the monsters</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="CUmzndQYS28bSwk58vvBHi" name="King of Tokyo" caption="" alt="King of Tokyo: Duel Space Penguin place mat with a life counter and board beside it" src="https://cdn.mos.cms.futurecdn.net/CUmzndQYS28bSwk58vvBHi.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: Future/Benjamin Abbott)</span></figcaption></figure><p class="fancy-box__body-text">This is just one of many games in the King of Tokyo franchise, not to mention countless expansions. Besides the original, there's a 2-player variant (Duel) and a co-op alternative (King of Monster Island). These are typically available at a discount <a data-analytics-id="inline-link" href="https://www.amazon.com/IELLO-Two-Player-Tactical-Monster-Strategy/dp/B0D5DMJ6XG?th=1" target="_blank">via Amazon</a>.</p></div></div><p>Gameplay continues until one of two victory conditions are met. Either a player gains 20 victory points or one player is the last monster standing. I’ll note that in all my years playing King of Tokyo, I’ve never seen a game go until 20 victory points. That’s not to say that it can’t happen, but it’s far more likely that the game becomes an all-out monster brawl instead of a strategic race for victory points. </p><p>While King of Tokyo: Godzilla isn’t technically a party game, it’s enjoyed best in large groups. The game can be quite chaotic and a lot of the game is outside of a player’s control. Sure, players can take advantage of power cards and evolution cards, but there’s no way to mitigate bad dice rolls, and there’s few ways to block damage. The key to enjoying the game is to just embrace the chaos – you’re not going to win every game of King of Tokyo, but if you don’t take it too seriously, you’ll have a good time. </p><h3 class="article-body__section" id="section-should-you-buy-king-of-tokyo-godzilla"><span>Should you buy King of Tokyo: Godzilla?</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jMVHFjr2WPUwHEiwpifPaF" name="King of Tokyo" alt="Multiple King of Tokyo: Godzilla tokens and cards on a wooden surface, with a cat visible in the background" src="https://cdn.mos.cms.futurecdn.net/jMVHFjr2WPUwHEiwpifPaF.jpg" mos="" align="middle" fullscreen="" width="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/Christian Hoffer)</span></figcaption></figure><p>King of Tokyo: Godzilla is essentially a premium version of King of Tokyo. It has better components, better artwork, and actual recognizable monsters instead of generic homages to different sci-fi movies. </p><p>However, it’s still King of Tokyo, one of the more popular board games released over the past 20 years. If you have a base version of King of Tokyo, this version features a few new mechanics found in various expansions. If you’re a King of Tokyo fanatic, all this game offers is some new monsters and a single new novel mechanic.</p><p>Still, this was an easy buy for me. My family loves King of Tokyo and Godzilla, so this was a day one purchase for me. The artwork is fantastic and gives the game a very unique vibe that, when coupled with the premium components, makes this game feel a bit different from the base version. Even my veteran board game group ooohed and ahhed when I pulled this game out, precisely because it looks and feels so nice. So, if you like Godzilla or want a premium King of Tokyo experience, this game is definitely for you. </p><h2 id="buy-it-if">Buy it if...</h2><div class="product"><p><strong>✅ You adore Godzilla, and haven't played King of Tokyo before (or not much, anyway): </strong>This version retains everything great about the franchise while adding in some of fiction's most recognizable kaiju.<br><br><strong>✅ You want a premium version of King of Tokyo: </strong>The feel of this game's components are a real step up from previous entries.</p></div><h2 id="don-39-t-buy-it-if">Don't buy it if...</h2><div class="product"><p><strong>❌ You've played King of Tokyo a lot, and want something new: </strong>This version doesn't add a whole lot to proceedings.<br><br><strong>❌ You hate luck-based games: </strong>There's strategy to King of Tokyo, but luck of the roll plays a huge part too.</p></div><p><em>Looking for another new spin on an old favorite? </em><a href="https://www.gamesradar.com/games/board-games/horrified-dungeons-and-dragons-ravenloft-review/"><em>Horrified: Ravenloft is a slam-dunk for D&D fans, but innovation is starting to be 'mist'.</em></a></p><p>This copy of the game was bought by the reviewer. For more details on our process, see this guide on <a href="https://www.gamesradar.com/tabletop-gaming/how-we-test-board-games-at-gamesradar/">how we test board games</a> or the <a href="https://www.gamesradar.com/reviews-policy/">GamesRadar+ reviews policy</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/board-games/king-of-tokyo-godzilla-review/</link>
                                                                            <description>
                            <![CDATA[ If this new version of the classic board game worth going wild for, or is King of Tokyo: Godzilla just more of the same? Our expert reviewer goes hands on to find out ]]>
                                                                                                            </description>
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                                                                        <pubDate>Wed, 02 Sep 2026 16:16:57 +0000</pubDate>                                                                                                                                <updated>Wed, 02 Sep 2026 16:24:13 +0000</updated>
                                                                                                                                            <category><![CDATA[Board Games]]></category>
                                                    <category><![CDATA[Tabletop Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Christian Hoffer ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/YN63ZnGziyxddTxJpdLbWn.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Christian is an experienced freelance journalist who has been covering the tabletop gaming industry for years. He specializes in coverage of Dungeons &amp;amp; Dragons, the Pokemon Trading Card Game, and Warhammer. His credits include ComicBook.com, EN World, and more.&lt;/p&gt; ]]></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/Christian Hoffer]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Artwork from the King of Tokyo: Godzilla box showing Godzilla firing atomic breath]]></media:description>                                                            <media:text><![CDATA[Artwork from the King of Tokyo: Godzilla box showing Godzilla firing atomic breath]]></media:text>
                                <media:title type="plain"><![CDATA[Artwork from the King of Tokyo: Godzilla box showing Godzilla firing atomic breath]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>In 2011, Iello and Richard Garfield released <a href="https://www.gamesradar.com/games/board-games/king-of-tokyo-review/">King of Tokyo</a>, a kaiju-centric game in which players wrestled for control of Tokyo. The heart of the game used a Yahtzee-like mechanic, in which players repeatedly rolled a set of six dice. Different symbols translated to different results, ranging from gaining resources, dealing damage to other monsters, or gaining victory points. While the game has seen several variant versions over the years, it always wore its largest inspiration on its sleeve – the iconic monster franchise Godzilla. </p><p>After 15 years, Godzilla is now part of the King of Tokyo franchise. This summer, Iello released a new King of Tokyo: Godzilla game, featuring six monsters from the Godzilla series. The new edition is a loving homage as a result, with dozens of art pieces made by Markus Erdt. Not only does the new game pay proper respect to the monster IP that inspired what is one of the most enduring and arguably <a href="https://www.gamesradar.com/best-board-games/">best board games</a>, it also wisely retains the core King of Tokyo franchise, making it extremely accessible to players of all skill levels. </p><h2 id="power-up">Power up</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LSqif78ReRjtxN678CRPEW" name="King of Tokyo" alt="King of Tokyo: Godzilla board, cards, and tokens on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/LSqif78ReRjtxN678CRPEW.jpg" mos="" align="middle" fullscreen="" width="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/Christian Hoffer)</span></figcaption></figure><p>King of Tokyo: Godzilla sticks with a time-tested game formula that has held true for the last 15 years. Each player controls a single monster, each of which comes with a bespoke game board and an evolution deck. The game board tracks a player’s overall health and victory points. In certain conditions (which we’ll get to later), players can draw from their evolution deck and choose an evolution that upgrades their monster in some way. Each monster has their own evolution deck, with abilities that range from one-time uses to persistent buffs.</p><p>The final "piece" of King of Tokyo: Godzilla is the power deck. The power deck consists of generic abilities that any player can purchase if they have enough energy. These range from one-time use abilities to persistent power-ups that stay in play for the rest of the game.</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>Players: </strong>2-6<br><strong>Ages: </strong>8+<br><strong>Game type: </strong>Strategy/dice-rolling<br><strong>Complexity: </strong>Low<br><strong>Lasts: </strong>30mins<br><strong>Designer: </strong>Richard Garfield<br><strong>Publisher: </strong>Iello<br><strong>Play if you enjoy: </strong>King of Tokyo, Bang!</p></div></div><p>So far, so familiar. </p><p>The one new wrinkle in King of Tokyo: Godzilla's gameplay is the use of Event cards. These enter play when placed into the power card marketplace. Every Event comes with an effect that impacts all monsters for the duration that the card remains in play, as well as a discard ability. Players can purchase the Event with energy and discard it, gaining some kind of benefit. </p><p>While this is the game's major change, it's not the only addition. Another way that King of Tokyo: Godzilla stands out is its premium wooden components. The dice, and energy markers are all made of wood, and even the cardboard standees are built from sturdier material than other games in the series. While King of Tokyo: Godzilla isn’t billed as a premium edition, it certainly feels like one solely due to the quality of the game components. </p><h2 id="be-prepared">Be prepared</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CLg2sibiA7ue3DigxSbkGm" name="King of Tokyo" alt="A monster card and dice on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/CLg2sibiA7ue3DigxSbkGm.jpg" mos="" align="middle" fullscreen="" width="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/Christian Hoffer)</span></figcaption></figure><p>King of Tokyo: Godzilla’s gameplay is precisely the same as the base version of King of Tokyo, so your mileage will vary depending on how familiar you already are with that system. </p><p>Players take turns rolling a pool of six dice, setting aside the results they want to keep. You can usually re-roll your dice up to two times, and every result returns different effects. A monster footprint deals damage to other players, a heart restores life, energy symbols gain energy that can be used to purchase power cards, and victory point symbols score victory points (but only if a player gets three of the same number). If a player rolls three hearts, they can bypass the healing and opt to gain an evolution instead. It's nice and simple.</p><p>Outside of rolling dice, players also battle for control of Tokyo. You score victory points for entering the city and gain more for remaining in control of it at the start of your turn, so it's the prize everyone's got their eye on. This is where the game's strategy rears its head; while in Tokyo, a player’s attacks can target all other monsters, thus dealing waves of damage to each opponent. However, you'll also be the target of every other player’s attacks and can’t heal on your turn either. Because you can leave Tokyo at any time, you've got to weigh up risk versus reward. How long do you stay? </p><p>There's an added layer to contend with as well. If a player cedes control of Tokyo, whoever's turn is next will immediately enter the city, so you need to always be prepared for the potential of taking a round of attacks from others. There's more to juggle than you might think.</p><div  class="fancy-box"><div class="fancy_box-title">King of the monsters</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="CUmzndQYS28bSwk58vvBHi" name="King of Tokyo" caption="" alt="King of Tokyo: Duel Space Penguin place mat with a life counter and board beside it" src="https://cdn.mos.cms.futurecdn.net/CUmzndQYS28bSwk58vvBHi.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: Future/Benjamin Abbott)</span></figcaption></figure><p class="fancy-box__body-text">This is just one of many games in the King of Tokyo franchise, not to mention countless expansions. Besides the original, there's a 2-player variant (Duel) and a co-op alternative (King of Monster Island). These are typically available at a discount <a data-analytics-id="inline-link" href="https://www.amazon.com/IELLO-Two-Player-Tactical-Monster-Strategy/dp/B0D5DMJ6XG?th=1" target="_blank">via Amazon</a>.</p></div></div><p>Gameplay continues until one of two victory conditions are met. Either a player gains 20 victory points or one player is the last monster standing. I’ll note that in all my years playing King of Tokyo, I’ve never seen a game go until 20 victory points. That’s not to say that it can’t happen, but it’s far more likely that the game becomes an all-out monster brawl instead of a strategic race for victory points. </p><p>While King of Tokyo: Godzilla isn’t technically a party game, it’s enjoyed best in large groups. The game can be quite chaotic and a lot of the game is outside of a player’s control. Sure, players can take advantage of power cards and evolution cards, but there’s no way to mitigate bad dice rolls, and there’s few ways to block damage. The key to enjoying the game is to just embrace the chaos – you’re not going to win every game of King of Tokyo, but if you don’t take it too seriously, you’ll have a good time. </p><h3 class="article-body__section" id="section-should-you-buy-king-of-tokyo-godzilla"><span>Should you buy King of Tokyo: Godzilla?</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jMVHFjr2WPUwHEiwpifPaF" name="King of Tokyo" alt="Multiple King of Tokyo: Godzilla tokens and cards on a wooden surface, with a cat visible in the background" src="https://cdn.mos.cms.futurecdn.net/jMVHFjr2WPUwHEiwpifPaF.jpg" mos="" align="middle" fullscreen="" width="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/Christian Hoffer)</span></figcaption></figure><p>King of Tokyo: Godzilla is essentially a premium version of King of Tokyo. It has better components, better artwork, and actual recognizable monsters instead of generic homages to different sci-fi movies. </p><p>However, it’s still King of Tokyo, one of the more popular board games released over the past 20 years. If you have a base version of King of Tokyo, this version features a few new mechanics found in various expansions. If you’re a King of Tokyo fanatic, all this game offers is some new monsters and a single new novel mechanic.</p><p>Still, this was an easy buy for me. My family loves King of Tokyo and Godzilla, so this was a day one purchase for me. The artwork is fantastic and gives the game a very unique vibe that, when coupled with the premium components, makes this game feel a bit different from the base version. Even my veteran board game group ooohed and ahhed when I pulled this game out, precisely because it looks and feels so nice. So, if you like Godzilla or want a premium King of Tokyo experience, this game is definitely for you. </p><h2 id="buy-it-if">Buy it if...</h2><div class="product"><p><strong>✅ You adore Godzilla, and haven't played King of Tokyo before (or not much, anyway): </strong>This version retains everything great about the franchise while adding in some of fiction's most recognizable kaiju.<br><br><strong>✅ You want a premium version of King of Tokyo: </strong>The feel of this game's components are a real step up from previous entries.</p></div><h2 id="don-39-t-buy-it-if">Don't buy it if...</h2><div class="product"><p><strong>❌ You've played King of Tokyo a lot, and want something new: </strong>This version doesn't add a whole lot to proceedings.<br><br><strong>❌ You hate luck-based games: </strong>There's strategy to King of Tokyo, but luck of the roll plays a huge part too.</p></div><p><em>Looking for another new spin on an old favorite? </em><a href="https://www.gamesradar.com/games/board-games/horrified-dungeons-and-dragons-ravenloft-review/"><em>Horrified: Ravenloft is a slam-dunk for D&D fans, but innovation is starting to be 'mist'.</em></a></p><p>This copy of the game was bought by the reviewer. For more details on our process, see this guide on <a href="https://www.gamesradar.com/tabletop-gaming/how-we-test-board-games-at-gamesradar/">how we test board games</a> or the <a href="https://www.gamesradar.com/reviews-policy/">GamesRadar+ reviews policy</a>.</p>
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                                                            <title><![CDATA[ Plain is the name of the game for the Orzly Carrying Case, but this impressive Switch 2 accessory is proof that looks can be deceiving ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Orzly has been knocking out cases since the original Nintendo Switch was all we knew. For years, the brand has provided options for those who want more color variety, plenty of game and accessory storage, and a way to protect and carry their pricey Ninty tech without spending more than they have to. </p><p>When the new generation of Ninty tech arrived, naturally so did a new Orzly case, and I was eager to see if it would take the <a href="https://www.gamesradar.com/hardware/best-nintendo-switch-2-cases/">best Nintendo Switch 2 case</a> crown. While the brand hasn't rocked the boat with new dramatic changes, the Carrying Case for the Nintendo Switch 2 is proof that Orzly remains the same budget-friendly kings of cases this generation as it did the last.</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="gZTpGUHPTmmCF8kS2VFKHY" name="orzly2-3" alt="Photo of three Orzly Carrying Cases for Nintendo Switch 2 sitting on a table." src="https://cdn.mos.cms.futurecdn.net/gZTpGUHPTmmCF8kS2VFKHY.jpg" mos="" align="middle" fullscreen="" width="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 design of the Orzly Carrying Case is ripe for customization.<br><br>There are no large, garish logos plastered everywhere. Instead, the case features a glossy exterior with an embossed rectangular space in the center and tiny 'Orzly' branding towards the bottom right corner, and that's it. Not to mention, it's available in a huge variety of plain colors, so you have your pick of a base for whatever your artistic heart desires. </p><p>Throughout my time testing the clamshell case, I had to constantly fight down the urge to grab my acrylic paint pens and give it a makeover. I wanted to ensure it looked exactly how it would arrive at your door in my photos, should you choose to get one for yourself. However, I must admit, it wasn't easy to keep that restraint.</p><p>While the design of this case may be so simple that it feels like an open canvas for customizability, it still looks great. I was provided with a black, Poke, and blue version for review, but gravitated towards the black colorway for its sleek and professional appearance. The 'Poke' version is definitely a runner-up for my favorite colorway, as it opts for a red and black color combo that's more subtle than official Pokemon cases I've tested.</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="jiZzyepWRXJVvTE7SNXVSY" name="orzly2-2" alt="Photo of the inside of the Orzly Carrying Case for Nintendo Switch 2." src="https://cdn.mos.cms.futurecdn.net/jiZzyepWRXJVvTE7SNXVSY.jpg" mos="" align="middle" fullscreen="" width="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>Orzly doesn't just keep the exterior of the case plain and simple. The inside features space for the handheld, some games, and accessories, and that's pretty much all you get - but that's not a bad thing.</p><p>Orzly keeps things simple, but spacious. The interior of the case includes a fabric mesh pocket which can be fully zipped closed to keep the smallest of accessories from going missing. Behind this lies an empty pocket of space which would be ideal for gaming manuals, if they were still a thing. If you do happen to be someone who keeps physical notes on your Ninty games, you could use it for that too.</p><p>While the upper portion is where you'll find the accessory storage, the bottom is where you'll find space for both the handheld and some physical games. The case is moulded perfectly for the Switch 2, and includes a velvet-like fabric coating that helps protect against general wear and tear. The center of this moulded interior includes a velcro strap which is designed to adhere to a flap of fabric that sits above the console to keep it secure, and to give you a place to store up to 21 games in total.</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="MPhASaiV2He7YwEFdto7SY" name="orzly2-5" alt="Photo of the inside storage of the Orzly Carrying Case for Nintendo Switch 2." src="https://cdn.mos.cms.futurecdn.net/MPhASaiV2He7YwEFdto7SY.jpg" mos="" align="middle" fullscreen="" width="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>During the weeks I used the Orzly accessory to protect and carry around my precious Switch 2, it was this spacious storage that impressed me the most. </p><p>Often, cases that include a fabric mesh pocket designed for accessory storage aren't actually that advisable to use. That's because overloading it with controller parts and spare <a href="https://www.gamesradar.com/hardware/the-best-nintendo-switch-2-micro-sd-express-cards/">Switch 2 microSD Express Cards</a> can result in unwanted pressure being forced up against the display of your handheld during travel. However, Orzly gets around this as the carrying case includes a deep-set upper portion that allows plenty of space to float between whatever you choose to store and your Switch 2 below.</p><p>Rather than feeling like I was zipping up a ready-to-burst suitcase, closing the accessory each day left me feeling reassured that my tech was safe and away from harm. I will say, though, that the stress of worrying about an overloaded accessory pocket made me pack light, which likely helped further negate any undue stress on the display. During the entirety of testing, I made sure to only pack a spare set of Joy-Con 2 rails, a stylus touch pen, and a packet of four spare thumb grips with me any time.<br><br>My only annoyance with the case comes down to those extra designs I was provided with for review. I primarily kept to testing the black colorway, and so I assumed it'd have a black interior. However, even the lovely vivid sky blue version shared the same insides, which was a little boring. If I was opting for a colorful Switch 2 case, I'd hope that the interior was just as interesting to look at. Though there's every chance the plain black insides are what help keep the Orzly Carrying Case and all its many color options so affordable at $29.99, and less when there are sales abound.</p><h2 class="article-body__section" id="section-should-you-buy-the-orzly-carrying-case-for-the-nintendo-switch-2"><span>Should you buy the Orzly Carrying Case for the Nintendo Switch 2?</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="yfhDa4fqiLAfzzWCWYWMFY" name="orzly2-4" alt="Photo of the zips of the Orzly Carrying Case for Nintendo Switch 2." src="https://cdn.mos.cms.futurecdn.net/yfhDa4fqiLAfzzWCWYWMFY.jpg" mos="" align="middle" fullscreen="" width="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 Orzly Carrying Case isn't draped in colorful, officially licensed art of Mario and friends, nor does it boast flashy features like the best Switch 2 case champion, the <a href="https://www.gamesradar.com/hardware/accessories/belkin-charging-case-pro-review/">Belkin Charging Case Pro</a>. Yet, if you have a $30 / £20 budget and don't want to spend a penny more, it's this case that I'd recommend, with one little caveat.</p><p>The spacious interior I lauded earlier means that this is bulkier than your garden-variety hardshell option. If you're light on space enough as it is, the <a href="https://www.gamesradar.com/platforms/nintendo-switch-2/this-nintendo-switch-2-case-drops-one-feature-but-id-argue-that-makes-it-far-safer/">PowerA Slim Case</a> is going to be a better fit, and it's $19.99 / £9.99, so it's even cheaper too. You will have to be okay with negating the existence of accessory storage altogether, but it remains the go-to option if you're already Tetris-ing the contents of your backpack as you game on the go.</p><p>If you can facilitate the added bulk and want a huge variety of color options to suit your Switch 2 setup aesthetic needs, this Orzly case is a winner. It's also one of those cases that's prime discount fodder when the biggest sales events come around, so you're bound to find it at an even more agreeable price point too.</p><h2 class="article-body__section" id="section-how-i-tested-the-orzly-carrying-case-for-the-nintendo-switch-2"><span>How I tested the Orzly Carrying Case for the Nintendo Switch 2</span></h2><p>For this review, I was sent three different colorways of the Orzly Carrying Case for the Nintendo Switch 2 to sample, but I spent most of my time testing out the black version. During a two-week period, the case became my main method of carrying the handheld with me wherever I went, whether that was from room to room in my house, into the city center, or just to a friend's for some co-op gaming. I also made sure to take advantage of and test its accessory storage by placing a range of physical games and smaller handheld accessories inside. </p><p>For more information on how we test accessories for the Nintendo Switch 2, check out our full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware policy</a>.</p><p><em>I've also rounded up 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/the-best-nintendo-switch-2-micro-sd-express-cards/"><em>best Nintendo Switch microSD Express Cards</em></a><em>, and the </em><a href="https://www.gamesradar.com/hardware/the-best-nintendo-switch-2-cameras/"><em>best Nintendo Switch 2 cameras</em></a><em> if you're on the hunt for more top-tier Ninty accessories.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/accessories/orzly-carrying-case-for-switch2-review/</link>
                                                                            <description>
                            <![CDATA[ The Orzly Carrying Case for Nintendo Switch 2 is as plain as Switch 2 cases come, but don't let looks deceive you from this spacious, high-quality accessory. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Wed, 02 Sep 2026 12:12:41 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Accessories]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Hardware]]></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.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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                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/yFiQTcKvzbwDwnc3oriMU5-1280-80.jpg">
                                                            <media:credit><![CDATA[Future/Rosalie Newcombe]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Photo of the black Orzly Carrying Case for Nintendo Switch 2.]]></media:description>                                                            <media:text><![CDATA[Photo of the black Orzly Carrying Case for Nintendo Switch 2.]]></media:text>
                                <media:title type="plain"><![CDATA[Photo of the black Orzly Carrying Case for Nintendo Switch 2.]]></media:title>
                                                    </media:content>
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                            <![CDATA[
                            <article>
                                <p>Orzly has been knocking out cases since the original Nintendo Switch was all we knew. For years, the brand has provided options for those who want more color variety, plenty of game and accessory storage, and a way to protect and carry their pricey Ninty tech without spending more than they have to. </p><p>When the new generation of Ninty tech arrived, naturally so did a new Orzly case, and I was eager to see if it would take the <a href="https://www.gamesradar.com/hardware/best-nintendo-switch-2-cases/">best Nintendo Switch 2 case</a> crown. While the brand hasn't rocked the boat with new dramatic changes, the Carrying Case for the Nintendo Switch 2 is proof that Orzly remains the same budget-friendly kings of cases this generation as it did the last.</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="gZTpGUHPTmmCF8kS2VFKHY" name="orzly2-3" alt="Photo of three Orzly Carrying Cases for Nintendo Switch 2 sitting on a table." src="https://cdn.mos.cms.futurecdn.net/gZTpGUHPTmmCF8kS2VFKHY.jpg" mos="" align="middle" fullscreen="" width="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 design of the Orzly Carrying Case is ripe for customization.<br><br>There are no large, garish logos plastered everywhere. Instead, the case features a glossy exterior with an embossed rectangular space in the center and tiny 'Orzly' branding towards the bottom right corner, and that's it. Not to mention, it's available in a huge variety of plain colors, so you have your pick of a base for whatever your artistic heart desires. </p><p>Throughout my time testing the clamshell case, I had to constantly fight down the urge to grab my acrylic paint pens and give it a makeover. I wanted to ensure it looked exactly how it would arrive at your door in my photos, should you choose to get one for yourself. However, I must admit, it wasn't easy to keep that restraint.</p><p>While the design of this case may be so simple that it feels like an open canvas for customizability, it still looks great. I was provided with a black, Poke, and blue version for review, but gravitated towards the black colorway for its sleek and professional appearance. The 'Poke' version is definitely a runner-up for my favorite colorway, as it opts for a red and black color combo that's more subtle than official Pokemon cases I've tested.</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="jiZzyepWRXJVvTE7SNXVSY" name="orzly2-2" alt="Photo of the inside of the Orzly Carrying Case for Nintendo Switch 2." src="https://cdn.mos.cms.futurecdn.net/jiZzyepWRXJVvTE7SNXVSY.jpg" mos="" align="middle" fullscreen="" width="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>Orzly doesn't just keep the exterior of the case plain and simple. The inside features space for the handheld, some games, and accessories, and that's pretty much all you get - but that's not a bad thing.</p><p>Orzly keeps things simple, but spacious. The interior of the case includes a fabric mesh pocket which can be fully zipped closed to keep the smallest of accessories from going missing. Behind this lies an empty pocket of space which would be ideal for gaming manuals, if they were still a thing. If you do happen to be someone who keeps physical notes on your Ninty games, you could use it for that too.</p><p>While the upper portion is where you'll find the accessory storage, the bottom is where you'll find space for both the handheld and some physical games. The case is moulded perfectly for the Switch 2, and includes a velvet-like fabric coating that helps protect against general wear and tear. The center of this moulded interior includes a velcro strap which is designed to adhere to a flap of fabric that sits above the console to keep it secure, and to give you a place to store up to 21 games in total.</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="MPhASaiV2He7YwEFdto7SY" name="orzly2-5" alt="Photo of the inside storage of the Orzly Carrying Case for Nintendo Switch 2." src="https://cdn.mos.cms.futurecdn.net/MPhASaiV2He7YwEFdto7SY.jpg" mos="" align="middle" fullscreen="" width="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>During the weeks I used the Orzly accessory to protect and carry around my precious Switch 2, it was this spacious storage that impressed me the most. </p><p>Often, cases that include a fabric mesh pocket designed for accessory storage aren't actually that advisable to use. That's because overloading it with controller parts and spare <a href="https://www.gamesradar.com/hardware/the-best-nintendo-switch-2-micro-sd-express-cards/">Switch 2 microSD Express Cards</a> can result in unwanted pressure being forced up against the display of your handheld during travel. However, Orzly gets around this as the carrying case includes a deep-set upper portion that allows plenty of space to float between whatever you choose to store and your Switch 2 below.</p><p>Rather than feeling like I was zipping up a ready-to-burst suitcase, closing the accessory each day left me feeling reassured that my tech was safe and away from harm. I will say, though, that the stress of worrying about an overloaded accessory pocket made me pack light, which likely helped further negate any undue stress on the display. During the entirety of testing, I made sure to only pack a spare set of Joy-Con 2 rails, a stylus touch pen, and a packet of four spare thumb grips with me any time.<br><br>My only annoyance with the case comes down to those extra designs I was provided with for review. I primarily kept to testing the black colorway, and so I assumed it'd have a black interior. However, even the lovely vivid sky blue version shared the same insides, which was a little boring. If I was opting for a colorful Switch 2 case, I'd hope that the interior was just as interesting to look at. Though there's every chance the plain black insides are what help keep the Orzly Carrying Case and all its many color options so affordable at $29.99, and less when there are sales abound.</p><h2 class="article-body__section" id="section-should-you-buy-the-orzly-carrying-case-for-the-nintendo-switch-2"><span>Should you buy the Orzly Carrying Case for the Nintendo Switch 2?</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="yfhDa4fqiLAfzzWCWYWMFY" name="orzly2-4" alt="Photo of the zips of the Orzly Carrying Case for Nintendo Switch 2." src="https://cdn.mos.cms.futurecdn.net/yfhDa4fqiLAfzzWCWYWMFY.jpg" mos="" align="middle" fullscreen="" width="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 Orzly Carrying Case isn't draped in colorful, officially licensed art of Mario and friends, nor does it boast flashy features like the best Switch 2 case champion, the <a href="https://www.gamesradar.com/hardware/accessories/belkin-charging-case-pro-review/">Belkin Charging Case Pro</a>. Yet, if you have a $30 / £20 budget and don't want to spend a penny more, it's this case that I'd recommend, with one little caveat.</p><p>The spacious interior I lauded earlier means that this is bulkier than your garden-variety hardshell option. If you're light on space enough as it is, the <a href="https://www.gamesradar.com/platforms/nintendo-switch-2/this-nintendo-switch-2-case-drops-one-feature-but-id-argue-that-makes-it-far-safer/">PowerA Slim Case</a> is going to be a better fit, and it's $19.99 / £9.99, so it's even cheaper too. You will have to be okay with negating the existence of accessory storage altogether, but it remains the go-to option if you're already Tetris-ing the contents of your backpack as you game on the go.</p><p>If you can facilitate the added bulk and want a huge variety of color options to suit your Switch 2 setup aesthetic needs, this Orzly case is a winner. It's also one of those cases that's prime discount fodder when the biggest sales events come around, so you're bound to find it at an even more agreeable price point too.</p><h2 class="article-body__section" id="section-how-i-tested-the-orzly-carrying-case-for-the-nintendo-switch-2"><span>How I tested the Orzly Carrying Case for the Nintendo Switch 2</span></h2><p>For this review, I was sent three different colorways of the Orzly Carrying Case for the Nintendo Switch 2 to sample, but I spent most of my time testing out the black version. During a two-week period, the case became my main method of carrying the handheld with me wherever I went, whether that was from room to room in my house, into the city center, or just to a friend's for some co-op gaming. I also made sure to take advantage of and test its accessory storage by placing a range of physical games and smaller handheld accessories inside. </p><p>For more information on how we test accessories for the Nintendo Switch 2, check out our full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware policy</a>.</p><p><em>I've also rounded up 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/the-best-nintendo-switch-2-micro-sd-express-cards/"><em>best Nintendo Switch microSD Express Cards</em></a><em>, and the </em><a href="https://www.gamesradar.com/hardware/the-best-nintendo-switch-2-cameras/"><em>best Nintendo Switch 2 cameras</em></a><em> if you're on the hunt for more top-tier Ninty accessories.</em></p>
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                                                            <title><![CDATA[ The Blood of Dawnwalker review: "Despite clear Witcher 3 DNA, I wish this vampire RPG was messier" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Time is always passing in The Blood of Dawnwalker. Time is also always static in The Blood of Dawnwalker. In this vampiric RPG (vrakhiri in the parlance of the game), recently-turned half-vampire 'Dawnwalker' Coen is less concerned with managing his supply of blood from the living than he is thumbing his time tokens like chips at a casino. With 30 days on the clock until his family and village are slain in a blood magic coronation by Vale Sangora's new, invasive vampire overlord Brencis, you have to consider which quests you want to spend time on.</p><p>Coen's task is urgent, but nothing in the world is. With so many side-activities boiling down to running into groups of enemies, unceremoniously offing them, and handing over a chunk of your time meter, I'm constantly left wondering if what I'm doing is worthwhile and usually thinking it isn't. The Blood of Dawnwalker directly asks me to question what's worth my time in an open-world RPG, and I'm not sure it's going to like the answer.</p><h2 id="sucking-dry">Sucking dry</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="spy4bDQe3LnZ8hkgE5vVpn" name="SS_Dawnwalker_18_08_2026 20_53_04_1080" alt="Coen looks at the defiled grave of Crina's child in The Blood of Dawnwalker as he ponders whether to spend an hour helping her to re-bury the bones" src="https://cdn.mos.cms.futurecdn.net/spy4bDQe3LnZ8hkgE5vVpn.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rebel Wolves, Bandai Namco Entertainment)</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 3, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer: </strong>Rebel Wolves<br><strong>Publisher:</strong> Bandai Namco Entertainment</p></div></div><p><a href="https://www.gamesradar.com/games/rpg/the-blood-of-dawnwalker-big-preview-july-2026/"><u>A tight prologue leaves a better impression than the game that follows</u></a>. Set on the day of a perverted vrakhiri mass, Coen's fellow villagers must gather to swap blood with their vampire overlords like cattle. With you and your neighbors struggling, and desperate to fight back, you have to juggle a single day's worth of tasks to alter how that night plays out. Though, ultimately, <a href="https://www.gamesradar.com/games/action-rpg/the-blood-of-dawnwalker-star-was-slightly-too-excited-in-his-audition-to-veteran-witcher-3-and-cyberpunk-2077-devs-i-probably-shouldnt-have-looked-that-up/">fate will always see Coen accidentally changed into a Dawnwalker</a> and his village wreaked, its population enslaved.</p><p>Cue an almost <a href="https://www.gamesradar.com/legend-of-zelda-breath-of-the-wild-guide/"><u>The Legend of Zelda: Breath of the Wild</u></a> style loosening of the leash. Leaving the prologue and his village at the Northern tip of Vale Sangora, greater civilization and the province's castle from which Brencis rules is deeper in the south – enemies growing more deadly the further you explore. Nothing is gated off. Run all the way down avoiding murder boars to grab all the fast travel points if you want. A few leads at the village give you quests to pull at like a thread in order to grow more powerful and destabilize Brencis, but you don't need to do those right away or, indeed, ever. There's a dedication to letting you run wild I have to respect in The Blood of Dawnwalker.</p><p>Yet, without the focus of the prologue's tighter structure, there's every risk of The Blood of Dawnwalker quickly becoming a fairly aimless RPG as I poke and prod at what's worth spending time on. Curiosity leads me to follow will o' wisps through a series of combat encounters with angry wildlife, spending an hour opening a chest; clearing bandit camps and dedicating another hour to stuffing their loot into pockets; investigating the dead body of a woman near a pack of wolves to discover she was killed by wolves for… three hours. I only need so much loot, so once I've got solid gear I end up avoiding many of these activities that stack on time completing basic tasks for meager rewards. When leveling up beyond Coen's very basic skill upgrades costs both time and upgrade points as well, time isn't something I want to waste.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="z3sZWYTe42YYk9friDkEtG" name="SS_Dawnwalker   19_08_2026 15_29_46_1080" alt="Coen stands by a chest preparing to spend an hour opening it in The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/z3sZWYTe42YYk9friDkEtG.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rebel Wolves, Bandai Namco Entertainment)</span></figcaption></figure><p>Before long, I find that while time is important to Coen, for most of Vale Sangora it stretches on forever. Civilizians may cry out for aid throughout the map, but will do so endlessly until you choose to loop back and help them. Prisoner transports march up and down roads in a loop. Brencis' army ransacks the houses of those he has declared enemies for days and days. </p><p>Time is at a premium, but simultaneously there's very little sense of urgency, of true immersion that'll have you naturally wanting to plug in more time. Instead, I circle waypoints to determine if they're worth my time, backing off all too often when I discover it's a bandit camp, monster den, ancient circle, or haunting site, or any of the game's many tasks that involve killing a group of enemies and then opening up a chest. If I need some more loot, I can come back later. Often, I never do.</p><p>Despite some interesting worldbuilding with a historical folklore hook, and interesting supporting characters to match, questlines usually don't make the most of them. Even then, I'm sometimes left struggling to feel like they're worth Coen's time. One of the longer quests has me investigating a supernatural murder – it's one of the best in the game – but I still let out a little groan when all it got me was a new amulet to equip that was several degrees worse than the one I was already wearing. Unlike <a href="https://www.gamesradar.com/witcher-3-guide/"><u>The Witcher 3</u></a>, where almost every side-quest is a joy to complete just for the story, the presence of the time cost here undercuts the narrative addition. The Blood of Dawnwalker has turned me into a miser.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wa7T7mVmSF7oDsSq5uSoYF" name="SS_dawnwalker_prologue_hunger" alt="Coen is told he's a monster by someone off-screen in The Blood of Dawnwalker, with the option to have him give into his hunger" src="https://cdn.mos.cms.futurecdn.net/Wa7T7mVmSF7oDsSq5uSoYF.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rebel Wolves, Bandai Namco Entertainment)</span></figcaption></figure><p>The role-playing itself is a bit confused. Coen may have powers that use his mastery of blood, but the vampiric roleplay fantasy isn't a major factor in The Blood of Dawnwalker. Instead, I'm role-playing a careful market customer, walking the Vale and weighing up what's worth Coen's dwindling time. Coen is always well fed and thriving. Mention in the story is made to his urgent need to feed, but rarely backed up by gameplay mechanics. There's an interesting element that can replace his dialogue options with the urge to feed on blood when on your last segment of health, something that only happened to me once when circumstances forced it, because otherwise healing is so plentiful.</p><p>Sure, regaining health by feeding on foes in combat instead of using blood-based healing potions is a mechanic, but I'm never asked to consider that as making a moral compromise. There's a corruption meter that rises, unlocking the ability to upgrade vampire powers, but in my unreserved playthrough no downside to this is ever felt. There's simply no need for Coen to feed on innocents in the streets of Svartrau, no downside in play to the half-vampire he's become despite all the talk to the contrary. Something like Vampyr with its dense urban setting was constantly making me weigh up the moral decisions of bloodsucking. Here, it often just feels like Coen has superpowers without any negatives.</p><h2 id="dark-gift">Dark gift</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WYyb5taXaEzqCyAKdXvUVV" name="SS_dawnwalker_bloodsucking_fight" alt="Coen feeds on a Kobold mid-fight in The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/WYyb5taXaEzqCyAKdXvUVV.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rebel Wolves, Bandai Namco Entertainment)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Bug in a cage</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="yqTERH4YPxKJzsYrbKh6XG" name="SS_Dawnwalker   21_08_2026 14_28_21_1080" caption="" alt="Coen sits next to Anca in daylight in The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/yqTERH4YPxKJzsYrbKh6XG.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: Rebel Wolves, Bandai Namco Entertainment)</span></figcaption></figure><p class="fancy-box__body-text">A litany of bugs causing a few quests to not end properly also detracted from RPG immersion as I had to wrangle reloads to get them to play nice resulting in some unpleasant lost hours constantly redoing the same things. Some of these are planned to be patched, but I've not had time to test beyond the review build yet.</p></div></div><p>Using supernatural powers in fights are where these dark gifts are mostly felt. During the night, Coen can swap his sword for his claws if he wants, and unleash a variety of vampiric powers –from bloodsucking itself to a creepy blood scream or, my favorite, exploding an enemy like a crushed bloodbag. In daytime, he has access to witchcraft using runic symbols carved onto his skin (which are healed when he becomes a vampire at night, limiting them to this time of day), such as cursing foes with damage over time, or sending spirit birds flying at them.</p><p>Swordcraft abilities, meanwhile, can be used in either block of time, and are just as effective on any type of enemy, meaning even a ghoulish spirit or the final boss is humorously vulnerable to 'Dirty Trick', which has Coen hurl pocket sand at an opponent to blind them for a few free hits. Both vampire powers and witchcraft come with a health cost to use (and both can be upgraded to allow you to get health back), meaning outside of there being different skilltrees to spend points and precious time on, they don't actually feel that different to use. Especially as the best weapons seem to be swords anyway.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Jifp2FShT29THLVwouWnUV" name="SS_dawnwalker_blocking_fight" alt="Coen fights ghouls in The Blood of Dawnwalker, blocking an attack" src="https://cdn.mos.cms.futurecdn.net/Jifp2FShT29THLVwouWnUV.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rebel Wolves, Bandai Namco Entertainment)</span></figcaption></figure><p>Omni-blocking without a direction input always works, but reduces Coen's stamina, whereas perfectly timing a block in the incoming direction – displayed on a marker – makes that block free while opening them up to damage. Similarly, Coen can direct his own strikes, mix-ups making it tougher for enemies to block, and an early unlock meaning perfect blocks then display a perfect strike follow-up direction that deals critical damage. This can all get a bit muddled in fights with large groups thanks to a tetchy lock-on, and the fact that you're both blocking and moving with the same analogue stick.</p><p>In duels, directional combat can work well, though <a href="https://www.gamesradar.com/games/action-rpg/the-blood-of-dawnwalker-director-compares-the-rpgs-excellent-fantasy-combat-to-max-payne-and-guitar-hero-oh-god-it-was-a-lot-of-iteration/">once you get used to the timing and input it makes even tough battles very doable</a> at the cost of your own time as you wear down big health bars in a war of attrition. And expect to do a lot of fighting – they form the bulk of most quests. Even when I thought I'd be smart and knock out some key enemies early from appearing later on, the major questline in which this was a factor just replaced those boss battles with waves of regular enemies instead, which to be honest are just as tiresome to deal with and maybe more annoying.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Ucpec684c8ErJXbcCXneS6" name="SS_dawnwalker_st_trynas_wall_hang" alt="Coen hangs off the belltower in St Tryna's Convent in The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/Ucpec684c8ErJXbcCXneS6.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rebel Wolves, Bandai Namco Entertainment)</span></figcaption></figure><p>Much of The Blood of Dawnwalker feels like The Witcher 3 to control through combat, exploration, and even navigating its weight-based inventory (developer Rebel Wolves includes veteran staff who worked on The Witcher 3, so that makes sense). Curiously, Coen's heavy movement feels closer to Geralt's pre-patch movement (which remains in that game as a toggle if you want it).</p><div><blockquote><p>For an RPG that keeps telling me that it matters I've been cursed to be a vampire, it feels all too frictionless and forgiving.</p></blockquote></div><p>At times, this can be annoying as Coen's rooftop maneuvers with his vampire powers mean it's easy for his heavy momentum to have him jog off a ledge or wall. It's hard to get too irked, though, thanks to quick saves and a janky vibe to all supernatural traversal that you just have to accept. Walking on walls is a nice idea, but this is sluggish and best avoided except for when you absolutely need to bamf Nightcrawler-style up heights to progress. A handful of activities, in the city mostly, are locked behind this nighttime traversal style by virtue of an epidemic of unlocked balcony doors.</p><p>For an RPG that keeps telling me that it matters I've been cursed to be a vampire, and constantly has a clock hanging over my every move, The Blood of Dawnwalker feels too frictionless and forgiving once you get used to its almost theme park-like static nature. Disco Elysium is also an RPG with limited time that passes as you take actions, but there those small increments and its dialogue make you conscious of it slipping through your fingers. The Blood of Dawnwalker's larger increments, and clear signposting of insubstantial rewards, instead turns me away from getting lost within 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="A2XjxizG8H4wjrHxQLSch8" name="SS_Dawnwalker_lacra_wisps_2" alt="Will o' Wisps surround Lacra in The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/A2XjxizG8H4wjrHxQLSch8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rebel Wolves, Bandai Namco Entertainment)</span></figcaption></figure><p><a href="https://www.gamesradar.com/games/action-rpg/we-miss-when-genre-wasnt-a-thing-say-the-blood-of-dawnwalker-devs-making-their-dream-rpg-we-want-to-have-our-own-identity/">The Blood of Dawnwalker is an ambitious concept</a>, but the implementation is so straightforward, activities and quests so basic, that it feels like an all too simplistic approach to getting it all to work on paper. Games like <a href="https://www.gamesradar.com/games/rpg/gothic-1-remake-what-to-do-first/"><u>Gothic 1 Remake</u></a>, <a href="https://www.gamesradar.com/uk/disco-elysium/"><u>Disco Elysium</u></a>, or <a href="https://www.gamesradar.com/games/action-rpg/kingdom-come-deliverance-2-tips/"><u>Kingdom Come: Deliverance 2</u></a> revel in a weirdness and unfriendliness that make them memorable and interesting, the act of trying to figure out what they even <em>are</em> is a compelling hook for a first playthrough. All too soon after Coen takes his first steps out of the prologue I <em>get</em> The Blood of Dawnwalker, I know <em>exactly </em>what to expect from its skilltrees and rudimentary activity icons across its map, even if it's up to me to thread those simple adventures into a shape of my own. What I <em>don't </em>get is what Rebel Wolves want me to take away from that, bending unexpected design choices into an RPG shape that's all too expected.</p><p>So much of this RPG is repetitive I can't imagine having much fun playing it again for a different build, or to make different choices, as it often feels like you'd just be doing the same thing anyway. There's plenty of time to sample most of the main questlines before you reach a point of no return. Like a vampire's victim I feel compelled to say the obvious – enough works in The Blood of Dawnwalker that I'd be thrilled to see bigger swings taken with a sequel should it prove immortal enough. As it stands, there's not much reason to lift the coffin lid just yet.</p><p>The Blood of Dawnwalker was reviewed on PC, with a code provided by the publisher.</p><p><em>Thirsting for more blood? Our </em><a href="https://www.gamesradar.com/best-arpgs/"><em>best action RPGs</em></a><em> list will tempt you!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action-rpg/the-blood-of-dawnwalker-review/</link>
                                                                            <description>
                            <![CDATA[ For an RPG that keeps telling me that it matters I've been cursed to be a vampire, it feels all too frictionless and forgiving ]]>
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                                                                        <pubDate>Mon, 31 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 01 Sep 2026 11:23:36 +0000</updated>
                                                                                                                                            <category><![CDATA[Action RPGs]]></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.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[Rebel Wolves, Bandai Namco Entertainment]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Coen feeds from someone&#039;s arm in The Blood of Dawnwalker with his white eyes wide and jagged teeth, cropped for a tighter view]]></media:description>                                                            <media:text><![CDATA[Coen feeds from someone&#039;s arm in The Blood of Dawnwalker with his white eyes wide and jagged teeth, cropped for a tighter view]]></media:text>
                                <media:title type="plain"><![CDATA[Coen feeds from someone&#039;s arm in The Blood of Dawnwalker with his white eyes wide and jagged teeth, cropped for a tighter view]]></media:title>
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                                <p>Time is always passing in The Blood of Dawnwalker. Time is also always static in The Blood of Dawnwalker. In this vampiric RPG (vrakhiri in the parlance of the game), recently-turned half-vampire 'Dawnwalker' Coen is less concerned with managing his supply of blood from the living than he is thumbing his time tokens like chips at a casino. With 30 days on the clock until his family and village are slain in a blood magic coronation by Vale Sangora's new, invasive vampire overlord Brencis, you have to consider which quests you want to spend time on.</p><p>Coen's task is urgent, but nothing in the world is. With so many side-activities boiling down to running into groups of enemies, unceremoniously offing them, and handing over a chunk of your time meter, I'm constantly left wondering if what I'm doing is worthwhile and usually thinking it isn't. The Blood of Dawnwalker directly asks me to question what's worth my time in an open-world RPG, and I'm not sure it's going to like the answer.</p><h2 id="sucking-dry">Sucking dry</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="spy4bDQe3LnZ8hkgE5vVpn" name="SS_Dawnwalker_18_08_2026 20_53_04_1080" alt="Coen looks at the defiled grave of Crina's child in The Blood of Dawnwalker as he ponders whether to spend an hour helping her to re-bury the bones" src="https://cdn.mos.cms.futurecdn.net/spy4bDQe3LnZ8hkgE5vVpn.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rebel Wolves, Bandai Namco Entertainment)</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 3, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer: </strong>Rebel Wolves<br><strong>Publisher:</strong> Bandai Namco Entertainment</p></div></div><p><a href="https://www.gamesradar.com/games/rpg/the-blood-of-dawnwalker-big-preview-july-2026/"><u>A tight prologue leaves a better impression than the game that follows</u></a>. Set on the day of a perverted vrakhiri mass, Coen's fellow villagers must gather to swap blood with their vampire overlords like cattle. With you and your neighbors struggling, and desperate to fight back, you have to juggle a single day's worth of tasks to alter how that night plays out. Though, ultimately, <a href="https://www.gamesradar.com/games/action-rpg/the-blood-of-dawnwalker-star-was-slightly-too-excited-in-his-audition-to-veteran-witcher-3-and-cyberpunk-2077-devs-i-probably-shouldnt-have-looked-that-up/">fate will always see Coen accidentally changed into a Dawnwalker</a> and his village wreaked, its population enslaved.</p><p>Cue an almost <a href="https://www.gamesradar.com/legend-of-zelda-breath-of-the-wild-guide/"><u>The Legend of Zelda: Breath of the Wild</u></a> style loosening of the leash. Leaving the prologue and his village at the Northern tip of Vale Sangora, greater civilization and the province's castle from which Brencis rules is deeper in the south – enemies growing more deadly the further you explore. Nothing is gated off. Run all the way down avoiding murder boars to grab all the fast travel points if you want. A few leads at the village give you quests to pull at like a thread in order to grow more powerful and destabilize Brencis, but you don't need to do those right away or, indeed, ever. There's a dedication to letting you run wild I have to respect in The Blood of Dawnwalker.</p><p>Yet, without the focus of the prologue's tighter structure, there's every risk of The Blood of Dawnwalker quickly becoming a fairly aimless RPG as I poke and prod at what's worth spending time on. Curiosity leads me to follow will o' wisps through a series of combat encounters with angry wildlife, spending an hour opening a chest; clearing bandit camps and dedicating another hour to stuffing their loot into pockets; investigating the dead body of a woman near a pack of wolves to discover she was killed by wolves for… three hours. I only need so much loot, so once I've got solid gear I end up avoiding many of these activities that stack on time completing basic tasks for meager rewards. When leveling up beyond Coen's very basic skill upgrades costs both time and upgrade points as well, time isn't something I want to waste.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="z3sZWYTe42YYk9friDkEtG" name="SS_Dawnwalker   19_08_2026 15_29_46_1080" alt="Coen stands by a chest preparing to spend an hour opening it in The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/z3sZWYTe42YYk9friDkEtG.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rebel Wolves, Bandai Namco Entertainment)</span></figcaption></figure><p>Before long, I find that while time is important to Coen, for most of Vale Sangora it stretches on forever. Civilizians may cry out for aid throughout the map, but will do so endlessly until you choose to loop back and help them. Prisoner transports march up and down roads in a loop. Brencis' army ransacks the houses of those he has declared enemies for days and days. </p><p>Time is at a premium, but simultaneously there's very little sense of urgency, of true immersion that'll have you naturally wanting to plug in more time. Instead, I circle waypoints to determine if they're worth my time, backing off all too often when I discover it's a bandit camp, monster den, ancient circle, or haunting site, or any of the game's many tasks that involve killing a group of enemies and then opening up a chest. If I need some more loot, I can come back later. Often, I never do.</p><p>Despite some interesting worldbuilding with a historical folklore hook, and interesting supporting characters to match, questlines usually don't make the most of them. Even then, I'm sometimes left struggling to feel like they're worth Coen's time. One of the longer quests has me investigating a supernatural murder – it's one of the best in the game – but I still let out a little groan when all it got me was a new amulet to equip that was several degrees worse than the one I was already wearing. Unlike <a href="https://www.gamesradar.com/witcher-3-guide/"><u>The Witcher 3</u></a>, where almost every side-quest is a joy to complete just for the story, the presence of the time cost here undercuts the narrative addition. The Blood of Dawnwalker has turned me into a miser.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wa7T7mVmSF7oDsSq5uSoYF" name="SS_dawnwalker_prologue_hunger" alt="Coen is told he's a monster by someone off-screen in The Blood of Dawnwalker, with the option to have him give into his hunger" src="https://cdn.mos.cms.futurecdn.net/Wa7T7mVmSF7oDsSq5uSoYF.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rebel Wolves, Bandai Namco Entertainment)</span></figcaption></figure><p>The role-playing itself is a bit confused. Coen may have powers that use his mastery of blood, but the vampiric roleplay fantasy isn't a major factor in The Blood of Dawnwalker. Instead, I'm role-playing a careful market customer, walking the Vale and weighing up what's worth Coen's dwindling time. Coen is always well fed and thriving. Mention in the story is made to his urgent need to feed, but rarely backed up by gameplay mechanics. There's an interesting element that can replace his dialogue options with the urge to feed on blood when on your last segment of health, something that only happened to me once when circumstances forced it, because otherwise healing is so plentiful.</p><p>Sure, regaining health by feeding on foes in combat instead of using blood-based healing potions is a mechanic, but I'm never asked to consider that as making a moral compromise. There's a corruption meter that rises, unlocking the ability to upgrade vampire powers, but in my unreserved playthrough no downside to this is ever felt. There's simply no need for Coen to feed on innocents in the streets of Svartrau, no downside in play to the half-vampire he's become despite all the talk to the contrary. Something like Vampyr with its dense urban setting was constantly making me weigh up the moral decisions of bloodsucking. Here, it often just feels like Coen has superpowers without any negatives.</p><h2 id="dark-gift">Dark gift</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WYyb5taXaEzqCyAKdXvUVV" name="SS_dawnwalker_bloodsucking_fight" alt="Coen feeds on a Kobold mid-fight in The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/WYyb5taXaEzqCyAKdXvUVV.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rebel Wolves, Bandai Namco Entertainment)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Bug in a cage</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="yqTERH4YPxKJzsYrbKh6XG" name="SS_Dawnwalker   21_08_2026 14_28_21_1080" caption="" alt="Coen sits next to Anca in daylight in The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/yqTERH4YPxKJzsYrbKh6XG.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: Rebel Wolves, Bandai Namco Entertainment)</span></figcaption></figure><p class="fancy-box__body-text">A litany of bugs causing a few quests to not end properly also detracted from RPG immersion as I had to wrangle reloads to get them to play nice resulting in some unpleasant lost hours constantly redoing the same things. Some of these are planned to be patched, but I've not had time to test beyond the review build yet.</p></div></div><p>Using supernatural powers in fights are where these dark gifts are mostly felt. During the night, Coen can swap his sword for his claws if he wants, and unleash a variety of vampiric powers –from bloodsucking itself to a creepy blood scream or, my favorite, exploding an enemy like a crushed bloodbag. In daytime, he has access to witchcraft using runic symbols carved onto his skin (which are healed when he becomes a vampire at night, limiting them to this time of day), such as cursing foes with damage over time, or sending spirit birds flying at them.</p><p>Swordcraft abilities, meanwhile, can be used in either block of time, and are just as effective on any type of enemy, meaning even a ghoulish spirit or the final boss is humorously vulnerable to 'Dirty Trick', which has Coen hurl pocket sand at an opponent to blind them for a few free hits. Both vampire powers and witchcraft come with a health cost to use (and both can be upgraded to allow you to get health back), meaning outside of there being different skilltrees to spend points and precious time on, they don't actually feel that different to use. Especially as the best weapons seem to be swords anyway.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Jifp2FShT29THLVwouWnUV" name="SS_dawnwalker_blocking_fight" alt="Coen fights ghouls in The Blood of Dawnwalker, blocking an attack" src="https://cdn.mos.cms.futurecdn.net/Jifp2FShT29THLVwouWnUV.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rebel Wolves, Bandai Namco Entertainment)</span></figcaption></figure><p>Omni-blocking without a direction input always works, but reduces Coen's stamina, whereas perfectly timing a block in the incoming direction – displayed on a marker – makes that block free while opening them up to damage. Similarly, Coen can direct his own strikes, mix-ups making it tougher for enemies to block, and an early unlock meaning perfect blocks then display a perfect strike follow-up direction that deals critical damage. This can all get a bit muddled in fights with large groups thanks to a tetchy lock-on, and the fact that you're both blocking and moving with the same analogue stick.</p><p>In duels, directional combat can work well, though <a href="https://www.gamesradar.com/games/action-rpg/the-blood-of-dawnwalker-director-compares-the-rpgs-excellent-fantasy-combat-to-max-payne-and-guitar-hero-oh-god-it-was-a-lot-of-iteration/">once you get used to the timing and input it makes even tough battles very doable</a> at the cost of your own time as you wear down big health bars in a war of attrition. And expect to do a lot of fighting – they form the bulk of most quests. Even when I thought I'd be smart and knock out some key enemies early from appearing later on, the major questline in which this was a factor just replaced those boss battles with waves of regular enemies instead, which to be honest are just as tiresome to deal with and maybe more annoying.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Ucpec684c8ErJXbcCXneS6" name="SS_dawnwalker_st_trynas_wall_hang" alt="Coen hangs off the belltower in St Tryna's Convent in The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/Ucpec684c8ErJXbcCXneS6.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rebel Wolves, Bandai Namco Entertainment)</span></figcaption></figure><p>Much of The Blood of Dawnwalker feels like The Witcher 3 to control through combat, exploration, and even navigating its weight-based inventory (developer Rebel Wolves includes veteran staff who worked on The Witcher 3, so that makes sense). Curiously, Coen's heavy movement feels closer to Geralt's pre-patch movement (which remains in that game as a toggle if you want it).</p><div><blockquote><p>For an RPG that keeps telling me that it matters I've been cursed to be a vampire, it feels all too frictionless and forgiving.</p></blockquote></div><p>At times, this can be annoying as Coen's rooftop maneuvers with his vampire powers mean it's easy for his heavy momentum to have him jog off a ledge or wall. It's hard to get too irked, though, thanks to quick saves and a janky vibe to all supernatural traversal that you just have to accept. Walking on walls is a nice idea, but this is sluggish and best avoided except for when you absolutely need to bamf Nightcrawler-style up heights to progress. A handful of activities, in the city mostly, are locked behind this nighttime traversal style by virtue of an epidemic of unlocked balcony doors.</p><p>For an RPG that keeps telling me that it matters I've been cursed to be a vampire, and constantly has a clock hanging over my every move, The Blood of Dawnwalker feels too frictionless and forgiving once you get used to its almost theme park-like static nature. Disco Elysium is also an RPG with limited time that passes as you take actions, but there those small increments and its dialogue make you conscious of it slipping through your fingers. The Blood of Dawnwalker's larger increments, and clear signposting of insubstantial rewards, instead turns me away from getting lost within 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="A2XjxizG8H4wjrHxQLSch8" name="SS_Dawnwalker_lacra_wisps_2" alt="Will o' Wisps surround Lacra in The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/A2XjxizG8H4wjrHxQLSch8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rebel Wolves, Bandai Namco Entertainment)</span></figcaption></figure><p><a href="https://www.gamesradar.com/games/action-rpg/we-miss-when-genre-wasnt-a-thing-say-the-blood-of-dawnwalker-devs-making-their-dream-rpg-we-want-to-have-our-own-identity/">The Blood of Dawnwalker is an ambitious concept</a>, but the implementation is so straightforward, activities and quests so basic, that it feels like an all too simplistic approach to getting it all to work on paper. Games like <a href="https://www.gamesradar.com/games/rpg/gothic-1-remake-what-to-do-first/"><u>Gothic 1 Remake</u></a>, <a href="https://www.gamesradar.com/uk/disco-elysium/"><u>Disco Elysium</u></a>, or <a href="https://www.gamesradar.com/games/action-rpg/kingdom-come-deliverance-2-tips/"><u>Kingdom Come: Deliverance 2</u></a> revel in a weirdness and unfriendliness that make them memorable and interesting, the act of trying to figure out what they even <em>are</em> is a compelling hook for a first playthrough. All too soon after Coen takes his first steps out of the prologue I <em>get</em> The Blood of Dawnwalker, I know <em>exactly </em>what to expect from its skilltrees and rudimentary activity icons across its map, even if it's up to me to thread those simple adventures into a shape of my own. What I <em>don't </em>get is what Rebel Wolves want me to take away from that, bending unexpected design choices into an RPG shape that's all too expected.</p><p>So much of this RPG is repetitive I can't imagine having much fun playing it again for a different build, or to make different choices, as it often feels like you'd just be doing the same thing anyway. There's plenty of time to sample most of the main questlines before you reach a point of no return. Like a vampire's victim I feel compelled to say the obvious – enough works in The Blood of Dawnwalker that I'd be thrilled to see bigger swings taken with a sequel should it prove immortal enough. As it stands, there's not much reason to lift the coffin lid just yet.</p><p>The Blood of Dawnwalker was reviewed on PC, with a code provided by the publisher.</p><p><em>Thirsting for more blood? Our </em><a href="https://www.gamesradar.com/best-arpgs/"><em>best action RPGs</em></a><em> list will tempt you!</em></p>
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                                                            <title><![CDATA[ Onimusha: Way of the Sword review: "It's no Sekiro, but goofiness, accessibility, and tight combat help this rough diamond shine" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Despite the fact that you collect souls from fallen enemies, Onimusha: Way of the Sword is not a Soulslike. In fact, if you've ever dabbled in the genre but found yourself thinking "I'd probably be enjoying this if I felt that I was making any progress", this may be the game for you. The only punishment for death is being sent back to the last autosave, difficulty increases over time rather than the game resenting your very existence from the first moments, and – oh my goodness – <em>you can pause</em>. There are even accessibility options!</p><p>In fact, the game asks you to go through a selection of these options before starting to play (larger subtitles are always great to see). This is great, but it did result in me accidentally selecting English audio rather than Japanese – something that can only be changed via the main menu for some reason. I ended up keeping the English audio though, as it soon became apparent that this is a game that's not afraid to be goofy in any language. Some of the line deliveries in English wouldn't sound out of place in a corporate training video, which fits in nicely.</p><h2 id="hell-to-pay">Hell to pay</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2MoUTx5KKdVsbBwmLJHnP6" name="SS_Onimusha WOTS_01_1080" alt="Takamura explains to Musashi about his Oni Gauntlet in Onimusha: Way of the Sword" src="https://cdn.mos.cms.futurecdn.net/2MoUTx5KKdVsbBwmLJHnP6.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</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 4, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X, Nintendo Switch 2<br><strong>Developer: </strong>In-house<br><strong>Publisher: </strong>Capcom</p></div></div><p>Miyamoto Musashi (sporting the likeness of Toshiro Mifune, as seen in the likes of Seven Samurai and Shogun) is a samurai aiming to prove his might in Kyoto. Ambushed by Genma – creatures escaped from the depths of Hell – he is killed, and sent on his way to the hottest joint in the afterlife himself. However, he is resurrected (against his will) by having the Oni Gauntlet thrust upon him, which gives him the power to fight the Genma and absorb their souls.</p><p>I enjoyed playing through Onimusha: Way of the Sword, but one word that kept popping into my head as I played was "inconsistent". This certainly applies to the storytelling. Appropriately enough for a game including Mifune's likeness, it feels somewhat like a movie, but very much a wonky B-movie rather than a samurai classic.</p><p>One moment, the goofiness shines through with athleticism in a cutscene, or one of Musashi's dismissive comments at the end of a fight ("They were shit," the mighty samurai declared of a band of unearthly horrors  after one encounter, to my great amusement and delight). The next moment though, it might be aiming for an entirely unearned moment of intense emotion, or lean on unremarkable melodrama. In a few rare moments, there is a surprisingly effective horror angle, and I do wonder what the game might have looked like if this had been the direction throughout.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CGYppuink8ZmHMTpxmrBRL" name="PR_Onimusha_WS_-_SS_Dokyo_01_1080" alt="Dokyo stands on a tall pillar of corruption, illuminated by a full moon in Onimusha: Way of the Sword" src="https://cdn.mos.cms.futurecdn.net/CGYppuink8ZmHMTpxmrBRL.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>Onimusha: Way of the Sword does have a difficulty curve, but this is where inconsistency comes in again, as that curve wobbles about quite a bit. <a href="https://www.gamesradar.com/games/action/i-worried-onimusha-way-of-the-sword-would-be-too-easy-then-got-my-ass-beat-by-a-many-limbed-demon/"><u>Things start off a little </u><u><em>too</em></u><u> easy, then the challenge jumps up in some areas while remaining trivial in others</u></a>. By the halfway mark, it more or less hits its stride, although some bosses prove more of a hurdle than others with no clear rhyme or reason.</p><p>Nonetheless, credit must be given for allowing the player good time to get to grips with the intricacies of combat before mastering all corners of it is necessary. Generally speaking, you know the drill; dodges, parries, counters, enemies become vulnerable to a pre-rendered attack when you knock their stamina bar to zero. What's particularly interesting, though, is that there are two countering moves that are more demanding than the others, not essential to use but highly rewarding.</p><p>The parry window is marginally more generous than it tends to be in similar games. Opt for a deflection instead, and your timing must be more precise, but the enemy's stamina loss will be greater (this is worth learning, and it's not too hard to do so). The <em>real</em> challenge is Issen attacks. By hitting an attack button <em>just</em> before an enemy attack connects, you'll leap forward and counter with a mighty blow of your own. The timing on this is incredibly demanding, and messing it up will see you punished in no uncertain terms. You can get through the game using them little or not at all, but it's a great layer to explore for those who like to challenge themselves.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Cd7cTpC9W6XrcMbanAojC7" name="SS_Onimusha WOTS_04_1080" alt="Musashi stabs a falled genma in the back in Onimusha: Way of the Sword" src="https://cdn.mos.cms.futurecdn.net/Cd7cTpC9W6XrcMbanAojC7.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>As the game becomes more challenging, combat becomes more satisfying. Weapon attacks are best parried or deflected, while unarmed attacks are most effectively dodged and then countered. Working out which is which (not always immediately clear with demonic enemies) and reacting accordingly in a split-second, again and again until you emerge victorious, is a thrill. There's nothing like successfully deflecting a series of boss attacks, getting some hits in, then dodging or parrying everything again until they lie vulnerable for a big ol' chop with your sword.</p><p>As you land hits, different souls will emerge (red for upgrade currency, yellow for health, blue to charge the Oni armament gauge for a brief use of a special Oni weapon). There's an upgrade you can unlock to absorb souls while attacking, but still, choosing your moment for absorption so you don't leave yourself vulnerable remains important. Leaving them floating around is always a risk, though. If an enemy lands a particularly heavy hit on you, you'll be knocked to the floor, and they'll absorb souls from you (as well as any unclaimed in the arena) in order to power up. This can turn the tide against you fairly quickly in a boss fight, and you'll need to be vigilant until they power down again. Think of it like killstreaks in <a href="https://www.gamesradar.com/uk/call-of-duty/"><u>Call of Duty</u></a>; if a boss is doing particularly well against you, they'll be handed extra abilities for even <em>more</em> of an advantage.</p><h2 id="fireman-samurai">Fireman samurai</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="A6eTjYQanZxKfDdhqWyZL7" name="SS_Onimusha WOTS_09_1080" alt="Parrying Brakue, Hundred Defilements in Onimusha: Way of the Sword during The Demon on the Mount quest" src="https://cdn.mos.cms.futurecdn.net/A6eTjYQanZxKfDdhqWyZL7.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Sword yourself 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="hJQaBK8SRsTD2BSktvrhJ7" name="SS_Onimusha WOTS_Boxout option 1_1080" caption="" alt="The Enhance Equipment / Abilities menu in Onimusha: Way of the Sword with options for Clothing, Sword, and Gauntlet" src="https://cdn.mos.cms.futurecdn.net/hJQaBK8SRsTD2BSktvrhJ7.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: Capcom)</span></figcaption></figure><p class="fancy-box__body-text">Though not very important at the beginning, you'll soon want to start upgrading your gear and abilities if you want to make your journey to the end as smooth as possible. You can only get so many materials by scouring the environment and through the story, so spend a little time on side activities and purchase extras with red souls.</p></div></div><p>This isn't an open-world game. There are missions, fast travel, plenty of cutscenes, and quest areas that exist in isolation from the Kyoto map where the shrine you base yourself at is. Unfortunately, Capcom didn't have the confidence to stick with the linear approach. There are activities and side missions in the area around the temple, primarily to help bolster your collection of upgrade materials. OK, fine; but Onimusha commits the cardinal sin of introducing such activities by <em>forcing</em> you to complete one more than once. This shatters the flow of the game up until these points, and crucially, running around town really isn't as fun as following the carefully curated path of one of the main story missions. </p><p>While I can't give any detail regarding the game's final area, I should tell you that it really feels as though the developer had run out of ideas (and/or time and money) by the time they got to the end. It's not <em>bad</em>, just distinctly unimaginative. Also, a warning: the final boss is, in my most humble of opinions at least, significantly overtuned. Considering the fact that this area is a point of no return (which you are explicitly warned about) that cuts you off from almost all opportunities to gather upgrade materials, I strongly recommend that you ensure you buff yourself up as much as possible beforehand.</p><p>Still, I applaud Capcom's approach to accessibility here. In addition to options that allow for color blindness and various UI tweaks, you can adjust the difficulty whenever you like (although there are only two options), and both allow you to enable on-screen button prompts if you wish. I played around with this for a little while, and I was surprised at how effective it is. I'm not a huge fan of enemies wearing button prompts like brooches, but boy oh boy does it work well. Maybe it was because I'd already played through the game, but I found that these prompts enabled me to react to attacks correctly instantly every time. They enhanced my reactions without feeling intrusive; it was like I'd developed my own spidey-sense.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7Sry7sWNGqauiEGGzSWYJ7" name="SS_Onimusha WOTS_08_1080" alt="Musashi plays with a cat in a temple in Onimusha: Way of the Sword" src="https://cdn.mos.cms.futurecdn.net/7Sry7sWNGqauiEGGzSWYJ7.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>I've not held back in shining a light on what doesn't work here, but that's because so much of it <em>does</em> work well. A lot of the success comes from what <em>isn't</em> here. Not every action game needs an open world, a hundred weapons to collect, item crafting, and running through empty fields. Onimusha: Way of the Sword may not have <a href="https://www.gamesradar.com/games/rpg/nioh-3-weapons/"><u>Nioh 3</u></a>'s mastery of risk and reward, or <a href="https://www.gamesradar.com/games/action-rpg/beast-of-reincarnation-skills/"><u>Beast of Reincarnation</u></a>'s intelligence and rich atmosphere; but it has heart, and it has respect for you and your time.</p><p>Onimusha: Way of the Sword is fun, not afraid to be goofy (including with a few post-credit unlocks that encouraged me to keep playing), and the flow of combat feels <em>great</em>. It's certainly not perfect, but whenever you hit a point of frustration, you can be sure that there's another moment of greatness close by.</p><p>Onimusha: Way of the Sword was reviewed on PS5, with a code provided by the publisher.</p><p><em>Our </em><a href="https://www.gamesradar.com/best-arpgs/"><em>best action RPGs</em></a><em> has more recommendations if your own way of the sword directs you on even more adventures.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action/onimusha-way-of-the-sword-review/</link>
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                            <![CDATA[ Responsive samurai combat shines throughout Onimusha's revival ]]>
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                                                                        <pubDate>Mon, 31 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 01 Sep 2026 11:23:36 +0000</updated>
                                                                                                                                            <category><![CDATA[Action Games]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Luke Kemp ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yV3vyC2FdvgtNFMfPYErDc.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Musashi parries a strike of Dokyo&#039;s staff in Onimusha: Way of the Sword]]></media:description>                                                            <media:text><![CDATA[Musashi parries a strike of Dokyo&#039;s staff in Onimusha: Way of the Sword]]></media:text>
                                <media:title type="plain"><![CDATA[Musashi parries a strike of Dokyo&#039;s staff in Onimusha: Way of the Sword]]></media:title>
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                                <p>Despite the fact that you collect souls from fallen enemies, Onimusha: Way of the Sword is not a Soulslike. In fact, if you've ever dabbled in the genre but found yourself thinking "I'd probably be enjoying this if I felt that I was making any progress", this may be the game for you. The only punishment for death is being sent back to the last autosave, difficulty increases over time rather than the game resenting your very existence from the first moments, and – oh my goodness – <em>you can pause</em>. There are even accessibility options!</p><p>In fact, the game asks you to go through a selection of these options before starting to play (larger subtitles are always great to see). This is great, but it did result in me accidentally selecting English audio rather than Japanese – something that can only be changed via the main menu for some reason. I ended up keeping the English audio though, as it soon became apparent that this is a game that's not afraid to be goofy in any language. Some of the line deliveries in English wouldn't sound out of place in a corporate training video, which fits in nicely.</p><h2 id="hell-to-pay">Hell to pay</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2MoUTx5KKdVsbBwmLJHnP6" name="SS_Onimusha WOTS_01_1080" alt="Takamura explains to Musashi about his Oni Gauntlet in Onimusha: Way of the Sword" src="https://cdn.mos.cms.futurecdn.net/2MoUTx5KKdVsbBwmLJHnP6.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</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 4, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X, Nintendo Switch 2<br><strong>Developer: </strong>In-house<br><strong>Publisher: </strong>Capcom</p></div></div><p>Miyamoto Musashi (sporting the likeness of Toshiro Mifune, as seen in the likes of Seven Samurai and Shogun) is a samurai aiming to prove his might in Kyoto. Ambushed by Genma – creatures escaped from the depths of Hell – he is killed, and sent on his way to the hottest joint in the afterlife himself. However, he is resurrected (against his will) by having the Oni Gauntlet thrust upon him, which gives him the power to fight the Genma and absorb their souls.</p><p>I enjoyed playing through Onimusha: Way of the Sword, but one word that kept popping into my head as I played was "inconsistent". This certainly applies to the storytelling. Appropriately enough for a game including Mifune's likeness, it feels somewhat like a movie, but very much a wonky B-movie rather than a samurai classic.</p><p>One moment, the goofiness shines through with athleticism in a cutscene, or one of Musashi's dismissive comments at the end of a fight ("They were shit," the mighty samurai declared of a band of unearthly horrors  after one encounter, to my great amusement and delight). The next moment though, it might be aiming for an entirely unearned moment of intense emotion, or lean on unremarkable melodrama. In a few rare moments, there is a surprisingly effective horror angle, and I do wonder what the game might have looked like if this had been the direction throughout.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CGYppuink8ZmHMTpxmrBRL" name="PR_Onimusha_WS_-_SS_Dokyo_01_1080" alt="Dokyo stands on a tall pillar of corruption, illuminated by a full moon in Onimusha: Way of the Sword" src="https://cdn.mos.cms.futurecdn.net/CGYppuink8ZmHMTpxmrBRL.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>Onimusha: Way of the Sword does have a difficulty curve, but this is where inconsistency comes in again, as that curve wobbles about quite a bit. <a href="https://www.gamesradar.com/games/action/i-worried-onimusha-way-of-the-sword-would-be-too-easy-then-got-my-ass-beat-by-a-many-limbed-demon/"><u>Things start off a little </u><u><em>too</em></u><u> easy, then the challenge jumps up in some areas while remaining trivial in others</u></a>. By the halfway mark, it more or less hits its stride, although some bosses prove more of a hurdle than others with no clear rhyme or reason.</p><p>Nonetheless, credit must be given for allowing the player good time to get to grips with the intricacies of combat before mastering all corners of it is necessary. Generally speaking, you know the drill; dodges, parries, counters, enemies become vulnerable to a pre-rendered attack when you knock their stamina bar to zero. What's particularly interesting, though, is that there are two countering moves that are more demanding than the others, not essential to use but highly rewarding.</p><p>The parry window is marginally more generous than it tends to be in similar games. Opt for a deflection instead, and your timing must be more precise, but the enemy's stamina loss will be greater (this is worth learning, and it's not too hard to do so). The <em>real</em> challenge is Issen attacks. By hitting an attack button <em>just</em> before an enemy attack connects, you'll leap forward and counter with a mighty blow of your own. The timing on this is incredibly demanding, and messing it up will see you punished in no uncertain terms. You can get through the game using them little or not at all, but it's a great layer to explore for those who like to challenge themselves.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Cd7cTpC9W6XrcMbanAojC7" name="SS_Onimusha WOTS_04_1080" alt="Musashi stabs a falled genma in the back in Onimusha: Way of the Sword" src="https://cdn.mos.cms.futurecdn.net/Cd7cTpC9W6XrcMbanAojC7.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>As the game becomes more challenging, combat becomes more satisfying. Weapon attacks are best parried or deflected, while unarmed attacks are most effectively dodged and then countered. Working out which is which (not always immediately clear with demonic enemies) and reacting accordingly in a split-second, again and again until you emerge victorious, is a thrill. There's nothing like successfully deflecting a series of boss attacks, getting some hits in, then dodging or parrying everything again until they lie vulnerable for a big ol' chop with your sword.</p><p>As you land hits, different souls will emerge (red for upgrade currency, yellow for health, blue to charge the Oni armament gauge for a brief use of a special Oni weapon). There's an upgrade you can unlock to absorb souls while attacking, but still, choosing your moment for absorption so you don't leave yourself vulnerable remains important. Leaving them floating around is always a risk, though. If an enemy lands a particularly heavy hit on you, you'll be knocked to the floor, and they'll absorb souls from you (as well as any unclaimed in the arena) in order to power up. This can turn the tide against you fairly quickly in a boss fight, and you'll need to be vigilant until they power down again. Think of it like killstreaks in <a href="https://www.gamesradar.com/uk/call-of-duty/"><u>Call of Duty</u></a>; if a boss is doing particularly well against you, they'll be handed extra abilities for even <em>more</em> of an advantage.</p><h2 id="fireman-samurai">Fireman samurai</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="A6eTjYQanZxKfDdhqWyZL7" name="SS_Onimusha WOTS_09_1080" alt="Parrying Brakue, Hundred Defilements in Onimusha: Way of the Sword during The Demon on the Mount quest" src="https://cdn.mos.cms.futurecdn.net/A6eTjYQanZxKfDdhqWyZL7.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Sword yourself 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="hJQaBK8SRsTD2BSktvrhJ7" name="SS_Onimusha WOTS_Boxout option 1_1080" caption="" alt="The Enhance Equipment / Abilities menu in Onimusha: Way of the Sword with options for Clothing, Sword, and Gauntlet" src="https://cdn.mos.cms.futurecdn.net/hJQaBK8SRsTD2BSktvrhJ7.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: Capcom)</span></figcaption></figure><p class="fancy-box__body-text">Though not very important at the beginning, you'll soon want to start upgrading your gear and abilities if you want to make your journey to the end as smooth as possible. You can only get so many materials by scouring the environment and through the story, so spend a little time on side activities and purchase extras with red souls.</p></div></div><p>This isn't an open-world game. There are missions, fast travel, plenty of cutscenes, and quest areas that exist in isolation from the Kyoto map where the shrine you base yourself at is. Unfortunately, Capcom didn't have the confidence to stick with the linear approach. There are activities and side missions in the area around the temple, primarily to help bolster your collection of upgrade materials. OK, fine; but Onimusha commits the cardinal sin of introducing such activities by <em>forcing</em> you to complete one more than once. This shatters the flow of the game up until these points, and crucially, running around town really isn't as fun as following the carefully curated path of one of the main story missions. </p><p>While I can't give any detail regarding the game's final area, I should tell you that it really feels as though the developer had run out of ideas (and/or time and money) by the time they got to the end. It's not <em>bad</em>, just distinctly unimaginative. Also, a warning: the final boss is, in my most humble of opinions at least, significantly overtuned. Considering the fact that this area is a point of no return (which you are explicitly warned about) that cuts you off from almost all opportunities to gather upgrade materials, I strongly recommend that you ensure you buff yourself up as much as possible beforehand.</p><p>Still, I applaud Capcom's approach to accessibility here. In addition to options that allow for color blindness and various UI tweaks, you can adjust the difficulty whenever you like (although there are only two options), and both allow you to enable on-screen button prompts if you wish. I played around with this for a little while, and I was surprised at how effective it is. I'm not a huge fan of enemies wearing button prompts like brooches, but boy oh boy does it work well. Maybe it was because I'd already played through the game, but I found that these prompts enabled me to react to attacks correctly instantly every time. They enhanced my reactions without feeling intrusive; it was like I'd developed my own spidey-sense.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7Sry7sWNGqauiEGGzSWYJ7" name="SS_Onimusha WOTS_08_1080" alt="Musashi plays with a cat in a temple in Onimusha: Way of the Sword" src="https://cdn.mos.cms.futurecdn.net/7Sry7sWNGqauiEGGzSWYJ7.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>I've not held back in shining a light on what doesn't work here, but that's because so much of it <em>does</em> work well. A lot of the success comes from what <em>isn't</em> here. Not every action game needs an open world, a hundred weapons to collect, item crafting, and running through empty fields. Onimusha: Way of the Sword may not have <a href="https://www.gamesradar.com/games/rpg/nioh-3-weapons/"><u>Nioh 3</u></a>'s mastery of risk and reward, or <a href="https://www.gamesradar.com/games/action-rpg/beast-of-reincarnation-skills/"><u>Beast of Reincarnation</u></a>'s intelligence and rich atmosphere; but it has heart, and it has respect for you and your time.</p><p>Onimusha: Way of the Sword is fun, not afraid to be goofy (including with a few post-credit unlocks that encouraged me to keep playing), and the flow of combat feels <em>great</em>. It's certainly not perfect, but whenever you hit a point of frustration, you can be sure that there's another moment of greatness close by.</p><p>Onimusha: Way of the Sword was reviewed on PS5, with a code provided by the publisher.</p><p><em>Our </em><a href="https://www.gamesradar.com/best-arpgs/"><em>best action RPGs</em></a><em> has more recommendations if your own way of the sword directs you on even more adventures.</em></p>
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                                                            <title><![CDATA[ Aliens: Fireteam Elite 2 review: "I love this janky, deliciously imperfect bug-hunting adventure" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>You know that family member that can occasionally be a little frustrating to talk to, but you love them anyway? That's Aliens: Fireteam Elite 2. It's a lovable upstart clearly working on a relatively limited budget, which makes three good decisions for every not so good one. Suit up marine, this is a bug hunt, and it's gonna be fun.</p><p>You don't need to have played the first <a href="https://www.gamesradar.com/aliens-fireteam-elite-classes/"><u>Aliens: Fireteam Elite</u></a> in order to keep up with the story or mechanics, but if you have, there's some warm familiarity to settle in to. This includes a few returning characters, including the General of your ship who is called General Shipp (yes, really). The dialogue and acting are… not <em>great</em>, and your character is given the eye-roll-inducing tag of "Hotshot". Nonetheless, there's a little joy to be had out of it in terms of new characters Raptor and Wrench at your base. Raptor has some crushingly bad dad jokes, and Wrench – for no apparent reason – can be prompted to give you a handful of bird facts over the course of the game. <em>I love this</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="kE2ZtYT5eEnRtznFTqqoqn" name="SS_Aliens FE2_06_1080" alt="A hefty tank-like alien attacks the squad in Aliens: Fireteam Elite 2" src="https://cdn.mos.cms.futurecdn.net/kE2ZtYT5eEnRtznFTqqoqn.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak Game Company)</span></figcaption></figure><p>The squad size has been bumped from three to four, with AI synth companions again taking the place of any gaps. The class upgrade system remains as it was in the first game, with a bunch of new options to put in there. Similar to the classic <a href="https://www.gamesradar.com/uk/games/survival-horror/resident-evil/"><u>Resident Evil</u></a> inventory system, perks and their modifiers come in different shapes and sizes, and must be rotated to fit into the available space (which slowly increases as you level up). With the added complication of certain pieces needing to be adjacent to others, there's excellent scope for each class to have an evolving build while requiring you to think carefully about what you equip.</p><h2 id="xeno-evil">Xeno evil</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5nYydbFH8f5Ppi6mdY5mqn" name="SS_Aliens FE2_01_1080" alt="Shipp asks you and the squad to locate Captain Ko in Aliens: Fireteam Elite 2 as your main mission, but mentions that culling the Xenomorphs would be a nice bonus" src="https://cdn.mos.cms.futurecdn.net/5nYydbFH8f5Ppi6mdY5mqn.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak Game Company)</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>August 25, 2026<br><strong>Platform(s):</strong> PC, PS5, Xbox Series X, Nintendo Switch 2 (Sep 29)<br><strong>Developer:</strong> Cold Iron Studios<br><strong>Publisher: </strong>Daybreak Game Company</p></div></div><p>The campaign takes place across 15 missions, most of which will take you about half an hour to complete. The story, while unremarkable, rings one of the franchise's lore bells by finding a way to loop in the Engineers. It's a suitably <a href="https://www.gamesradar.com/uk/aliens/"><u>Aliens</u></a> story, and a lot of effort has gone into nailing the atmosphere.</p><p>Outside environments, while rare and brief, are cold and barren. There are plenty of gloomy corridors with tight corners and hissing steam. When xenomorphs come galloping towards you, and you're pouring bullets into them alongside your squad, it can be a gripping experience.</p><p>The problem – and it <em>is</em> a problem – is that the Aliens atmosphere I crave is broken several times. I'd rather just fight the creatures from the movies, but OK, I can accept that the team (and perhaps you) want more variety than that. I have no problem with fighting the androids, and the Pathogen – the milky xeno variant from the first game – fit in pretty well. But robot spiders? Bipedal robots that look like cheap toys, for some reason? That's not Aliens <em>at all</em>. A new hybrid is introduced late in the campaign, which I'll give a pass, as it's not nearly as ridiculous as the silly monsters from the end of <a href="https://www.gamesradar.com/uk/alien-resurrection/"><u>Alien Resurrection</u></a> or <a href="https://www.gamesradar.com/uk/alien-romulus/"><u>Alien Romulus</u></a>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Fs9F46LXM4Ljf8w3oQGpqn" name="SS_Aliens FE2_05_1080" alt="An android with a white face blurs as it rushes the team in Aliens: Fireteam Elite 2" src="https://cdn.mos.cms.futurecdn.net/Fs9F46LXM4Ljf8w3oQGpqn.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak Game Company)</span></figcaption></figure><p>One thing that particularly irks me – and how much this bothers you will depend on how big a fan you are of the movies – is that the pulse rifle sounds wrong. It doesn't have that iconic TTHHRRRPP sound like a Terminator farting, instead it's something much more generic. After levelling it up to maximum, you unlock the 'classic' pulse rifle, but this <em>still</em> doesn't have the right sound. A huge shame.</p><p>Despite this disappointment, weapons are still a highlight of the game. They all feel great, with a good variety to unlock, upgrade, and purchase. The Marauder gets the smartgun from the beginning, and boy oh boy is this always fun to use. Spraying bullets everywhere with autolock only gets more enjoyable when you've maxed the weapon out, and get the ability to purchase and install special ammo. Hundreds of rounds of explosive ammo, anyone?</p><h2 id="ripley-and-tear">Ripley and tear</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JSvyey6rSPgZqmWsZNt75n" name="SS_Aliens FE2_09_1080" alt="A xenomorph towers over a woman wearing white in Aliens: Fireteam Elite 2" src="https://cdn.mos.cms.futurecdn.net/JSvyey6rSPgZqmWsZNt75n.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak Game Company)</span></figcaption></figure><p>Naturally, there are flamethrowers to unlock too (the huge Vulcan for the Marauder, and a smaller rifle variant equippable by any class). The drive for new weapons, attachments, and class perks is the main thing pushing you forward. The campaign is good – best enjoyed initially on standard difficulty, then attempted on Intense and up when you're powered up – but unlikely to keep you coming back again and again.</p><div><blockquote><p>This is Aliens-flavored jankcore, and I am here for it.</p></blockquote></div><p>There's a Horde mode with three maps, which may prove to be the main draw for replay value. At time of writing, it can be a struggle to find a full squad despite crossplay; but that may be because the game has only been out for a few days, and not many people have completed the campaign in order to unlock it (about 6% of PS5 players at the moment, according to trophy stats).</p><p>It's a more intense experience than the campaign, but in a good way, and it really highlights the importance of a well-balanced squad. If you don't have at least one Medic and one Marauder, you're probably going to struggle.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zQDufPrPXMsGfNFA8j6n2o" name="SS_Aliens FE2_11_1080" alt="Shooting robots with an electric gun in Aliens: Fireteam Elite 2" src="https://cdn.mos.cms.futurecdn.net/zQDufPrPXMsGfNFA8j6n2o.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak Game Company)</span></figcaption></figure><p>Still, there are a few questionable choices for teamplay. Sticking with Horde, there's a vote every five waves on whether to continue. If 'continue' wins, <em>everybody</em> stays, including anybody who wants to leave. You don't want a less than enthusiastic member of the squad, and if overconfident squadmates force you to continue and everybody dies, rewards are pitiful. Similarly, any selected challenge cards (which increase or decrease rewards attached to a buff or debuff) apply to the whole squad and can't be opted out of, but generally, these are a welcome way of spicing up gameplay and boosting XP and credits.   </p><p>The frame rate is unreliable, I've had two instances of a medkit that can't be picked up, Xenomorph corpses sometimes dangle from the ceiling on death;  yet I'm happy to keep going back for more. This is Aliens-flavored jankcore, and I am here for it.</p><p>Aliens: Fireteam Elite 2 was reviewed on PS5, with a code provided by the publisher.</p><p><em>If you're no alien to playing with pals, check out our </em><a href="https://www.gamesradar.com/best-co-op-games/"><em>best co-op games</em></a><em> ranking for more adventures you can share while you wait for </em><a href="https://www.gamesradar.com/alien-isolation-2-guide/"><em>Alien Isolation 2</em></a><em>.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/third-person-shooter/aliens-fireteam-elite-2-review/</link>
                                                                            <description>
                            <![CDATA[ I'm happy to keep going back for more ]]>
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                                                                        <pubDate>Fri, 28 Aug 2026 11:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Third Person Shooters]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Luke Kemp ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yV3vyC2FdvgtNFMfPYErDc.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Daybreak Game Company]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Key art for Aliens: Fireteam Elite 2 shows a squad of four players blasting desperately at oncoming xenomorphs who are aggresively approaching from all directions]]></media:description>                                                            <media:text><![CDATA[Key art for Aliens: Fireteam Elite 2 shows a squad of four players blasting desperately at oncoming xenomorphs who are aggresively approaching from all directions]]></media:text>
                                <media:title type="plain"><![CDATA[Key art for Aliens: Fireteam Elite 2 shows a squad of four players blasting desperately at oncoming xenomorphs who are aggresively approaching from all directions]]></media:title>
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                                <p>You know that family member that can occasionally be a little frustrating to talk to, but you love them anyway? That's Aliens: Fireteam Elite 2. It's a lovable upstart clearly working on a relatively limited budget, which makes three good decisions for every not so good one. Suit up marine, this is a bug hunt, and it's gonna be fun.</p><p>You don't need to have played the first <a href="https://www.gamesradar.com/aliens-fireteam-elite-classes/"><u>Aliens: Fireteam Elite</u></a> in order to keep up with the story or mechanics, but if you have, there's some warm familiarity to settle in to. This includes a few returning characters, including the General of your ship who is called General Shipp (yes, really). The dialogue and acting are… not <em>great</em>, and your character is given the eye-roll-inducing tag of "Hotshot". Nonetheless, there's a little joy to be had out of it in terms of new characters Raptor and Wrench at your base. Raptor has some crushingly bad dad jokes, and Wrench – for no apparent reason – can be prompted to give you a handful of bird facts over the course of the game. <em>I love this</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="kE2ZtYT5eEnRtznFTqqoqn" name="SS_Aliens FE2_06_1080" alt="A hefty tank-like alien attacks the squad in Aliens: Fireteam Elite 2" src="https://cdn.mos.cms.futurecdn.net/kE2ZtYT5eEnRtznFTqqoqn.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak Game Company)</span></figcaption></figure><p>The squad size has been bumped from three to four, with AI synth companions again taking the place of any gaps. The class upgrade system remains as it was in the first game, with a bunch of new options to put in there. Similar to the classic <a href="https://www.gamesradar.com/uk/games/survival-horror/resident-evil/"><u>Resident Evil</u></a> inventory system, perks and their modifiers come in different shapes and sizes, and must be rotated to fit into the available space (which slowly increases as you level up). With the added complication of certain pieces needing to be adjacent to others, there's excellent scope for each class to have an evolving build while requiring you to think carefully about what you equip.</p><h2 id="xeno-evil">Xeno evil</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5nYydbFH8f5Ppi6mdY5mqn" name="SS_Aliens FE2_01_1080" alt="Shipp asks you and the squad to locate Captain Ko in Aliens: Fireteam Elite 2 as your main mission, but mentions that culling the Xenomorphs would be a nice bonus" src="https://cdn.mos.cms.futurecdn.net/5nYydbFH8f5Ppi6mdY5mqn.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak Game Company)</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>August 25, 2026<br><strong>Platform(s):</strong> PC, PS5, Xbox Series X, Nintendo Switch 2 (Sep 29)<br><strong>Developer:</strong> Cold Iron Studios<br><strong>Publisher: </strong>Daybreak Game Company</p></div></div><p>The campaign takes place across 15 missions, most of which will take you about half an hour to complete. The story, while unremarkable, rings one of the franchise's lore bells by finding a way to loop in the Engineers. It's a suitably <a href="https://www.gamesradar.com/uk/aliens/"><u>Aliens</u></a> story, and a lot of effort has gone into nailing the atmosphere.</p><p>Outside environments, while rare and brief, are cold and barren. There are plenty of gloomy corridors with tight corners and hissing steam. When xenomorphs come galloping towards you, and you're pouring bullets into them alongside your squad, it can be a gripping experience.</p><p>The problem – and it <em>is</em> a problem – is that the Aliens atmosphere I crave is broken several times. I'd rather just fight the creatures from the movies, but OK, I can accept that the team (and perhaps you) want more variety than that. I have no problem with fighting the androids, and the Pathogen – the milky xeno variant from the first game – fit in pretty well. But robot spiders? Bipedal robots that look like cheap toys, for some reason? That's not Aliens <em>at all</em>. A new hybrid is introduced late in the campaign, which I'll give a pass, as it's not nearly as ridiculous as the silly monsters from the end of <a href="https://www.gamesradar.com/uk/alien-resurrection/"><u>Alien Resurrection</u></a> or <a href="https://www.gamesradar.com/uk/alien-romulus/"><u>Alien Romulus</u></a>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Fs9F46LXM4Ljf8w3oQGpqn" name="SS_Aliens FE2_05_1080" alt="An android with a white face blurs as it rushes the team in Aliens: Fireteam Elite 2" src="https://cdn.mos.cms.futurecdn.net/Fs9F46LXM4Ljf8w3oQGpqn.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak Game Company)</span></figcaption></figure><p>One thing that particularly irks me – and how much this bothers you will depend on how big a fan you are of the movies – is that the pulse rifle sounds wrong. It doesn't have that iconic TTHHRRRPP sound like a Terminator farting, instead it's something much more generic. After levelling it up to maximum, you unlock the 'classic' pulse rifle, but this <em>still</em> doesn't have the right sound. A huge shame.</p><p>Despite this disappointment, weapons are still a highlight of the game. They all feel great, with a good variety to unlock, upgrade, and purchase. The Marauder gets the smartgun from the beginning, and boy oh boy is this always fun to use. Spraying bullets everywhere with autolock only gets more enjoyable when you've maxed the weapon out, and get the ability to purchase and install special ammo. Hundreds of rounds of explosive ammo, anyone?</p><h2 id="ripley-and-tear">Ripley and tear</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JSvyey6rSPgZqmWsZNt75n" name="SS_Aliens FE2_09_1080" alt="A xenomorph towers over a woman wearing white in Aliens: Fireteam Elite 2" src="https://cdn.mos.cms.futurecdn.net/JSvyey6rSPgZqmWsZNt75n.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak Game Company)</span></figcaption></figure><p>Naturally, there are flamethrowers to unlock too (the huge Vulcan for the Marauder, and a smaller rifle variant equippable by any class). The drive for new weapons, attachments, and class perks is the main thing pushing you forward. The campaign is good – best enjoyed initially on standard difficulty, then attempted on Intense and up when you're powered up – but unlikely to keep you coming back again and again.</p><div><blockquote><p>This is Aliens-flavored jankcore, and I am here for it.</p></blockquote></div><p>There's a Horde mode with three maps, which may prove to be the main draw for replay value. At time of writing, it can be a struggle to find a full squad despite crossplay; but that may be because the game has only been out for a few days, and not many people have completed the campaign in order to unlock it (about 6% of PS5 players at the moment, according to trophy stats).</p><p>It's a more intense experience than the campaign, but in a good way, and it really highlights the importance of a well-balanced squad. If you don't have at least one Medic and one Marauder, you're probably going to struggle.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zQDufPrPXMsGfNFA8j6n2o" name="SS_Aliens FE2_11_1080" alt="Shooting robots with an electric gun in Aliens: Fireteam Elite 2" src="https://cdn.mos.cms.futurecdn.net/zQDufPrPXMsGfNFA8j6n2o.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak Game Company)</span></figcaption></figure><p>Still, there are a few questionable choices for teamplay. Sticking with Horde, there's a vote every five waves on whether to continue. If 'continue' wins, <em>everybody</em> stays, including anybody who wants to leave. You don't want a less than enthusiastic member of the squad, and if overconfident squadmates force you to continue and everybody dies, rewards are pitiful. Similarly, any selected challenge cards (which increase or decrease rewards attached to a buff or debuff) apply to the whole squad and can't be opted out of, but generally, these are a welcome way of spicing up gameplay and boosting XP and credits.   </p><p>The frame rate is unreliable, I've had two instances of a medkit that can't be picked up, Xenomorph corpses sometimes dangle from the ceiling on death;  yet I'm happy to keep going back for more. This is Aliens-flavored jankcore, and I am here for it.</p><p>Aliens: Fireteam Elite 2 was reviewed on PS5, with a code provided by the publisher.</p><p><em>If you're no alien to playing with pals, check out our </em><a href="https://www.gamesradar.com/best-co-op-games/"><em>best co-op games</em></a><em> ranking for more adventures you can share while you wait for </em><a href="https://www.gamesradar.com/alien-isolation-2-guide/"><em>Alien Isolation 2</em></a><em>.</em></p>
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                                                            <title><![CDATA[ This is one of my favorite Lego sets ever made, but soon it'll disappear for good ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Despite its self-aggrandizing name, Lego The Mighty Bowser isn't overexaggerating; it really is an impressive monster of a kit. Actually, I'd go so far as to say it's one of the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego sets</a> ever made. </p><p>Or at least, it was. This behemoth has now been retired, which means it's becoming harder to get hold of now that Lego has stopped producing it. In fact, it'll only be available so long as stock lasts at third-party retailers like Amazon. Because Lego The Mighty Bowser is one of my all-time favorite models, consider this a plea – if you love Super Mario, consider this set before it vanishes into the ether forever.</p><h3 class="article-body__section" id="section-lego-the-mighty-bowser-71411-features"><span>Lego The Mighty Bowser (#71411) features</span></h3><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$269.99/£229.99</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>2,807</p></td></tr><tr><td class="firstcol " ><p>Minifigures</p></td><td  ><p>0</p></td></tr><tr><td class="firstcol " ><p>Build time</p></td><td  ><p>App. 5hrs</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>H: 12.5in (32cm) | W: 16in (41cm) | D: 11in (28cm)</p></td></tr><tr><td class="firstcol " ><p>Item Number</p></td><td  ><p>71411</p></td></tr></tbody></table></div><p>This enormous figure is easily the most detailed and accurate Lego version of Bowser available… and that includes the new Lego Super Mario range. Although it's not to-scale with the interactive Mario figures, it <em>should </em>sit nicely alongside the Mario Kart set as well as the <a href="https://www.gamesradar.com/toys-collectibles/lego-luigi-and-mach-8-review/">Lego Luigi and Mach 8</a> kit. They seem roughly the same size.</p><p>In terms of what this model can do, it isn't just a pretty face; its head, arms, hands, fingers, mouth, eyebrows, and eyes can all be moved for some quite distinct poses. Lego The Mighty Bowser also shoots a fire bolt from his mouth at the push of a button. </p><h3 class="article-body__section" id="section-build"><span>Build</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="osNikEbAV4KdQvCikjQvYm" name="Lego" alt="A hand lifts the torch off a 'pow' symbol on the base of the Lego The Mighty Bowser" src="https://cdn.mos.cms.futurecdn.net/osNikEbAV4KdQvCikjQvYm.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>Despite the size and apparent complexity of Lego The Mighty Bowser, I generally found it to be a straightforward project. It doesn't have many small fiddly bits, and the build develops in a very logical way. I was able to make quick progress as a result; it only took me around five hours to finish across a few evenings. I suspect it could last up to 10 hours if you're not as experienced with building Lego, but it's not a mammoth project like <a href="https://www.gamesradar.com/lego-rivendell-review/">Lego Rivendell</a>. </p><p>However, I do have a bone to pick with designers here. The instructions don't put the usual lines around pieces you're supposed to be adding, which makes seeing what to do next a (very frustrating) game of spot the difference. I missed certain pieces as a result, and had to go back a step when things weren't adding up.</p><h3 class="article-body__section" id="section-design"><span>Design</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rXeVbJwRJrx3NHKKQqyVZm" name="Lego" alt="Lego The Mighty Bowser, seen from behind" src="https://cdn.mos.cms.futurecdn.net/rXeVbJwRJrx3NHKKQqyVZm.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>This is the most impressive figure in the Lego Super Mario range, no questions asked. Sure, the Mario Kart figures are great and the old question block is soaked in nostalgia. The <a href="https://www.gamesradar.com/toys-collectibles/lego-piranha-plant-71426-review/">Lego Piranha Plant</a> is full of character, too. But none compare to The Mighty Bowser. It's the sort of set that'll elicit a "woah" when seen in person, and is a dead ringer for its on-screen inspiration.</p><p>The fact it's so posable gives it a real sense of life, too; it's easy to personalize how Bowser looks on the shelf, and those moving eyes (a rarity for Lego figures) really help with that expressive nature. </p><div  class="fancy-box"><div class="fancy_box-title">It's-a-me</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="93c7LQZAVjYjGaJKnAFWgB" name="Lego" caption="" alt="Lego Luigi against a plain black background" src="https://cdn.mos.cms.futurecdn.net/93c7LQZAVjYjGaJKnAFWgB.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: Future/Benjamin Abbott)</span></figcaption></figure><p class="fancy-box__body-text">As of right now, the only alternative 'big' Super Mario Lego figures are the plumber brothers in their Karts; Mario and Luigi can be bought separately in the Standard Kart and Mach 8 respectively. Mario costs <a data-analytics-id="inline-link" href="https://www.lego.com/en-us/product/mario-kart-mario-standard-kart-72037" target="_blank">$169.99 from Lego</a>, while Luigi is<a data-analytics-id="inline-link" href="https://www.lego.com/en-us/product/mario-kart-luigi-mach-8-72050"> $179.99 at Lego</a>.</p></div></div><p>Because it's so sturdy, you won't have any trouble adjusting it on the fly either. Sure, it won't stand up to rigorous play from younger fans and is most definitely a display-only kit. But it's far more robust than other models of this kind, such as <a href="https://www.gamesradar.com/lego-optimus-prime-review/">Lego Optimus Prime</a>. </p><p>Finally, I adore that the themed base feels like a slice of Bowser's castle. It melts into the background compared to the King Koopa himself, but brings back memories of those boss battles if you look closer. The stone 'cracking' under Bowser's weight is a particularly nice touch.</p><h3 class="article-body__section" id="section-should-you-buy-lego-the-mighty-bowser"><span>Should you buy Lego The Mighty Bowser?</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sw3qxXp27kMeGPKMFqiFQi" name="Lego" alt="Lego The Mighty Bowser on a wooden table with his hands in the air" src="https://cdn.mos.cms.futurecdn.net/sw3qxXp27kMeGPKMFqiFQi.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Benjamin Abbott)</span></figcaption></figure><p>Because this kit is going to the Mushroom Kingdom in the sky and will become increasingly difficult to find, I'd recommend grabbing it sooner than later if you were at all interested. While it's possible we'll get a new and improved version down the line, that's far from guaranteed. </p><p>So long as you can find it at a reasonable price, I think it's pretty great value too. There's nothing else like it in Lego's repertoire, and even though issues with instruction clarity let it down, everything else shines. </p><h2 id="buy-it-if-2">Buy it if...</h2><div class="product"><p>✅ <strong>You want a showstopping Mario collectible: </strong>This is the most impressive Super Mario Lego set by a long way.<br><br><strong>✅ You don't want to risk missing out: </strong>The kit has now retired, and there's no guarantee it's going to get an update version.</p></div><h2 id="don-39-t-buy-it-if-2">Don't buy it if...</h2><div class="product"><p>❌ <strong>You'd prefer Mario or Luigi: </strong>The two plumber kits are very well done in their own right, and both are cheaper than The Mighty Bowser.<br><br>❌ <strong>You're happy to risk waiting: </strong>If you're OK with rolling the dice, there's a chance a new and improved version will appear down the road.</p></div><p><em>For more collectible recommendations, don't miss the </em><a href="https://www.gamesradar.com/toys-collectibles/best-super-mario-merch/"><em>best Super Mario merch</em></a><em> or 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-the-mighty-bowser-71411-review/</link>
                                                                            <description>
                            <![CDATA[ Lego The Mighty Bowser (#71411) review ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 16:33:23 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 16:33:48 +0000</updated>
                                                                                                                                            <category><![CDATA[Toys & Collectibles]]></category>
                                                    <category><![CDATA[Super Mario]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforming Games]]></category>
                                                                                                <author><![CDATA[ benjamin.abbott@futurenet.com (Benjamin Abbott) ]]></author>                    <dc:creator><![CDATA[ Benjamin Abbott ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/EbTqVCYA64K6bMTASqJCYW.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;I&#039;ve been writing about games in one form or another since 2012, and my bylines include Metro, TechRadar, and PC Gamer. However, these days you&#039;ll find me managing GamesRadar+&#039;s tabletop gaming and toy coverage – I spend my time handling everything from board game reviews to the latest Lego news. I&#039;ve also been obsessed with Warhammer since the 1990s and enjoy nothing more than running tabletop RPGs like D&amp;D as a Dungeon Master, so if it involves rolling dice or nerdy collectibles, consider me interested! In my spare time I adore playing board games of all kinds and trying my hand at Magic: The Gathering (beware my goblin-heavy Red Deck Wins/RDW), as well crafting wargaming boards to fight over in 40K and Age of Sigmar. &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future/Benjamin Abbott]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Lego The Mighty Bowser on the castle stand, against a dark background]]></media:description>                                                            <media:text><![CDATA[Lego The Mighty Bowser on the castle stand, against a dark background]]></media:text>
                                <media:title type="plain"><![CDATA[Lego The Mighty Bowser on the castle stand, against a dark background]]></media:title>
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                                <p>Despite its self-aggrandizing name, Lego The Mighty Bowser isn't overexaggerating; it really is an impressive monster of a kit. Actually, I'd go so far as to say it's one of the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego sets</a> ever made. </p><p>Or at least, it was. This behemoth has now been retired, which means it's becoming harder to get hold of now that Lego has stopped producing it. In fact, it'll only be available so long as stock lasts at third-party retailers like Amazon. Because Lego The Mighty Bowser is one of my all-time favorite models, consider this a plea – if you love Super Mario, consider this set before it vanishes into the ether forever.</p><h3 class="article-body__section" id="section-lego-the-mighty-bowser-71411-features"><span>Lego The Mighty Bowser (#71411) features</span></h3><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$269.99/£229.99</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>2,807</p></td></tr><tr><td class="firstcol " ><p>Minifigures</p></td><td  ><p>0</p></td></tr><tr><td class="firstcol " ><p>Build time</p></td><td  ><p>App. 5hrs</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>H: 12.5in (32cm) | W: 16in (41cm) | D: 11in (28cm)</p></td></tr><tr><td class="firstcol " ><p>Item Number</p></td><td  ><p>71411</p></td></tr></tbody></table></div><p>This enormous figure is easily the most detailed and accurate Lego version of Bowser available… and that includes the new Lego Super Mario range. Although it's not to-scale with the interactive Mario figures, it <em>should </em>sit nicely alongside the Mario Kart set as well as the <a href="https://www.gamesradar.com/toys-collectibles/lego-luigi-and-mach-8-review/">Lego Luigi and Mach 8</a> kit. They seem roughly the same size.</p><p>In terms of what this model can do, it isn't just a pretty face; its head, arms, hands, fingers, mouth, eyebrows, and eyes can all be moved for some quite distinct poses. Lego The Mighty Bowser also shoots a fire bolt from his mouth at the push of a button. </p><h3 class="article-body__section" id="section-build"><span>Build</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="osNikEbAV4KdQvCikjQvYm" name="Lego" alt="A hand lifts the torch off a 'pow' symbol on the base of the Lego The Mighty Bowser" src="https://cdn.mos.cms.futurecdn.net/osNikEbAV4KdQvCikjQvYm.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>Despite the size and apparent complexity of Lego The Mighty Bowser, I generally found it to be a straightforward project. It doesn't have many small fiddly bits, and the build develops in a very logical way. I was able to make quick progress as a result; it only took me around five hours to finish across a few evenings. I suspect it could last up to 10 hours if you're not as experienced with building Lego, but it's not a mammoth project like <a href="https://www.gamesradar.com/lego-rivendell-review/">Lego Rivendell</a>. </p><p>However, I do have a bone to pick with designers here. The instructions don't put the usual lines around pieces you're supposed to be adding, which makes seeing what to do next a (very frustrating) game of spot the difference. I missed certain pieces as a result, and had to go back a step when things weren't adding up.</p><h3 class="article-body__section" id="section-design"><span>Design</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rXeVbJwRJrx3NHKKQqyVZm" name="Lego" alt="Lego The Mighty Bowser, seen from behind" src="https://cdn.mos.cms.futurecdn.net/rXeVbJwRJrx3NHKKQqyVZm.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>This is the most impressive figure in the Lego Super Mario range, no questions asked. Sure, the Mario Kart figures are great and the old question block is soaked in nostalgia. The <a href="https://www.gamesradar.com/toys-collectibles/lego-piranha-plant-71426-review/">Lego Piranha Plant</a> is full of character, too. But none compare to The Mighty Bowser. It's the sort of set that'll elicit a "woah" when seen in person, and is a dead ringer for its on-screen inspiration.</p><p>The fact it's so posable gives it a real sense of life, too; it's easy to personalize how Bowser looks on the shelf, and those moving eyes (a rarity for Lego figures) really help with that expressive nature. </p><div  class="fancy-box"><div class="fancy_box-title">It's-a-me</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="93c7LQZAVjYjGaJKnAFWgB" name="Lego" caption="" alt="Lego Luigi against a plain black background" src="https://cdn.mos.cms.futurecdn.net/93c7LQZAVjYjGaJKnAFWgB.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: Future/Benjamin Abbott)</span></figcaption></figure><p class="fancy-box__body-text">As of right now, the only alternative 'big' Super Mario Lego figures are the plumber brothers in their Karts; Mario and Luigi can be bought separately in the Standard Kart and Mach 8 respectively. Mario costs <a data-analytics-id="inline-link" href="https://www.lego.com/en-us/product/mario-kart-mario-standard-kart-72037" target="_blank">$169.99 from Lego</a>, while Luigi is<a data-analytics-id="inline-link" href="https://www.lego.com/en-us/product/mario-kart-luigi-mach-8-72050"> $179.99 at Lego</a>.</p></div></div><p>Because it's so sturdy, you won't have any trouble adjusting it on the fly either. Sure, it won't stand up to rigorous play from younger fans and is most definitely a display-only kit. But it's far more robust than other models of this kind, such as <a href="https://www.gamesradar.com/lego-optimus-prime-review/">Lego Optimus Prime</a>. </p><p>Finally, I adore that the themed base feels like a slice of Bowser's castle. It melts into the background compared to the King Koopa himself, but brings back memories of those boss battles if you look closer. The stone 'cracking' under Bowser's weight is a particularly nice touch.</p><h3 class="article-body__section" id="section-should-you-buy-lego-the-mighty-bowser"><span>Should you buy Lego The Mighty Bowser?</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sw3qxXp27kMeGPKMFqiFQi" name="Lego" alt="Lego The Mighty Bowser on a wooden table with his hands in the air" src="https://cdn.mos.cms.futurecdn.net/sw3qxXp27kMeGPKMFqiFQi.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Benjamin Abbott)</span></figcaption></figure><p>Because this kit is going to the Mushroom Kingdom in the sky and will become increasingly difficult to find, I'd recommend grabbing it sooner than later if you were at all interested. While it's possible we'll get a new and improved version down the line, that's far from guaranteed. </p><p>So long as you can find it at a reasonable price, I think it's pretty great value too. There's nothing else like it in Lego's repertoire, and even though issues with instruction clarity let it down, everything else shines. </p><h2 id="buy-it-if-2">Buy it if...</h2><div class="product"><p>✅ <strong>You want a showstopping Mario collectible: </strong>This is the most impressive Super Mario Lego set by a long way.<br><br><strong>✅ You don't want to risk missing out: </strong>The kit has now retired, and there's no guarantee it's going to get an update version.</p></div><h2 id="don-39-t-buy-it-if-2">Don't buy it if...</h2><div class="product"><p>❌ <strong>You'd prefer Mario or Luigi: </strong>The two plumber kits are very well done in their own right, and both are cheaper than The Mighty Bowser.<br><br>❌ <strong>You're happy to risk waiting: </strong>If you're OK with rolling the dice, there's a chance a new and improved version will appear down the road.</p></div><p><em>For more collectible recommendations, don't miss the </em><a href="https://www.gamesradar.com/toys-collectibles/best-super-mario-merch/"><em>best Super Mario merch</em></a><em> or 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[ I really like the Lego Balrog Book Nook set, but there are some major caveats that stop it from being the slam dunk it deserves to be ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Lord of the Rings is a series packed to the gills with iconic moments and visuals throughout its 682-minute runtime. But if you ask me, the most iconic of all came from the first and best film (an opinion I'm sure nobody would disagree with), Fellowship of the Ring. Lego The Lord of the Rings: Balrog Book Nook (#10367) showcases that moment, when Gandalf decides he's going to solo the mighty Balrog while the rest of the squad runs off, and utters those four iconic words that are now forever etched onto that Lego tile: "You shall not pass."</p><p>This iconic Middle-earth smackdown is the one of the latest to join Lego's 'Book Nook' series. And while others in the range feel more packed with details, the star of the show this time comes courtesy of the titular Balrog, which is a very in-depth posable figure. In fact, three of the nine bags of bricks included in this Lego Balrog Book Nook set are dedicated solely to the construction of the creature.</p><p>However, the trade off is that the majority of the set just simply isn't quite as exciting, and you'll be spending the majority of your time constructing the frame that holds the scene together. </p><h3 class="article-body__section" id="section-lego-balrog-book-nook-10367-features-design"><span>Lego Balrog Book Nook (#10367) features & design</span></h3><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$129.99/£109.99</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>1,208</p></td></tr><tr><td class="firstcol " ><p>Minifigures</p></td><td  ><p>1</p></td></tr><tr><td class="firstcol " ><p>Build time</p></td><td  ><p>App. 5hrs</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>H: 8.5in (22cm) | W: 17.5in (44cm) | D: 6.5in (17cm)</p></td></tr><tr><td class="firstcol " ><p>Item Number</p></td><td  ><p>10367</p></td></tr></tbody></table></div><p>The main draw of The Lord of the Rings: Balrog Book Nook (#10367), is naturally, its form factor. The showdown between Gandalf and the Balrog can be displayed nestled within your books on a shelf, or, if you fancy, you can let the Balrog spread its wings and make the arena a bit more open. Although in doing so the fact that this isn't exactly a set that's filled with detail may be more apparent. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="keBKmYoUVccdgeJAqVfnkQ" name="Lego" alt="Lego Balrog Book Nook set between books" src="https://cdn.mos.cms.futurecdn.net/keBKmYoUVccdgeJAqVfnkQ.jpg" mos="" align="middle" fullscreen="" width="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/Scott McCrae)</span></figcaption></figure><p>You have a new Gandalf The Grey minifig (it's different to the one featured in <a href="https://www.gamesradar.com/lego-rivendell-review/">Lego Rivendell</a> AKA one of the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego sets</a> around) which comes with a staff and sword combo, with a grey set of pillars adorned with flames around the side. The Balrog's wings slot into this frame allowing it to display its might in both configurations, plus it has a fiery whip to even the odds somewhat.</p><h2 class="article-body__section" id="section-build"><span>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="DS5jVYKBymEQ9XnvcPg2wh" name="Lego4" alt="The pieces of the Lego Balrog Book Nook on a wooden table, and in a bag" src="https://cdn.mos.cms.futurecdn.net/DS5jVYKBymEQ9XnvcPg2wh.jpg" mos="" align="middle" fullscreen="" width="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/Scott McCrae)</span></figcaption></figure><p>Ultimately, given its symmetrical design, the book portion of the build is the least interesting. While the final product looks good, it does become a bit of a drag as the build goes on. Plus, I found some of the smaller pieces and the flames to be a bit fiddly. </p><p>The building of the Balrog took me about 2 hours by itself, and while there are some awkward bits on some of the smaller details, such as the 1x1 slope tiles on its head and some of the mechanics of the legs' tube pieces, it proved a far more satisfying build, and makes for the highlight of this set.</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="zQzurp4Tx72bFbdbJYrbgQ" name="Lego" alt="Lego Balrog Book Nook set showing Gandalf stood on the bridge with flames around him" src="https://cdn.mos.cms.futurecdn.net/zQzurp4Tx72bFbdbJYrbgQ.jpg" mos="" align="middle" fullscreen="" width="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/Scott McCrae)</span></figcaption></figure><p>The Lord of the Rings: Balrog Book Nook (#10367) build can be siloed into two parts. First is the 'book' which takes the form of some detailed pillars of grey bricks, and the second is the Balrog itself, which is the undeniable highlight. The figure naturally towers over Gandalf and has pretty fantastic articulation across its limbs, wings, mouth, and claws. My only real nitpick is the plastic sheet included for the wings as opposed to built wings, but even then I can't say it bothered me too much, although exercise caution while putting it together, as it's that same flimsy material that feels like it'll rip if you blow on it. </p><p>The Balrog however is a bit awkward in the book. It has no room for studs on its feet and so it's held in by the pipe pieces on its wings, which allow it to fold them in when the book is closed.</p><h2 class="article-body__section" id="section-should-you-buy-the-lego-balrog-book-nook-10367"><span>Should you buy the Lego Balrog Book Nook (#10367)?</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="CobyY6GwAUUfnHgjkaoiHQ" name="Lego" alt="Lego Balrog Book Nook set on a shelf beside a Pikmin and Lego Game Boy" src="https://cdn.mos.cms.futurecdn.net/CobyY6GwAUUfnHgjkaoiHQ.jpg" mos="" align="middle" fullscreen="" width="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/Scott McCrae)</span></figcaption></figure><p>I really like The Lord of the Rings: Balrog Book Nook (#10367) set. But there's some major caveats. First of all, for the $130 / £110 price point, it is a bit bare. It's the same price as the far more detailed Sherlock Holmes and Dumbledore's Office Book Nook sets, and while Lord of the Rings is the far better series of the three in my opinion, you are basically paying for a big Balrog figure.</p><p>If you'll be using it for its intended Book Nook purpose? It looks great nestled in a book case, but the bare look does make it a bit less of a must have if you'll be displaying it open. </p><h2 id="buy-it-if-3">Buy it if...</h2><div class="product"><p>✅ <strong>You have space on your bookcase: </strong>Let's face it, The Lord of the Rings is great, and one of the series' most iconic moments belongs next to your Tolkien collection<br><br>✅ <strong>You don't have the cash for other LOTR sets: </strong>Rivendell, The Shire, Minas Tirith, and Barad-dur are all awesome sets, but for something affordable, this is solid too. </p></div><h2 id="don-39-t-buy-it-if-3">Don't buy it if...</h2><div class="product"><p>❌ <strong>You want something flashy:</strong> Outside of the Balrog itself, this is a very basic looking set.<br><br>❌<strong>You are loaded and have a lot of space:</strong> As said above, the other Lord of the Rings sets are way more expansive. </p></div><h2 class="article-body__section" id="section-how-we-tested-the-lego-balrog-book-nook"><span>How we tested the Lego Balrog Book Nook</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="eCiyvmXRhjARV6cFrRZFRZ" name="Lego4" alt="The Lego Balrog, partially assembled beside the box" src="https://cdn.mos.cms.futurecdn.net/eCiyvmXRhjARV6cFrRZFRZ.jpg" mos="" align="middle" fullscreen="" width="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/Scott McCrae)</span></figcaption></figure><p>This review sample was gifted to me for my personal collection.</p><p>I built The Lord of the Rings: Balrog Book Nook (#10367) over the course of two nights in two two-hour sittings. I've had it displayed both in a bookcase and among other places in the house, always checking on the opening and closing mechanisms. </p><p>I've been a big Lego guy over the last few years, and this is my first non-Super Mario set I've built (well, aside from Sonic Green Hill Zone and the Game Boy, but still). While I'm not the biggest Tolkien die-hard, I've watched the Peter Jackson trilogy a number of times, and have a soft spot for those old school animated movies, because <a href="https://www.youtube.com/watch?v=VoAfb3f04mo">where there's a whip… there's a way.</a></p><p><em>For more collectibles, why not check out 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-balrog-book-nook-review/</link>
                                                                            <description>
                            <![CDATA[ Lego Balrog Book Nook (#10367) review ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 16:49:19 +0000</pubDate>                                                                                                                                <updated>Wed, 26 Aug 2026 16:54:57 +0000</updated>
                                                                                                                                            <category><![CDATA[Toys & Collectibles]]></category>
                                                                                                <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.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Lego Balrog Book Nook set between books]]></media:description>                                                            <media:text><![CDATA[Lego Balrog Book Nook set between books]]></media:text>
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                                <p>The Lord of the Rings is a series packed to the gills with iconic moments and visuals throughout its 682-minute runtime. But if you ask me, the most iconic of all came from the first and best film (an opinion I'm sure nobody would disagree with), Fellowship of the Ring. Lego The Lord of the Rings: Balrog Book Nook (#10367) showcases that moment, when Gandalf decides he's going to solo the mighty Balrog while the rest of the squad runs off, and utters those four iconic words that are now forever etched onto that Lego tile: "You shall not pass."</p><p>This iconic Middle-earth smackdown is the one of the latest to join Lego's 'Book Nook' series. And while others in the range feel more packed with details, the star of the show this time comes courtesy of the titular Balrog, which is a very in-depth posable figure. In fact, three of the nine bags of bricks included in this Lego Balrog Book Nook set are dedicated solely to the construction of the creature.</p><p>However, the trade off is that the majority of the set just simply isn't quite as exciting, and you'll be spending the majority of your time constructing the frame that holds the scene together. </p><h3 class="article-body__section" id="section-lego-balrog-book-nook-10367-features-design"><span>Lego Balrog Book Nook (#10367) features & design</span></h3><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$129.99/£109.99</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>1,208</p></td></tr><tr><td class="firstcol " ><p>Minifigures</p></td><td  ><p>1</p></td></tr><tr><td class="firstcol " ><p>Build time</p></td><td  ><p>App. 5hrs</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>H: 8.5in (22cm) | W: 17.5in (44cm) | D: 6.5in (17cm)</p></td></tr><tr><td class="firstcol " ><p>Item Number</p></td><td  ><p>10367</p></td></tr></tbody></table></div><p>The main draw of The Lord of the Rings: Balrog Book Nook (#10367), is naturally, its form factor. The showdown between Gandalf and the Balrog can be displayed nestled within your books on a shelf, or, if you fancy, you can let the Balrog spread its wings and make the arena a bit more open. Although in doing so the fact that this isn't exactly a set that's filled with detail may be more apparent. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="keBKmYoUVccdgeJAqVfnkQ" name="Lego" alt="Lego Balrog Book Nook set between books" src="https://cdn.mos.cms.futurecdn.net/keBKmYoUVccdgeJAqVfnkQ.jpg" mos="" align="middle" fullscreen="" width="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/Scott McCrae)</span></figcaption></figure><p>You have a new Gandalf The Grey minifig (it's different to the one featured in <a href="https://www.gamesradar.com/lego-rivendell-review/">Lego Rivendell</a> AKA one of the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego sets</a> around) which comes with a staff and sword combo, with a grey set of pillars adorned with flames around the side. The Balrog's wings slot into this frame allowing it to display its might in both configurations, plus it has a fiery whip to even the odds somewhat.</p><h2 class="article-body__section" id="section-build"><span>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="DS5jVYKBymEQ9XnvcPg2wh" name="Lego4" alt="The pieces of the Lego Balrog Book Nook on a wooden table, and in a bag" src="https://cdn.mos.cms.futurecdn.net/DS5jVYKBymEQ9XnvcPg2wh.jpg" mos="" align="middle" fullscreen="" width="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/Scott McCrae)</span></figcaption></figure><p>Ultimately, given its symmetrical design, the book portion of the build is the least interesting. While the final product looks good, it does become a bit of a drag as the build goes on. Plus, I found some of the smaller pieces and the flames to be a bit fiddly. </p><p>The building of the Balrog took me about 2 hours by itself, and while there are some awkward bits on some of the smaller details, such as the 1x1 slope tiles on its head and some of the mechanics of the legs' tube pieces, it proved a far more satisfying build, and makes for the highlight of this set.</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="zQzurp4Tx72bFbdbJYrbgQ" name="Lego" alt="Lego Balrog Book Nook set showing Gandalf stood on the bridge with flames around him" src="https://cdn.mos.cms.futurecdn.net/zQzurp4Tx72bFbdbJYrbgQ.jpg" mos="" align="middle" fullscreen="" width="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/Scott McCrae)</span></figcaption></figure><p>The Lord of the Rings: Balrog Book Nook (#10367) build can be siloed into two parts. First is the 'book' which takes the form of some detailed pillars of grey bricks, and the second is the Balrog itself, which is the undeniable highlight. The figure naturally towers over Gandalf and has pretty fantastic articulation across its limbs, wings, mouth, and claws. My only real nitpick is the plastic sheet included for the wings as opposed to built wings, but even then I can't say it bothered me too much, although exercise caution while putting it together, as it's that same flimsy material that feels like it'll rip if you blow on it. </p><p>The Balrog however is a bit awkward in the book. It has no room for studs on its feet and so it's held in by the pipe pieces on its wings, which allow it to fold them in when the book is closed.</p><h2 class="article-body__section" id="section-should-you-buy-the-lego-balrog-book-nook-10367"><span>Should you buy the Lego Balrog Book Nook (#10367)?</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="CobyY6GwAUUfnHgjkaoiHQ" name="Lego" alt="Lego Balrog Book Nook set on a shelf beside a Pikmin and Lego Game Boy" src="https://cdn.mos.cms.futurecdn.net/CobyY6GwAUUfnHgjkaoiHQ.jpg" mos="" align="middle" fullscreen="" width="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/Scott McCrae)</span></figcaption></figure><p>I really like The Lord of the Rings: Balrog Book Nook (#10367) set. But there's some major caveats. First of all, for the $130 / £110 price point, it is a bit bare. It's the same price as the far more detailed Sherlock Holmes and Dumbledore's Office Book Nook sets, and while Lord of the Rings is the far better series of the three in my opinion, you are basically paying for a big Balrog figure.</p><p>If you'll be using it for its intended Book Nook purpose? It looks great nestled in a book case, but the bare look does make it a bit less of a must have if you'll be displaying it open. </p><h2 id="buy-it-if-3">Buy it if...</h2><div class="product"><p>✅ <strong>You have space on your bookcase: </strong>Let's face it, The Lord of the Rings is great, and one of the series' most iconic moments belongs next to your Tolkien collection<br><br>✅ <strong>You don't have the cash for other LOTR sets: </strong>Rivendell, The Shire, Minas Tirith, and Barad-dur are all awesome sets, but for something affordable, this is solid too. </p></div><h2 id="don-39-t-buy-it-if-3">Don't buy it if...</h2><div class="product"><p>❌ <strong>You want something flashy:</strong> Outside of the Balrog itself, this is a very basic looking set.<br><br>❌<strong>You are loaded and have a lot of space:</strong> As said above, the other Lord of the Rings sets are way more expansive. </p></div><h2 class="article-body__section" id="section-how-we-tested-the-lego-balrog-book-nook"><span>How we tested the Lego Balrog Book Nook</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="eCiyvmXRhjARV6cFrRZFRZ" name="Lego4" alt="The Lego Balrog, partially assembled beside the box" src="https://cdn.mos.cms.futurecdn.net/eCiyvmXRhjARV6cFrRZFRZ.jpg" mos="" align="middle" fullscreen="" width="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/Scott McCrae)</span></figcaption></figure><p>This review sample was gifted to me for my personal collection.</p><p>I built The Lord of the Rings: Balrog Book Nook (#10367) over the course of two nights in two two-hour sittings. I've had it displayed both in a bookcase and among other places in the house, always checking on the opening and closing mechanisms. </p><p>I've been a big Lego guy over the last few years, and this is my first non-Super Mario set I've built (well, aside from Sonic Green Hill Zone and the Game Boy, but still). While I'm not the biggest Tolkien die-hard, I've watched the Peter Jackson trilogy a number of times, and have a soft spot for those old school animated movies, because <a href="https://www.youtube.com/watch?v=VoAfb3f04mo">where there's a whip… there's a way.</a></p><p><em>For more collectibles, why not check out 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[ Resonance: A Plague Tale Legacy review: "Rivals Uncharted and Tomb Raider with a snappy sword fighting take on treasure hunting adventure" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Deadly rats are out, but a new supernatural threat is in. Underdog slingshot fights are replaced by brutal, punchy sword combat. Bleak, muddy Medieval France gives way to the gorgeous sunshine of a Greek island, temples displaying vibrant colors. Yet, Resonance: A Plague Tale Legacy still feels like a Plague Tale game through and through. Set before the events of the other games, protagonist Sophia must forge herself as she pursues a treasure with rivals hot at her heels, with stakes both personal and world-shattering thanks to a strange curse.</p><p>If previous games felt like a medieval riff on <a href="https://www.gamesradar.com/the-last-of-us-part-1-guide-remake/">The Last of Us</a>, then <a href="https://www.gamesradar.com/games/action/resonance-plague-tale-legacy-makes-serious-moves-for-the-uncharted-and-tomb-raider-crown/"><u>Resonance: A Plague Tale Legacy is developer Asobo Studio's take on Uncharted or modern Tomb Raider</u></a>, trading guns for snappy swordplay. With incredible production values and a real sense of craft across puzzle and level design, this is the team's slickest production to date and – given it's been so long since the last Uncharted or Tomb Raider – Sophia's adventure really holds its own in comparison. If, like me, you're always on the lookout for a new single-player, story-driven action-adventure game to play while flinging popcorn into your mouth, look no further. Resonance is a treasure that doesn't need dusting off – this gleams.</p><h2 id="bring-the-plunder">Bring the plunder</h2><iframe src="https://content.jwplatform.com/players/vhkMl4bX.html" id="vhkMl4bX" title="Resonance: A Plague Tale Legacy rivals Uncharted and Tomb Raider | Review" width="1920" height="1080" frameborder="0" scrolling="auto" allowfullscreen></iframe><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>August 27, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer:</strong> Asobo Studio<br><strong>Publisher:</strong> Focus Entertainment</p></div></div><p>As a prequel, Resonance: A Plague Tale Legacy can be enjoyed standalone as Sophia's journey is complete in and of itself. Even so, Plague fans will find plenty of rewarding expansions to the series' lore, themes, and worldbuilding, adding much more than I initially expected – though I'll avoid spoiling quite how it relates.</p><p>We're introduced to Sophia as a child, confined to a convent where a strange substance is pumped into her veins, and nuns force her to detail the visions she has as a result. These nightmares point to the legendary Minotaur Island that was once home to the advanced Minoan civilization, revolving around a series of dark holes and a bull-headed figure that seemingly brought ruin to the forgotten people.</p><p>Before long, she's freed from imprisonment by her father, who takes her back to his home of plunderers, smugglers, and pirates. The game's opening tutorials have an almost <a href="https://www.gamesradar.com/007-first-light-guide/"><u>007 First Light</u></a> quality with its smart use of jump cuts as she's trained in combat, evasion, and stealth by her rough-and-tumble but loving found family of misfits. All the while, her father uses her visions to hunt for the island in the hopes of freeing her from the hold of the curse (with plenty of booty up for grabs as a bonus). The crew come tantalizingly close, finding the island, but struggling to crack its defences without a special key, an artefact they finally get a lead on when Sophia herself has become a young adult.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QZEo5ECSQMFaoXsst6qmKM" name="SS_resonance_PTL_37_1080" alt="Sophia looks out across the labyrinth in Resonance: A Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/QZEo5ECSQMFaoXsst6qmKM.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Focus Entertainment, Asobo Studio)</span></figcaption></figure><p>Cue a Venetian heist that, in typical treasure hunting fashion, doesn't go completely to plan. Before she knows it, Sophia is sailing off key-in-hand with only her thieving friend Leni at her side, with plenty of other interested parties hot on the trail, and no idea who else she can trust.</p><p>While the pair can use the key to crack the island's puzzles, better equipped rivals are more gung-ho about smashing their way through the already crumbling and flooding ruins, careless about what else on the island they may awake in the process.</p><p>Sophia's smuggler home, Venice, and the Minoan island itself are all simply gorgeous, full of sights that'll have you lingering just to take it all in. Playable flashbacks – Sophia's visions become stronger once she's on the island – add to the sense of splendor, ruins you explore in the present being shown in all their decorated, vibrant glory as Theseus fights through a tournament to crown King Minos' successor.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Myag8NFFMBpu6HieF5g7wR" name="SS_resonance_PTL_5_1080" alt="Theseus walks towards a colorful temple entrances with confetti being thrown by an audience in a Resonance: A Plague Tale Legacy flashblack" src="https://cdn.mos.cms.futurecdn.net/Myag8NFFMBpu6HieF5g7wR.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Focus Entertainment, Asobo Studio)</span></figcaption></figure><p>Resonance: A Plague Tale Legacy is a linear, chapter-by-chapter adventure, but some sequences are wider than others. A couple of moments have Sophia tracking down navigation landmarks through large jungle spaces, and another highlight offers up four challenges around a hub area I can tackle in any order.</p><p>At other points, Sophia must retread the grounds of sacred trials in a more direct manner, puzzling out ancient tests while contending with half-destroyed environments through snappy navigational puzzles. These all have an immediacy that complements how good Sophia feels to control, which are a far cry from the slower pace of Amicia in previous games having to carefully navigate rat-infested areas.</p><h2 id="rat-in-a-cage">Rat in a cage</h2><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="EPmTkXnUrTscBGAwTVgeqC" name="SS_resonance_plague_sophia_death" alt="Sophia is caught by the curse in Resonance: A Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/EPmTkXnUrTscBGAwTVgeqC.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: Focus Entertainment, Asobo Studio)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Lost in time</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="T9NmNq8vAJJ6cPsquZKo6S" name="PR_Resonance_Screenshot_Preview 6" caption="" alt="Sophia looks at the camera, half of her face obscured by a side-on of a metal mask, such as the one worn by Theseus, in Resonance: A Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/T9NmNq8vAJJ6cPsquZKo6S.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: Focus Entertainment, Asobo Studio)</span></figcaption></figure><p class="fancy-box__body-text">In real life, we really don't know much about the Bronze Age Minoan civilization, making it a fun backdrop for historical fiction. While their art and writing survives, their language has never been fully deciphered. There are plenty of records they existed, but really not much concrete information.</p></div></div><p>The eventual supernatural elements play into Sophia's speedier pace of play even as she has to utilize stealth to survive – though I'll avoid spoiling specifics around these enemies. In play, these threats revolve around being tracked rather than immediately swarmed.</p><p>Slow movement and cover can throw off this attention, but so can smoothly taking jumps or slipping through crawling spaces or cracks in walls. There are times you're better off being careful, and others where you should be making a break for it, with the exact boundaries between those in your hands. I love the mechanical moments this produces, but – again, avoiding spoilers – none of these manage to be quite as striking as a literal wave of gnawing rats.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tBJ9TczAVYV3ecXgaTXKFH" name="SS_resonance_PTL_3_1080" alt="Early pages from Sophia's journal in Resonance: A Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/tBJ9TczAVYV3ecXgaTXKFH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Focus Entertainment, Asobo Studio)</span></figcaption></figure><p>Sophia comes on this journey with her dream journal, which eventually doubles as expedition notes for her father and his crew, meaning with the touch of a button she can consult notes for many of the puzzles that lay in wait, as well as jot down new observations such as uncovered runes and the like.</p><p>Functionally, this is an excellent riff on Nathan Drake's perennially underrated journal in Uncharted. Resonance doesn't evolve the mechanic all that much – you can move Sophia's hand to tap on parts of the page to have her comment in greater detail – but I still value its presence. Alongside the option to ask a companion for one of a series of escalating hints, it helps you follow puzzle logic in-game if you're stumped or need a reminder on information you've uncovered, while never being truly necessary if you want to remember bits on your own.</p><p>Replaying <a href="https://www.gamesradar.com/uk/a-plague-tale-requiem/">A Plague Tale: Requiem</a> alongside Resonance, I could really feel the journal's absence, making a bunch of its puzzles less satisfying to engage with. Resonance really nails the vibe of solving riddles and traps in ancient tombs, all evolving neatly on a core light-reflecting mechanic that genuinely has some novel approaches to one of the medium's oft-revisited puzzle types.</p><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="G2G4DykaiRrLszj3g3K66D" name="SS_resonance_plague_colored_lights" alt="Reflecting multi-colored lights in Resonance: A Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/G2G4DykaiRrLszj3g3K66D.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: Focus Entertainment, Asobo Studio)</span></figcaption></figure><p>There are plenty of collectibles to find, from ancient treasures to upgrade points – all of which glitter periodically with impossible white light like in Uncharted. With ancient ruins this intricate, they're a joy just to investigate, and I relished obtaining all of the optional swords that are hidden in tombs behind their own side puzzles.</p><p>Combat upgrades themselves are cursory – the ability to throw an enemy as a counter, or parry previously unparryable attacks – but they at least don't get in the way (the overwhelming menu'ing in previous Plague Tale games isn't a factor here). In part, the relative unimportance of Sophia's combat upgrades are because the core fighting system works really well with the kit you get from the beginning. Sophia will come up against plenty of enemies who she will cross swords with, and she's every bit as skilled a fighter as those she's against.</p><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="B7snDEbXVyt3CJx5DAM37D" name="SS_resonance_plague_kick" alt="Sophia kicks enemies in the sunshine in Resonance: A Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/B7snDEbXVyt3CJx5DAM37D.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: Focus Entertainment, Asobo Studio)</span></figcaption></figure><p>Simple, but snappy, Sophia can create order out of a fight's chaos. All enemies have health bars made out of pips, with basic attacks dealing one point of damage and charged attacks three, alongside a break meter that will temporarily stun them. These can be filled by parrying, but also by using Sophia's grapple to pull them off balance, or an always-available kick to knock to send them tumbling into walls or crates.</p><div><blockquote><p>Even the bulkiest foe stacked with pips can be stunned and then punted with Sophia's  kick.</p></blockquote></div><p>Stand next to an object like a dropped knife or a piece of pottery and a click of the stick will throw it at an enemy noggin, stunning them in place (this is a nod to <a href="https://www.gamesradar.com/sifu-tips/">Sifu</a>, the developer told me earlier this year). Even the bulkiest foe stacked with pips can be stunned and then punted with Sophia's kick into one of the island's many mysterious holes.</p><p>Sophia herself only ever has three pips of health, but killing an enemy always restores one. It's a forgiving system that lends itself to the sense of pace and momentum Sophia always embodies. She can't take many hits, but plowing through enemies with satisfying, quick finishing moves will always put her back on top. It's a great way to keep melee combat rewarding and approachable without detracting from Resonance's cinematic ambitions, and the sense this adventure is always unfolding at a fast clip.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vVaFDwnYX9FUP6LyrshLMV" name="SS_resonance_PTL_12_1080" alt="Leni and Sophia look out across Minoan ruins under a bright blue sky in Resonance: A Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/vVaFDwnYX9FUP6LyrshLMV.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Focus Entertainment, Asobo Studio)</span></figcaption></figure><p>There are moments I'm reminded Resonance doesn't quite have the massive budget of something like <a href="https://www.gamesradar.com/uncharted-4-collectibles-guide/">Uncharted 4</a>. While I enjoy each fight, combat areas are often quite basic and static – though I do appreciate a commitment to having lots of pits to kick enemies into. Likewise, only a few areas really have particularly interesting traversal – the grapple is used more as a weapon in combat than it is for exploration, and when it does it's always fairly simple.</p><p>Still, it's testament to great design craft that more often than not I'm not thinking about these limitations. Resonance does more than enough with the tools it has to deliver a fantastic treasure hunting adventure, with action and puzzling that escalates and varies enough that I'm always thrilled to be tackling something new as Sophia's quest builds to its inevitable conclusion. More than a detour, Resonance shows just how much more the Plague Tale series and Asobo Studio still have to bring to the table – and I'm more excited than ever before to see what comes next.</p><p>Resonance: A Plague Tale Legacy was reviewed on PC, with a code provided by the publisher.</p><p><em>Take a look at our </em><a href="https://www.gamesradar.com/best-single-player-games/"><em>best single-player games</em></a><em> list for more to play!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action/resonance-a-plague-tale-legacy-review/</link>
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                            <![CDATA[ More than a detour, Resonance shows just how much more life is left in Plague Tale ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 16:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Action Games]]></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.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[Focus Entertainment, Asobo Studio]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Sophia and Leni watch an arena fight from the stands in Resonance: A Plague Tale Legacy]]></media:description>                                                            <media:text><![CDATA[Sophia and Leni watch an arena fight from the stands in Resonance: A Plague Tale Legacy]]></media:text>
                                <media:title type="plain"><![CDATA[Sophia and Leni watch an arena fight from the stands in Resonance: A Plague Tale Legacy]]></media:title>
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                                <p>Deadly rats are out, but a new supernatural threat is in. Underdog slingshot fights are replaced by brutal, punchy sword combat. Bleak, muddy Medieval France gives way to the gorgeous sunshine of a Greek island, temples displaying vibrant colors. Yet, Resonance: A Plague Tale Legacy still feels like a Plague Tale game through and through. Set before the events of the other games, protagonist Sophia must forge herself as she pursues a treasure with rivals hot at her heels, with stakes both personal and world-shattering thanks to a strange curse.</p><p>If previous games felt like a medieval riff on <a href="https://www.gamesradar.com/the-last-of-us-part-1-guide-remake/">The Last of Us</a>, then <a href="https://www.gamesradar.com/games/action/resonance-plague-tale-legacy-makes-serious-moves-for-the-uncharted-and-tomb-raider-crown/"><u>Resonance: A Plague Tale Legacy is developer Asobo Studio's take on Uncharted or modern Tomb Raider</u></a>, trading guns for snappy swordplay. With incredible production values and a real sense of craft across puzzle and level design, this is the team's slickest production to date and – given it's been so long since the last Uncharted or Tomb Raider – Sophia's adventure really holds its own in comparison. If, like me, you're always on the lookout for a new single-player, story-driven action-adventure game to play while flinging popcorn into your mouth, look no further. Resonance is a treasure that doesn't need dusting off – this gleams.</p><h2 id="bring-the-plunder">Bring the plunder</h2><iframe src="https://content.jwplatform.com/players/vhkMl4bX.html" id="vhkMl4bX" title="Resonance: A Plague Tale Legacy rivals Uncharted and Tomb Raider | Review" width="1920" height="1080" frameborder="0" scrolling="auto" allowfullscreen></iframe><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>August 27, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer:</strong> Asobo Studio<br><strong>Publisher:</strong> Focus Entertainment</p></div></div><p>As a prequel, Resonance: A Plague Tale Legacy can be enjoyed standalone as Sophia's journey is complete in and of itself. Even so, Plague fans will find plenty of rewarding expansions to the series' lore, themes, and worldbuilding, adding much more than I initially expected – though I'll avoid spoiling quite how it relates.</p><p>We're introduced to Sophia as a child, confined to a convent where a strange substance is pumped into her veins, and nuns force her to detail the visions she has as a result. These nightmares point to the legendary Minotaur Island that was once home to the advanced Minoan civilization, revolving around a series of dark holes and a bull-headed figure that seemingly brought ruin to the forgotten people.</p><p>Before long, she's freed from imprisonment by her father, who takes her back to his home of plunderers, smugglers, and pirates. The game's opening tutorials have an almost <a href="https://www.gamesradar.com/007-first-light-guide/"><u>007 First Light</u></a> quality with its smart use of jump cuts as she's trained in combat, evasion, and stealth by her rough-and-tumble but loving found family of misfits. All the while, her father uses her visions to hunt for the island in the hopes of freeing her from the hold of the curse (with plenty of booty up for grabs as a bonus). The crew come tantalizingly close, finding the island, but struggling to crack its defences without a special key, an artefact they finally get a lead on when Sophia herself has become a young adult.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QZEo5ECSQMFaoXsst6qmKM" name="SS_resonance_PTL_37_1080" alt="Sophia looks out across the labyrinth in Resonance: A Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/QZEo5ECSQMFaoXsst6qmKM.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Focus Entertainment, Asobo Studio)</span></figcaption></figure><p>Cue a Venetian heist that, in typical treasure hunting fashion, doesn't go completely to plan. Before she knows it, Sophia is sailing off key-in-hand with only her thieving friend Leni at her side, with plenty of other interested parties hot on the trail, and no idea who else she can trust.</p><p>While the pair can use the key to crack the island's puzzles, better equipped rivals are more gung-ho about smashing their way through the already crumbling and flooding ruins, careless about what else on the island they may awake in the process.</p><p>Sophia's smuggler home, Venice, and the Minoan island itself are all simply gorgeous, full of sights that'll have you lingering just to take it all in. Playable flashbacks – Sophia's visions become stronger once she's on the island – add to the sense of splendor, ruins you explore in the present being shown in all their decorated, vibrant glory as Theseus fights through a tournament to crown King Minos' successor.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Myag8NFFMBpu6HieF5g7wR" name="SS_resonance_PTL_5_1080" alt="Theseus walks towards a colorful temple entrances with confetti being thrown by an audience in a Resonance: A Plague Tale Legacy flashblack" src="https://cdn.mos.cms.futurecdn.net/Myag8NFFMBpu6HieF5g7wR.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Focus Entertainment, Asobo Studio)</span></figcaption></figure><p>Resonance: A Plague Tale Legacy is a linear, chapter-by-chapter adventure, but some sequences are wider than others. A couple of moments have Sophia tracking down navigation landmarks through large jungle spaces, and another highlight offers up four challenges around a hub area I can tackle in any order.</p><p>At other points, Sophia must retread the grounds of sacred trials in a more direct manner, puzzling out ancient tests while contending with half-destroyed environments through snappy navigational puzzles. These all have an immediacy that complements how good Sophia feels to control, which are a far cry from the slower pace of Amicia in previous games having to carefully navigate rat-infested areas.</p><h2 id="rat-in-a-cage">Rat in a cage</h2><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="EPmTkXnUrTscBGAwTVgeqC" name="SS_resonance_plague_sophia_death" alt="Sophia is caught by the curse in Resonance: A Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/EPmTkXnUrTscBGAwTVgeqC.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: Focus Entertainment, Asobo Studio)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Lost in time</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="T9NmNq8vAJJ6cPsquZKo6S" name="PR_Resonance_Screenshot_Preview 6" caption="" alt="Sophia looks at the camera, half of her face obscured by a side-on of a metal mask, such as the one worn by Theseus, in Resonance: A Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/T9NmNq8vAJJ6cPsquZKo6S.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: Focus Entertainment, Asobo Studio)</span></figcaption></figure><p class="fancy-box__body-text">In real life, we really don't know much about the Bronze Age Minoan civilization, making it a fun backdrop for historical fiction. While their art and writing survives, their language has never been fully deciphered. There are plenty of records they existed, but really not much concrete information.</p></div></div><p>The eventual supernatural elements play into Sophia's speedier pace of play even as she has to utilize stealth to survive – though I'll avoid spoiling specifics around these enemies. In play, these threats revolve around being tracked rather than immediately swarmed.</p><p>Slow movement and cover can throw off this attention, but so can smoothly taking jumps or slipping through crawling spaces or cracks in walls. There are times you're better off being careful, and others where you should be making a break for it, with the exact boundaries between those in your hands. I love the mechanical moments this produces, but – again, avoiding spoilers – none of these manage to be quite as striking as a literal wave of gnawing rats.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tBJ9TczAVYV3ecXgaTXKFH" name="SS_resonance_PTL_3_1080" alt="Early pages from Sophia's journal in Resonance: A Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/tBJ9TczAVYV3ecXgaTXKFH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Focus Entertainment, Asobo Studio)</span></figcaption></figure><p>Sophia comes on this journey with her dream journal, which eventually doubles as expedition notes for her father and his crew, meaning with the touch of a button she can consult notes for many of the puzzles that lay in wait, as well as jot down new observations such as uncovered runes and the like.</p><p>Functionally, this is an excellent riff on Nathan Drake's perennially underrated journal in Uncharted. Resonance doesn't evolve the mechanic all that much – you can move Sophia's hand to tap on parts of the page to have her comment in greater detail – but I still value its presence. Alongside the option to ask a companion for one of a series of escalating hints, it helps you follow puzzle logic in-game if you're stumped or need a reminder on information you've uncovered, while never being truly necessary if you want to remember bits on your own.</p><p>Replaying <a href="https://www.gamesradar.com/uk/a-plague-tale-requiem/">A Plague Tale: Requiem</a> alongside Resonance, I could really feel the journal's absence, making a bunch of its puzzles less satisfying to engage with. Resonance really nails the vibe of solving riddles and traps in ancient tombs, all evolving neatly on a core light-reflecting mechanic that genuinely has some novel approaches to one of the medium's oft-revisited puzzle types.</p><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="G2G4DykaiRrLszj3g3K66D" name="SS_resonance_plague_colored_lights" alt="Reflecting multi-colored lights in Resonance: A Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/G2G4DykaiRrLszj3g3K66D.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: Focus Entertainment, Asobo Studio)</span></figcaption></figure><p>There are plenty of collectibles to find, from ancient treasures to upgrade points – all of which glitter periodically with impossible white light like in Uncharted. With ancient ruins this intricate, they're a joy just to investigate, and I relished obtaining all of the optional swords that are hidden in tombs behind their own side puzzles.</p><p>Combat upgrades themselves are cursory – the ability to throw an enemy as a counter, or parry previously unparryable attacks – but they at least don't get in the way (the overwhelming menu'ing in previous Plague Tale games isn't a factor here). In part, the relative unimportance of Sophia's combat upgrades are because the core fighting system works really well with the kit you get from the beginning. Sophia will come up against plenty of enemies who she will cross swords with, and she's every bit as skilled a fighter as those she's against.</p><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="B7snDEbXVyt3CJx5DAM37D" name="SS_resonance_plague_kick" alt="Sophia kicks enemies in the sunshine in Resonance: A Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/B7snDEbXVyt3CJx5DAM37D.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: Focus Entertainment, Asobo Studio)</span></figcaption></figure><p>Simple, but snappy, Sophia can create order out of a fight's chaos. All enemies have health bars made out of pips, with basic attacks dealing one point of damage and charged attacks three, alongside a break meter that will temporarily stun them. These can be filled by parrying, but also by using Sophia's grapple to pull them off balance, or an always-available kick to knock to send them tumbling into walls or crates.</p><div><blockquote><p>Even the bulkiest foe stacked with pips can be stunned and then punted with Sophia's  kick.</p></blockquote></div><p>Stand next to an object like a dropped knife or a piece of pottery and a click of the stick will throw it at an enemy noggin, stunning them in place (this is a nod to <a href="https://www.gamesradar.com/sifu-tips/">Sifu</a>, the developer told me earlier this year). Even the bulkiest foe stacked with pips can be stunned and then punted with Sophia's kick into one of the island's many mysterious holes.</p><p>Sophia herself only ever has three pips of health, but killing an enemy always restores one. It's a forgiving system that lends itself to the sense of pace and momentum Sophia always embodies. She can't take many hits, but plowing through enemies with satisfying, quick finishing moves will always put her back on top. It's a great way to keep melee combat rewarding and approachable without detracting from Resonance's cinematic ambitions, and the sense this adventure is always unfolding at a fast clip.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vVaFDwnYX9FUP6LyrshLMV" name="SS_resonance_PTL_12_1080" alt="Leni and Sophia look out across Minoan ruins under a bright blue sky in Resonance: A Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/vVaFDwnYX9FUP6LyrshLMV.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Focus Entertainment, Asobo Studio)</span></figcaption></figure><p>There are moments I'm reminded Resonance doesn't quite have the massive budget of something like <a href="https://www.gamesradar.com/uncharted-4-collectibles-guide/">Uncharted 4</a>. While I enjoy each fight, combat areas are often quite basic and static – though I do appreciate a commitment to having lots of pits to kick enemies into. Likewise, only a few areas really have particularly interesting traversal – the grapple is used more as a weapon in combat than it is for exploration, and when it does it's always fairly simple.</p><p>Still, it's testament to great design craft that more often than not I'm not thinking about these limitations. Resonance does more than enough with the tools it has to deliver a fantastic treasure hunting adventure, with action and puzzling that escalates and varies enough that I'm always thrilled to be tackling something new as Sophia's quest builds to its inevitable conclusion. More than a detour, Resonance shows just how much more the Plague Tale series and Asobo Studio still have to bring to the table – and I'm more excited than ever before to see what comes next.</p><p>Resonance: A Plague Tale Legacy was reviewed on PC, with a code provided by the publisher.</p><p><em>Take a look at our </em><a href="https://www.gamesradar.com/best-single-player-games/"><em>best single-player games</em></a><em> list for more to play!</em></p>
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                                                            <title><![CDATA[ Star Wars Zero Company review: "XCOM with lightsabers is a truly sweet deal, and it doesn't have to reinvent the tactics wheel to be forceful" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I hire Tagoz Tru fully expecting him to die. The Weequay bruiser isn't one of Star Wars Zero Company's big-name signings, like Tel-Rea the Jedi ronin or Cly Kullervo the Mandalorian bounty hunter. These characters – both of whom I have to google, just to make 100% sure they're not lifted from some <a href="https://www.gamesradar.com/uk/entertainment/tv/sci-fi-shows/star-wars-tv-shows/"><u>Star Wars cartoon</u></a> – come with their own dedicated side quests and hours of bespoke voice acting. And even they can be lost forever in battle. So what chance does a randomly rolled recruit like Tagoz have?</p><p>Better than I'd expected, as it turns out. Zero Company's permadeath is a tradition borrowed – like so many of this game's essentials – from <a href="https://www.gamesradar.com/how-not-suck-xcom-enemy-within/"><u>XCOM</u></a>, the seminal tactics game in which you fed faceless soldiers into an extraterrestrial meat grinder. There, finishing the campaign with a couple of dozen body bags to your name could be written off as an unqualified success.</p><p>Zero Company dangles this threat right from the beginning, killing off one of your starting roster in the tutorial, just to show that it means business. But that also illustrates just how thoroughly you need to fail for this ever to be a concern.</p><h2 id="death-stars">Death stars</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WZZUmZ8gxb5TULfG5WKHLf" name="SS_SW_zero_company_Cutscenes (1)_1080" alt="A holo projection of a character in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/WZZUmZ8gxb5TULfG5WKHLf.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</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> August 27, 2026<br><strong>Platform(s):</strong> PC, PS5, Xbox Series<br><strong>Developer:</strong> Bit Reactor, Respawn Entertainment<br><strong>Publisher:</strong> Electronic Arts</p></div></div><p>A character whose health bar hits zero will drop to their knees, where a squadmate can revive them, <a href="https://www.gamesradar.com/uk/games/action/gears-of-war/"><u>Gears Of War</u></a>-style. They'll get back up with an injury that limits their combat effectiveness, and it's only on the third wound that you lose them forever. At least on the default difficulty setting, it's pretty hard to get anyone killed, but that doesn't mean it has no effect.</p><p>Just knowing that permadeath is possible powers some brilliantly tense final turns. Most missions feature an objective – slice this computer terminal, rescue these captives – then an extraction, to pull you from one side of the map to the other. By the time the extraction zone appears, generally on the far side of an enemy reinforcement spawn point, your squad might have taken a wound or two achieving their objective. So, do you hunker down and fight off those reinforcements before a nice peaceful stroll to the exit, or just try to make a run for 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="S2ddbDfDFaJtHTnShZKJSf" name="SS_SW_zero_company_Turn-based battles (1)_1080" alt="Combat in a snowy base in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/S2ddbDfDFaJtHTnShZKJSf.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>The latter might sound like the easy option, but it can require at least as much brainpower to pull off. Each operative gets a very different mileage out of their three Action Points per turn – a heavy like Tagoz Tru isn't going to be able to keep up with a fleet-footed Jedi – and you probably still want to stick to cover, unless you've got some plan for running between the raindrops.</p><p>This leads to a lot of squinting at every character's abilities, which are presented on a thumbstick-friendly radial wheel. Is there some way of shunting spare AP from your speedier characters to the slowpokes? Can you tie up the pursuing foe with overwatch covering fire, or protect a more exposed route using smoke grenades? </p><p>Finally, if one of the retreating party does take a hit and get downed, do you send someone back to revive them, at the risk of the rescuer also catching a laser bullet? Once there's at least one body in the extraction zone, you can choose to end the mission there and then, leaving the others behind MIA. I'm not entirely sure how this works, though, because I can never quite bring myself to do it. No man – or Weequay – left behind.</p><h2 id="base-elements">Base 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pDbJL39t7VYHEh5ZBxyfUe" name="SS_SW_zero_company_Base dialogue (1)_1080" alt="Dialogue with a squad member at the base in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/pDbJL39t7VYHEh5ZBxyfUe.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>Back at base, you're dropped into the body of Hawks, the custom-created protagonist you can bring into missions as another unit (but, story requirements aside, don't need to). Wandering about the place in over-the-shoulder third person, chatting with squadmates, it's all very reminiscent of being aboard the Normandy, in <a href="https://www.gamesradar.com/mass-effect-legendary-edition-walkthrough-guide/"><u>Mass Effect</u></a>.</p><div><blockquote><p>It's all very reminiscent of being aboard the Normandy, in Mass Effect.</p></blockquote></div><p>Zooming the camera in from the aerial perspective of turn-based battles, to show that these little chess pieces actually have detailed faces and expressive animations is a cool trick, and it all holds up impressively well to close scrutiny. But look past all that and you'll find something that once again hews pretty close to the XCOM formula.</p><p>There are research projects for you to choose between, providing upgrades which won't bear fruit until after your next sortie, and opportunities to convert experience earned in missions into level-up rewards. There's also a med-bay where you can heal up those injuries, in exchange for cold hard credits. Even in the glory days of the Galactic Republic, it seems, the galaxy didn't offer free healthcare.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="M8ZkqjLM6rzkvAost5sXpe" name="SS_SW_zero_company_Operations (3)_1080" alt="The Operations screen in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/M8ZkqjLM6rzkvAost5sXpe.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>Running Zero Company, the eponymous mercenary outfit headed up by Hawks, you never have quite enough money to afford everything you want. That next big-ticket upgrade is tantalizingly out of reach, unless you're willing to let a couple of employees tick along with permanent injuries. So yes, it might look different – and incredibly shiny – but underneath it's that same old 'just one more go' XCOM magic.</p><p>Personally, I don't have a huge problem with Zero Company's reticence to reinvent the wheel. Not least because, well, it's a really damn good wheel. Besides, it's been long enough. </p><p>In the decade since <a href="https://www.gamesradar.com/uk/xcom-2/"><u>XCOM 2</u></a>, we've been blessed with a wide variety of takes on the format, from Into The Breach's bonsai-tree perfection to <a href="https://www.gamesradar.com/games/roguelike/mewgenics-secret-areas/"><u>Mewgenics</u></a>' wild excesses. And of course, <a href="https://www.gamesradar.com/marvels-midnight-suns-guide/"><u>Marvel's Midnight Suns</u></a>, the missing link between XCOM and Zero Company, which was more experimental (for good and ill).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qx7BTWFQCXnYCAaVu3VKAf" name="SS_SW_zero_company_Overwatch (5)_1080" alt="A character uses their overwatch ability in a snowy base in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/qx7BTWFQCXnYCAaVu3VKAf.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>Having played them all, I've still got room in my heart for a more conventional take – especially one with the kind of big-budget production values I never expected to see lavished on this genre. Even when the game is idling, waiting for you to punch in your next set of orders, laser fire will dance across the battlefield, as both sides lay down suppressive fire. Occasionally, one of these blasts will connect with Tel-Rea's lightsaber and be deflected with an effortless flick of the wrist. And every time, my eyes light up like a child watching their favourite toys come to life.</p><p>This spectacle is offset, however, by frequent technical issues. Beautiful as they are, the animations don't always line up perfectly – I often find myself cursing a shot that has missed its mark, before the game catches up a second or two later, remembers to display a damage number and my target crumples to the ground. The camera can struggle to keep up, too, so that I'm left to watch some pivotal manoeuvres from the far side of a wall. A day-0 patch has been promised that will hopefully iron out these kinks, but they persist throughout my time with Zero Company, right up until the eve of launch.</p><h2 id="tru-faith">Tru faith</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PqGvPz6pm8rgNArkSiAXQf" name="SS_SW_zero_company_Turn-based battles (3)_1080" alt="Combat in a snowy base in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/PqGvPz6pm8rgNArkSiAXQf.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Force multiplier</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="EggbN4LcgzmumcBLmJhrxe" name="SS_SW_zero_company_Base dialogue (3)_1080" caption="" alt="Dialogue with a squad member at the base in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/EggbN4LcgzmumcBLmJhrxe.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: Electronic Arts)</span></figcaption></figure><p class="fancy-box__body-text">Zero Company's tweaks to the XCOM template are small but meaningful. Manually placed targeting cones makes overwatch feel like a more active choice rather than a way of just dumping any leftover AP. Meanwhile, the most powerful abilities – such as Tel-Rea's Force shockwave and lightsaber toss – require Advantage, giving battles a pleasing ebb and flow as it is built up, spent, and rebuilt.</p></div></div><p>Still, none of these bugs – nor the game's more conservative design choices – is enough to dampen my enthusiasm for just one more go. And shallow as it might sound, at least some of that comes down to the fact that Zero Company isn't just an XCOM-like game but a true <em>Star Wars game</em>.</p><p>There's something deep in my DNA that will always thrill at the sight of an R2-style Astromech launching a health stim from the top of its head, across the battlefield and into the waiting hand of a Jedi. When my scoundrel-class unit automatically finishes off an enemy clinging onto their last two health points with a quick burst from their blaster, it carries all the associations of Han and Greedo in the Cantina. Playing Zero Company has even helped give me a fresh fondness for the Prequel Trilogy droid army. Those might not be great films, but that's not the fault of Lucasfilm's art department, and the Droideka is a design classic.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2XQ2D8ZYZrh6HbuzZbVxdf" name="SS_SW_zero_company_Turn-based battles (4)_1080" alt="Combat in a burnt out environment in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/2XQ2D8ZYZrh6HbuzZbVxdf.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>These superficial boosts aside, what can Star Wars offer the tactics genre? A veritable toybox of abilities for you to play with.</p><p>In my campaign, Tel-Rea barely ever ignites her lightsaber, because I'm too busy Force Pushing and Pulling enemies into crates and over the edge of cliffs, and positioning her in 'Noble Stance', the overwatch-equivalent ability that returns blaster fire to sender. Cly Kullervo has a Boba Fett-style jetpack that not only allows her to flank enemies but spits a circle of fire wherever it lands; touching down in the middle of a now-burning crowd, you can follow up with a few quick-draw shots from her blaster pistol, each refunding your AP as long as it's fatal.</p><p>As you move up the upgrade trees, even the more unassuming characters can grow into distinctive heroes. I spec Tagoz Tru into a damage-eating tank, making the most of the high health and defence he had when I recruited him (stat boosts attributed, in a wonderfully characterful touch, to his history of hard labor). This is not exactly an unusual role for a unit in a tactics game, admittedly. But then there's this mission, one that begins with my objective complete and demands only that the squad make it safely to the extraction, with a Vulture drone hot on their heels, blowing up sections of the level and insta-killing anyone lagging behind.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="BUoZeJKtGEW2pxdtzsXvue" name="SS_SW_zero_company_Battle closeups (1)_1080" alt="A close-up of a squad member in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/BUoZeJKtGEW2pxdtzsXvue.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>I let the rest of the squad run ahead to safety while Tagoz brings up the rear, using his taunt and retaliation abilities to draw and then return enemy fire. When things begin to get hairy even for his formidable health bar, Tagoz is protected by a smoke grenade courtesy of my little Astromech, then buffed with a performance-enhancing stim from Hawks.</p><p>So, the mission ends with Tagoz drugged up to the eyeballs and shrouded in smoke, the gray cloud lighting up red and blue by incoming and outbound blaster fire, as a strafing drone closes in overhead. I fully expect him to die – and what a way to go! – but at the last minute, a change of heart: Hawks and the Astromech can surrender their own AP and pass it over to their Weequay saviour.</p><p>Tagoz dodges laser and rockets and makes it to the extraction, on the last turn before everything gets blown to hell. It's a perfect reminder of why I play every XCOM-style tactics game that comes along, and all the sweeter for knowing that, having brought Tagoz along not much caring if he lived or died, I can't stand to lose him to permadeath – and for how perfectly Star Wars this moment feels. I'm willing to forgive a lot, for a game that can leave me feeling like I've dropped a proton torpedo down the exhaust shaft of my own personal Death Star.</p><p>Star Wars Zero Company was reviewed on PC, with a code provided by the publisher.</p><p><em>Check out our </em><a href="https://www.gamesradar.com/best-strategy-games/"><u><em>best strategy games</em></u></a><em> ranking for more battles that'll make you think!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/strategy/star-wars-zero-company-review/</link>
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                            <![CDATA[ Star Wars: Zero Company does exactly what it promises: XCOM, but in a galaxy far, far away ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 13:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 26 Aug 2026 16:27:45 +0000</updated>
                                                                                                                                            <category><![CDATA[Strategy Games]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Alex Spencer ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ctbUW5ELRL2Y8ASW6wwYv.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Electronic Arts]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A character wears Mandalorian armor in a battle close-up in Star Wars Zero Company]]></media:description>                                                            <media:text><![CDATA[A character wears Mandalorian armor in a battle close-up in Star Wars Zero Company]]></media:text>
                                <media:title type="plain"><![CDATA[A character wears Mandalorian armor in a battle close-up in Star Wars Zero Company]]></media:title>
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                                <p>I hire Tagoz Tru fully expecting him to die. The Weequay bruiser isn't one of Star Wars Zero Company's big-name signings, like Tel-Rea the Jedi ronin or Cly Kullervo the Mandalorian bounty hunter. These characters – both of whom I have to google, just to make 100% sure they're not lifted from some <a href="https://www.gamesradar.com/uk/entertainment/tv/sci-fi-shows/star-wars-tv-shows/"><u>Star Wars cartoon</u></a> – come with their own dedicated side quests and hours of bespoke voice acting. And even they can be lost forever in battle. So what chance does a randomly rolled recruit like Tagoz have?</p><p>Better than I'd expected, as it turns out. Zero Company's permadeath is a tradition borrowed – like so many of this game's essentials – from <a href="https://www.gamesradar.com/how-not-suck-xcom-enemy-within/"><u>XCOM</u></a>, the seminal tactics game in which you fed faceless soldiers into an extraterrestrial meat grinder. There, finishing the campaign with a couple of dozen body bags to your name could be written off as an unqualified success.</p><p>Zero Company dangles this threat right from the beginning, killing off one of your starting roster in the tutorial, just to show that it means business. But that also illustrates just how thoroughly you need to fail for this ever to be a concern.</p><h2 id="death-stars">Death stars</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WZZUmZ8gxb5TULfG5WKHLf" name="SS_SW_zero_company_Cutscenes (1)_1080" alt="A holo projection of a character in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/WZZUmZ8gxb5TULfG5WKHLf.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</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> August 27, 2026<br><strong>Platform(s):</strong> PC, PS5, Xbox Series<br><strong>Developer:</strong> Bit Reactor, Respawn Entertainment<br><strong>Publisher:</strong> Electronic Arts</p></div></div><p>A character whose health bar hits zero will drop to their knees, where a squadmate can revive them, <a href="https://www.gamesradar.com/uk/games/action/gears-of-war/"><u>Gears Of War</u></a>-style. They'll get back up with an injury that limits their combat effectiveness, and it's only on the third wound that you lose them forever. At least on the default difficulty setting, it's pretty hard to get anyone killed, but that doesn't mean it has no effect.</p><p>Just knowing that permadeath is possible powers some brilliantly tense final turns. Most missions feature an objective – slice this computer terminal, rescue these captives – then an extraction, to pull you from one side of the map to the other. By the time the extraction zone appears, generally on the far side of an enemy reinforcement spawn point, your squad might have taken a wound or two achieving their objective. So, do you hunker down and fight off those reinforcements before a nice peaceful stroll to the exit, or just try to make a run for 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="S2ddbDfDFaJtHTnShZKJSf" name="SS_SW_zero_company_Turn-based battles (1)_1080" alt="Combat in a snowy base in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/S2ddbDfDFaJtHTnShZKJSf.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>The latter might sound like the easy option, but it can require at least as much brainpower to pull off. Each operative gets a very different mileage out of their three Action Points per turn – a heavy like Tagoz Tru isn't going to be able to keep up with a fleet-footed Jedi – and you probably still want to stick to cover, unless you've got some plan for running between the raindrops.</p><p>This leads to a lot of squinting at every character's abilities, which are presented on a thumbstick-friendly radial wheel. Is there some way of shunting spare AP from your speedier characters to the slowpokes? Can you tie up the pursuing foe with overwatch covering fire, or protect a more exposed route using smoke grenades? </p><p>Finally, if one of the retreating party does take a hit and get downed, do you send someone back to revive them, at the risk of the rescuer also catching a laser bullet? Once there's at least one body in the extraction zone, you can choose to end the mission there and then, leaving the others behind MIA. I'm not entirely sure how this works, though, because I can never quite bring myself to do it. No man – or Weequay – left behind.</p><h2 id="base-elements">Base 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pDbJL39t7VYHEh5ZBxyfUe" name="SS_SW_zero_company_Base dialogue (1)_1080" alt="Dialogue with a squad member at the base in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/pDbJL39t7VYHEh5ZBxyfUe.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>Back at base, you're dropped into the body of Hawks, the custom-created protagonist you can bring into missions as another unit (but, story requirements aside, don't need to). Wandering about the place in over-the-shoulder third person, chatting with squadmates, it's all very reminiscent of being aboard the Normandy, in <a href="https://www.gamesradar.com/mass-effect-legendary-edition-walkthrough-guide/"><u>Mass Effect</u></a>.</p><div><blockquote><p>It's all very reminiscent of being aboard the Normandy, in Mass Effect.</p></blockquote></div><p>Zooming the camera in from the aerial perspective of turn-based battles, to show that these little chess pieces actually have detailed faces and expressive animations is a cool trick, and it all holds up impressively well to close scrutiny. But look past all that and you'll find something that once again hews pretty close to the XCOM formula.</p><p>There are research projects for you to choose between, providing upgrades which won't bear fruit until after your next sortie, and opportunities to convert experience earned in missions into level-up rewards. There's also a med-bay where you can heal up those injuries, in exchange for cold hard credits. Even in the glory days of the Galactic Republic, it seems, the galaxy didn't offer free healthcare.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="M8ZkqjLM6rzkvAost5sXpe" name="SS_SW_zero_company_Operations (3)_1080" alt="The Operations screen in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/M8ZkqjLM6rzkvAost5sXpe.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>Running Zero Company, the eponymous mercenary outfit headed up by Hawks, you never have quite enough money to afford everything you want. That next big-ticket upgrade is tantalizingly out of reach, unless you're willing to let a couple of employees tick along with permanent injuries. So yes, it might look different – and incredibly shiny – but underneath it's that same old 'just one more go' XCOM magic.</p><p>Personally, I don't have a huge problem with Zero Company's reticence to reinvent the wheel. Not least because, well, it's a really damn good wheel. Besides, it's been long enough. </p><p>In the decade since <a href="https://www.gamesradar.com/uk/xcom-2/"><u>XCOM 2</u></a>, we've been blessed with a wide variety of takes on the format, from Into The Breach's bonsai-tree perfection to <a href="https://www.gamesradar.com/games/roguelike/mewgenics-secret-areas/"><u>Mewgenics</u></a>' wild excesses. And of course, <a href="https://www.gamesradar.com/marvels-midnight-suns-guide/"><u>Marvel's Midnight Suns</u></a>, the missing link between XCOM and Zero Company, which was more experimental (for good and ill).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qx7BTWFQCXnYCAaVu3VKAf" name="SS_SW_zero_company_Overwatch (5)_1080" alt="A character uses their overwatch ability in a snowy base in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/qx7BTWFQCXnYCAaVu3VKAf.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>Having played them all, I've still got room in my heart for a more conventional take – especially one with the kind of big-budget production values I never expected to see lavished on this genre. Even when the game is idling, waiting for you to punch in your next set of orders, laser fire will dance across the battlefield, as both sides lay down suppressive fire. Occasionally, one of these blasts will connect with Tel-Rea's lightsaber and be deflected with an effortless flick of the wrist. And every time, my eyes light up like a child watching their favourite toys come to life.</p><p>This spectacle is offset, however, by frequent technical issues. Beautiful as they are, the animations don't always line up perfectly – I often find myself cursing a shot that has missed its mark, before the game catches up a second or two later, remembers to display a damage number and my target crumples to the ground. The camera can struggle to keep up, too, so that I'm left to watch some pivotal manoeuvres from the far side of a wall. A day-0 patch has been promised that will hopefully iron out these kinks, but they persist throughout my time with Zero Company, right up until the eve of launch.</p><h2 id="tru-faith">Tru faith</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PqGvPz6pm8rgNArkSiAXQf" name="SS_SW_zero_company_Turn-based battles (3)_1080" alt="Combat in a snowy base in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/PqGvPz6pm8rgNArkSiAXQf.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Force multiplier</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="EggbN4LcgzmumcBLmJhrxe" name="SS_SW_zero_company_Base dialogue (3)_1080" caption="" alt="Dialogue with a squad member at the base in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/EggbN4LcgzmumcBLmJhrxe.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: Electronic Arts)</span></figcaption></figure><p class="fancy-box__body-text">Zero Company's tweaks to the XCOM template are small but meaningful. Manually placed targeting cones makes overwatch feel like a more active choice rather than a way of just dumping any leftover AP. Meanwhile, the most powerful abilities – such as Tel-Rea's Force shockwave and lightsaber toss – require Advantage, giving battles a pleasing ebb and flow as it is built up, spent, and rebuilt.</p></div></div><p>Still, none of these bugs – nor the game's more conservative design choices – is enough to dampen my enthusiasm for just one more go. And shallow as it might sound, at least some of that comes down to the fact that Zero Company isn't just an XCOM-like game but a true <em>Star Wars game</em>.</p><p>There's something deep in my DNA that will always thrill at the sight of an R2-style Astromech launching a health stim from the top of its head, across the battlefield and into the waiting hand of a Jedi. When my scoundrel-class unit automatically finishes off an enemy clinging onto their last two health points with a quick burst from their blaster, it carries all the associations of Han and Greedo in the Cantina. Playing Zero Company has even helped give me a fresh fondness for the Prequel Trilogy droid army. Those might not be great films, but that's not the fault of Lucasfilm's art department, and the Droideka is a design classic.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2XQ2D8ZYZrh6HbuzZbVxdf" name="SS_SW_zero_company_Turn-based battles (4)_1080" alt="Combat in a burnt out environment in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/2XQ2D8ZYZrh6HbuzZbVxdf.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>These superficial boosts aside, what can Star Wars offer the tactics genre? A veritable toybox of abilities for you to play with.</p><p>In my campaign, Tel-Rea barely ever ignites her lightsaber, because I'm too busy Force Pushing and Pulling enemies into crates and over the edge of cliffs, and positioning her in 'Noble Stance', the overwatch-equivalent ability that returns blaster fire to sender. Cly Kullervo has a Boba Fett-style jetpack that not only allows her to flank enemies but spits a circle of fire wherever it lands; touching down in the middle of a now-burning crowd, you can follow up with a few quick-draw shots from her blaster pistol, each refunding your AP as long as it's fatal.</p><p>As you move up the upgrade trees, even the more unassuming characters can grow into distinctive heroes. I spec Tagoz Tru into a damage-eating tank, making the most of the high health and defence he had when I recruited him (stat boosts attributed, in a wonderfully characterful touch, to his history of hard labor). This is not exactly an unusual role for a unit in a tactics game, admittedly. But then there's this mission, one that begins with my objective complete and demands only that the squad make it safely to the extraction, with a Vulture drone hot on their heels, blowing up sections of the level and insta-killing anyone lagging behind.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="BUoZeJKtGEW2pxdtzsXvue" name="SS_SW_zero_company_Battle closeups (1)_1080" alt="A close-up of a squad member in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/BUoZeJKtGEW2pxdtzsXvue.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>I let the rest of the squad run ahead to safety while Tagoz brings up the rear, using his taunt and retaliation abilities to draw and then return enemy fire. When things begin to get hairy even for his formidable health bar, Tagoz is protected by a smoke grenade courtesy of my little Astromech, then buffed with a performance-enhancing stim from Hawks.</p><p>So, the mission ends with Tagoz drugged up to the eyeballs and shrouded in smoke, the gray cloud lighting up red and blue by incoming and outbound blaster fire, as a strafing drone closes in overhead. I fully expect him to die – and what a way to go! – but at the last minute, a change of heart: Hawks and the Astromech can surrender their own AP and pass it over to their Weequay saviour.</p><p>Tagoz dodges laser and rockets and makes it to the extraction, on the last turn before everything gets blown to hell. It's a perfect reminder of why I play every XCOM-style tactics game that comes along, and all the sweeter for knowing that, having brought Tagoz along not much caring if he lived or died, I can't stand to lose him to permadeath – and for how perfectly Star Wars this moment feels. I'm willing to forgive a lot, for a game that can leave me feeling like I've dropped a proton torpedo down the exhaust shaft of my own personal Death Star.</p><p>Star Wars Zero Company was reviewed on PC, with a code provided by the publisher.</p><p><em>Check out our </em><a href="https://www.gamesradar.com/best-strategy-games/"><u><em>best strategy games</em></u></a><em> ranking for more battles that'll make you think!</em></p>
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                                                            <title><![CDATA[ Horrified: Ravenloft is a slam-dunk for D&D fans, but innovation is starting to be 'mist' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Horrified: Dungeons & Dragons – Ravenloft is a cozy board game, and you can't tell me otherwise. </p><p>OK, I hear you. The world it takes place in is a pulsing mass of <em>awful </em>that's as far from 'homey' as you could possibly imagine. But because it takes a beloved franchise back to its gothic roots by crossing over with what is arguably D&D's most popular adventure, it feels… well, nostalgic. That's why I've been more excited to try Horrified: Dungeons & Dragons – Ravenloft than most of its predecessors. It's a homecoming. </p><h2 id="the-mists-take-you">The Mists take 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="7zfMXL7oZxNWQvaSp789B9" name="Ravenloft" alt="Horrified Ravenloft board with icons, tokens, and miniatures across it, with cards visible to one side" src="https://cdn.mos.cms.futurecdn.net/7zfMXL7oZxNWQvaSp789B9.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>As the name would suggest, Horrified leans hard into horror tropes – but you aren't tackling them alone. This is a co-op game first and foremost, meaning you win or lose together. There have been numerous versions since the series launched in 2019 (ranging from <a href="https://www.gamesradar.com/horrified-board-game/">the original which focused on Universal Monsters like Dracula</a> to a Greek Myth-inspired spin-off), but the core mechanics remain the same regardless; complete unique challenges to defeat monsters who roam the board, all while trying to stop them from eating villagers. If a monster successfully attacks you or kills a villager, the 'terror' meter rises. Hit a certain 'terror' level and it's game over.</p><p>This leads to some fiendish Catch 22 moments. Sometimes you'll be stuck between a rock and a hard place by choosing whether to save a villager or let them die so that you can secure a vital advantage against your enemy. Time is of the essence, after all, and sometimes the ends justify the means.</p><div  class="fancy-box"><div class="fancy_box-title">Fast facts</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="5gco7iamhMMaNKd7EL3p8f" name="Ravenloft" caption="" alt="Cards from Horrified Ravenloft laid out on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/5gco7iamhMMaNKd7EL3p8f.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: Future/Benjamin Abbott)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Players: </strong>1-5<br><strong>Ages: </strong>10+<br><strong>Game type: </strong>Co-op/adventure<br><strong>Complexity: </strong>Moderate<br><strong>Lasts: </strong>60mins<br><strong>Designer: </strong>Peter Lee, Nick Tourville<br><strong>Publisher: </strong>Ravensburger<br><strong>Play if you enjoy: </strong><a data-analytics-id="inline-link" href="https://www.gamesradar.com/pandemic-board-game-review/">Pandemic</a>, <a data-analytics-id="inline-link" href="https://www.gamesradar.com/alien-board-game-review/">Alien: Fate of the Nostromo</a></p></div></div><p>Horrified Ravenloft uses the same framework, but brings back the class system introduced in the <a href="https://www.gamesradar.com/games/board-games/horrified-dungeons-and-dragons-review/">D&D-themed sequel</a>. This time you're able to use the Warlock, Paladin, Druid, Ranger, or Sorcerer, each with special abilities activated by using a d20 die. </p><p>Seeing as it's based on D&D's iconic <a href="https://www.gamesradar.com/curse-of-strahd-revamped-review/">Curse of Strahd</a> campaign where the party finds itself trapped in a grim world ruled by monsters, it also pits you against four foes from that setting: Baba Lysaga and her walking hut, the demonic Gulthias Tree, a creepy Carionette (which doesn't appear in the adventure but has since been added to Ravenloft), and the vampire lord Strahd von Zarovich. Each one possesses unique powers to ruin your day, and they can only be defeated by completing a special challenge.</p><p>These challenges are pulled directly from D&D, so fans will get a real kick out of the process. Randomly-drawn tarot cards determine the location of three items needed to kill Strahd, for example, and you must go to fortune-teller Madam Eva's tent to learn what they are… just like in the tabletop RPG.</p><h2 id="dark-pacts">Dark Pacts</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7cgGHDGPkht9juxdYi4grU" name="Ravenloft" alt="Strahd von Zarovich monster card on a wooden surface, with dice visible underneath" src="https://cdn.mos.cms.futurecdn.net/7cgGHDGPkht9juxdYi4grU.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>That reverence for the source material is clear throughout Horrified Ravenloft. Whether it's seeing familiar faces amongst the villagers, exploring major and minor locations on the board, or drawing cards featuring obscure characters from lore, this game has clearly been made by fans. </p><p>It makes full use of the setting to introduce some wrinkles, too. While we've seen class abilities before, this version of the game shakes things up with Dark Pacts – the kind you can dabble in throughout Curse of Strahd. These provide a permanent bonus (like being able to take a free move action) but come with significant drawbacks. Visually 'corrupting' your player card is the least of it; my Ranger would damage any other player character sharing my space if I ended my turn there, for example. </p><div  class="fancy-box"><div class="fancy_box-title">I am the Ancient, I am the Land</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="aMqBsY8P5Gwtm9RTiTHyGX" name="Printer" caption="" alt="Curse of Strahd bust and crest lying on a leather notebook" src="https://cdn.mos.cms.futurecdn.net/aMqBsY8P5Gwtm9RTiTHyGX.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: Future/Benjamin Abbott)</span></figcaption></figure><p class="fancy-box__body-text">I adore Curse of Strahd thanks to its oh-so-gothic atmosphere and wicked moral conundrums. Actually, I've run it twice, so <a data-analytics-id="inline-link" href="https://www.gamesradar.com/tabletop-gaming/ive-run-curse-of-strahd-twice-so-heres-my-advice-for-anyone-hoping-to-use-the-best-d-and-d-campaign/">here's my advice for anyone hoping to use the best D&D campaign</a>.</p></div></div><p>Because you can use these Dark Pacts at any time, the tricky bit is knowing when to deploy them.</p><p>Similarly, the monsters are nuanced – and different – enough to provide a lot of entertainment. As a case in point, you've got to complete a maze puzzle to defeat Baba Lysaga, clearing her minions from each path so you can slide a gem token to the bottom. Meanwhile, the Gulthias Tree stays in place… but sends out malicious Tree Blights across the board in its stead. </p><p>All this combines with the already rock-solid Horrified formula for a compelling twist of the tale. Yes, the same issues still lurk beneath the surface. Luck plays a significant part in where monsters move and how hard they hit, for instance. You can also be screwed over by chance – villagers spawning on top of a monster or the item you need not appearing, say. Nonetheless, all the good bits are still here too. If anything, Ravenloft's additions only enhance them. It's engrossing from moment to moment, keeping you on the edge of your seat.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ks36fnGQtAiP5UxhSekRQJ" name="Ravenloft" alt="Baba Lysaga's hut model with tokens surrounding it, on the Horrified Ravenloft board" src="https://cdn.mos.cms.futurecdn.net/ks36fnGQtAiP5UxhSekRQJ.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>It's one of those games that's paradoxically harder yet more fun with more people, too. While monsters don't get 'extra' turns (they always act after every player, no matter whether that's two or five), it takes longer for your turn to come around in a multiplayer match so there's a greater chance of trouble. Seeing a monster march inexorably toward you when there's nothing you can do about it is tense to say the least.</p><p>Again, some may become frustrated by the fact that you can't plan too far ahead because you never know where the monsters will go. But for me, that's part of the fun. You're battling the unknown and Horrified Ravenloft is always hurling curveballs your way, so you constantly have to think on your feet. That's where the strategy comes in; it's about triaging priorities and being able to pivot.</p><h3 class="article-body__section" id="section-should-you-buy-horrified-dungeons-dragons-ravenloft"><span>Should you buy Horrified: Dungeons & Dragons - Ravenloft?</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Pgby8bSqFbeQnNSwsmsmX8" name="Ravenloft" alt="The Warlock and Paladin character class cards on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/Pgby8bSqFbeQnNSwsmsmX8.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>Whether it's worth grabbing Horrified: Dungeons & Dragons – Ravenloft will depend on how familiar you are with the franchise. If you've played many of the previous versions, you're unlikely to be bowled over by these additions (unless you skipped the last D&D Horrified, anyway). This is the same game with a few minor updates, not an overhaul.</p><p>If you don't have much experience with Horrified, on the other hand, you'll have a blast. This is a great introduction to the series and returns to its classic horror roots. I still think the original (Universal Monsters) is top dog, but Ravenloft gives it a good run for its money. Even if you have no idea who Strahd is, you'll enjoy this for its gothic feel and twisted baddies.</p><p>Love Curse of Strahd, on the other hand? Well, that's enough to circumvent most of the problems I raise above. You'll get a real kick out of battling foes you've spent hours opposing in D&D, and this is a vertical slice of everything that makes the campaign sing. It's nostalgia for Strahd in a box, so you'll often find yourself saying "oh, I remember that!" with much fondness.</p><h2 id="buy-it-if-4">Buy it if...</h2><div class="product"><p><strong>✅ You want a gothic horror board game: </strong>Are you a fan of classic horror? This will tick that box thanks to its buffet of beloved staples.<br><br><strong>✅ You want a strategic team game that isn't too complex: </strong>Horrified is tactical, but not so much that it'll give you a headache. It's a pretty accessible strategy game.<br><br><strong>✅ You love the Curse of Strahd campaign: </strong>If you've played Strahd and have fond memories of it, you'll adore this – it's everything that's great about the adventure in a nutshell.</p></div><h2 id="don-39-t-buy-it-if-4">Don't buy it if...</h2><div class="product"><p><strong>❌ You're already growing tired of Horrified: </strong>If you've played many or all of the previous entries, this will feel very familiar.<br><br><strong>❌ You don't like D&D: </strong>This is draped in all sorts of Dungeons & Dragons paraphernalia from classes to d20s, so it may leave a sour taste if you aren't keen on the tabletop RPG.</p></div><p><em>For more recommendations, why not check out the </em><a href="https://www.gamesradar.com/board-games-for-2-players/"><em>best 2-player board games</em></a><em> or the </em><a href="https://www.gamesradar.com/best-tabletop-rpgs/"><em>best tabletop RPGs</em></a><em>?</em></p><p>This review was conducted using a sample provided by the publisher. For more on our process, check <a href="https://www.gamesradar.com/tabletop-gaming/how-we-test-board-games-at-gamesradar/">how we test board games</a> or the <a href="https://www.gamesradar.com/reviews-policy/">GamesRadar+ reviews policy</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/board-games/horrified-dungeons-and-dragons-ravenloft-review/</link>
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                            <![CDATA[ Should you buy this spooky co-op experience? Our board game expert has spent time testing Horrified: Dungeons & Dragons - Ravenloft to find out. ]]>
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                                                                        <pubDate>Tue, 25 Aug 2026 16:54:12 +0000</pubDate>                                                                                                                                <updated>Tue, 01 Sep 2026 12:50:05 +0000</updated>
                                                                                                                                            <category><![CDATA[Board Games]]></category>
                                                    <category><![CDATA[Tabletop Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ benjamin.abbott@futurenet.com (Benjamin Abbott) ]]></author>                    <dc:creator><![CDATA[ Benjamin Abbott ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/EbTqVCYA64K6bMTASqJCYW.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;I&#039;ve been writing about games in one form or another since 2012, and my bylines include Metro, TechRadar, and PC Gamer. However, these days you&#039;ll find me managing GamesRadar+&#039;s tabletop gaming and toy coverage – I spend my time handling everything from board game reviews to the latest Lego news. I&#039;ve also been obsessed with Warhammer since the 1990s and enjoy nothing more than running tabletop RPGs like D&amp;D as a Dungeon Master, so if it involves rolling dice or nerdy collectibles, consider me interested! In my spare time I adore playing board games of all kinds and trying my hand at Magic: The Gathering (beware my goblin-heavy Red Deck Wins/RDW), as well crafting wargaming boards to fight over in 40K and Age of Sigmar. &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future/Benjamin Abbott]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Horrified Ravenloft on a wooden table behind the set up board, with a shelf of board games slightly blurred in the background]]></media:description>                                                            <media:text><![CDATA[Horrified Ravenloft on a wooden table behind the set up board, with a shelf of board games slightly blurred in the background]]></media:text>
                                <media:title type="plain"><![CDATA[Horrified Ravenloft on a wooden table behind the set up board, with a shelf of board games slightly blurred in the background]]></media:title>
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                                <p>Horrified: Dungeons & Dragons – Ravenloft is a cozy board game, and you can't tell me otherwise. </p><p>OK, I hear you. The world it takes place in is a pulsing mass of <em>awful </em>that's as far from 'homey' as you could possibly imagine. But because it takes a beloved franchise back to its gothic roots by crossing over with what is arguably D&D's most popular adventure, it feels… well, nostalgic. That's why I've been more excited to try Horrified: Dungeons & Dragons – Ravenloft than most of its predecessors. It's a homecoming. </p><h2 id="the-mists-take-you">The Mists take 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="7zfMXL7oZxNWQvaSp789B9" name="Ravenloft" alt="Horrified Ravenloft board with icons, tokens, and miniatures across it, with cards visible to one side" src="https://cdn.mos.cms.futurecdn.net/7zfMXL7oZxNWQvaSp789B9.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>As the name would suggest, Horrified leans hard into horror tropes – but you aren't tackling them alone. This is a co-op game first and foremost, meaning you win or lose together. There have been numerous versions since the series launched in 2019 (ranging from <a href="https://www.gamesradar.com/horrified-board-game/">the original which focused on Universal Monsters like Dracula</a> to a Greek Myth-inspired spin-off), but the core mechanics remain the same regardless; complete unique challenges to defeat monsters who roam the board, all while trying to stop them from eating villagers. If a monster successfully attacks you or kills a villager, the 'terror' meter rises. Hit a certain 'terror' level and it's game over.</p><p>This leads to some fiendish Catch 22 moments. Sometimes you'll be stuck between a rock and a hard place by choosing whether to save a villager or let them die so that you can secure a vital advantage against your enemy. Time is of the essence, after all, and sometimes the ends justify the means.</p><div  class="fancy-box"><div class="fancy_box-title">Fast facts</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="5gco7iamhMMaNKd7EL3p8f" name="Ravenloft" caption="" alt="Cards from Horrified Ravenloft laid out on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/5gco7iamhMMaNKd7EL3p8f.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: Future/Benjamin Abbott)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Players: </strong>1-5<br><strong>Ages: </strong>10+<br><strong>Game type: </strong>Co-op/adventure<br><strong>Complexity: </strong>Moderate<br><strong>Lasts: </strong>60mins<br><strong>Designer: </strong>Peter Lee, Nick Tourville<br><strong>Publisher: </strong>Ravensburger<br><strong>Play if you enjoy: </strong><a data-analytics-id="inline-link" href="https://www.gamesradar.com/pandemic-board-game-review/">Pandemic</a>, <a data-analytics-id="inline-link" href="https://www.gamesradar.com/alien-board-game-review/">Alien: Fate of the Nostromo</a></p></div></div><p>Horrified Ravenloft uses the same framework, but brings back the class system introduced in the <a href="https://www.gamesradar.com/games/board-games/horrified-dungeons-and-dragons-review/">D&D-themed sequel</a>. This time you're able to use the Warlock, Paladin, Druid, Ranger, or Sorcerer, each with special abilities activated by using a d20 die. </p><p>Seeing as it's based on D&D's iconic <a href="https://www.gamesradar.com/curse-of-strahd-revamped-review/">Curse of Strahd</a> campaign where the party finds itself trapped in a grim world ruled by monsters, it also pits you against four foes from that setting: Baba Lysaga and her walking hut, the demonic Gulthias Tree, a creepy Carionette (which doesn't appear in the adventure but has since been added to Ravenloft), and the vampire lord Strahd von Zarovich. Each one possesses unique powers to ruin your day, and they can only be defeated by completing a special challenge.</p><p>These challenges are pulled directly from D&D, so fans will get a real kick out of the process. Randomly-drawn tarot cards determine the location of three items needed to kill Strahd, for example, and you must go to fortune-teller Madam Eva's tent to learn what they are… just like in the tabletop RPG.</p><h2 id="dark-pacts">Dark Pacts</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7cgGHDGPkht9juxdYi4grU" name="Ravenloft" alt="Strahd von Zarovich monster card on a wooden surface, with dice visible underneath" src="https://cdn.mos.cms.futurecdn.net/7cgGHDGPkht9juxdYi4grU.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>That reverence for the source material is clear throughout Horrified Ravenloft. Whether it's seeing familiar faces amongst the villagers, exploring major and minor locations on the board, or drawing cards featuring obscure characters from lore, this game has clearly been made by fans. </p><p>It makes full use of the setting to introduce some wrinkles, too. While we've seen class abilities before, this version of the game shakes things up with Dark Pacts – the kind you can dabble in throughout Curse of Strahd. These provide a permanent bonus (like being able to take a free move action) but come with significant drawbacks. Visually 'corrupting' your player card is the least of it; my Ranger would damage any other player character sharing my space if I ended my turn there, for example. </p><div  class="fancy-box"><div class="fancy_box-title">I am the Ancient, I am the Land</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="aMqBsY8P5Gwtm9RTiTHyGX" name="Printer" caption="" alt="Curse of Strahd bust and crest lying on a leather notebook" src="https://cdn.mos.cms.futurecdn.net/aMqBsY8P5Gwtm9RTiTHyGX.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: Future/Benjamin Abbott)</span></figcaption></figure><p class="fancy-box__body-text">I adore Curse of Strahd thanks to its oh-so-gothic atmosphere and wicked moral conundrums. Actually, I've run it twice, so <a data-analytics-id="inline-link" href="https://www.gamesradar.com/tabletop-gaming/ive-run-curse-of-strahd-twice-so-heres-my-advice-for-anyone-hoping-to-use-the-best-d-and-d-campaign/">here's my advice for anyone hoping to use the best D&D campaign</a>.</p></div></div><p>Because you can use these Dark Pacts at any time, the tricky bit is knowing when to deploy them.</p><p>Similarly, the monsters are nuanced – and different – enough to provide a lot of entertainment. As a case in point, you've got to complete a maze puzzle to defeat Baba Lysaga, clearing her minions from each path so you can slide a gem token to the bottom. Meanwhile, the Gulthias Tree stays in place… but sends out malicious Tree Blights across the board in its stead. </p><p>All this combines with the already rock-solid Horrified formula for a compelling twist of the tale. Yes, the same issues still lurk beneath the surface. Luck plays a significant part in where monsters move and how hard they hit, for instance. You can also be screwed over by chance – villagers spawning on top of a monster or the item you need not appearing, say. Nonetheless, all the good bits are still here too. If anything, Ravenloft's additions only enhance them. It's engrossing from moment to moment, keeping you on the edge of your seat.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ks36fnGQtAiP5UxhSekRQJ" name="Ravenloft" alt="Baba Lysaga's hut model with tokens surrounding it, on the Horrified Ravenloft board" src="https://cdn.mos.cms.futurecdn.net/ks36fnGQtAiP5UxhSekRQJ.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>It's one of those games that's paradoxically harder yet more fun with more people, too. While monsters don't get 'extra' turns (they always act after every player, no matter whether that's two or five), it takes longer for your turn to come around in a multiplayer match so there's a greater chance of trouble. Seeing a monster march inexorably toward you when there's nothing you can do about it is tense to say the least.</p><p>Again, some may become frustrated by the fact that you can't plan too far ahead because you never know where the monsters will go. But for me, that's part of the fun. You're battling the unknown and Horrified Ravenloft is always hurling curveballs your way, so you constantly have to think on your feet. That's where the strategy comes in; it's about triaging priorities and being able to pivot.</p><h3 class="article-body__section" id="section-should-you-buy-horrified-dungeons-dragons-ravenloft"><span>Should you buy Horrified: Dungeons & Dragons - Ravenloft?</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Pgby8bSqFbeQnNSwsmsmX8" name="Ravenloft" alt="The Warlock and Paladin character class cards on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/Pgby8bSqFbeQnNSwsmsmX8.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>Whether it's worth grabbing Horrified: Dungeons & Dragons – Ravenloft will depend on how familiar you are with the franchise. If you've played many of the previous versions, you're unlikely to be bowled over by these additions (unless you skipped the last D&D Horrified, anyway). This is the same game with a few minor updates, not an overhaul.</p><p>If you don't have much experience with Horrified, on the other hand, you'll have a blast. This is a great introduction to the series and returns to its classic horror roots. I still think the original (Universal Monsters) is top dog, but Ravenloft gives it a good run for its money. Even if you have no idea who Strahd is, you'll enjoy this for its gothic feel and twisted baddies.</p><p>Love Curse of Strahd, on the other hand? Well, that's enough to circumvent most of the problems I raise above. You'll get a real kick out of battling foes you've spent hours opposing in D&D, and this is a vertical slice of everything that makes the campaign sing. It's nostalgia for Strahd in a box, so you'll often find yourself saying "oh, I remember that!" with much fondness.</p><h2 id="buy-it-if-4">Buy it if...</h2><div class="product"><p><strong>✅ You want a gothic horror board game: </strong>Are you a fan of classic horror? This will tick that box thanks to its buffet of beloved staples.<br><br><strong>✅ You want a strategic team game that isn't too complex: </strong>Horrified is tactical, but not so much that it'll give you a headache. It's a pretty accessible strategy game.<br><br><strong>✅ You love the Curse of Strahd campaign: </strong>If you've played Strahd and have fond memories of it, you'll adore this – it's everything that's great about the adventure in a nutshell.</p></div><h2 id="don-39-t-buy-it-if-4">Don't buy it if...</h2><div class="product"><p><strong>❌ You're already growing tired of Horrified: </strong>If you've played many or all of the previous entries, this will feel very familiar.<br><br><strong>❌ You don't like D&D: </strong>This is draped in all sorts of Dungeons & Dragons paraphernalia from classes to d20s, so it may leave a sour taste if you aren't keen on the tabletop RPG.</p></div><p><em>For more recommendations, why not check out the </em><a href="https://www.gamesradar.com/board-games-for-2-players/"><em>best 2-player board games</em></a><em> or the </em><a href="https://www.gamesradar.com/best-tabletop-rpgs/"><em>best tabletop RPGs</em></a><em>?</em></p><p>This review was conducted using a sample provided by the publisher. For more on our process, check <a href="https://www.gamesradar.com/tabletop-gaming/how-we-test-board-games-at-gamesradar/">how we test board games</a> or the <a href="https://www.gamesradar.com/reviews-policy/">GamesRadar+ reviews policy</a>.</p>
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                                                            <title><![CDATA[ I just built the biggest Lego Batman Arkham Asylum ever produced, and the minifigure lineup is pure insanity ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Lego DC Arkham Asylum (#76300) is the fourth mainline set based around Gotham’s notorious psychiatric hospital, and by far the largest. Next to Wayne Manor and the Bat Cave, Arkham Asylum is arguably the most famous location in Batman lore. And yet, it didn’t appear until Batman #258 in 1974. Since then, it’s featured in numerous DC comic books and movies, starred in Grant Morrison’s acclaimed <em>Arkham Asylum: A Serious House On Serious Earth</em>, served as the inspiration behind Rocksteady’s legendary Arkham Trilogy of <a href="https://www.gamesradar.com/best-batman-games/">Batman video games</a> and is, of course, a playable location in <a href="https://www.gamesradar.com/games/action/lego-batman-legacy-of-the-dark-knight-review/">Lego Batman: Legacy of the Dark Knight</a>. </p><p>Part of what makes Arkham Asylum so enduring is the link the location has with Batman’s extensive rogues gallery. And indeed, Lego has used this release as an excuse to include a whopping 16 minifigures: nine villains, four members of the Bat-Family, two guards, and Catwoman. In fact, there’s technically 17 minifigures, if you include a defaced statue. </p><p>While Lego’s previous renditions of Arkham Asylum have been facades, this latest incarnation is a Lego modular building. This means it features a 360-degree exterior, a full interior, and can be attached to other modular buildings to create a seamless diorama or incorporated into a wider Lego city. At a whopping 2,953 pieces, it’s easily <a href="https://www.gamesradar.com/toys-collectibles/best-new-lego-sets-for-april-2026/">the best Lego</a> Arkham Asylum to date. But is it capable of holding Gotham’s most wanted? Or will a subpar design allow them to run riot?</p><h2 class="article-body__section" id="section-lego-dc-arkham-asylum-76300-features"><span>Lego DC Arkham Asylum (#76300) features</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>£269.99 / $299.99</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>Medium</p></td></tr><tr><td class="firstcol " ><p>Pieces</p></td><td  ><p>2,953</p></td></tr><tr><td class="firstcol " ><p>Minifigures</p></td><td  ><p>16</p></td></tr><tr><td class="firstcol " ><p>Build time</p></td><td  ><p>7hrs 40mins</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>H: 12.5" (32cm) W: 10" (25cm) D: 10.5" (26cm)</p></td></tr><tr><td class="firstcol " ><p>Item Number</p></td><td  ><p>#76300</p></td></tr></tbody></table></div><ul><li><strong>2,953 pieces</strong></li><li><strong>18+ age rating</strong></li><li><strong>16 minifigures</strong></li></ul><p>The Lego DC Arkham Asylum (#76300) costs £269.99 / $299.99 and comprises 2,953 pieces, yielding a satisfactory price-per-piece ratio, especially when compared to many Lego Star Wars sets. Just don’t expect it to compare to non-licensed modular buildings like the <a href="https://www.lego.com/en-gb/product/natural-history-museum-10326" target="_blank">Lego Icons Natural History Museum (#10326)</a> and <a href="https://www.lego.com/en-gb/product/tudor-corner-10350" target="_blank">Tudor Corner (#10350)</a>.</p><p>The set can arguably be compared most closely to the <a href="https://www.lego.com/en-gb/product/x-men-the-x-mansion-76294" target="_blank">Lego Marvel X-Men: The X-Mansion (#76294)</a>, which retails for £289.99 / $329.99 and features 3,093 pieces and 10 minifigures. However, price-per-piece ratios aren’t everything. Taking into consideration rising prices and the fact that Lego sets tend to get heavily discounted nowadays, I think Arkham Asylum is an expensive set, but it <em>feels </em>like an expensive set. It stands tall, looks good, and features a huge roster of minifigures.</p><h2 class="article-body__section" id="section-lego-dc-arkham-asylum-76300-build"><span>Lego DC Arkham Asylum (#76300) build</span></h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/hRe5tEMvfaozb2juPmrRUk.jpg" alt="Lego DC Arkham Asylum (#76300) lego set on a neutral background " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XHGskzkJGXkQjChyPKJQBk.jpg" alt="Lego DC Arkham Asylum (#76300) lego set on a neutral background " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XoJt4g3X3DeBXpFhgyPryj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set on a neutral background " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/tbAHQXwjUPzs2oETBzfotj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set on a neutral background " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Q6UU3UJx8XGYPpny6qantj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set on a neutral background " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><ul><li><strong>Seven-to-eight-hour build</strong></li><li><strong>Familiar modular construction</strong></li><li><strong>Lots of fine details </strong></li></ul><p>This set comprises 3,093 pieces, split across 24 bagged sections and two instruction manuals. You get a neat bit of blurb at the beginning of the first manual, which not only explains Arkham’s history but also the 14 heroes and villains found within the set. It took me roughly seven hours and 40 minutes to build at a leisurely pace, and bar a few fiddly sections, it’s relatively easy to put together. The biggest challenge is patience, due to the large size of the set and abundance of small pieces. </p><p>You begin by putting together the prison van, which is a tidy, if unambitious, little vehicle. The rest of the build is fixed to Lego’s standard 32x32 modular building baseplate, with the structure being built from the ground up. The foundations and exterior tiling come first, followed by the front steps and main entrance. You slot a plate 1x1 round with bar (#6227897) into a brick 1x1 with stud on side (#6062574) and position the latter diagonally to achieve the necessary angle to attach the entrance (and what will later be built upon to create the central tower). This is fiddly, but a neat solution to a difficult problem. </p><div><blockquote><p>Cell doors are operated via a very simple sliding mechanism that features no elastic bands or gears</p></blockquote></div><p>Some interior details are then added, before building up the secure vault, some walls and then the main cell block on the ground floor. The cell doors are operated via a very simple sliding mechanism that features no elastic bands or gears. Once the top of the first floor is tiled off, you move onto the exterior fencing and the front gates. </p><p>The gates are the first section that present something of a challenge. I found it a little fiddly to ensure all of the posts were slotted in evenly and when adding the Technic beam at the top, it’s very easy for it to skew or slide too far down the gate. There aren’t many printed pieces in this set, but I do really like the pair of printed 1x1 tiles that represent locks, clipped onto the front of each gate. </p><p>With the prison van, ground floor and exterior finished, you then move onto the second instruction manual to tackle the first floor and roof. The first floor comes together much the same as the lower floor. You also build up the central tower above the main entrance, which continues to prove fiddly but ultimately looks the part. Interior details follow to kit out Dr Quinzel’s (Harley Quinn's) office. The walls are built up and the upper cells are constructed, featuring a similar mechanism to open/shut the sliding doors.</p><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="SWeFgdPryNYNs6uALqktKk" name="MIK_9600" alt="Lego DC Arkham Asylum (#76300) lego set, prison van transporting Joker surrounded by villains" src="https://cdn.mos.cms.futurecdn.net/SWeFgdPryNYNs6uALqktKk.jpg" mos="" align="middle" fullscreen="1" width="2000" height="1125" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/SWeFgdPryNYNs6uALqktKk.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>The guard tower, which sits atop the vault, comes next and then it’s time to build up the roof. Once that’s done, the final bag contains the statue that sits above the main entrance and the ‘Arkham Asylum’ arch that sits atop the front gate. This rather cleverly uses a piece of curved rollercoaster track, with six clip-on square 2x2 tiles (#6323189) attached to the track and used to accommodate stickers with the ‘Arkham’ lettering.   </p><p>Overall, this is a fun build that’s challenging in places, but time is largely spent simply laying down Lego bricks. It’s a fun set to put together while watching a film or listening to a podcast because it only occasionally requires your full concentration. But it’s not just the size and piece count that justifies the 18+ age rating. </p><p>There’s lots of fun to be had by posing the various minifigures in and around the set, but the structure itself has limited playability. Accessing the interiors by removing the room and first floor can also be a bit fiddly, and younger Lego fans could easily drop or break sections of the structure.</p><h2 class="article-body__section" id="section-lego-dc-arkham-asylum-76300-design"><span>Lego DC Arkham Asylum (#76300) design</span></h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/AHSttprEAzFTW7RHd9w6Bj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, Arkham Statue covered in Joker graffiti " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/tmNQYUALAnrf2hsGPeYnZj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, Joker next to the Arkham statue " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/UPcPpD4CdnCVGAWzvt9t2k.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, cell interior " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5C2VmqxnFvghd3UJniVSqj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, Joker and Scarecrow escape via a drain pipe " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/siithvJ32Sdozkq3bFMhdj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, admission room interior " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><ul><li><strong>Compatible with other modular buildings </strong></li><li><strong>Full interior over two floors </strong></li><li><strong>70 stickers!!!</strong></li></ul><p>Despite being one of the most iconic locations in Batman lore, Arkham Asylum changes dramatically depending on the comic book run, film, or video game in which it’s depicted. As such, the designers kind of had carte blanche to build a functional representation of the location in Lego form. </p><p>This is a fine-looking set from the front. Photographs really don’t do it justice – I think it looks even better in person. That said, it doesn’t really feel like Arkham Asylum around the back and the right-hand side. Personally, I wish the designers had leaned a little harder into the gothic architecture. </p><p>Arguably the most famous incarnations of the asylum are Grant Morrison and Dave McKean’s <em>Arkham Asylum: A Serious House On Serious Earth </em>graphic novel and the first entry in Rocksteady’s incredible Arkham trilogy. In both instances, the main building looks more archaic, and I do wish that had been represented a bit more here.</p><div><blockquote><p>Photographs really don’t do it justice – I think it looks even better in person</p></blockquote></div><p>It’s also a shame there’s no upper-floor roof interior. I own the now-retired Lego Marvel Sanctum Sanctorum (76218), which remains my favourite licensed modular building. Its gorgeous interior is split across three floors (including the roof) and I feel that was a missed opportunity here. Still, there was a lot for the designers to cram into Arkham Asylum and two holding cells, an admission room, office space, maximum security vault, control tower, foyer, and corridors is a lot considering the available space.</p><p>I’m also a fan of the large gated entrance and courtyard. This isn’t wasted space; it really adds to the aesthetic. Would I have preferred a few hundred more bricks dedicated to a larger roof space and a possible roof interior in place of the prison van? Possibly, but this is still a great-looking set that’s bursting with character. </p><p>And even if the gothic aesthetic isn't as consistent as I'd like, I was still impressed by the sheer level of detail. There's a hole being dug out from the bottom-right cell, climbing ivy spilling out onto the building’s exterior from Poison Ivy’s window, Joker graffiti sprayed over the Arkham statue above the main entrance, and a bent section of fencing that's been smashed through. </p><p>As you’d expect from a licensed modular building, there’s a lot of stickers (I counted 70 in total!). And many of them boast neat little Easter eggs or references for hardcore DC fans, such as the ambulance's number plate, which reads B258, referencing Arkham Asylum’s first appearance back in Batman #258. There's also a “Spoon missing?” note on a pin-up board, referencing a utensil which is actually being used to dig out of a ground-floor cell. Oh, and don't forget the newspaper on a desk that reads “The Batman Returns,” complete with a tiny image of the front cover of Frank Miller’s legendary miniseries <em>The Dark Knight Returns</em>. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/2MksYWDohQQXLdCRVASxKk.jpg" alt="Lego DC Arkham Asylum (#76300) lego set sliding cell doors (first floor)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/uXPZZtwGKM7ecrtEjawrDk.jpg" alt="Lego DC Arkham Asylum (#76300) lego set sliding cell doors (ground floor)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/EMZzy3BkmZ5DFxMqXM5t5k.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, top-down view of the interior" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6yXW8MVNiZiddJD2jnbkKk.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, top-down view of the interior" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/LYhyZY5uzkQW3mqgz7NNUk.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, top-down view of the interior" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/RQMTyqrECJTXXcV8e5CLBk.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, top-down view of the interior" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>I’m not a fan of stickers, but I have no problem with this. There aren’t as many printed pieces as I’d like, but Lego can’t print everything. What I’m not a fan of is unnecessary stickers, and there are several of those on the exterior of the building. The roof is the most egregious example, with three stickers themed around Harley Quinn, Penguin, and Riddler. They’re supposed to be graffiti, but they just stick out like a sore thumb and kind of cheapen the aesthetic. </p><p>The roof also features two stickers representing boarded-over holes and cobwebs. This could have been represented by physical pieces and really doesn’t do the set justice. It’s not as if this is a boring-looking set that needed to be jazzed up. It’s got plenty of character and detail, not to mention the <em>huge </em>roster of 16 minifigures to pose in and around the building. There’s enough vibrant comic book fare to satisfy anyone without resorting to unnecessary stickers.</p><p>I’ve also noticed more of my Lego stickers have been prone to peeling lately. After only a few days, the sticker on the water tank on the roof has peeled off. This isn’t an isolated incident, because a few stickers on my <a href="https://www.gamesradar.com/toys-collectibles/lego-star-wars-ucs-jango-fetts-firespray-class-starship-75409-review/">Lego Star Wars UCS Jango Fett’s Starship</a> started to peel off within days, too.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/AvuWqyrH4jcM97LmAAb3Bk.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, villains break out of a side wall " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5RcQ8XYggXMySk2efgDqbj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, Catwoman chases down Riddler " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ZqeUfMvpNtdGeCZbUj3U2j.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, Batwing chases down Bane " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>Kudos to Lego for supplying a truly monster selection of minifigures. The Lego DC Arkham Asylum (#76300) features 16 minifigures, which is seven more than the aforementioned Sanctum Sanctorum, three more than the more expensive Lego <a href="https://www.gamesradar.com/lego-gringotts-bank-review/">Harry Potter Gringotts Wizarding Bank (#76417)</a>, and it even beats the <a href="https://www.gamesradar.com/lego-the-lord-of-the-rings-rivendell-10316/">Lego Lord of the Rings Rivendell (#10316)</a> by a single figure. And it’s a great lineup, too. The Bat-Family is the highlight, with lovely representations of Batman, Robin, Batwoman, and Batwing. Hardcore DC fans will likely recognise the fifth Robin, Bruce’s son, Damian Wayne, fan favourite Batwoman Kate Kane, and the second Batwing, Luke Fox. </p><p>Some of the villains are naturally a little less impressive, with Penguin, Harley Quinn, Scarecrow, Bane, Killer Croc, and Joker in their prison fatigues. Every figure is technically exclusive to this set, apart from Mr Freeze. Exclusive figures aren’t always entirely exclusive. Sometimes they simply have a different headpiece or torso print, making them exclusive by technicality, but a lot of the minifigures here are unique enough to be considered proper exclusives, which is great. </p><p>We have seen Joker, Penguin, and Harley in (albeit different) orange jumpsuits before, but not the other villains. Joker’s face print isn’t new, either, but the other villains are all sufficiently unique. I’m a fan of the new Poison Ivy with a great headpiece and lovely printing. And although Harley’s donned an orange jumpsuit before, this variant has bags of character thanks to a face print with a pink bubblegum bubble, as well as her trademark carnival mallet and roller skates.</p><p>Riddler is another nice representation in full villainous garb, but Bane, Killer Croc, and Scarecrow are a little more disappointing. I do think it’s a missed opportunity that either an oversized Bane or Killer Croc wasn’t included, especially as a giant hole has been punched through a wall on the ground floor. Bane even sports a backpack with his Venom serum. The two guards are standard fare, but with nice torso prints. But it’s a shame we didn’t get a Mr Freeze update, because I really don’t think this is Lego’s definitive Freeze offering.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/HMYxEYeAaAp9kBHuYwhyvj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set close-up of Joker and guards" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ePB3DwwsYtPErR68HxqX8j.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, Mr Freeze, Riddler, Robin, and Batwoman face off " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/f3vWp9ucxmGkro5Vq2z8oj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, Ivy and Penguin " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>When it comes to the Bat-Family, Batwoman has a new torso print and a lovely new red cape. Robin also gets a really nice yellow cape and for the first time ever, we get a Batman with an asymmetric cape. I have to say, while this might not be the best cape for play, it’s perfect for display. It looks really dynamic and super cool – straight from a million Batman comic book covers. Bruce’s torso isn’t an exclusive and neither is his cowl, but he’s a solid-looking Keaton-esque figure that’s a shoo-in for one of the costumes in the recently released Lego Batman: Legacy of the Dark Knight.</p><p>Selina Kyle’s Catwoman is my pick of the bunch. She’s another all-new figure with some great printing, and in my mind, is a little bit of an Easter egg for fans of the Arkham Trilogy, closely resembling her appearances in Arkham City and Arkham Knight. She also comes with a little printed tile of kitty snacks, which is a neat touch.</p><p>What would have been my pick of the bunch is Batwing. Not only is this the first time he’s been represented in minifigure form, but he’s a true premium figure with exquisite torso, hip, leg, and foot printing, as well as a lovely grey cowl with blue eyes. However, his backpack requires a sticker and I firmly believe that minifigures should remain entirely printed. </p><p>You'll also find two little buildable penguin figures, as well as a hidden 17th minifigure in the form of the Arkham Statue. This is a great touch, with two face prints: a normal one and one with Joker graffiti sprayed all over it, which is a great touch.</p><h2 class="article-body__section" id="section-should-you-buy-the-lego-dc-arkham-asylum-76300"><span>Should you buy the Lego DC Arkham Asylum (#76300)?</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:66.70%;"><img id="ELGMjdQfX6EUammQEiTiPk" name="MIK_9586" alt="Lego DC Arkham Asylum (#76300) lego set Harley and Ivy leave through the front door" src="https://cdn.mos.cms.futurecdn.net/ELGMjdQfX6EUammQEiTiPk.jpg" mos="" align="middle" fullscreen="1" width="2000" height="1334" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/ELGMjdQfX6EUammQEiTiPk.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>Lego has set the bar very high indeed with past modular buildings and while I don’t think the Lego DC Arkham Asylum (#76300) quite makes the pantheon of all-time-great modulars, it’s still an incredible Lego Batman set. I do wish that it leaned a little more into the gothic aesthetic, had fewer stickers and a roof interior, but this build still looks fantastic in person, and is bristling with detail and character. </p><p>What really makes it stand out is the huge selection of minifigures, comprising some of Batman’s most notorious villains and foils. This allows you to dress the set for display, showing the inmates taking control of the asylum as the Bat-Family fights back. For a licensed set with this number of minifigures, it’s competitively priced, and if you can eventually find it on sale, it’ll become even more enticing. Ultimately, as a first modular building for the Lego Batman theme, this is an excellent start. I’m keeping my fingers crossed for a modular Wayne Manor in the future. </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>Standard fare for a modular building, which means laying down a lot of Lego bricks and adding plenty of little details.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Accessibility</p></td><td  ><p>A relatively simple set that features a few fiddly moments. The length of the build will certainly intimidate younger Lego fans. </p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Instruction quality</p></td><td  ><p>A nice bit of blurb on the asylum and its inhabitants, with Lego’s standard (mostly) simple-to-follow instructions.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Extra features</p></td><td  ><p>A huge roster of minifigures, a prison van side build and two detailed interiors provide plenty of features. </p></td><td  ><p>4/5</p></td></tr></tbody></table></div><h2 id="buy-it-if-5">Buy it if...</h2><div class="product"><p>✅ <strong>You’re a DC comic book nerd</strong><br>If you can name the entire Bat-Fam, then this Easter egg-packed ode to DC’s finest is sure to go down very well indeed.</p></div><div class="product"><p>✅ <strong>You’re a Lego city builder</strong><br>This is a great chance to add a highly unique modular building to your growing city limits. Even if you’re not a fan of Bats! </p></div><h2 id="don-39-t-buy-it-if-5">Don't buy it if...</h2><div class="product"><p>❌ <strong>You want a cheaper modular </strong><br>If you're keen to get your hands on a Lego modular building but don't want to pay Arkham Asylum prices, then take a look at <a href="https://www.lego.com/en-gb/product/tudor-corner-10350" target="_blank" data-dimension112="2f007962-9b2f-11f1-8bff-636bf2e1a29d" data-action="Deal Block" data-label="Tudor Corner (#10350)" data-dimension48="Tudor Corner (#10350)" data-dimension25="">Tudor Corner (#10350)</a> or <a href="https://www.lego.com/en-gb/product/shopping-street-11371" target="_blank">Shopping Street (#11371)</a>.<a class="view-deal button" href="" target="_blank" rel="nofollow" data-dimension112="2f007962-9b2f-11f1-8bff-636bf2e1a29d" data-action="Deal Block" data-label="Tudor Corner (#10350)" data-dimension48="Tudor Corner (#10350)" data-dimension25="">View Deal</a></p></div><div class="product"><p>❌ <strong>You want more playability</strong><br>Loads of minifigures and a full interior don't make Arkham Asylum suitable for rigorous play. If you’re looking to buy a playset for a younger builder, take a look at something like the <a href="https://www.gamesradar.com/toys-collectibles/lego-star-wars-the-dark-falcon-75389-review/" data-dimension112="2f0079c6-9b2f-11f1-a502-0550d8bde739" data-action="Deal Block" data-label="Lego Star Wars The Dark Falcon (#75389)" data-dimension48="Lego Star Wars The Dark Falcon (#75389)" data-dimension25="">Lego Star Wars The Dark Falcon (#75389)</a>.</p></div><h2 class="article-body__section" id="section-how-i-tested-the-lego-dc-arkham-asylum-76300"><span>How I tested the Lego DC Arkham Asylum (#76300)</span></h2><p>This review sample was provided by Lego.</p><p>It took me multiple sittings to build the Lego DC Arkham Asylum (#76300) over a period of seven hours and 40 minutes. It sat in my study for a couple of weeks and was ‘played with’ during the photo shoot, where I moved the set around, accessed the interiors and posed the various minifigures. </p><p>Not only have I been collecting Lego since the ‘90s, but I’m an avid fan of the caped crusader and collector of DC graphic novels. Billund and Batman are a match made in heaven for me!</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-dc-arkham-asylum-76300-review/</link>
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                            <![CDATA[ Our reviewer explains why this might be the definitive Lego Arkham Asylum set, and one of the best Batman kits in the range. ]]>
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                                                                        <pubDate>Mon, 24 Aug 2026 16:28:41 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Toys & Collectibles]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mike Harris ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/xsmEhY988aWCJfUqRwSoYX.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:description><![CDATA[Lego DC Arkham Asylum (#76300) lego set on a neutral background ]]></media:description>                                                            <media:text><![CDATA[Lego DC Arkham Asylum (#76300) lego set on a neutral background ]]></media:text>
                                <media:title type="plain"><![CDATA[Lego DC Arkham Asylum (#76300) lego set on a neutral background ]]></media:title>
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                                <p>The Lego DC Arkham Asylum (#76300) is the fourth mainline set based around Gotham’s notorious psychiatric hospital, and by far the largest. Next to Wayne Manor and the Bat Cave, Arkham Asylum is arguably the most famous location in Batman lore. And yet, it didn’t appear until Batman #258 in 1974. Since then, it’s featured in numerous DC comic books and movies, starred in Grant Morrison’s acclaimed <em>Arkham Asylum: A Serious House On Serious Earth</em>, served as the inspiration behind Rocksteady’s legendary Arkham Trilogy of <a href="https://www.gamesradar.com/best-batman-games/">Batman video games</a> and is, of course, a playable location in <a href="https://www.gamesradar.com/games/action/lego-batman-legacy-of-the-dark-knight-review/">Lego Batman: Legacy of the Dark Knight</a>. </p><p>Part of what makes Arkham Asylum so enduring is the link the location has with Batman’s extensive rogues gallery. And indeed, Lego has used this release as an excuse to include a whopping 16 minifigures: nine villains, four members of the Bat-Family, two guards, and Catwoman. In fact, there’s technically 17 minifigures, if you include a defaced statue. </p><p>While Lego’s previous renditions of Arkham Asylum have been facades, this latest incarnation is a Lego modular building. This means it features a 360-degree exterior, a full interior, and can be attached to other modular buildings to create a seamless diorama or incorporated into a wider Lego city. At a whopping 2,953 pieces, it’s easily <a href="https://www.gamesradar.com/toys-collectibles/best-new-lego-sets-for-april-2026/">the best Lego</a> Arkham Asylum to date. But is it capable of holding Gotham’s most wanted? Or will a subpar design allow them to run riot?</p><h2 class="article-body__section" id="section-lego-dc-arkham-asylum-76300-features"><span>Lego DC Arkham Asylum (#76300) features</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>£269.99 / $299.99</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>Medium</p></td></tr><tr><td class="firstcol " ><p>Pieces</p></td><td  ><p>2,953</p></td></tr><tr><td class="firstcol " ><p>Minifigures</p></td><td  ><p>16</p></td></tr><tr><td class="firstcol " ><p>Build time</p></td><td  ><p>7hrs 40mins</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>H: 12.5" (32cm) W: 10" (25cm) D: 10.5" (26cm)</p></td></tr><tr><td class="firstcol " ><p>Item Number</p></td><td  ><p>#76300</p></td></tr></tbody></table></div><ul><li><strong>2,953 pieces</strong></li><li><strong>18+ age rating</strong></li><li><strong>16 minifigures</strong></li></ul><p>The Lego DC Arkham Asylum (#76300) costs £269.99 / $299.99 and comprises 2,953 pieces, yielding a satisfactory price-per-piece ratio, especially when compared to many Lego Star Wars sets. Just don’t expect it to compare to non-licensed modular buildings like the <a href="https://www.lego.com/en-gb/product/natural-history-museum-10326" target="_blank">Lego Icons Natural History Museum (#10326)</a> and <a href="https://www.lego.com/en-gb/product/tudor-corner-10350" target="_blank">Tudor Corner (#10350)</a>.</p><p>The set can arguably be compared most closely to the <a href="https://www.lego.com/en-gb/product/x-men-the-x-mansion-76294" target="_blank">Lego Marvel X-Men: The X-Mansion (#76294)</a>, which retails for £289.99 / $329.99 and features 3,093 pieces and 10 minifigures. However, price-per-piece ratios aren’t everything. Taking into consideration rising prices and the fact that Lego sets tend to get heavily discounted nowadays, I think Arkham Asylum is an expensive set, but it <em>feels </em>like an expensive set. It stands tall, looks good, and features a huge roster of minifigures.</p><h2 class="article-body__section" id="section-lego-dc-arkham-asylum-76300-build"><span>Lego DC Arkham Asylum (#76300) build</span></h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/hRe5tEMvfaozb2juPmrRUk.jpg" alt="Lego DC Arkham Asylum (#76300) lego set on a neutral background " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XHGskzkJGXkQjChyPKJQBk.jpg" alt="Lego DC Arkham Asylum (#76300) lego set on a neutral background " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XoJt4g3X3DeBXpFhgyPryj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set on a neutral background " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/tbAHQXwjUPzs2oETBzfotj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set on a neutral background " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Q6UU3UJx8XGYPpny6qantj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set on a neutral background " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><ul><li><strong>Seven-to-eight-hour build</strong></li><li><strong>Familiar modular construction</strong></li><li><strong>Lots of fine details </strong></li></ul><p>This set comprises 3,093 pieces, split across 24 bagged sections and two instruction manuals. You get a neat bit of blurb at the beginning of the first manual, which not only explains Arkham’s history but also the 14 heroes and villains found within the set. It took me roughly seven hours and 40 minutes to build at a leisurely pace, and bar a few fiddly sections, it’s relatively easy to put together. The biggest challenge is patience, due to the large size of the set and abundance of small pieces. </p><p>You begin by putting together the prison van, which is a tidy, if unambitious, little vehicle. The rest of the build is fixed to Lego’s standard 32x32 modular building baseplate, with the structure being built from the ground up. The foundations and exterior tiling come first, followed by the front steps and main entrance. You slot a plate 1x1 round with bar (#6227897) into a brick 1x1 with stud on side (#6062574) and position the latter diagonally to achieve the necessary angle to attach the entrance (and what will later be built upon to create the central tower). This is fiddly, but a neat solution to a difficult problem. </p><div><blockquote><p>Cell doors are operated via a very simple sliding mechanism that features no elastic bands or gears</p></blockquote></div><p>Some interior details are then added, before building up the secure vault, some walls and then the main cell block on the ground floor. The cell doors are operated via a very simple sliding mechanism that features no elastic bands or gears. Once the top of the first floor is tiled off, you move onto the exterior fencing and the front gates. </p><p>The gates are the first section that present something of a challenge. I found it a little fiddly to ensure all of the posts were slotted in evenly and when adding the Technic beam at the top, it’s very easy for it to skew or slide too far down the gate. There aren’t many printed pieces in this set, but I do really like the pair of printed 1x1 tiles that represent locks, clipped onto the front of each gate. </p><p>With the prison van, ground floor and exterior finished, you then move onto the second instruction manual to tackle the first floor and roof. The first floor comes together much the same as the lower floor. You also build up the central tower above the main entrance, which continues to prove fiddly but ultimately looks the part. Interior details follow to kit out Dr Quinzel’s (Harley Quinn's) office. The walls are built up and the upper cells are constructed, featuring a similar mechanism to open/shut the sliding doors.</p><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="SWeFgdPryNYNs6uALqktKk" name="MIK_9600" alt="Lego DC Arkham Asylum (#76300) lego set, prison van transporting Joker surrounded by villains" src="https://cdn.mos.cms.futurecdn.net/SWeFgdPryNYNs6uALqktKk.jpg" mos="" align="middle" fullscreen="1" width="2000" height="1125" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/SWeFgdPryNYNs6uALqktKk.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>The guard tower, which sits atop the vault, comes next and then it’s time to build up the roof. Once that’s done, the final bag contains the statue that sits above the main entrance and the ‘Arkham Asylum’ arch that sits atop the front gate. This rather cleverly uses a piece of curved rollercoaster track, with six clip-on square 2x2 tiles (#6323189) attached to the track and used to accommodate stickers with the ‘Arkham’ lettering.   </p><p>Overall, this is a fun build that’s challenging in places, but time is largely spent simply laying down Lego bricks. It’s a fun set to put together while watching a film or listening to a podcast because it only occasionally requires your full concentration. But it’s not just the size and piece count that justifies the 18+ age rating. </p><p>There’s lots of fun to be had by posing the various minifigures in and around the set, but the structure itself has limited playability. Accessing the interiors by removing the room and first floor can also be a bit fiddly, and younger Lego fans could easily drop or break sections of the structure.</p><h2 class="article-body__section" id="section-lego-dc-arkham-asylum-76300-design"><span>Lego DC Arkham Asylum (#76300) design</span></h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/AHSttprEAzFTW7RHd9w6Bj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, Arkham Statue covered in Joker graffiti " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/tmNQYUALAnrf2hsGPeYnZj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, Joker next to the Arkham statue " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/UPcPpD4CdnCVGAWzvt9t2k.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, cell interior " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5C2VmqxnFvghd3UJniVSqj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, Joker and Scarecrow escape via a drain pipe " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/siithvJ32Sdozkq3bFMhdj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, admission room interior " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><ul><li><strong>Compatible with other modular buildings </strong></li><li><strong>Full interior over two floors </strong></li><li><strong>70 stickers!!!</strong></li></ul><p>Despite being one of the most iconic locations in Batman lore, Arkham Asylum changes dramatically depending on the comic book run, film, or video game in which it’s depicted. As such, the designers kind of had carte blanche to build a functional representation of the location in Lego form. </p><p>This is a fine-looking set from the front. Photographs really don’t do it justice – I think it looks even better in person. That said, it doesn’t really feel like Arkham Asylum around the back and the right-hand side. Personally, I wish the designers had leaned a little harder into the gothic architecture. </p><p>Arguably the most famous incarnations of the asylum are Grant Morrison and Dave McKean’s <em>Arkham Asylum: A Serious House On Serious Earth </em>graphic novel and the first entry in Rocksteady’s incredible Arkham trilogy. In both instances, the main building looks more archaic, and I do wish that had been represented a bit more here.</p><div><blockquote><p>Photographs really don’t do it justice – I think it looks even better in person</p></blockquote></div><p>It’s also a shame there’s no upper-floor roof interior. I own the now-retired Lego Marvel Sanctum Sanctorum (76218), which remains my favourite licensed modular building. Its gorgeous interior is split across three floors (including the roof) and I feel that was a missed opportunity here. Still, there was a lot for the designers to cram into Arkham Asylum and two holding cells, an admission room, office space, maximum security vault, control tower, foyer, and corridors is a lot considering the available space.</p><p>I’m also a fan of the large gated entrance and courtyard. This isn’t wasted space; it really adds to the aesthetic. Would I have preferred a few hundred more bricks dedicated to a larger roof space and a possible roof interior in place of the prison van? Possibly, but this is still a great-looking set that’s bursting with character. </p><p>And even if the gothic aesthetic isn't as consistent as I'd like, I was still impressed by the sheer level of detail. There's a hole being dug out from the bottom-right cell, climbing ivy spilling out onto the building’s exterior from Poison Ivy’s window, Joker graffiti sprayed over the Arkham statue above the main entrance, and a bent section of fencing that's been smashed through. </p><p>As you’d expect from a licensed modular building, there’s a lot of stickers (I counted 70 in total!). And many of them boast neat little Easter eggs or references for hardcore DC fans, such as the ambulance's number plate, which reads B258, referencing Arkham Asylum’s first appearance back in Batman #258. There's also a “Spoon missing?” note on a pin-up board, referencing a utensil which is actually being used to dig out of a ground-floor cell. Oh, and don't forget the newspaper on a desk that reads “The Batman Returns,” complete with a tiny image of the front cover of Frank Miller’s legendary miniseries <em>The Dark Knight Returns</em>. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/2MksYWDohQQXLdCRVASxKk.jpg" alt="Lego DC Arkham Asylum (#76300) lego set sliding cell doors (first floor)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/uXPZZtwGKM7ecrtEjawrDk.jpg" alt="Lego DC Arkham Asylum (#76300) lego set sliding cell doors (ground floor)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/EMZzy3BkmZ5DFxMqXM5t5k.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, top-down view of the interior" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6yXW8MVNiZiddJD2jnbkKk.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, top-down view of the interior" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/LYhyZY5uzkQW3mqgz7NNUk.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, top-down view of the interior" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/RQMTyqrECJTXXcV8e5CLBk.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, top-down view of the interior" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>I’m not a fan of stickers, but I have no problem with this. There aren’t as many printed pieces as I’d like, but Lego can’t print everything. What I’m not a fan of is unnecessary stickers, and there are several of those on the exterior of the building. The roof is the most egregious example, with three stickers themed around Harley Quinn, Penguin, and Riddler. They’re supposed to be graffiti, but they just stick out like a sore thumb and kind of cheapen the aesthetic. </p><p>The roof also features two stickers representing boarded-over holes and cobwebs. This could have been represented by physical pieces and really doesn’t do the set justice. It’s not as if this is a boring-looking set that needed to be jazzed up. It’s got plenty of character and detail, not to mention the <em>huge </em>roster of 16 minifigures to pose in and around the building. There’s enough vibrant comic book fare to satisfy anyone without resorting to unnecessary stickers.</p><p>I’ve also noticed more of my Lego stickers have been prone to peeling lately. After only a few days, the sticker on the water tank on the roof has peeled off. This isn’t an isolated incident, because a few stickers on my <a href="https://www.gamesradar.com/toys-collectibles/lego-star-wars-ucs-jango-fetts-firespray-class-starship-75409-review/">Lego Star Wars UCS Jango Fett’s Starship</a> started to peel off within days, too.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/AvuWqyrH4jcM97LmAAb3Bk.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, villains break out of a side wall " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5RcQ8XYggXMySk2efgDqbj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, Catwoman chases down Riddler " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ZqeUfMvpNtdGeCZbUj3U2j.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, Batwing chases down Bane " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>Kudos to Lego for supplying a truly monster selection of minifigures. The Lego DC Arkham Asylum (#76300) features 16 minifigures, which is seven more than the aforementioned Sanctum Sanctorum, three more than the more expensive Lego <a href="https://www.gamesradar.com/lego-gringotts-bank-review/">Harry Potter Gringotts Wizarding Bank (#76417)</a>, and it even beats the <a href="https://www.gamesradar.com/lego-the-lord-of-the-rings-rivendell-10316/">Lego Lord of the Rings Rivendell (#10316)</a> by a single figure. And it’s a great lineup, too. The Bat-Family is the highlight, with lovely representations of Batman, Robin, Batwoman, and Batwing. Hardcore DC fans will likely recognise the fifth Robin, Bruce’s son, Damian Wayne, fan favourite Batwoman Kate Kane, and the second Batwing, Luke Fox. </p><p>Some of the villains are naturally a little less impressive, with Penguin, Harley Quinn, Scarecrow, Bane, Killer Croc, and Joker in their prison fatigues. Every figure is technically exclusive to this set, apart from Mr Freeze. Exclusive figures aren’t always entirely exclusive. Sometimes they simply have a different headpiece or torso print, making them exclusive by technicality, but a lot of the minifigures here are unique enough to be considered proper exclusives, which is great. </p><p>We have seen Joker, Penguin, and Harley in (albeit different) orange jumpsuits before, but not the other villains. Joker’s face print isn’t new, either, but the other villains are all sufficiently unique. I’m a fan of the new Poison Ivy with a great headpiece and lovely printing. And although Harley’s donned an orange jumpsuit before, this variant has bags of character thanks to a face print with a pink bubblegum bubble, as well as her trademark carnival mallet and roller skates.</p><p>Riddler is another nice representation in full villainous garb, but Bane, Killer Croc, and Scarecrow are a little more disappointing. I do think it’s a missed opportunity that either an oversized Bane or Killer Croc wasn’t included, especially as a giant hole has been punched through a wall on the ground floor. Bane even sports a backpack with his Venom serum. The two guards are standard fare, but with nice torso prints. But it’s a shame we didn’t get a Mr Freeze update, because I really don’t think this is Lego’s definitive Freeze offering.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/HMYxEYeAaAp9kBHuYwhyvj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set close-up of Joker and guards" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ePB3DwwsYtPErR68HxqX8j.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, Mr Freeze, Riddler, Robin, and Batwoman face off " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/f3vWp9ucxmGkro5Vq2z8oj.jpg" alt="Lego DC Arkham Asylum (#76300) lego set, Ivy and Penguin " /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>When it comes to the Bat-Family, Batwoman has a new torso print and a lovely new red cape. Robin also gets a really nice yellow cape and for the first time ever, we get a Batman with an asymmetric cape. I have to say, while this might not be the best cape for play, it’s perfect for display. It looks really dynamic and super cool – straight from a million Batman comic book covers. Bruce’s torso isn’t an exclusive and neither is his cowl, but he’s a solid-looking Keaton-esque figure that’s a shoo-in for one of the costumes in the recently released Lego Batman: Legacy of the Dark Knight.</p><p>Selina Kyle’s Catwoman is my pick of the bunch. She’s another all-new figure with some great printing, and in my mind, is a little bit of an Easter egg for fans of the Arkham Trilogy, closely resembling her appearances in Arkham City and Arkham Knight. She also comes with a little printed tile of kitty snacks, which is a neat touch.</p><p>What would have been my pick of the bunch is Batwing. Not only is this the first time he’s been represented in minifigure form, but he’s a true premium figure with exquisite torso, hip, leg, and foot printing, as well as a lovely grey cowl with blue eyes. However, his backpack requires a sticker and I firmly believe that minifigures should remain entirely printed. </p><p>You'll also find two little buildable penguin figures, as well as a hidden 17th minifigure in the form of the Arkham Statue. This is a great touch, with two face prints: a normal one and one with Joker graffiti sprayed all over it, which is a great touch.</p><h2 class="article-body__section" id="section-should-you-buy-the-lego-dc-arkham-asylum-76300"><span>Should you buy the Lego DC Arkham Asylum (#76300)?</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:66.70%;"><img id="ELGMjdQfX6EUammQEiTiPk" name="MIK_9586" alt="Lego DC Arkham Asylum (#76300) lego set Harley and Ivy leave through the front door" src="https://cdn.mos.cms.futurecdn.net/ELGMjdQfX6EUammQEiTiPk.jpg" mos="" align="middle" fullscreen="1" width="2000" height="1334" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/ELGMjdQfX6EUammQEiTiPk.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>Lego has set the bar very high indeed with past modular buildings and while I don’t think the Lego DC Arkham Asylum (#76300) quite makes the pantheon of all-time-great modulars, it’s still an incredible Lego Batman set. I do wish that it leaned a little more into the gothic aesthetic, had fewer stickers and a roof interior, but this build still looks fantastic in person, and is bristling with detail and character. </p><p>What really makes it stand out is the huge selection of minifigures, comprising some of Batman’s most notorious villains and foils. This allows you to dress the set for display, showing the inmates taking control of the asylum as the Bat-Family fights back. For a licensed set with this number of minifigures, it’s competitively priced, and if you can eventually find it on sale, it’ll become even more enticing. Ultimately, as a first modular building for the Lego Batman theme, this is an excellent start. I’m keeping my fingers crossed for a modular Wayne Manor in the future. </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>Standard fare for a modular building, which means laying down a lot of Lego bricks and adding plenty of little details.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Accessibility</p></td><td  ><p>A relatively simple set that features a few fiddly moments. The length of the build will certainly intimidate younger Lego fans. </p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Instruction quality</p></td><td  ><p>A nice bit of blurb on the asylum and its inhabitants, with Lego’s standard (mostly) simple-to-follow instructions.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Extra features</p></td><td  ><p>A huge roster of minifigures, a prison van side build and two detailed interiors provide plenty of features. </p></td><td  ><p>4/5</p></td></tr></tbody></table></div><h2 id="buy-it-if-5">Buy it if...</h2><div class="product"><p>✅ <strong>You’re a DC comic book nerd</strong><br>If you can name the entire Bat-Fam, then this Easter egg-packed ode to DC’s finest is sure to go down very well indeed.</p></div><div class="product"><p>✅ <strong>You’re a Lego city builder</strong><br>This is a great chance to add a highly unique modular building to your growing city limits. Even if you’re not a fan of Bats! </p></div><h2 id="don-39-t-buy-it-if-5">Don't buy it if...</h2><div class="product"><p>❌ <strong>You want a cheaper modular </strong><br>If you're keen to get your hands on a Lego modular building but don't want to pay Arkham Asylum prices, then take a look at <a href="https://www.lego.com/en-gb/product/tudor-corner-10350" target="_blank" data-dimension112="2f007962-9b2f-11f1-8bff-636bf2e1a29d" data-action="Deal Block" data-label="Tudor Corner (#10350)" data-dimension48="Tudor Corner (#10350)" data-dimension25="">Tudor Corner (#10350)</a> or <a href="https://www.lego.com/en-gb/product/shopping-street-11371" target="_blank">Shopping Street (#11371)</a>.<a class="view-deal button" href="" target="_blank" rel="nofollow" data-dimension112="2f007962-9b2f-11f1-8bff-636bf2e1a29d" data-action="Deal Block" data-label="Tudor Corner (#10350)" data-dimension48="Tudor Corner (#10350)" data-dimension25="">View Deal</a></p></div><div class="product"><p>❌ <strong>You want more playability</strong><br>Loads of minifigures and a full interior don't make Arkham Asylum suitable for rigorous play. If you’re looking to buy a playset for a younger builder, take a look at something like the <a href="https://www.gamesradar.com/toys-collectibles/lego-star-wars-the-dark-falcon-75389-review/" data-dimension112="2f0079c6-9b2f-11f1-a502-0550d8bde739" data-action="Deal Block" data-label="Lego Star Wars The Dark Falcon (#75389)" data-dimension48="Lego Star Wars The Dark Falcon (#75389)" data-dimension25="">Lego Star Wars The Dark Falcon (#75389)</a>.</p></div><h2 class="article-body__section" id="section-how-i-tested-the-lego-dc-arkham-asylum-76300"><span>How I tested the Lego DC Arkham Asylum (#76300)</span></h2><p>This review sample was provided by Lego.</p><p>It took me multiple sittings to build the Lego DC Arkham Asylum (#76300) over a period of seven hours and 40 minutes. It sat in my study for a couple of weeks and was ‘played with’ during the photo shoot, where I moved the set around, accessed the interiors and posed the various minifigures. </p><p>Not only have I been collecting Lego since the ‘90s, but I’m an avid fan of the caped crusader and collector of DC graphic novels. Billund and Batman are a match made in heaven for me!</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[ The Lexar Play X SSD combines an M.2 2230 drive with an adapter into a handy and speedy package, but you won't find it in the US yet ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Even amongst the turmoil of the RAM Storage Crisis, new SSDs haven't stopped dropping. But the Lexar Play X PCIe 4.0 M.2 NVMe SSD sets itself apart from other new releases by providing storage for PC and handheld fans in one.</p><p>The <a href="https://www.gamesradar.com/best-ssd-for-gaming/" target="_blank">best SSDs for gaming</a> traditionally come in a 2230 or 2280 form factor, and you need to decide which is best for you <em>before</em> you check out your online shopping basket. Lexar has instead packaged a 2230 drive alongside a 2280 bracket, so you have the best of both worlds and can decide what's right for you right until the very moment you need to install. Without a gaming laptop or a handheld that's suited for a compact Gen 4 drive, I wasn't able to take full advantage of Lexar's ingenuity. That being said, Lexar's hybrid SSD was still a solid and speedy addition to my desktop PC.</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="aASz6UyETstCxqe2z5r2ML" name="lexarplayx-2" alt="Image of the Lexar Play X SSD sitting in its packaging." src="https://cdn.mos.cms.futurecdn.net/aASz6UyETstCxqe2z5r2ML.jpg" mos="" align="middle" fullscreen="" width="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>If you've ever upgraded the storage of your PC, you're probably more familiar with 2280-sized drives, however, the Play X consists of both a 2230 and 2280 in one. Smaller 2230 drives aren't anything new, but they're usually marketed specifically towards those with gaming laptops or handhelds, rather than being offered as a storage solution that's "compatible with M.2 2230/2280 slots."</p><p>Lexar achieves this wider range of compatibility by including a 2280 adapter with the smaller drive right in the box. This was a relief for me, as my current testing rig doesn't facilitate drives with a 2230 form factor. Once the adapter is hooked up, the Play X looked and acted more like a traditional 2280 SSD, so if you're in the market for a traditional 2280 option, don't let the 'hybrid' nature of this option put you off.</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="tUAKUWpUbXaBMghoZwziJL" name="lexarplayx-3" alt="Image of the range of decals that come packaged with the Lexar Play X SSD." src="https://cdn.mos.cms.futurecdn.net/tUAKUWpUbXaBMghoZwziJL.jpg" mos="" align="middle" fullscreen="" width="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 Lexar Play X is a PCIe 4.0 M/2 NVMe SSD drive that's available in 512 GB, 1 TB, and 2 TB capacities. For this review, I was provided with the 1 TB model, which offered me 952 GB to play around with once formatted as part of my testing rig, which is pretty much what I'd expect.<br><br>The drive is powered by TLC NAND flash and <a href="https://www.lexar.com/global/products/Lexar-Play-X-PCIe-Gen-4x4-NVMe-SSD/" target="_blank">according to Lexar</a>, is designed to deliver "instant game loading and rapid level transitions" with its on-the-box 7,400 MB/s and 6,500 MB/s sequential read and write speeds. The brand's older Play 2230 PCIe 4.0 SSD was able to achieve read and write speeds up to to 5500 MB/s and 4,700 MB/s, respectively, so this is a big step up from its predecessor.</p><p>Additionally, Lexar packs in a 5-year warranty with the drive, though with an endurance rating of 1,200 TBW for the 2TB model, you shouldn't need to rely on it. The SSD is also packaged with a set of two stickers, so you can label them at your discretion. They have a slight holographic sheen to them, which I really appreciated, even if I never saw them once the storage was inserted into my motherboard.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>Slotting the compact Lexar Play X SSD into the adapter was pretty straightforward, but I can't pretend there wasn't a lot of hesitancy before I put the two together. Gaming storage is worth its weight in gold right now, and my anxiety led me to believe I was going to break both along the way.</p><p>I thankfully didn't, as otherwise you wouldn't be reading this very review. Once it was all set up I was able to format it like any other traditional 2280 Gen 4 SSD. Afterwards, I ran it through CrystalDiskMark, where I was able to achieve average 7,074.43 and 6,551.29 MB/s read and write speeds. Compared to 7,400 MB/s and 6,500 MB/s as advertised on the box, the drive came pretty close and even managed to do slightly better than expected when it came to write speeds. Write speeds measure how fast a drive can save data, so this is good news if you need storage for not just gaming, but saving hefty amounts of information, which can be pretty common if you're an artist or a content creator on the side. </p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Read speed (MB/s)</strong></p></td><td  ><p><strong>Write speed (MB/s)</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Test 1</strong></p></td><td  ><p>7,084.52</p></td><td  ><p>6,583.38</p></td></tr><tr><td class="firstcol " ><p><strong>Test 2</strong></p></td><td  ><p>7,087.48</p></td><td  ><p>6,533.33</p></td></tr><tr><td class="firstcol " ><p><strong>Test 3</strong></p></td><td  ><p>7,059.11</p></td><td  ><p>6,543.14</p></td></tr><tr><td class="firstcol " ><p><strong>Test 4</strong></p></td><td  ><p>7,066.61</p></td><td  ><p>6,545.31</p></td></tr><tr><td class="firstcol " ><p><strong>Results (average MB/s)</strong></p></td><td  ><p>7,074.43</p></td><td  ><p>6,551.29</p></td></tr></tbody></table></div><p>It missed the mark slightly where read speeds were concerned, but anything above 7,000 MB/s is still what I hoped to see. Regardless, all of those numbers don't mean much when they're not put to the test by running actual games, which is exactly what I did next. Loading up Counter-Strike 2 took an average of 25.61 seconds (over a period of three tests) to get to the menu screen where my booted-up character was waiting. While it wasn't faster than the built-in PNY CS1030 drive of my testing rig, there was only a 2.62-second difference. This set a precedent for the rest of my tests, as Lexar's drive wasn't faster than my onboard storage, but it wasn't that far behind, with just a few-second differences each time.</p><p>That's not exactly the "instant game loading" the marketing spiel stated it would be, but the lightning-fast loading times were still felt. No matter if I was loading up CS2, Dispatch, Marvel Rivals, or a plethora of my other current gaming obsessions like Mina the Hollower and Peak, there was no moment where I grew impatient waiting for anything to load, nor did I experience any noticeable differences running games straight off the SSD as compared to the onboard drive.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>On-board storage load time</strong></p></td><td  ><p><strong>Play X</strong> <strong>SSD load time</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Marvel Rivals</strong></p></td><td  ><p>39.5 seconds</p></td><td  ><p>41.18 seconds</p></td></tr><tr><td class="firstcol " ><p><strong>Counter Strike 2</strong></p></td><td  ><p>22.99 seconds</p></td><td  ><p> 25.61 seconds</p></td></tr><tr><td class="firstcol " ><p><strong>Dispatch</strong></p></td><td  ><p>15.21 seconds</p></td><td  ><p>16.40 seconds</p></td></tr></tbody></table></div><p>During testing, the compact storage managed to keep its cool too. While I still don't have a DC meter at my disposal, checking the Windows 11 settings informed me that the Play X managed to sit around 40% for the majority of the time I had it equipped in my rig, only bouncing up to 48% at the most when I was putting it through its paces running Marvel Rivals. That's pretty much what you'd expect, with the <a href="https://www.gamesradar.com/hardware/ssd-hard-drives/samsung-990-review/">Samsung 990 SSD</a> reaching similar temps while part of the same setup.</p><p>Much to my chagrin, I didn't have a compatible setup to test the Play X in its 2230 form factor alone. With that in mind, I can't justly say that it'd be the best addition to your laptop or PC handheld over alternatives, but if it's able to putter along at the same (or similar) speeds as I managed to achieve on the PC, you'd likely be in good hands with this small but mighty drive.</p><h2 class="article-body__section" id="section-should-you-buy-the-1tb-lexar-play-x-ssd"><span>Should you buy the 1TB Lexar Play X SSD?</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="97jBpZUxji4DocJCkBoz38" name="lexarplayx-6" alt="Photo of the Lexar Play X SSD on a white gaming desk." src="https://cdn.mos.cms.futurecdn.net/97jBpZUxji4DocJCkBoz38.jpg" mos="" align="middle" fullscreen="" width="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 Lexar Play X has yet to be released in the US, so the question of whether any of you across the pond should buy it can be answered pretty quickly.</p><p>For those of you in the UK, the answer is a little more layered. The 1TB model I reviewed today is sitting at <a href="https://www.amazon.co.uk/Lexar-compatible-Microsoft-Surface-Desktop/dp/B0H2YRP7GC/?th=1" target="_blank"><strong>£241.99 at Amazon</strong></a>, and even amongst the RAM-pocalypse, there are plenty of 1 TB options out there which are far cheaper. In the end, I'd still recommend this as an option should you want a 2230/2280 hybrid drive with fast speeds and if your budget can allow for it.</p><p>Plenty of older 2230 drives can't muster the same prowess as that of the Lexar Play X, including the brand's own past releases. The 1TB 2230 Lexar Play SSD launched with box quoted 5200MB/s and 4700MB/s read and write speeds, so you'd be getting more bang for your buck. Well, if the 2230 form can muster the same performance it managed when attached to its 2280 adapter, anyway.</p><p>If budget is at the forefront of your mind, I'm still going to recommend doing your best to pick up the 1 TB Samsung 990 Pro instead, which tops our general and <a href="https://www.gamesradar.com/hardware/ssd-hard-drives/the-best-ssd-for-ps5-tested/">best SSD for PS5</a> guides. It's reached as high as £229.99 at Amazon in May earlier this year, according to my CamelCamelCamel price checker, but can drop below the £200 mark without a heatsink. If that option is available to you (and you're looking for a 2280 design and not a 2230 one), that should always be your priority. However, Lexar's Play X is a valid choice if you must have have hybrid form factor at your disposal.</p><p>By the way, there's a chance I put the stickers on the wrong way round during testing, so feel free to excuse that in the photos. </p><h2 class="article-body__section" id="section-how-i-tested-the-1tb-lexar-play-x-ssd"><span>How I tested the 1TB Lexar Play X SSD</span></h2><p>I put the Lexar Play X SSD through its paces by attaching the 2230 drive to its 2280 adapter, hooking that up to the M.2 drive of my testing PC. Afterwards, I formatted the drive and used the CrystalDiskMark benchmarking tool, where I ran the drive through a series of four tests and calculated an average from those speeds. That average was then compared to its advertised on-the-box speeds. Additionally, I downloaded titles like Marvel Rivals, Counter-Strike 2, and Dispatch via Steam and timed how long it took to load to their respective start screens and compared this to past SSDs that I've tested so far. To read more about the ways we test SSDs and the rest of our gaming tech, have a look at <a href="https://www.gamesradar.com/how-we-test-ssds-and-hard-drives-at-gamesradar/" target="_blank">how we test SSDs</a> and our <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">hardware policy.</a></p><p><em>Check out our guides to the </em><a href="https://www.gamesradar.com/hardware/ssd-hard-drives/the-best-ssd-for-ps5-tested/"><em>best SSDs for PS5</em></a><em>, the</em><a href="https://www.gamesradar.com/ps5-external-hard-drive/"><em> best PS5 external hard drive</em></a><em>, and the </em><a href="https://www.gamesradar.com/best-xbox-series-x-external-hard-drives-storage-memory-cards/"><em>best Xbox Series X hard drive</em></a><em> if your gaming platform of choice could use a little boost.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/ssd-hard-drives/lexar-play-x-review/</link>
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                            <![CDATA[ Lexar's Play X SSD is a handy option for those who can't quite decide if they need storage for their handheld or gaming PC but are at least certain they want a speedy Gen 4 drive. ]]>
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                                                                        <pubDate>Fri, 21 Aug 2026 15:11:28 +0000</pubDate>                                                                                                                                <updated>Fri, 21 Aug 2026 15:11:33 +0000</updated>
                                                                                                                                            <category><![CDATA[SSDs and Hard Drives]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Handhelds]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Platforms]]></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.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[Image of the box for the Lexar Play X SSD.]]></media:description>                                                            <media:text><![CDATA[Image of the box for the Lexar Play X SSD.]]></media:text>
                                <media:title type="plain"><![CDATA[Image of the box for the Lexar Play X SSD.]]></media:title>
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                                <p>Even amongst the turmoil of the RAM Storage Crisis, new SSDs haven't stopped dropping. But the Lexar Play X PCIe 4.0 M.2 NVMe SSD sets itself apart from other new releases by providing storage for PC and handheld fans in one.</p><p>The <a href="https://www.gamesradar.com/best-ssd-for-gaming/" target="_blank">best SSDs for gaming</a> traditionally come in a 2230 or 2280 form factor, and you need to decide which is best for you <em>before</em> you check out your online shopping basket. Lexar has instead packaged a 2230 drive alongside a 2280 bracket, so you have the best of both worlds and can decide what's right for you right until the very moment you need to install. Without a gaming laptop or a handheld that's suited for a compact Gen 4 drive, I wasn't able to take full advantage of Lexar's ingenuity. That being said, Lexar's hybrid SSD was still a solid and speedy addition to my desktop PC.</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="aASz6UyETstCxqe2z5r2ML" name="lexarplayx-2" alt="Image of the Lexar Play X SSD sitting in its packaging." src="https://cdn.mos.cms.futurecdn.net/aASz6UyETstCxqe2z5r2ML.jpg" mos="" align="middle" fullscreen="" width="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>If you've ever upgraded the storage of your PC, you're probably more familiar with 2280-sized drives, however, the Play X consists of both a 2230 and 2280 in one. Smaller 2230 drives aren't anything new, but they're usually marketed specifically towards those with gaming laptops or handhelds, rather than being offered as a storage solution that's "compatible with M.2 2230/2280 slots."</p><p>Lexar achieves this wider range of compatibility by including a 2280 adapter with the smaller drive right in the box. This was a relief for me, as my current testing rig doesn't facilitate drives with a 2230 form factor. Once the adapter is hooked up, the Play X looked and acted more like a traditional 2280 SSD, so if you're in the market for a traditional 2280 option, don't let the 'hybrid' nature of this option put you off.</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="tUAKUWpUbXaBMghoZwziJL" name="lexarplayx-3" alt="Image of the range of decals that come packaged with the Lexar Play X SSD." src="https://cdn.mos.cms.futurecdn.net/tUAKUWpUbXaBMghoZwziJL.jpg" mos="" align="middle" fullscreen="" width="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 Lexar Play X is a PCIe 4.0 M/2 NVMe SSD drive that's available in 512 GB, 1 TB, and 2 TB capacities. For this review, I was provided with the 1 TB model, which offered me 952 GB to play around with once formatted as part of my testing rig, which is pretty much what I'd expect.<br><br>The drive is powered by TLC NAND flash and <a href="https://www.lexar.com/global/products/Lexar-Play-X-PCIe-Gen-4x4-NVMe-SSD/" target="_blank">according to Lexar</a>, is designed to deliver "instant game loading and rapid level transitions" with its on-the-box 7,400 MB/s and 6,500 MB/s sequential read and write speeds. The brand's older Play 2230 PCIe 4.0 SSD was able to achieve read and write speeds up to to 5500 MB/s and 4,700 MB/s, respectively, so this is a big step up from its predecessor.</p><p>Additionally, Lexar packs in a 5-year warranty with the drive, though with an endurance rating of 1,200 TBW for the 2TB model, you shouldn't need to rely on it. The SSD is also packaged with a set of two stickers, so you can label them at your discretion. They have a slight holographic sheen to them, which I really appreciated, even if I never saw them once the storage was inserted into my motherboard.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>Slotting the compact Lexar Play X SSD into the adapter was pretty straightforward, but I can't pretend there wasn't a lot of hesitancy before I put the two together. Gaming storage is worth its weight in gold right now, and my anxiety led me to believe I was going to break both along the way.</p><p>I thankfully didn't, as otherwise you wouldn't be reading this very review. Once it was all set up I was able to format it like any other traditional 2280 Gen 4 SSD. Afterwards, I ran it through CrystalDiskMark, where I was able to achieve average 7,074.43 and 6,551.29 MB/s read and write speeds. Compared to 7,400 MB/s and 6,500 MB/s as advertised on the box, the drive came pretty close and even managed to do slightly better than expected when it came to write speeds. Write speeds measure how fast a drive can save data, so this is good news if you need storage for not just gaming, but saving hefty amounts of information, which can be pretty common if you're an artist or a content creator on the side. </p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Read speed (MB/s)</strong></p></td><td  ><p><strong>Write speed (MB/s)</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Test 1</strong></p></td><td  ><p>7,084.52</p></td><td  ><p>6,583.38</p></td></tr><tr><td class="firstcol " ><p><strong>Test 2</strong></p></td><td  ><p>7,087.48</p></td><td  ><p>6,533.33</p></td></tr><tr><td class="firstcol " ><p><strong>Test 3</strong></p></td><td  ><p>7,059.11</p></td><td  ><p>6,543.14</p></td></tr><tr><td class="firstcol " ><p><strong>Test 4</strong></p></td><td  ><p>7,066.61</p></td><td  ><p>6,545.31</p></td></tr><tr><td class="firstcol " ><p><strong>Results (average MB/s)</strong></p></td><td  ><p>7,074.43</p></td><td  ><p>6,551.29</p></td></tr></tbody></table></div><p>It missed the mark slightly where read speeds were concerned, but anything above 7,000 MB/s is still what I hoped to see. Regardless, all of those numbers don't mean much when they're not put to the test by running actual games, which is exactly what I did next. Loading up Counter-Strike 2 took an average of 25.61 seconds (over a period of three tests) to get to the menu screen where my booted-up character was waiting. While it wasn't faster than the built-in PNY CS1030 drive of my testing rig, there was only a 2.62-second difference. This set a precedent for the rest of my tests, as Lexar's drive wasn't faster than my onboard storage, but it wasn't that far behind, with just a few-second differences each time.</p><p>That's not exactly the "instant game loading" the marketing spiel stated it would be, but the lightning-fast loading times were still felt. No matter if I was loading up CS2, Dispatch, Marvel Rivals, or a plethora of my other current gaming obsessions like Mina the Hollower and Peak, there was no moment where I grew impatient waiting for anything to load, nor did I experience any noticeable differences running games straight off the SSD as compared to the onboard drive.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>On-board storage load time</strong></p></td><td  ><p><strong>Play X</strong> <strong>SSD load time</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Marvel Rivals</strong></p></td><td  ><p>39.5 seconds</p></td><td  ><p>41.18 seconds</p></td></tr><tr><td class="firstcol " ><p><strong>Counter Strike 2</strong></p></td><td  ><p>22.99 seconds</p></td><td  ><p> 25.61 seconds</p></td></tr><tr><td class="firstcol " ><p><strong>Dispatch</strong></p></td><td  ><p>15.21 seconds</p></td><td  ><p>16.40 seconds</p></td></tr></tbody></table></div><p>During testing, the compact storage managed to keep its cool too. While I still don't have a DC meter at my disposal, checking the Windows 11 settings informed me that the Play X managed to sit around 40% for the majority of the time I had it equipped in my rig, only bouncing up to 48% at the most when I was putting it through its paces running Marvel Rivals. That's pretty much what you'd expect, with the <a href="https://www.gamesradar.com/hardware/ssd-hard-drives/samsung-990-review/">Samsung 990 SSD</a> reaching similar temps while part of the same setup.</p><p>Much to my chagrin, I didn't have a compatible setup to test the Play X in its 2230 form factor alone. With that in mind, I can't justly say that it'd be the best addition to your laptop or PC handheld over alternatives, but if it's able to putter along at the same (or similar) speeds as I managed to achieve on the PC, you'd likely be in good hands with this small but mighty drive.</p><h2 class="article-body__section" id="section-should-you-buy-the-1tb-lexar-play-x-ssd"><span>Should you buy the 1TB Lexar Play X SSD?</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="97jBpZUxji4DocJCkBoz38" name="lexarplayx-6" alt="Photo of the Lexar Play X SSD on a white gaming desk." src="https://cdn.mos.cms.futurecdn.net/97jBpZUxji4DocJCkBoz38.jpg" mos="" align="middle" fullscreen="" width="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 Lexar Play X has yet to be released in the US, so the question of whether any of you across the pond should buy it can be answered pretty quickly.</p><p>For those of you in the UK, the answer is a little more layered. The 1TB model I reviewed today is sitting at <a href="https://www.amazon.co.uk/Lexar-compatible-Microsoft-Surface-Desktop/dp/B0H2YRP7GC/?th=1" target="_blank"><strong>£241.99 at Amazon</strong></a>, and even amongst the RAM-pocalypse, there are plenty of 1 TB options out there which are far cheaper. In the end, I'd still recommend this as an option should you want a 2230/2280 hybrid drive with fast speeds and if your budget can allow for it.</p><p>Plenty of older 2230 drives can't muster the same prowess as that of the Lexar Play X, including the brand's own past releases. The 1TB 2230 Lexar Play SSD launched with box quoted 5200MB/s and 4700MB/s read and write speeds, so you'd be getting more bang for your buck. Well, if the 2230 form can muster the same performance it managed when attached to its 2280 adapter, anyway.</p><p>If budget is at the forefront of your mind, I'm still going to recommend doing your best to pick up the 1 TB Samsung 990 Pro instead, which tops our general and <a href="https://www.gamesradar.com/hardware/ssd-hard-drives/the-best-ssd-for-ps5-tested/">best SSD for PS5</a> guides. It's reached as high as £229.99 at Amazon in May earlier this year, according to my CamelCamelCamel price checker, but can drop below the £200 mark without a heatsink. If that option is available to you (and you're looking for a 2280 design and not a 2230 one), that should always be your priority. However, Lexar's Play X is a valid choice if you must have have hybrid form factor at your disposal.</p><p>By the way, there's a chance I put the stickers on the wrong way round during testing, so feel free to excuse that in the photos. </p><h2 class="article-body__section" id="section-how-i-tested-the-1tb-lexar-play-x-ssd"><span>How I tested the 1TB Lexar Play X SSD</span></h2><p>I put the Lexar Play X SSD through its paces by attaching the 2230 drive to its 2280 adapter, hooking that up to the M.2 drive of my testing PC. Afterwards, I formatted the drive and used the CrystalDiskMark benchmarking tool, where I ran the drive through a series of four tests and calculated an average from those speeds. That average was then compared to its advertised on-the-box speeds. Additionally, I downloaded titles like Marvel Rivals, Counter-Strike 2, and Dispatch via Steam and timed how long it took to load to their respective start screens and compared this to past SSDs that I've tested so far. To read more about the ways we test SSDs and the rest of our gaming tech, have a look at <a href="https://www.gamesradar.com/how-we-test-ssds-and-hard-drives-at-gamesradar/" target="_blank">how we test SSDs</a> and our <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">hardware policy.</a></p><p><em>Check out our guides to the </em><a href="https://www.gamesradar.com/hardware/ssd-hard-drives/the-best-ssd-for-ps5-tested/"><em>best SSDs for PS5</em></a><em>, the</em><a href="https://www.gamesradar.com/ps5-external-hard-drive/"><em> best PS5 external hard drive</em></a><em>, and the </em><a href="https://www.gamesradar.com/best-xbox-series-x-external-hard-drives-storage-memory-cards/"><em>best Xbox Series X hard drive</em></a><em> if your gaming platform of choice could use a little boost.</em></p>
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                                                            <title><![CDATA[ CRTs be damned, the Intec Time Breaker Lightgun for PS1/PS2 brings Guncon romps like Time Crisis 2 back to the living room and onto your newfangled TV ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Call me a Debbie Downer, but I initially assumed the Intec Time Breaker Lightgun would ultimately be a waste of time. I figured that a wireless, modern-day recreation of the mighty PS1/PS2 Guncon that's compatible with modern TVs would be riddled with caveats, especially compared to an original CRT experience. You know what they say about assumptions, as after having a blast playing all my favorite arcade shooters with the faux firearm, I now feel like an ass. </p><p>My original reservations were linked to the Intec Time Breaker Lightgun for PS1/PS2 being fully compatible with original <a href="https://www.gamesradar.com/best-retro-consoles/">retro consoles</a>, rather than flat screen compatibility. After all, I've already put plenty of modern alternatives through their paces, including the mighty <a href="https://www.gamesradar.com/sinden-lightgun-review/">Sinden Lightgun</a> for custom PC emulation setups and the <a href="https://www.gamesradar.com/hardware/retro/gaime-time-crisis-lightgun-console-review/">G'AIM'E Time Crisis Lightgun console</a> that serves as its own standalone system. Those retro setup sidearms serve as enthusiast and entry-level options respectively, whereas Intec's console-compatible piece sits somewhere in the middle.</p><p>That's not to say this <a href="https://www.gamesradar.com/hardware/retro/best-retro-controllers/">retro controller</a> is "mid-range", it's more that it's one of the only modern PS1/PS2 compatible lightguns that'll play nice with modern gaming monitors and TVs. I do have qualms with calling this acessory "plug and play", as you'll need to go through the usual calibration rigmaole to start your retro raid. But, once you have things set, this plastic pistol offers respectable responsiveness and accuracy that justifies its $160 price tag.</p><h2 id="assembly-required-before-jumping-into-action">Assembly required before jumping into action</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/oxRLdGcX5LzXcMtxLkDszQ.jpg" alt="Intec Time Breaker Lightgun in foam box insert with barrel and magazine separated next to PS1 and PS2 dongles and IR sensor." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/xDaZM3jsxosja3ymWtW2aU.jpg" alt="Hand holding Intec Time Breaker Lightgun barrel part with PCB and connector inside." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/H6zywN49dqmVnqtArnEkWU.jpg" alt="Intec Time Breaker with magazine and barrel unclipped with wires connecting both parts." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/HcHuppsGhpXmhfsMDbjXZU.jpg" alt="Intec Time Breaker with hex key inserted into bolt to connect both halves of the light gun together." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure></figure><p>I'm not entirely sure why, but Intec's light gun is separated into two parts. Before getting started, you'll have to unite the grip with the body, which feels a bit like being a gunsmith. However, there's a specific step that is a bit iffy for something at this price range, as you'll have to connect wires to a socket in the magazine.</p><p>Sure, given that I fix retro consoles and mess around with PCs, I'm comfortable plugging cables into bare PCBs. I suspect some people might find it uncomfortable, though, and there are various ways you could damage the socket or yank the wires out of their connector. You'll also have to slide the mag into the body without pinching the wires between the plastic, so keep that in mind if you've already picked up these plastic arms.</p><p>That said, the two-step assembly process is fairly simple if you take care, and once you've secured a side hex screw into place to hold everything together, you're ready to start shootin'. Or, you're at least primed to plug either the included PS1 receiver or PS2 USB dongle into your Sony console of choice and start calibrating.</p><h2 id="calibration-obligations">Calibration obligations</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8WMwvMSkEPuG2H7NzmkeM5" name="intec-time-breaker-calibration" alt="Intec Time Breaker Lightgun pointing at Time Crisis 2 for PS2 calibration screen." src="https://cdn.mos.cms.futurecdn.net/8WMwvMSkEPuG2H7NzmkeM5.jpg" mos="" align="middle" fullscreen="" width="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 Time Breaker boldly states that it's "plug and play" on the box, so you might be fooled into thinking you can simply plug in your appropriate console dongle alongside the included IR receiver on the top of your screen and start landing virtual bullets in the noggins of fictional terrorists.</p><p>Compared to the Sinden Lightgun, the Time Breaker's plug-and-play qualities ring true since you won't have to touch additional software. You also won't have to go through a whole calibration rigmarole every time you switch your system on (looking at you, G'AIM'E console), but if you don't get the initial tweaks quite right, accuracy will feel more like "plug and nae".</p><p>Unlike either the Sinden Lightgun or the G'AIM'E system, Intec's accessory works more like a Wiimote. No, that isn't a dig, but the fact its camera sensor uses the IR bar to calculate positioning does feel more rudimentary. This works in conjunction with additional screen edge mapping, represented by two LEDs on the back, that can help you determine the top corners and set a more exact boundary. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TNobQHZAEcYBnmL2jRpgeL" name="time-breaker-ir-sensor" alt="Intec Time Breaker Lightgun IR sensor on top of monitor." src="https://cdn.mos.cms.futurecdn.net/TNobQHZAEcYBnmL2jRpgeL.jpg" mos="" align="middle" fullscreen="" width="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>Not unlike the G'AIM'E box, the Time Breaker comes with both a quick setup sheet and a full manual. Both will guide you through the calibration process, but I found that while it details each step, there are some intricacies it could have elaborated on more. I'm specifically hung up about the pivoting side dial that adjusts the camera sensor angle for vertical calibration; if that's not precise, it will throw off the horizontal mapping step.</p><p>After messing in the Time Crisis 2 initial calibration screen trying to get everything to play ball, I eventually figured out how to accurately adjust the vertical sensor angle. It sounds obvious as I typed this out loud, but the best approach is to get the moving reticule on screen (by shooting the target and sticking the thumbstick), then tweaking the dial so that shots land exactly in view of the top orange iron sight. </p><p>Once the vertical side of things feels precise, you'll find that the back lights will let you better set the horizontal screen boundaries. You'll know things are functioning when the LED displays one red and one green when pointing at the left and right corners, allowing you to press their respective buttons and fire to confirm their positioning and achieve all green.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2Lt46bWKhDMRcB8RGDF6pd" name="intec-time-breaker-calibration-lights" alt="Hand holding Intec Time Breaker Lightgun left calibration green and right light red." src="https://cdn.mos.cms.futurecdn.net/2Lt46bWKhDMRcB8RGDF6pd.jpg" mos="" align="middle" fullscreen="" width="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>Of course, environmental factors can throw off the Time Breaker's aim too, like bright lights near your screen or the IR sensor sitting at a weird angle. You'll also want to pay attention to the manual's distance advice based on your display size, as that will absolutely matter. Providing you've nailed the steps both via the pamphlet and the nuances I've described above, you should be ready to start making a ruckus in your favorite PS1 and PS2 shooters.</p><h2 id="a-solid-shooter-with-surprising-features">A solid shooter with surprising 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="usZqT8Nti9D3962TjBqjfV" name="intec-time-breaker-ps2" alt="Intec Time Breaker Lightgun sitting on top of PS2." src="https://cdn.mos.cms.futurecdn.net/usZqT8Nti9D3962TjBqjfV.jpg" mos="" align="middle" fullscreen="" width="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>Again, I feel like a fool for doubting the Time Breaker when it comes to build quality. I figured it would feel slightly lighter in the hand than both the Sinden and G'AIM'E light guns, but it actually feels more solid than the latter and includes plenty of fancy extras that give it a premium vibe. </p><p>Naturally, the Time Breaker avoids looking exactly like a Guncon for copyright reasons, but it still looks very much like a spiritual successor. It's got plenty of detailing on the body, like faux barrel and "cocking serration" ridges that actually serve a purpose on a real gun, not to mention it's got big A and B buttons on the sides that add to the '90s at-home arcadey vibes. </p><p>Simply put, it nails the Guncon aesthetics and sprinkles in some lavish extras like RGB side lights and illumination behind those aforementioned A and B buttons. That should all come second to the actual feel of this piece in the hands, and I'd actually go as far as to say that it pleases my hands more than the G'AIM'E and Sinden guns, albeit in different ways compared to each. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Xi3H2FsSfDjv3dsBSAQXyW" name="light-guns" alt="Intec Time Breaker Lightgun with G'AIM'E Lightgun above and Sinden Lightgun below on woodgrain floor." src="https://cdn.mos.cms.futurecdn.net/Xi3H2FsSfDjv3dsBSAQXyW.jpg" mos="" align="middle" fullscreen="" width="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 accuse the G'AIM'E guns of now feeling plasticky, but they are certainly on the light side compared to the Time Breaker. Yes, part of that is all the extras, including the 3,500 mAh rechargeable battery crammed into Intec's accessory. The latter also means you won't have a cord pulling the magazine ever so slightly downwards, which in itself is a testament to the benefits of cutting the cord. </p><p>The Sinden gun is far weightier than either light gun, providing a heft that's closer to the arcade pistols. That's in part due to the solenoid recoil that provides each shot with an extraordinary kick, but I do almost prefer the clickiness of Intec's trigger switches and the larger side buttons. </p><p>I still think the Sinden is a different class of light gun, providing perks like pump action reloading and a d-pad before we even get to overall performance accuracy. That said, the Time Breaker feels more like a comfortable PS1/PS2 Guncon alternative that'll suit modern players, providing conveniences like on-board toggles for rapid-fire, recoil, and a full thumbstick where the hammer would live for a modern controller feel.</p><h2 id="the-time-breaker-aims-to-please-but-only-in-guncon-games">The Time Breaker aims to please, but only in Guncon games</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kur4H44c6KZQ3zyZoQb4yf" name="intec-time-breaker-gameplay-cutscene" alt="Intec Time Breaker Lightgun facing monitor with Time Crisis cutscene playing featuring Jacob Kinisky." src="https://cdn.mos.cms.futurecdn.net/kur4H44c6KZQ3zyZoQb4yf.jpg" mos="" align="middle" fullscreen="" width="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>Behind the scenes, I've been putting together a general run-through on how to play PS2 games using an original console and other means. The Intec Time Breaker has accompanied me on that journey, assisting in the light gun side of things, and while raining bullets upon masked goons in the Time Crisis series has been delightful and surprisingly close in feel to a CRT TV setup, the experience is exclusive to Guncon-compatible games.</p><p>The intricacies of lightgun tech aren't often relevant in 2026, largely due to options like the Sinden working with emulators via a PC app for compatibility. Where the Time Breaker differs is that it has to spoof the functionality of an actual accessory for specific games, and it has chosen to mimic Namco's light gun exclusively.</p><p>There is a technical reason for sticking to one, as the OG Guncon used different tech to the likes of the Konami Justifier. The latter solely relied on specific game programming and the PS1's controller port, whereas both the Guncon 1 and 2 tap into your <a href="https://www.gamesradar.com/hardware/retro/good-quality-retro-cables-matter-but-decent-wires-now-cost-more-than-i-used-to-pay-for-consoles/">retro console cable's</a> composite signal. It's a clever process that uses video sync data for frame timing, allowing for more accurate shots based on calculated aim coordinates. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nAGqsYvFhMEpKyKJbcMwAc" name="lightgun-port" alt="RGB SCART connector for PlayStation multiport with light gun composite jack sitting on PS2." src="https://cdn.mos.cms.futurecdn.net/nAGqsYvFhMEpKyKJbcMwAc.jpg" mos="" align="middle" fullscreen="" width="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>Of course, that technique can only be used by CRTs since it relies on detecting a white flash drawn by an electron beam <a href="https://www.gamesradar.com/hardware/retro/what-are-scanlines/">scanlines</a>. That's why I'm now talking about a modern alternative in the first place, but the Time Breaker still needs to mimic the inputs of that process back to your console using signals from its IR strip and camera sensor combo. I suspect the issue is that it'd either cost more or be more complicated to also mimic the solo controller port elements used by non-Guncon games, but it does limit your library scope.</p><p>With that in mind, my tests exclusively apply to Guncon games for now, even if I may delve into workarounds in the future. That means playing a hell of a lot of Time Crisis 2 and 3, and the Time Breaker really struts its stuff when gunning down Wild Dog's silly soldiers. </p><p>All I really want from a light gun is to gun down some guy on a balcony like I'm 007. Bond's shots always seem to land true in every old flick, with said soldier normally hurling to their demise following the traditional Wilhelm scream. The Time Breaker basically helped maintain that vibe in both Time Crisis games after getting calibration on point, and I was pretty taken aback with how accurate every shot felt when really trying to use the iron sight.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/gM7aQoQoWZR4jdudQqBYRN.jpg" alt="Hands using Intec Time Breaker Lightgun to shoot close up enemy in Time Crisis 2." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/SH8kSArtrrAerVfBJHj6w4.jpg" alt="Hands using Intec Time Breaker Lightgun to shoot merc in speedboat in Time Crisis 2 on PS2." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure></figure><p>I suspect in most cases you would get away with minimal setup if you're playing casually. I've played on enough neglected Time Crisis cabinets to know that you can Scarface your way to the end by carefully watching the shot animation and adjusting your aim accordingly. Actually lining up your shot and kneecapping a goon really hits different, though, and it proves this gun can boast the same precision as the OG accessories.</p><p>I even had more success during the frustrating speedboat segment in Namco's shooter sequel, which is a bit of a bugger. The 60fps camera tech of the Sinden gun does ultimately feel that bit more pinpoint compared to the Time Breaker, but shots landing first time is a win in my book. Plus, keep in mind we're talking about a setup with no white borders, which feels like an appropriate tradeoff. </p><p>Ducking to reload matters just as much as unloading your mag, and the Time Breaker's button setup works wonderfully. I prefer to hold my thumb on the left A button when it's time to open fire, but the larger C button at the bottom is nice to have too. Using the on-board crouch feels nicer on Intec's gun compared to both the Sinden's smaller buttons and the G'AIM'E's oval toggles, but both of those options do have easy access to additional pedals. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3ezVSSYgLbrNH2FDsCQgkH" name="intec-time-breaker-lightgun-crouch-button" alt="Intec Time Breaker Lightgun lying on black desk with bottom C button facing camera next to PS2 and monitor with Time Crisis 2 intro in backdrop." src="https://cdn.mos.cms.futurecdn.net/3ezVSSYgLbrNH2FDsCQgkH.jpg" mos="" align="middle" fullscreen="" width="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>Let's face it, stomping on a big switch to fire is far more satisfying than a button press. I do wish the Time Breaker came with a foot pedal for the price, but I ended up realizing late that you can actually plug a 3.5mm into into the bottom of the gun. I haven't had a good chance to test this yet, or sourced a pedal that will work, so I'll come back with an update once I've messed around with the setup. </p><h2 id="less-clack-clack-more-rumble-rumble">Less clack clack, more rumble rumble</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZFjKUCC5v98bpRsjLcjQJA" name="intec-time-breaker-rumble-side-switch" alt="Close up of Intec Time Breaker Lightgun rumble and rapid fire switches." src="https://cdn.mos.cms.futurecdn.net/ZFjKUCC5v98bpRsjLcjQJA.jpg" mos="" align="middle" fullscreen="" width="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>Let it be known that I think it's nice that the Time Breaker includes recoil at all. I also fully believe it enhances the experience, but it ultimately feels more like traditional rumble than a proper hand-shuddering clack.</p><p>You're only going to get that arcade recoil feel from the Sinden Lightfun since it uses a solenoid, whereas the G'AIM'E and Time Breaker guns stick with a subtler rumble response. Even though both are using weighted motors, the latter is a subtler burst compared to the Time Crisis console, and I suspect that's tied to preserving wireless battery life. </p><p>The feedback is still more than enough to aid immersion, not to mention it makes less of a racket when playing, say, at 2am when you should be sleeping (what can I say, this job really isn't a 9-5 affair). It does highlight how bananas the Sinden's actual moving recoil is, though, serving as a reason to go for the emulator-friendly gun instead.</p><h2 id="that-battery-holds-a-lot-of-bullets">That battery holds a lot of bullets</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LUD9U76F2cgY84sY5FoHn6" name="intec-time-breaker-lightgun-battery-life-wireless" alt="Hand holding Intec Time Breaker Lightgun to the side with yellow battery indicator strip in view." src="https://cdn.mos.cms.futurecdn.net/LUD9U76F2cgY84sY5FoHn6.jpg" mos="" align="middle" fullscreen="" width="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>By including wireless connectivity and a built-in battery, the Time Breaker is opening itself up to more scrutiny. I feel like Intec knew it couldn't drop the ball on either, as managed to get over 12 hours out of the lightgun before reaching for a USB-C charger, and that's with the LED lights on and recoil enabled.</p><p>Yes, that's hardly surprising since most controllers boast a similar runtime these days, but it's still a nice feat. Recharging measured in at just over an hour and a half, and the gun also seems to retain its charge when unused, which is good considering the specific genre use case of this accessory.</p><p>The 2.4Ghz wireless also means there's minimal latency with the Time Breaker, and that's a godsend since we're basically talking motion controls. The last thing you want when shooting those rocket-launcher idiots in Time Crisis is your aim having noticeable lag, and as far as I can tell, there's minimal delay to any movements replicated on screen. </p><h2 id="should-you-pick-up-the-intec-time-breaker-lightgun-for-ps1-ps2">Should you pick up the Intec Time Breaker Lightgun for PS1/PS2?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UeSLrdhC9XG2bTFrUTHD3F" name="intec-gaming-ps2-light-gun" alt="Intec Gaming PS2 light gun in gray next to vampire Pac-Man plush." src="https://cdn.mos.cms.futurecdn.net/UeSLrdhC9XG2bTFrUTHD3F.jpg" mos="" align="middle" fullscreen="" width="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 $160 feels like a lot for a single-genre accessory for the OG PlayStation and PS2, but the Intec Time Breaker proves its worth. It's the only light gun I know of out there right now that will fill the compatibility gap left by the transition from CRT TVs to modern LCD and OLED displays on an actual console, and focusing on the latter comes with bigger library benefits.</p><p>You could say that the Time Breaker further highlights the main issue with the G'AIM'E Time Crisis Console, as while it has nice wired lightguns that mimic the Guncon, it's confined to just four games on a static box. That pales in contrast to Intec's gun, which has every Guncon-compatible game released on the PS1 and PS2 on its plate, not to mention you can just pop a disc in rather than messing with emulators and more advanced software like with the Sinden.</p><p>Add the fact it's wireless into the mix, and you've got a modern light gun that feels like what should have been normalized in the post-CRT era rather than Wiimotes, Kinect, and those dorky Sony Move controllers with the big glowing ball. The Time Breaker's build quality and even small touches like RGB should serve as a blueprint for bringing back the neglected accessory type, but there are still caveats to be found.</p><p>I do think that if you want a reliable way to play Guncon games on a flat screen using an actual PS1 or PS2, the Time Breaker is the way to go. The main thing that's really holding this light gun back is being confined to just Guncon games, as it adds a sting to its $160 price point. That, and some calibration confusion aside, I do think Intec's accessory is a standout option for casual players, even if it doesn't quite knock the Sinden from the emulation enthusiast throne.</p><h2 id="how-i-tested-the-intec-time-breaker-lightgun-for-ps1-ps2">How I tested the Intec Time Breaker Lightgun for PS1/PS2</h2><p>Over the course of a month, I used the Intec Time Breaker Lightgun as part of my PS1 and PS2 setup to play Guncon games like the Time Crisis trilogy. During testing, I assessed the accessories build quality compared to rivals like the G'AIM'E Time Crisis console and Sinden Lightgun while comparing its calibration process, accuracy, and additional features side by side.</p><p>For more information on how we test retro console and accessories, swing by our full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a> for a deep dive.</p><p><em>Swing by the </em><a href="https://www.gamesradar.com/hardware/retro/best-retro-handheld/"><em>best retro handhelds</em></a><em> if you'd prefer to play your favorite classics on the go.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/retro/intec-time-breaker-lightgun-for-ps1-ps2-review/</link>
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                            <![CDATA[ If you've been longing to play games like Time Crisis on a real console, the Intec Time Breaker Lightgun for PS1/PS2 will arm you with a modern screen solution. ]]>
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                                                                        <pubDate>Wed, 19 Aug 2026 11:48:28 +0000</pubDate>                                                                                                                                <updated>Wed, 19 Aug 2026 11:49:34 +0000</updated>
                                                                                                                                            <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.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 Intec Time Breaker Lightgun for PS1/PS2 in front of monitor with Time Crisis 2 start screen displayed.]]></media:description>                                                            <media:text><![CDATA[Hand holding Intec Time Breaker Lightgun for PS1/PS2 in front of monitor with Time Crisis 2 start screen displayed.]]></media:text>
                                <media:title type="plain"><![CDATA[Hand holding Intec Time Breaker Lightgun for PS1/PS2 in front of monitor with Time Crisis 2 start screen displayed.]]></media:title>
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                                <p>Call me a Debbie Downer, but I initially assumed the Intec Time Breaker Lightgun would ultimately be a waste of time. I figured that a wireless, modern-day recreation of the mighty PS1/PS2 Guncon that's compatible with modern TVs would be riddled with caveats, especially compared to an original CRT experience. You know what they say about assumptions, as after having a blast playing all my favorite arcade shooters with the faux firearm, I now feel like an ass. </p><p>My original reservations were linked to the Intec Time Breaker Lightgun for PS1/PS2 being fully compatible with original <a href="https://www.gamesradar.com/best-retro-consoles/">retro consoles</a>, rather than flat screen compatibility. After all, I've already put plenty of modern alternatives through their paces, including the mighty <a href="https://www.gamesradar.com/sinden-lightgun-review/">Sinden Lightgun</a> for custom PC emulation setups and the <a href="https://www.gamesradar.com/hardware/retro/gaime-time-crisis-lightgun-console-review/">G'AIM'E Time Crisis Lightgun console</a> that serves as its own standalone system. Those retro setup sidearms serve as enthusiast and entry-level options respectively, whereas Intec's console-compatible piece sits somewhere in the middle.</p><p>That's not to say this <a href="https://www.gamesradar.com/hardware/retro/best-retro-controllers/">retro controller</a> is "mid-range", it's more that it's one of the only modern PS1/PS2 compatible lightguns that'll play nice with modern gaming monitors and TVs. I do have qualms with calling this acessory "plug and play", as you'll need to go through the usual calibration rigmaole to start your retro raid. But, once you have things set, this plastic pistol offers respectable responsiveness and accuracy that justifies its $160 price tag.</p><h2 id="assembly-required-before-jumping-into-action">Assembly required before jumping into action</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/oxRLdGcX5LzXcMtxLkDszQ.jpg" alt="Intec Time Breaker Lightgun in foam box insert with barrel and magazine separated next to PS1 and PS2 dongles and IR sensor." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/xDaZM3jsxosja3ymWtW2aU.jpg" alt="Hand holding Intec Time Breaker Lightgun barrel part with PCB and connector inside." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/H6zywN49dqmVnqtArnEkWU.jpg" alt="Intec Time Breaker with magazine and barrel unclipped with wires connecting both parts." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/HcHuppsGhpXmhfsMDbjXZU.jpg" alt="Intec Time Breaker with hex key inserted into bolt to connect both halves of the light gun together." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure></figure><p>I'm not entirely sure why, but Intec's light gun is separated into two parts. Before getting started, you'll have to unite the grip with the body, which feels a bit like being a gunsmith. However, there's a specific step that is a bit iffy for something at this price range, as you'll have to connect wires to a socket in the magazine.</p><p>Sure, given that I fix retro consoles and mess around with PCs, I'm comfortable plugging cables into bare PCBs. I suspect some people might find it uncomfortable, though, and there are various ways you could damage the socket or yank the wires out of their connector. You'll also have to slide the mag into the body without pinching the wires between the plastic, so keep that in mind if you've already picked up these plastic arms.</p><p>That said, the two-step assembly process is fairly simple if you take care, and once you've secured a side hex screw into place to hold everything together, you're ready to start shootin'. Or, you're at least primed to plug either the included PS1 receiver or PS2 USB dongle into your Sony console of choice and start calibrating.</p><h2 id="calibration-obligations">Calibration obligations</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8WMwvMSkEPuG2H7NzmkeM5" name="intec-time-breaker-calibration" alt="Intec Time Breaker Lightgun pointing at Time Crisis 2 for PS2 calibration screen." src="https://cdn.mos.cms.futurecdn.net/8WMwvMSkEPuG2H7NzmkeM5.jpg" mos="" align="middle" fullscreen="" width="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 Time Breaker boldly states that it's "plug and play" on the box, so you might be fooled into thinking you can simply plug in your appropriate console dongle alongside the included IR receiver on the top of your screen and start landing virtual bullets in the noggins of fictional terrorists.</p><p>Compared to the Sinden Lightgun, the Time Breaker's plug-and-play qualities ring true since you won't have to touch additional software. You also won't have to go through a whole calibration rigmarole every time you switch your system on (looking at you, G'AIM'E console), but if you don't get the initial tweaks quite right, accuracy will feel more like "plug and nae".</p><p>Unlike either the Sinden Lightgun or the G'AIM'E system, Intec's accessory works more like a Wiimote. No, that isn't a dig, but the fact its camera sensor uses the IR bar to calculate positioning does feel more rudimentary. This works in conjunction with additional screen edge mapping, represented by two LEDs on the back, that can help you determine the top corners and set a more exact boundary. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TNobQHZAEcYBnmL2jRpgeL" name="time-breaker-ir-sensor" alt="Intec Time Breaker Lightgun IR sensor on top of monitor." src="https://cdn.mos.cms.futurecdn.net/TNobQHZAEcYBnmL2jRpgeL.jpg" mos="" align="middle" fullscreen="" width="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>Not unlike the G'AIM'E box, the Time Breaker comes with both a quick setup sheet and a full manual. Both will guide you through the calibration process, but I found that while it details each step, there are some intricacies it could have elaborated on more. I'm specifically hung up about the pivoting side dial that adjusts the camera sensor angle for vertical calibration; if that's not precise, it will throw off the horizontal mapping step.</p><p>After messing in the Time Crisis 2 initial calibration screen trying to get everything to play ball, I eventually figured out how to accurately adjust the vertical sensor angle. It sounds obvious as I typed this out loud, but the best approach is to get the moving reticule on screen (by shooting the target and sticking the thumbstick), then tweaking the dial so that shots land exactly in view of the top orange iron sight. </p><p>Once the vertical side of things feels precise, you'll find that the back lights will let you better set the horizontal screen boundaries. You'll know things are functioning when the LED displays one red and one green when pointing at the left and right corners, allowing you to press their respective buttons and fire to confirm their positioning and achieve all green.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2Lt46bWKhDMRcB8RGDF6pd" name="intec-time-breaker-calibration-lights" alt="Hand holding Intec Time Breaker Lightgun left calibration green and right light red." src="https://cdn.mos.cms.futurecdn.net/2Lt46bWKhDMRcB8RGDF6pd.jpg" mos="" align="middle" fullscreen="" width="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>Of course, environmental factors can throw off the Time Breaker's aim too, like bright lights near your screen or the IR sensor sitting at a weird angle. You'll also want to pay attention to the manual's distance advice based on your display size, as that will absolutely matter. Providing you've nailed the steps both via the pamphlet and the nuances I've described above, you should be ready to start making a ruckus in your favorite PS1 and PS2 shooters.</p><h2 id="a-solid-shooter-with-surprising-features">A solid shooter with surprising 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="usZqT8Nti9D3962TjBqjfV" name="intec-time-breaker-ps2" alt="Intec Time Breaker Lightgun sitting on top of PS2." src="https://cdn.mos.cms.futurecdn.net/usZqT8Nti9D3962TjBqjfV.jpg" mos="" align="middle" fullscreen="" width="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>Again, I feel like a fool for doubting the Time Breaker when it comes to build quality. I figured it would feel slightly lighter in the hand than both the Sinden and G'AIM'E light guns, but it actually feels more solid than the latter and includes plenty of fancy extras that give it a premium vibe. </p><p>Naturally, the Time Breaker avoids looking exactly like a Guncon for copyright reasons, but it still looks very much like a spiritual successor. It's got plenty of detailing on the body, like faux barrel and "cocking serration" ridges that actually serve a purpose on a real gun, not to mention it's got big A and B buttons on the sides that add to the '90s at-home arcadey vibes. </p><p>Simply put, it nails the Guncon aesthetics and sprinkles in some lavish extras like RGB side lights and illumination behind those aforementioned A and B buttons. That should all come second to the actual feel of this piece in the hands, and I'd actually go as far as to say that it pleases my hands more than the G'AIM'E and Sinden guns, albeit in different ways compared to each. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Xi3H2FsSfDjv3dsBSAQXyW" name="light-guns" alt="Intec Time Breaker Lightgun with G'AIM'E Lightgun above and Sinden Lightgun below on woodgrain floor." src="https://cdn.mos.cms.futurecdn.net/Xi3H2FsSfDjv3dsBSAQXyW.jpg" mos="" align="middle" fullscreen="" width="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 accuse the G'AIM'E guns of now feeling plasticky, but they are certainly on the light side compared to the Time Breaker. Yes, part of that is all the extras, including the 3,500 mAh rechargeable battery crammed into Intec's accessory. The latter also means you won't have a cord pulling the magazine ever so slightly downwards, which in itself is a testament to the benefits of cutting the cord. </p><p>The Sinden gun is far weightier than either light gun, providing a heft that's closer to the arcade pistols. That's in part due to the solenoid recoil that provides each shot with an extraordinary kick, but I do almost prefer the clickiness of Intec's trigger switches and the larger side buttons. </p><p>I still think the Sinden is a different class of light gun, providing perks like pump action reloading and a d-pad before we even get to overall performance accuracy. That said, the Time Breaker feels more like a comfortable PS1/PS2 Guncon alternative that'll suit modern players, providing conveniences like on-board toggles for rapid-fire, recoil, and a full thumbstick where the hammer would live for a modern controller feel.</p><h2 id="the-time-breaker-aims-to-please-but-only-in-guncon-games">The Time Breaker aims to please, but only in Guncon games</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kur4H44c6KZQ3zyZoQb4yf" name="intec-time-breaker-gameplay-cutscene" alt="Intec Time Breaker Lightgun facing monitor with Time Crisis cutscene playing featuring Jacob Kinisky." src="https://cdn.mos.cms.futurecdn.net/kur4H44c6KZQ3zyZoQb4yf.jpg" mos="" align="middle" fullscreen="" width="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>Behind the scenes, I've been putting together a general run-through on how to play PS2 games using an original console and other means. The Intec Time Breaker has accompanied me on that journey, assisting in the light gun side of things, and while raining bullets upon masked goons in the Time Crisis series has been delightful and surprisingly close in feel to a CRT TV setup, the experience is exclusive to Guncon-compatible games.</p><p>The intricacies of lightgun tech aren't often relevant in 2026, largely due to options like the Sinden working with emulators via a PC app for compatibility. Where the Time Breaker differs is that it has to spoof the functionality of an actual accessory for specific games, and it has chosen to mimic Namco's light gun exclusively.</p><p>There is a technical reason for sticking to one, as the OG Guncon used different tech to the likes of the Konami Justifier. The latter solely relied on specific game programming and the PS1's controller port, whereas both the Guncon 1 and 2 tap into your <a href="https://www.gamesradar.com/hardware/retro/good-quality-retro-cables-matter-but-decent-wires-now-cost-more-than-i-used-to-pay-for-consoles/">retro console cable's</a> composite signal. It's a clever process that uses video sync data for frame timing, allowing for more accurate shots based on calculated aim coordinates. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nAGqsYvFhMEpKyKJbcMwAc" name="lightgun-port" alt="RGB SCART connector for PlayStation multiport with light gun composite jack sitting on PS2." src="https://cdn.mos.cms.futurecdn.net/nAGqsYvFhMEpKyKJbcMwAc.jpg" mos="" align="middle" fullscreen="" width="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>Of course, that technique can only be used by CRTs since it relies on detecting a white flash drawn by an electron beam <a href="https://www.gamesradar.com/hardware/retro/what-are-scanlines/">scanlines</a>. That's why I'm now talking about a modern alternative in the first place, but the Time Breaker still needs to mimic the inputs of that process back to your console using signals from its IR strip and camera sensor combo. I suspect the issue is that it'd either cost more or be more complicated to also mimic the solo controller port elements used by non-Guncon games, but it does limit your library scope.</p><p>With that in mind, my tests exclusively apply to Guncon games for now, even if I may delve into workarounds in the future. That means playing a hell of a lot of Time Crisis 2 and 3, and the Time Breaker really struts its stuff when gunning down Wild Dog's silly soldiers. </p><p>All I really want from a light gun is to gun down some guy on a balcony like I'm 007. Bond's shots always seem to land true in every old flick, with said soldier normally hurling to their demise following the traditional Wilhelm scream. The Time Breaker basically helped maintain that vibe in both Time Crisis games after getting calibration on point, and I was pretty taken aback with how accurate every shot felt when really trying to use the iron sight.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/gM7aQoQoWZR4jdudQqBYRN.jpg" alt="Hands using Intec Time Breaker Lightgun to shoot close up enemy in Time Crisis 2." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/SH8kSArtrrAerVfBJHj6w4.jpg" alt="Hands using Intec Time Breaker Lightgun to shoot merc in speedboat in Time Crisis 2 on PS2." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure></figure><p>I suspect in most cases you would get away with minimal setup if you're playing casually. I've played on enough neglected Time Crisis cabinets to know that you can Scarface your way to the end by carefully watching the shot animation and adjusting your aim accordingly. Actually lining up your shot and kneecapping a goon really hits different, though, and it proves this gun can boast the same precision as the OG accessories.</p><p>I even had more success during the frustrating speedboat segment in Namco's shooter sequel, which is a bit of a bugger. The 60fps camera tech of the Sinden gun does ultimately feel that bit more pinpoint compared to the Time Breaker, but shots landing first time is a win in my book. Plus, keep in mind we're talking about a setup with no white borders, which feels like an appropriate tradeoff. </p><p>Ducking to reload matters just as much as unloading your mag, and the Time Breaker's button setup works wonderfully. I prefer to hold my thumb on the left A button when it's time to open fire, but the larger C button at the bottom is nice to have too. Using the on-board crouch feels nicer on Intec's gun compared to both the Sinden's smaller buttons and the G'AIM'E's oval toggles, but both of those options do have easy access to additional pedals. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3ezVSSYgLbrNH2FDsCQgkH" name="intec-time-breaker-lightgun-crouch-button" alt="Intec Time Breaker Lightgun lying on black desk with bottom C button facing camera next to PS2 and monitor with Time Crisis 2 intro in backdrop." src="https://cdn.mos.cms.futurecdn.net/3ezVSSYgLbrNH2FDsCQgkH.jpg" mos="" align="middle" fullscreen="" width="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>Let's face it, stomping on a big switch to fire is far more satisfying than a button press. I do wish the Time Breaker came with a foot pedal for the price, but I ended up realizing late that you can actually plug a 3.5mm into into the bottom of the gun. I haven't had a good chance to test this yet, or sourced a pedal that will work, so I'll come back with an update once I've messed around with the setup. </p><h2 id="less-clack-clack-more-rumble-rumble">Less clack clack, more rumble rumble</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZFjKUCC5v98bpRsjLcjQJA" name="intec-time-breaker-rumble-side-switch" alt="Close up of Intec Time Breaker Lightgun rumble and rapid fire switches." src="https://cdn.mos.cms.futurecdn.net/ZFjKUCC5v98bpRsjLcjQJA.jpg" mos="" align="middle" fullscreen="" width="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>Let it be known that I think it's nice that the Time Breaker includes recoil at all. I also fully believe it enhances the experience, but it ultimately feels more like traditional rumble than a proper hand-shuddering clack.</p><p>You're only going to get that arcade recoil feel from the Sinden Lightfun since it uses a solenoid, whereas the G'AIM'E and Time Breaker guns stick with a subtler rumble response. Even though both are using weighted motors, the latter is a subtler burst compared to the Time Crisis console, and I suspect that's tied to preserving wireless battery life. </p><p>The feedback is still more than enough to aid immersion, not to mention it makes less of a racket when playing, say, at 2am when you should be sleeping (what can I say, this job really isn't a 9-5 affair). It does highlight how bananas the Sinden's actual moving recoil is, though, serving as a reason to go for the emulator-friendly gun instead.</p><h2 id="that-battery-holds-a-lot-of-bullets">That battery holds a lot of bullets</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LUD9U76F2cgY84sY5FoHn6" name="intec-time-breaker-lightgun-battery-life-wireless" alt="Hand holding Intec Time Breaker Lightgun to the side with yellow battery indicator strip in view." src="https://cdn.mos.cms.futurecdn.net/LUD9U76F2cgY84sY5FoHn6.jpg" mos="" align="middle" fullscreen="" width="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>By including wireless connectivity and a built-in battery, the Time Breaker is opening itself up to more scrutiny. I feel like Intec knew it couldn't drop the ball on either, as managed to get over 12 hours out of the lightgun before reaching for a USB-C charger, and that's with the LED lights on and recoil enabled.</p><p>Yes, that's hardly surprising since most controllers boast a similar runtime these days, but it's still a nice feat. Recharging measured in at just over an hour and a half, and the gun also seems to retain its charge when unused, which is good considering the specific genre use case of this accessory.</p><p>The 2.4Ghz wireless also means there's minimal latency with the Time Breaker, and that's a godsend since we're basically talking motion controls. The last thing you want when shooting those rocket-launcher idiots in Time Crisis is your aim having noticeable lag, and as far as I can tell, there's minimal delay to any movements replicated on screen. </p><h2 id="should-you-pick-up-the-intec-time-breaker-lightgun-for-ps1-ps2">Should you pick up the Intec Time Breaker Lightgun for PS1/PS2?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UeSLrdhC9XG2bTFrUTHD3F" name="intec-gaming-ps2-light-gun" alt="Intec Gaming PS2 light gun in gray next to vampire Pac-Man plush." src="https://cdn.mos.cms.futurecdn.net/UeSLrdhC9XG2bTFrUTHD3F.jpg" mos="" align="middle" fullscreen="" width="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 $160 feels like a lot for a single-genre accessory for the OG PlayStation and PS2, but the Intec Time Breaker proves its worth. It's the only light gun I know of out there right now that will fill the compatibility gap left by the transition from CRT TVs to modern LCD and OLED displays on an actual console, and focusing on the latter comes with bigger library benefits.</p><p>You could say that the Time Breaker further highlights the main issue with the G'AIM'E Time Crisis Console, as while it has nice wired lightguns that mimic the Guncon, it's confined to just four games on a static box. That pales in contrast to Intec's gun, which has every Guncon-compatible game released on the PS1 and PS2 on its plate, not to mention you can just pop a disc in rather than messing with emulators and more advanced software like with the Sinden.</p><p>Add the fact it's wireless into the mix, and you've got a modern light gun that feels like what should have been normalized in the post-CRT era rather than Wiimotes, Kinect, and those dorky Sony Move controllers with the big glowing ball. The Time Breaker's build quality and even small touches like RGB should serve as a blueprint for bringing back the neglected accessory type, but there are still caveats to be found.</p><p>I do think that if you want a reliable way to play Guncon games on a flat screen using an actual PS1 or PS2, the Time Breaker is the way to go. The main thing that's really holding this light gun back is being confined to just Guncon games, as it adds a sting to its $160 price point. That, and some calibration confusion aside, I do think Intec's accessory is a standout option for casual players, even if it doesn't quite knock the Sinden from the emulation enthusiast throne.</p><h2 id="how-i-tested-the-intec-time-breaker-lightgun-for-ps1-ps2">How I tested the Intec Time Breaker Lightgun for PS1/PS2</h2><p>Over the course of a month, I used the Intec Time Breaker Lightgun as part of my PS1 and PS2 setup to play Guncon games like the Time Crisis trilogy. During testing, I assessed the accessories build quality compared to rivals like the G'AIM'E Time Crisis console and Sinden Lightgun while comparing its calibration process, accuracy, and additional features side by side.</p><p>For more information on how we test retro console and accessories, swing by our full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a> for a deep dive.</p><p><em>Swing by the </em><a href="https://www.gamesradar.com/hardware/retro/best-retro-handheld/"><em>best retro handhelds</em></a><em> if you'd prefer to play your favorite classics on the go.</em></p>
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                                                            <title><![CDATA[ Intel says the Core Ultra 7 270K Plus isn't a flagship processor, but it's an Ultra 9 in all but name and price ]]></title>
                                                                                                <dc:content><![CDATA[ <p>For years now, I've been banging on about how flagship desktop processors are kind of pointless. "Mid-range" options really aren't mid-range anymore, to the point where you can pretty comfortably pair a Ryzen 5 or Intel Core i5 with a powerful 4K graphics card and not really run into tangible bottlenecks. So what are you paying for with a Ryzen 9 or Intel Core i9? Usually, higher temperatures, bigger power draws, and slightly better speeds all in the name of saying you have the <a href="https://www.gamesradar.com/best-cpu-for-gaming-pc">best CPU for gaming</a> inside your computer.</p><p>Intel seems to be catching onto this. It might be really impressive for these brands to say "we make the fastest processor ever built" every time they launch a new family of chips but, let's face it, the headline-grabbing ones are probably going to be too expensive for most gamers and PC builders to even consider. Moreover, when mid-range options can offer unreal performance, I'm not sure that many people outside of an enthusiast lens should really care. It's the 5- and 7-tiered processors that have my attention when a new range is announced, and that's because they're all you're really going to need.</p><p>Intel has opted not to launch a Core Ultra 9 in its Arrow Lake refresh; instead, it's throwing all of its backing into the new Intel Core Ultra 7 270K Plus. There's no claim that it's the fastest processor on the shelves; rather, a claim that this is the fastest processor <em>this brand</em> has ever made. I like that, because it speaks to the new self-improvement era Intel seems to be in. It's not trying to be better than AMD; it's trying to work on itself and its own relationship with consumers, which is exactly what a $299 / £299 price is going to do. </p><h2 id="specs-features">Specs & 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="N7aqtG2LxN9Ze3tjFYcTR6" name="Intel Core Ultra 7 270K Plus review 6" alt="The bottom of the Intel Core Ultra 7 270K Plus" src="https://cdn.mos.cms.futurecdn.net/N7aqtG2LxN9Ze3tjFYcTR6.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>Similar to the <a href="https://www.gamesradar.com/hardware/desktop-pc/intel-core-ultra-5-250k-plus-review">Intel Core Ultra 5 250K Plus</a>, there's a marked improvement in value for money when you look at this CPU's spec sheet. Intel wanted to make an enthusiast processor in the 270K Plus without making it an inaccessible flagship people couldn't afford, but I also see the pricing here as a sign that Intel knows it needs to strike a better value line if it wants to keep up with AMD. </p><p>The good news is that despite fairer pricing, there's also an improvement over the spec sheet of the last-gen <a href="https://www.gamesradar.com/hardware/desktop-pc/intel-core-ultra-7-265k-review">Intel Core Ultra 7 265K</a>, which had 20 cores and 20 threads compared to the 24 of each in the 270K Plus. A last-gen boost clock of 5.5GHz might look a little consistent with the 265K, but with extra performance and efficiency cores and a more affordable price tag, the new version is definitely going to outclass it. </p><div  class="fancy-box"><div class="fancy_box-title">Intel Core Ultra 7 270K Plus key specs</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Launch date:</strong> March 2026<br><strong>Core Count:</strong> 24 (8 performance, 16 efficient)<br><strong>Threads:</strong> 24<br><strong>Cache:</strong> 36MB<br><strong>Base Clock: </strong>P-cores = 3.7GHz, E-cores = 3.2GHz<br><strong>Boost Clock:</strong> 5.5GHz<br><strong>Max recommended RAM speed:</strong> Tested up to 6,000MT/S, quoted up to 7,200MT/s<br><strong>Integrated graphics: </strong>Yes<br><strong>Motherboard socket:</strong> LGA 1851<br><strong>Launch price:</strong> $299 / £299<br><strong>GR+'s recommended GPU pairing: </strong>RTX 50 Series / RX 9070 XT</p></div></div><p>The interesting part comes when you compare the 270K Plus with last gen's <em>actual</em> flagship, the Core Ultra 9 285K. It had the exact same cores and threads configuration as the 270K Plus, the same cache size, and only a slightly faster boost clock of 5.7GHz. Its price was a much more demanding $589 in the US and £549 in the UK, which goes to show the value for money struck with the 270K Plus. </p><p>It also shows that Intel seems to have learned a lesson about CPU tiering. What's in a name? Because this might as well be a flagship - in fact, looking at its spec list, it is one in all but name. The 270K Plus is a Core Ultra 9 in disguise but, if you go back far enough, Intel Core i5s have been even older flagship i9s from previous generations hiding in plain sight. Intel has always offered more cores and threads than AMD, but it might finally be learning that it's the tiering structure and over-pricing of each one that's been keeping it behind in the race. </p><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="vV6kSCj9RJQPD9qZn6LWP6" name="Intel Core Ultra 7 270K Plus review 4" alt="An Intel Core Ultra 7 270K Plus newly seated on the LGA 1851 socket" src="https://cdn.mos.cms.futurecdn.net/vV6kSCj9RJQPD9qZn6LWP6.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>Speaking of the competition, the obvious rivals to a processor like this are AMD's X3D heroes. Intel might have more cores and threads in the 270K Plus than some of them, but it's not got the same clever double-decker cache. It seems to me like Intel's answer on the software side was to create tools that could increase efficiency, namely, the Intel Binary Optimization tool.</p><p>I love the idea of this. If you can't answer the raw hardware innovation of Ryzen, find another route to glory. I'm sure this is something that will be worked on as time goes on, and we'll see it build with each new range, but right now I haven't noticed any tangible performance gains through it. Other reviewers have, so take my thoughts with a pinch of salt, but I also hope we see the list of supported games expand for it because, as you'll see from the names below, it's not the most useful so far.</p><ul><li><strong>Final Fantasy XIV: Dawntrail </strong></li><li><strong>Shadow of the Tomb Raider</strong></li><li><strong>Assassin's Creed Mirage</strong></li><li><strong>Borderlands 3</strong></li><li><strong>Cyberpunk 2077</strong></li><li><strong>Far Cry 6</strong></li><li><strong>Geekbench 6.3+</strong></li><li><strong>Hitman 3</strong></li><li><strong>Hogwarts Legacy</strong></li><li><strong>Marvel's Spider-Man Remastered</strong></li><li><strong>Naraka: Bladepoint</strong></li><li><strong>Remnant 2</strong></li><li><strong>Tiny Tina's Wonderlands</strong></li></ul><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:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UNqmvtL6f8b5k5GyFdTcH6" name="Intel Core Ultra 7 270K Plus review 5" alt="A reviewer about to place the Intel Core Ultra 7 270K Plus into its motherboard socket" src="https://cdn.mos.cms.futurecdn.net/UNqmvtL6f8b5k5GyFdTcH6.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>As I mentioned when reviewing the 250K Plus, I came to this new generation of Intel CPUs with a bit of a sour taste in my mouth. Having come from Intel's two most recent Raptor Lake i7 processors, I had a long list of quality-of-life improvements I was hoping to see. I was utterly sick of my PC's fans spiking up at random, my processor being pretty much impossible to cool even with the might of NZXT's AIOs, and I detested having a CPU that was so powerful, yet suffered constant frame rate stutters and dips due to volatile architecture. </p><p>I was definitely appeased by the Core Ultra 5. It offered excellent 4K gaming performance when paired with a <a href="https://www.gamesradar.com/hardware/desktop-pc/pny-geforce-rtx-5080-oc-slim-review">PNY Slim RTX 5080</a>, but its temperatures were sublime, and it felt like hard work finding tasks that would bring it to 70 degrees Celsius. </p><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="Dev7BQNu2YCyp9QZegPDc6" name="Intel Core Ultra 7 270K Plus review 3" alt="An Intel Core Ultra 7 270K Plus fully installed on a motherboard" src="https://cdn.mos.cms.futurecdn.net/Dev7BQNu2YCyp9QZegPDc6.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>When first installing and playing around with its beefier sibling, I worried I was back to the status quo. Fans were a little louder, and the temperature reading on the pump head of my AIO was fluctuating. Truth be told, I think this was all in my head, really. </p><p>After weeks of testing this processor, I don't think it's fair to compare it to the Raptor Lake i7s at all. It isn't unruly; its temperatures are actually very controlled for a chip this powerful; it's just a hefty one that's naturally going to demand a little more than the Ultra 5. Hell, if I think of it like the Ultra 9 it sort of is, its temperatures are brilliantly calm for the power it gives you. I find that it idles between 36 degrees and 39 degrees depending on which work tasks I have running and, although some spikes during benchmarking took it up to the 80-degree mark, I only saw a peak of 86, which came during a Cinebench test. Again, compared to plenty of Raptor Lake products that reached boiling point in tests like these, the Arrow Lake refresh Ultra 7 might as well have ice in its veins. </p><p>For the most part, when gaming and not doing maximal tests, this CPU stays in really manageable temperature ranges in the 60s and low 70s, which is really impressive for the kind of numbers it can churn out.</p><iframe allow="" height="600px" width="100%" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/29999643/embed"></iframe><p>The 270K Plus certainly achieved some impressive content creation benchmark scores. Of the chips I've tested in Cinebench's refreshed multi thread test, the 270K Plus scored the highest, and by some margin. It's trounced even the 250K Plus in the multi thread test when it already had a pretty impressive result over the AMD Ryzen 7 9700F in the <a href="https://www.gamesradar.com/hardware/desktop-pc/quoted-tech-horizon-custom-gaming-pc-review/">Quoted Tech Horizon</a> build I reviewed. In the single thread test, the gap wasn't quite so large between the 250K Plus and 270K Plus, and AMD's Ryzen 7 9700F actually scored higher. </p><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="6KccHPDeMFG4xWnDx9Xjc6" name="Intel Core Ultra 7 270K Plus review 1" alt="The Intel Core Ultra 7 270K Plus from above" src="https://cdn.mos.cms.futurecdn.net/6KccHPDeMFG4xWnDx9Xjc6.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>But in all three Blender benchmark tests, the 270K Plus now holds the record-high scores of any CPU I've tested. I'd like to run some updated benchmarks with the Ryzen 7 9800X3D to see how things compare, but either way, Intel's clearly geared this thing toward excellent content creation performance at a $300 price point.</p><iframe allow="" height="600px" width="100%" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/29999548/embed"></iframe><p>Gaming tests are similarly impressive - although I do feel the need to caveat them by saying that the Core Ultra 5 and 7 have been tested in the same machine, with the added help of an RTX 5080. Meanwhile, the AMD Ryzens were tested with varying components, mostly with an RX 7900 GRE, which packs less of a punch. </p><p>In Total War: Warhammer 3, both current-gen Intel processors performed brilliantly, but what's interesting is that the 250K Plus actually outperformed its non-flagship/flagship sibling by a measly frame in two tests. I did notice bigger temperature spikes in these benchmarks for the 270K Plus, so it could have been an anomaly due to higher thermals, but either way, not what I expected to see and really speaks to how well the 250K Plus performs. </p><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="k6zss3qCHJE98Ks6QbXwJ6" name="Intel Core Ultra 7 270K Plus review 9" alt="A close up of the branding on the Intel Core Ultra 7 270K Plus" src="https://cdn.mos.cms.futurecdn.net/k6zss3qCHJE98Ks6QbXwJ6.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>In Homeworld 3 and all of my Cities: Skylines scenario tests, the 270K Plus ruled supreme on the Intel side of things. That said, the Ryzen 7 7800X3D's average frame rates in these scenarios are still comfortably in the lead. In these sorts of games, your CPU is going to make a big difference, and in Planet Zoo I did see a marked difference with the 270K Plus over the 250K of 78 up to 97fps. </p><p>For its ability to boot out higher numbers for the most part, the 270K Plus does keep its power draw under control. It idles at a similar 30W to the 250K Plus, which is great, but is a bit hungrier for wattage when you're using it more strenuously. In Total War: Warhammer 3's Battle benchmark, for example, the 270K Plus asked for a peak of 85W, while the 250K Plus only required 72W.</p><h2 id="should-you-buy-the-intel-core-ultra-7-270k-plus">Should you buy the Intel Core Ultra 7 270K Plus?</h2><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="BVm6yzwZxEFo5Q4bNRscc6" name="Intel Core Ultra 7 270K Plus review 2" alt="A straight-on image of the branding on the Intel Core Ultra 7 270K Plus" src="https://cdn.mos.cms.futurecdn.net/BVm6yzwZxEFo5Q4bNRscc6.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>It's a flagship in all but name, offering bigger, badder performance without the price tag that usually goes along with an Intel Core i9/Ultra 9 package. I'd absolutely recommend the 270K Plus to gamers and content creators, but I'd caveat it by saying that not everyone is going to <em>need</em> it. See, while it avoids the typical annoyances of "flagship" chips, it's still a little more expensive, demands more power, and takes a bit more effort to keep cool. As impressive as Intel has made the 270K Plus, and as much as it's tried to avoid the pitfalls of an Ultra 9, the Ultra 250K Plus is also pretty damn good for a whole hundred less of your hard-earned dollars. </p><p>I'd say that if you're a content creator, or you spend a lot of time playing very CPU-intensive games, you'll benefit from the extra money spent on the Ultra 7, but if not, most gamers will be able to pair the 250K Plus with a decent 4K GPU and won't be left asking where their frames are. </p><p>The 270K Plus is certainly priced competitively, which is what it needs to be to win people over against pricier X3D rivals from AMD. In my experience, though, those can offer extra gaming performance and plentiful forward upgrades, so it's still a difficult toss-up. </p><p>Intel certainly seems like it's turning over a new leaf, and in many ways, the accessible price and fantastic performance of the 270K Plus is testament to that. It's a fantastic investment in the CPU market right now, but it's up to Intel to make sure that stays true well into the future.</p><div data-widget-type="multimodelreview" data-model-name="Intel Core Ultra 7 270K Plus"></div><h2 id="how-i-tested-the-intel-core-ultra-7-270k-plus">How I tested the Intel Core Ultra 7 270K Plus</h2><p>The Intel Core Ultra 7 270K Plus has been socketed in my gaming and work PC for a few weeks now, and I've run the full gauntlet of CPU benchmarks on it before writing up this review. I paired it with an RTX 5080 GPU, 32GB of G.Skill DDR5 RAM, and an NZXT Kraken Plus 240mm RGB cooler. </p><p>I performed content creation benchmark tests through Blender and Cinebench, watching power draws and temperatures through NZXT Cam software. I also performed gaming tests through various CPU-hungry games. I compared scores and value to similar gaming CPUs.</p><p>For more on <a href="https://www.gamesradar.com/gamesradar-hardware-policyhttps://www.gamesradar.com/how-we-test-gaming-PCs/">how we test gaming PCs</a>, take a look at the full-length <a href="https://www.gamesradar.com/gamesradar-hardware-policy" target="_blank">GamesRadar+ Hardware Policy</a>. </p><p><em>There are other components to research if you're looking to buy one of </em><a href="https://www.gamesradar.com/best-gaming-pc-pre-builds"><em>the best gaming PCs</em></a><em>. Take a look at the </em><a href="https://www.gamesradar.com/best-ram-for-gaming"><em>best RAM for gaming</em></a><em> and the </em><a href="https://www.gamesradar.com/best-pc-graphics-cards"><em>best graphics cards.</em></a></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/desktop-pc/intel-core-ultra-7-270k-plus-review/</link>
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                            <![CDATA[ Intel calls this processor the fastest it's ever made, and without blowing up its price tag to reflect that, we're already off to a great start. ]]>
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                                                                        <pubDate>Tue, 18 Aug 2026 16:21:01 +0000</pubDate>                                                                                                                                <updated>Tue, 18 Aug 2026 16:22:13 +0000</updated>
                                                                                                                                            <category><![CDATA[Desktop PCs]]></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.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 reviewer holding the Intel Core Ultra 7 270K Plus]]></media:description>                                                            <media:text><![CDATA[A reviewer holding the Intel Core Ultra 7 270K Plus]]></media:text>
                                <media:title type="plain"><![CDATA[A reviewer holding the Intel Core Ultra 7 270K Plus]]></media:title>
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                                <p>For years now, I've been banging on about how flagship desktop processors are kind of pointless. "Mid-range" options really aren't mid-range anymore, to the point where you can pretty comfortably pair a Ryzen 5 or Intel Core i5 with a powerful 4K graphics card and not really run into tangible bottlenecks. So what are you paying for with a Ryzen 9 or Intel Core i9? Usually, higher temperatures, bigger power draws, and slightly better speeds all in the name of saying you have the <a href="https://www.gamesradar.com/best-cpu-for-gaming-pc">best CPU for gaming</a> inside your computer.</p><p>Intel seems to be catching onto this. It might be really impressive for these brands to say "we make the fastest processor ever built" every time they launch a new family of chips but, let's face it, the headline-grabbing ones are probably going to be too expensive for most gamers and PC builders to even consider. Moreover, when mid-range options can offer unreal performance, I'm not sure that many people outside of an enthusiast lens should really care. It's the 5- and 7-tiered processors that have my attention when a new range is announced, and that's because they're all you're really going to need.</p><p>Intel has opted not to launch a Core Ultra 9 in its Arrow Lake refresh; instead, it's throwing all of its backing into the new Intel Core Ultra 7 270K Plus. There's no claim that it's the fastest processor on the shelves; rather, a claim that this is the fastest processor <em>this brand</em> has ever made. I like that, because it speaks to the new self-improvement era Intel seems to be in. It's not trying to be better than AMD; it's trying to work on itself and its own relationship with consumers, which is exactly what a $299 / £299 price is going to do. </p><h2 id="specs-features">Specs & 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="N7aqtG2LxN9Ze3tjFYcTR6" name="Intel Core Ultra 7 270K Plus review 6" alt="The bottom of the Intel Core Ultra 7 270K Plus" src="https://cdn.mos.cms.futurecdn.net/N7aqtG2LxN9Ze3tjFYcTR6.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>Similar to the <a href="https://www.gamesradar.com/hardware/desktop-pc/intel-core-ultra-5-250k-plus-review">Intel Core Ultra 5 250K Plus</a>, there's a marked improvement in value for money when you look at this CPU's spec sheet. Intel wanted to make an enthusiast processor in the 270K Plus without making it an inaccessible flagship people couldn't afford, but I also see the pricing here as a sign that Intel knows it needs to strike a better value line if it wants to keep up with AMD. </p><p>The good news is that despite fairer pricing, there's also an improvement over the spec sheet of the last-gen <a href="https://www.gamesradar.com/hardware/desktop-pc/intel-core-ultra-7-265k-review">Intel Core Ultra 7 265K</a>, which had 20 cores and 20 threads compared to the 24 of each in the 270K Plus. A last-gen boost clock of 5.5GHz might look a little consistent with the 265K, but with extra performance and efficiency cores and a more affordable price tag, the new version is definitely going to outclass it. </p><div  class="fancy-box"><div class="fancy_box-title">Intel Core Ultra 7 270K Plus key specs</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Launch date:</strong> March 2026<br><strong>Core Count:</strong> 24 (8 performance, 16 efficient)<br><strong>Threads:</strong> 24<br><strong>Cache:</strong> 36MB<br><strong>Base Clock: </strong>P-cores = 3.7GHz, E-cores = 3.2GHz<br><strong>Boost Clock:</strong> 5.5GHz<br><strong>Max recommended RAM speed:</strong> Tested up to 6,000MT/S, quoted up to 7,200MT/s<br><strong>Integrated graphics: </strong>Yes<br><strong>Motherboard socket:</strong> LGA 1851<br><strong>Launch price:</strong> $299 / £299<br><strong>GR+'s recommended GPU pairing: </strong>RTX 50 Series / RX 9070 XT</p></div></div><p>The interesting part comes when you compare the 270K Plus with last gen's <em>actual</em> flagship, the Core Ultra 9 285K. It had the exact same cores and threads configuration as the 270K Plus, the same cache size, and only a slightly faster boost clock of 5.7GHz. Its price was a much more demanding $589 in the US and £549 in the UK, which goes to show the value for money struck with the 270K Plus. </p><p>It also shows that Intel seems to have learned a lesson about CPU tiering. What's in a name? Because this might as well be a flagship - in fact, looking at its spec list, it is one in all but name. The 270K Plus is a Core Ultra 9 in disguise but, if you go back far enough, Intel Core i5s have been even older flagship i9s from previous generations hiding in plain sight. Intel has always offered more cores and threads than AMD, but it might finally be learning that it's the tiering structure and over-pricing of each one that's been keeping it behind in the race. </p><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="vV6kSCj9RJQPD9qZn6LWP6" name="Intel Core Ultra 7 270K Plus review 4" alt="An Intel Core Ultra 7 270K Plus newly seated on the LGA 1851 socket" src="https://cdn.mos.cms.futurecdn.net/vV6kSCj9RJQPD9qZn6LWP6.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>Speaking of the competition, the obvious rivals to a processor like this are AMD's X3D heroes. Intel might have more cores and threads in the 270K Plus than some of them, but it's not got the same clever double-decker cache. It seems to me like Intel's answer on the software side was to create tools that could increase efficiency, namely, the Intel Binary Optimization tool.</p><p>I love the idea of this. If you can't answer the raw hardware innovation of Ryzen, find another route to glory. I'm sure this is something that will be worked on as time goes on, and we'll see it build with each new range, but right now I haven't noticed any tangible performance gains through it. Other reviewers have, so take my thoughts with a pinch of salt, but I also hope we see the list of supported games expand for it because, as you'll see from the names below, it's not the most useful so far.</p><ul><li><strong>Final Fantasy XIV: Dawntrail </strong></li><li><strong>Shadow of the Tomb Raider</strong></li><li><strong>Assassin's Creed Mirage</strong></li><li><strong>Borderlands 3</strong></li><li><strong>Cyberpunk 2077</strong></li><li><strong>Far Cry 6</strong></li><li><strong>Geekbench 6.3+</strong></li><li><strong>Hitman 3</strong></li><li><strong>Hogwarts Legacy</strong></li><li><strong>Marvel's Spider-Man Remastered</strong></li><li><strong>Naraka: Bladepoint</strong></li><li><strong>Remnant 2</strong></li><li><strong>Tiny Tina's Wonderlands</strong></li></ul><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:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UNqmvtL6f8b5k5GyFdTcH6" name="Intel Core Ultra 7 270K Plus review 5" alt="A reviewer about to place the Intel Core Ultra 7 270K Plus into its motherboard socket" src="https://cdn.mos.cms.futurecdn.net/UNqmvtL6f8b5k5GyFdTcH6.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>As I mentioned when reviewing the 250K Plus, I came to this new generation of Intel CPUs with a bit of a sour taste in my mouth. Having come from Intel's two most recent Raptor Lake i7 processors, I had a long list of quality-of-life improvements I was hoping to see. I was utterly sick of my PC's fans spiking up at random, my processor being pretty much impossible to cool even with the might of NZXT's AIOs, and I detested having a CPU that was so powerful, yet suffered constant frame rate stutters and dips due to volatile architecture. </p><p>I was definitely appeased by the Core Ultra 5. It offered excellent 4K gaming performance when paired with a <a href="https://www.gamesradar.com/hardware/desktop-pc/pny-geforce-rtx-5080-oc-slim-review">PNY Slim RTX 5080</a>, but its temperatures were sublime, and it felt like hard work finding tasks that would bring it to 70 degrees Celsius. </p><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="Dev7BQNu2YCyp9QZegPDc6" name="Intel Core Ultra 7 270K Plus review 3" alt="An Intel Core Ultra 7 270K Plus fully installed on a motherboard" src="https://cdn.mos.cms.futurecdn.net/Dev7BQNu2YCyp9QZegPDc6.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>When first installing and playing around with its beefier sibling, I worried I was back to the status quo. Fans were a little louder, and the temperature reading on the pump head of my AIO was fluctuating. Truth be told, I think this was all in my head, really. </p><p>After weeks of testing this processor, I don't think it's fair to compare it to the Raptor Lake i7s at all. It isn't unruly; its temperatures are actually very controlled for a chip this powerful; it's just a hefty one that's naturally going to demand a little more than the Ultra 5. Hell, if I think of it like the Ultra 9 it sort of is, its temperatures are brilliantly calm for the power it gives you. I find that it idles between 36 degrees and 39 degrees depending on which work tasks I have running and, although some spikes during benchmarking took it up to the 80-degree mark, I only saw a peak of 86, which came during a Cinebench test. Again, compared to plenty of Raptor Lake products that reached boiling point in tests like these, the Arrow Lake refresh Ultra 7 might as well have ice in its veins. </p><p>For the most part, when gaming and not doing maximal tests, this CPU stays in really manageable temperature ranges in the 60s and low 70s, which is really impressive for the kind of numbers it can churn out.</p><iframe allow="" height="600px" width="100%" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/29999643/embed"></iframe><p>The 270K Plus certainly achieved some impressive content creation benchmark scores. Of the chips I've tested in Cinebench's refreshed multi thread test, the 270K Plus scored the highest, and by some margin. It's trounced even the 250K Plus in the multi thread test when it already had a pretty impressive result over the AMD Ryzen 7 9700F in the <a href="https://www.gamesradar.com/hardware/desktop-pc/quoted-tech-horizon-custom-gaming-pc-review/">Quoted Tech Horizon</a> build I reviewed. In the single thread test, the gap wasn't quite so large between the 250K Plus and 270K Plus, and AMD's Ryzen 7 9700F actually scored higher. </p><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="6KccHPDeMFG4xWnDx9Xjc6" name="Intel Core Ultra 7 270K Plus review 1" alt="The Intel Core Ultra 7 270K Plus from above" src="https://cdn.mos.cms.futurecdn.net/6KccHPDeMFG4xWnDx9Xjc6.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>But in all three Blender benchmark tests, the 270K Plus now holds the record-high scores of any CPU I've tested. I'd like to run some updated benchmarks with the Ryzen 7 9800X3D to see how things compare, but either way, Intel's clearly geared this thing toward excellent content creation performance at a $300 price point.</p><iframe allow="" height="600px" width="100%" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/29999548/embed"></iframe><p>Gaming tests are similarly impressive - although I do feel the need to caveat them by saying that the Core Ultra 5 and 7 have been tested in the same machine, with the added help of an RTX 5080. Meanwhile, the AMD Ryzens were tested with varying components, mostly with an RX 7900 GRE, which packs less of a punch. </p><p>In Total War: Warhammer 3, both current-gen Intel processors performed brilliantly, but what's interesting is that the 250K Plus actually outperformed its non-flagship/flagship sibling by a measly frame in two tests. I did notice bigger temperature spikes in these benchmarks for the 270K Plus, so it could have been an anomaly due to higher thermals, but either way, not what I expected to see and really speaks to how well the 250K Plus performs. </p><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="k6zss3qCHJE98Ks6QbXwJ6" name="Intel Core Ultra 7 270K Plus review 9" alt="A close up of the branding on the Intel Core Ultra 7 270K Plus" src="https://cdn.mos.cms.futurecdn.net/k6zss3qCHJE98Ks6QbXwJ6.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>In Homeworld 3 and all of my Cities: Skylines scenario tests, the 270K Plus ruled supreme on the Intel side of things. That said, the Ryzen 7 7800X3D's average frame rates in these scenarios are still comfortably in the lead. In these sorts of games, your CPU is going to make a big difference, and in Planet Zoo I did see a marked difference with the 270K Plus over the 250K of 78 up to 97fps. </p><p>For its ability to boot out higher numbers for the most part, the 270K Plus does keep its power draw under control. It idles at a similar 30W to the 250K Plus, which is great, but is a bit hungrier for wattage when you're using it more strenuously. In Total War: Warhammer 3's Battle benchmark, for example, the 270K Plus asked for a peak of 85W, while the 250K Plus only required 72W.</p><h2 id="should-you-buy-the-intel-core-ultra-7-270k-plus">Should you buy the Intel Core Ultra 7 270K Plus?</h2><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="BVm6yzwZxEFo5Q4bNRscc6" name="Intel Core Ultra 7 270K Plus review 2" alt="A straight-on image of the branding on the Intel Core Ultra 7 270K Plus" src="https://cdn.mos.cms.futurecdn.net/BVm6yzwZxEFo5Q4bNRscc6.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>It's a flagship in all but name, offering bigger, badder performance without the price tag that usually goes along with an Intel Core i9/Ultra 9 package. I'd absolutely recommend the 270K Plus to gamers and content creators, but I'd caveat it by saying that not everyone is going to <em>need</em> it. See, while it avoids the typical annoyances of "flagship" chips, it's still a little more expensive, demands more power, and takes a bit more effort to keep cool. As impressive as Intel has made the 270K Plus, and as much as it's tried to avoid the pitfalls of an Ultra 9, the Ultra 250K Plus is also pretty damn good for a whole hundred less of your hard-earned dollars. </p><p>I'd say that if you're a content creator, or you spend a lot of time playing very CPU-intensive games, you'll benefit from the extra money spent on the Ultra 7, but if not, most gamers will be able to pair the 250K Plus with a decent 4K GPU and won't be left asking where their frames are. </p><p>The 270K Plus is certainly priced competitively, which is what it needs to be to win people over against pricier X3D rivals from AMD. In my experience, though, those can offer extra gaming performance and plentiful forward upgrades, so it's still a difficult toss-up. </p><p>Intel certainly seems like it's turning over a new leaf, and in many ways, the accessible price and fantastic performance of the 270K Plus is testament to that. It's a fantastic investment in the CPU market right now, but it's up to Intel to make sure that stays true well into the future.</p><div data-widget-type="multimodelreview" data-model-name="Intel Core Ultra 7 270K Plus"></div><h2 id="how-i-tested-the-intel-core-ultra-7-270k-plus">How I tested the Intel Core Ultra 7 270K Plus</h2><p>The Intel Core Ultra 7 270K Plus has been socketed in my gaming and work PC for a few weeks now, and I've run the full gauntlet of CPU benchmarks on it before writing up this review. I paired it with an RTX 5080 GPU, 32GB of G.Skill DDR5 RAM, and an NZXT Kraken Plus 240mm RGB cooler. </p><p>I performed content creation benchmark tests through Blender and Cinebench, watching power draws and temperatures through NZXT Cam software. I also performed gaming tests through various CPU-hungry games. I compared scores and value to similar gaming CPUs.</p><p>For more on <a href="https://www.gamesradar.com/gamesradar-hardware-policyhttps://www.gamesradar.com/how-we-test-gaming-PCs/">how we test gaming PCs</a>, take a look at the full-length <a href="https://www.gamesradar.com/gamesradar-hardware-policy" target="_blank">GamesRadar+ Hardware Policy</a>. </p><p><em>There are other components to research if you're looking to buy one of </em><a href="https://www.gamesradar.com/best-gaming-pc-pre-builds"><em>the best gaming PCs</em></a><em>. Take a look at the </em><a href="https://www.gamesradar.com/best-ram-for-gaming"><em>best RAM for gaming</em></a><em> and the </em><a href="https://www.gamesradar.com/best-pc-graphics-cards"><em>best graphics cards.</em></a></p>
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                                                            <title><![CDATA[ This D&D-inspired card game balances big swings with strategy designed to reward smart decisions ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Trick-taking games are enjoying a moment in the tabletop space right now, with several top games exploring cooperative trick-taking elements. Typically, trick-taking games are highly dependent on the draw of the cards. Some games have ways to mitigate weak hands, but very few games can totally negate the power of a strong hand. For better or worse, luck remains a key element of the trick-taking genre, no matter what the surrounding rules are. </p><p>Crits & Tricks doesn’t shy away from the randomness and luck of trick-takers. However, players are ultimately left to build their own luck. Players combine a hand of cards that represent suit only and couple them with differently sized dice.  Each suit has its own win condition, meaning that rolling low at the start of the game isn’t necessarily a game-ender. Plus, if you’re unhappy with the value of a die, you can always play it and choose to re-roll it, giving you a second chance to change your luck. </p><p>Although chance plays a big role in Crits & Tricks, the game invites players to constantly test their luck for better or ill.</p><h3 class="article-body__section" id="section-crits-tricks-features-design"><span>Crits & Tricks features & design</span></h3><div ><table><tbody><tr><td class="firstcol " ><p>Ages</p></td><td  ><p>10+</p></td></tr><tr><td class="firstcol " ><p>Game type</p></td><td  ><p>Trick-taking</p></td></tr><tr><td class="firstcol " ><p>Players</p></td><td  ><p>2-4</p></td></tr><tr><td class="firstcol " ><p>Lasts</p></td><td  ><p>20-40mins</p></td></tr><tr><td class="firstcol " ><p>Complexity</p></td><td  ><p>Moderate</p></td></tr><tr><td class="firstcol " ><p>Designers</p></td><td  ><p>Pete Wissinger</p></td></tr><tr><td class="firstcol " ><p>Publisher</p></td><td  ><p>Inside Up Games</p></td></tr><tr><td class="firstcol " ><p>Play if you enjoy</p></td><td  ><p>Lord of the Rings Trick-Taking Game, The Crew</p></td></tr></tbody></table></div><p>Crits & Tricks is a combination card and dice game that wears its Dungeons & Dragons influences on its sleeve. Each player has a set of dice from D&D and the <a href="https://www.gamesradar.com/best-tabletop-rpgs/">best tabletop RPGs</a> ranging in size from a D4 to a D20, which they will roll at the start of the round. Each player also has a miniature screen reminiscent of a DM Screen that they use to obscure their unplayed dice from other players. </p><p>The Crits & Tricks game deck consists of six different suits of cards, four of which will be used in every game. Each suit is named after a different D&D class and two sets of rules – one dictating their CRIT ability and one dictating the suit’s win condition when played to lead the round. Critically, only the CRIT ability is displayed on the card, so players will have to remember the suits’ win conditions or refer to their DM screen. One suit – the Bard – will always be used, but the other three suits can either be chosen at random or deliberately selected to create different gameplay variations. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KS7TGn5p4K9t7WNjvZZPpZ" name="Crits and Tricks" alt="A small pile of coins beside a card on a wooden table, with player screens surrounding it" src="https://cdn.mos.cms.futurecdn.net/KS7TGn5p4K9t7WNjvZZPpZ.jpg" mos="" align="middle" fullscreen="" width="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/Christian Hoffer)</span></figcaption></figure><p>In addition to the individual dice and the shared suit of cards, players will also use a deck of quest cards and a set of four barkeep challenges. The quest cards are individual challenges that players can try to complete for points and range from collecting a specific number of cards for a specific suit to avoiding certain cards for the entire round. Some quests can be completed during a round of play and can immediately be turned in for points. Other quests require the full round to play out. The barkeep challenges represent an additional win condition that all players can complete for additional points. </p><p>Victory points are represented via loot, which comes in the form of both coins and various magic items. Collecting a magic item doesn’t result in additional benefits, but they’re more fun to collect than a standard stack of coins. </p><p>Each round lasts six tricks, with players collecting loot throughout play and at the end of the round. The game lasts for three rounds, and the player with the most loot ultimately wins the game. </p><h2 class="article-body__section" id="section-gameplay"><span>Gameplay</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="qgiGBD7PETEtVjfDRF83Zn" name="Crits and Tricks" alt="A series of cards with text and fantasy artwork laid out in rows on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/qgiGBD7PETEtVjfDRF83Zn.jpg" mos="" align="middle" fullscreen="" width="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/Christian Hoffer)</span></figcaption></figure><p>Anyone who’s ever played a trick-taking game will understand the basics of Crits & Tricks. Your general goal in Crits & Tricks is to score the most loot, which is collected by winning tricks and completing quests. Some quests are counter-intuitive to winning tricks, such as playing a D4 dice with a specific suit of cards, so it’s highly unlikely that a player will be motivated to win every trick. Of course, the various values of the dice and the variable win conditions for tricks makes it highly unlikely that a player will win every trick anyways, but sometimes it makes more sense to “lose” a trick to complete a quest because it nets more loot. </p><p>At the start of each round, players “summon their strength” by rolling all of their dice behind the screens. Once a dice is rolled, its value is fixed until it is played. However, when the dice is played is left up to the player. Because of the variable win conditions (which reward high values, low values, and even second-highest values), there’s not necessarily a poor set of dice rolls, depending on the suits active during a game. Once everyone rolls dice, four quests are dealt to each player. Every player selects a quest and then passes the remaining quests to the player next to them. This draft selection continues until each player has four quests. Then gameplay starts, with the lead player either being the player with the most loot or the player that rolled the highest on an initiative-determining D20 roll.</p><div  class="fancy-box"><div class="fancy_box-title">Lord of the tricks</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="3ydB8JY8bz5gZXZqeVpiqB" name="Two Towers" caption="" alt="Sauron's eye depicted on the Two Towers Trick-Taking Game box, lying on a wooden table" src="https://cdn.mos.cms.futurecdn.net/3ydB8JY8bz5gZXZqeVpiqB.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: Future/Christian Hoffer)</span></figcaption></figure><p class="fancy-box__body-text">Trick-taking has come back into the spotlight recently thanks to a couple of Lord of the Rings card games that use the mechanic. The most recent is <a data-analytics-id="inline-link" href="https://www.gamesradar.com/tabletop-gaming/the-two-towers-trick-taking-game-review/">The Two Towers Trick-Taking Game</a>, which we adored in our five-star review.</p></div></div><p>From there, gameplay largely plays out as any trick-taking game would with a couple of key differences. For one, when a player chooses what card to play, they also select a dice and play it on top of the card. If they don’t like the value of their dice for some reason, they can choose to re-roll it and have to take the new result. The lead suit determines the win condition – the Barbarian wants the highest dice value, while the Rogue wants the lowest value. Wizards want a value closest to 5, while Druids want the second-highest value. Paladins want the highest value, but only of whatever dice type was played by the lead player. As a wild card, Bards have no specific win condition but instead take the win condition of whatever card they’re meant to represent. </p><p>In addition to choosing what card and what dice to play, players can also choose to activate a CRIT ability. Each player can activate up to two CRIT abilities during a round of play. Some CRIT abilities increase or decrease dice values, force other players to re-roll dice, or guarantee a win during a tie. My personal favorite CRIT ability is the Wizard’s Transmute ability, which allows you to swap a player’s current dice with another dice they’ve already played. This allows a player to really maximize a well-rolled dice. </p><p>I also like the decision that comes from activating CRIT abilities. They are pulled out of a player’s hand, ultimately removing a card from future play. Not only does a player need to decide when they play a CRIT ability, they also need to decide whether to play a CRIT ability at all, as it ultimately limits their future options on hands. Playing a CRIT ability early might mean they can no longer have the suit they need for a future hand.  </p><h2 class="article-body__section" id="section-should-you-buy-crits-tricks"><span>Should you buy Crits & Tricks?</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="PtnudbGNjLiMgC5bZcNwp8" name="Crits and Tricks" alt="A series of blue dice in front of a player screen, all on a wooden table" src="https://cdn.mos.cms.futurecdn.net/PtnudbGNjLiMgC5bZcNwp8.jpg" mos="" align="middle" fullscreen="" width="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/Christian Hoffer)</span></figcaption></figure><p>Crits & Tricks uses the trappings of a trick-taking game to hide something that involves lots of quick decisions and strategy. Players aren’t really limited by their hand or dice results. Since players score more points by completing quests rather than taking tricks, it’s all about figuring out what plays will net players the most amount of loot in any given round.</p><p>The downside to Crits & Tricks is that there are a lot of moving parts, all of which can make a mess of properly preparing a strategy. A CRIT ability can be negated by another player’s counter, and of course there are times where you simply don’t have the lead suit, which automatically eliminates you from a win. There’s no such thing as a dominant hand in Crits & Tricks, but players can easily be prevented from implementing their strategy, which can lead to them scrounging for loot throughout a round. </p><p>Crits & Trick is also a fast-paced game, lasting only three rounds, so players who simply don’t have luck on their size can play another game pretty quickly without much problem. I like that gameplay can differ greatly based on which suits are selected for a deck, and I could see future expansions adding new suits into play without much difficulty or cost. Overall, Crits & Tricks combines strategy and luck in a very satisfying way, making for a game that tests both.</p><h2 id="buy-it-if-6">Buy it if...</h2><div class="product"><p><strong>✅ You enjoy trick-takers with a twist: </strong>Crits & Tricks is ultimately a trick-taking game with a lot more decisions to make at every round. Play it if you like a mix of strategy and luck. <br><br><strong>✅ You enjoy games that use a lot of the same language as Dungeons & Dragons: </strong>Crits & Tricks isn’t a D&D game, but it’s clearly meant to be enjoyed by D&D fans. <br><br><strong>✅ You like games where the outcome can change quickly: </strong>There’s no such thing as a winning hand in Crits & Tricks, and even a smart strategy can be derailed by other players. If you like games where you’re sitting on the edge of your seat, you’ll like Crits & Tricks. <strong> </strong></p></div><h2 id="don-t-buy-it-if">Don't buy it if...</h2><div class="product"><p><strong>❌ You don’t like games that are highly luck-dependent: </strong>Bad dice rolls can really set you back in Crits & Tricks. While you can always try to re-roll a bad dice result, be prepared to accept that your fate is largely random in Crits & Tricks. <br><br><strong>❌ You don’t like a game where the mechanics change frequently: </strong>With sixty-four quests and five win conditions for tricks, there’s no real way to come up with a strategy that can survive multiple rounds of play. Be prepared to come up with a gameplan on the fly. <strong> </strong></p></div><p>This review was conducted using a product sample provided by the publisher.</p><p><em>For more recommendations on what to play next, be sure to check out the </em><a href="https://www.gamesradar.com/best-board-games/"><em>best board games</em></a><em> or the </em><a href="https://www.gamesradar.com/best-tabletop-rpgs/"><em>best tabletop RPGs</em></a><em>.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/tabletop-gaming/crits-and-tricks-review/</link>
                                                                            <description>
                            <![CDATA[ Crits & Tricks is a card game heavily inspired by Dungeons & Dragons, but does it live up to its inspiration? ]]>
                                                                                                            </description>
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                                                                        <pubDate>Tue, 18 Aug 2026 10:22:36 +0000</pubDate>                                                                                                                                <updated>Tue, 18 Aug 2026 10:23:29 +0000</updated>
                                                                                                                                            <category><![CDATA[Tabletop Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Christian Hoffer ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/YN63ZnGziyxddTxJpdLbWn.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Christian is an experienced freelance journalist who has been covering the tabletop gaming industry for years. He specializes in coverage of Dungeons &amp;amp; Dragons, the Pokemon Trading Card Game, and Warhammer. His credits include ComicBook.com, EN World, and more.&lt;/p&gt; ]]></dc:description>
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                <cf:isPaid>false</cf:isPaid>
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                                                            <media:credit><![CDATA[Future/Christian Hoffer]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Crits &amp; Tricks box with the logo in red, surrounded by dice symbols]]></media:description>                                                            <media:text><![CDATA[Crits &amp; Tricks box with the logo in red, surrounded by dice symbols]]></media:text>
                                <media:title type="plain"><![CDATA[Crits &amp; Tricks box with the logo in red, surrounded by dice symbols]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Trick-taking games are enjoying a moment in the tabletop space right now, with several top games exploring cooperative trick-taking elements. Typically, trick-taking games are highly dependent on the draw of the cards. Some games have ways to mitigate weak hands, but very few games can totally negate the power of a strong hand. For better or worse, luck remains a key element of the trick-taking genre, no matter what the surrounding rules are. </p><p>Crits & Tricks doesn’t shy away from the randomness and luck of trick-takers. However, players are ultimately left to build their own luck. Players combine a hand of cards that represent suit only and couple them with differently sized dice.  Each suit has its own win condition, meaning that rolling low at the start of the game isn’t necessarily a game-ender. Plus, if you’re unhappy with the value of a die, you can always play it and choose to re-roll it, giving you a second chance to change your luck. </p><p>Although chance plays a big role in Crits & Tricks, the game invites players to constantly test their luck for better or ill.</p><h3 class="article-body__section" id="section-crits-tricks-features-design"><span>Crits & Tricks features & design</span></h3><div ><table><tbody><tr><td class="firstcol " ><p>Ages</p></td><td  ><p>10+</p></td></tr><tr><td class="firstcol " ><p>Game type</p></td><td  ><p>Trick-taking</p></td></tr><tr><td class="firstcol " ><p>Players</p></td><td  ><p>2-4</p></td></tr><tr><td class="firstcol " ><p>Lasts</p></td><td  ><p>20-40mins</p></td></tr><tr><td class="firstcol " ><p>Complexity</p></td><td  ><p>Moderate</p></td></tr><tr><td class="firstcol " ><p>Designers</p></td><td  ><p>Pete Wissinger</p></td></tr><tr><td class="firstcol " ><p>Publisher</p></td><td  ><p>Inside Up Games</p></td></tr><tr><td class="firstcol " ><p>Play if you enjoy</p></td><td  ><p>Lord of the Rings Trick-Taking Game, The Crew</p></td></tr></tbody></table></div><p>Crits & Tricks is a combination card and dice game that wears its Dungeons & Dragons influences on its sleeve. Each player has a set of dice from D&D and the <a href="https://www.gamesradar.com/best-tabletop-rpgs/">best tabletop RPGs</a> ranging in size from a D4 to a D20, which they will roll at the start of the round. Each player also has a miniature screen reminiscent of a DM Screen that they use to obscure their unplayed dice from other players. </p><p>The Crits & Tricks game deck consists of six different suits of cards, four of which will be used in every game. Each suit is named after a different D&D class and two sets of rules – one dictating their CRIT ability and one dictating the suit’s win condition when played to lead the round. Critically, only the CRIT ability is displayed on the card, so players will have to remember the suits’ win conditions or refer to their DM screen. One suit – the Bard – will always be used, but the other three suits can either be chosen at random or deliberately selected to create different gameplay variations. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KS7TGn5p4K9t7WNjvZZPpZ" name="Crits and Tricks" alt="A small pile of coins beside a card on a wooden table, with player screens surrounding it" src="https://cdn.mos.cms.futurecdn.net/KS7TGn5p4K9t7WNjvZZPpZ.jpg" mos="" align="middle" fullscreen="" width="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/Christian Hoffer)</span></figcaption></figure><p>In addition to the individual dice and the shared suit of cards, players will also use a deck of quest cards and a set of four barkeep challenges. The quest cards are individual challenges that players can try to complete for points and range from collecting a specific number of cards for a specific suit to avoiding certain cards for the entire round. Some quests can be completed during a round of play and can immediately be turned in for points. Other quests require the full round to play out. The barkeep challenges represent an additional win condition that all players can complete for additional points. </p><p>Victory points are represented via loot, which comes in the form of both coins and various magic items. Collecting a magic item doesn’t result in additional benefits, but they’re more fun to collect than a standard stack of coins. </p><p>Each round lasts six tricks, with players collecting loot throughout play and at the end of the round. The game lasts for three rounds, and the player with the most loot ultimately wins the game. </p><h2 class="article-body__section" id="section-gameplay"><span>Gameplay</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="qgiGBD7PETEtVjfDRF83Zn" name="Crits and Tricks" alt="A series of cards with text and fantasy artwork laid out in rows on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/qgiGBD7PETEtVjfDRF83Zn.jpg" mos="" align="middle" fullscreen="" width="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/Christian Hoffer)</span></figcaption></figure><p>Anyone who’s ever played a trick-taking game will understand the basics of Crits & Tricks. Your general goal in Crits & Tricks is to score the most loot, which is collected by winning tricks and completing quests. Some quests are counter-intuitive to winning tricks, such as playing a D4 dice with a specific suit of cards, so it’s highly unlikely that a player will be motivated to win every trick. Of course, the various values of the dice and the variable win conditions for tricks makes it highly unlikely that a player will win every trick anyways, but sometimes it makes more sense to “lose” a trick to complete a quest because it nets more loot. </p><p>At the start of each round, players “summon their strength” by rolling all of their dice behind the screens. Once a dice is rolled, its value is fixed until it is played. However, when the dice is played is left up to the player. Because of the variable win conditions (which reward high values, low values, and even second-highest values), there’s not necessarily a poor set of dice rolls, depending on the suits active during a game. Once everyone rolls dice, four quests are dealt to each player. Every player selects a quest and then passes the remaining quests to the player next to them. This draft selection continues until each player has four quests. Then gameplay starts, with the lead player either being the player with the most loot or the player that rolled the highest on an initiative-determining D20 roll.</p><div  class="fancy-box"><div class="fancy_box-title">Lord of the tricks</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="3ydB8JY8bz5gZXZqeVpiqB" name="Two Towers" caption="" alt="Sauron's eye depicted on the Two Towers Trick-Taking Game box, lying on a wooden table" src="https://cdn.mos.cms.futurecdn.net/3ydB8JY8bz5gZXZqeVpiqB.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: Future/Christian Hoffer)</span></figcaption></figure><p class="fancy-box__body-text">Trick-taking has come back into the spotlight recently thanks to a couple of Lord of the Rings card games that use the mechanic. The most recent is <a data-analytics-id="inline-link" href="https://www.gamesradar.com/tabletop-gaming/the-two-towers-trick-taking-game-review/">The Two Towers Trick-Taking Game</a>, which we adored in our five-star review.</p></div></div><p>From there, gameplay largely plays out as any trick-taking game would with a couple of key differences. For one, when a player chooses what card to play, they also select a dice and play it on top of the card. If they don’t like the value of their dice for some reason, they can choose to re-roll it and have to take the new result. The lead suit determines the win condition – the Barbarian wants the highest dice value, while the Rogue wants the lowest value. Wizards want a value closest to 5, while Druids want the second-highest value. Paladins want the highest value, but only of whatever dice type was played by the lead player. As a wild card, Bards have no specific win condition but instead take the win condition of whatever card they’re meant to represent. </p><p>In addition to choosing what card and what dice to play, players can also choose to activate a CRIT ability. Each player can activate up to two CRIT abilities during a round of play. Some CRIT abilities increase or decrease dice values, force other players to re-roll dice, or guarantee a win during a tie. My personal favorite CRIT ability is the Wizard’s Transmute ability, which allows you to swap a player’s current dice with another dice they’ve already played. This allows a player to really maximize a well-rolled dice. </p><p>I also like the decision that comes from activating CRIT abilities. They are pulled out of a player’s hand, ultimately removing a card from future play. Not only does a player need to decide when they play a CRIT ability, they also need to decide whether to play a CRIT ability at all, as it ultimately limits their future options on hands. Playing a CRIT ability early might mean they can no longer have the suit they need for a future hand.  </p><h2 class="article-body__section" id="section-should-you-buy-crits-tricks"><span>Should you buy Crits & Tricks?</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="PtnudbGNjLiMgC5bZcNwp8" name="Crits and Tricks" alt="A series of blue dice in front of a player screen, all on a wooden table" src="https://cdn.mos.cms.futurecdn.net/PtnudbGNjLiMgC5bZcNwp8.jpg" mos="" align="middle" fullscreen="" width="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/Christian Hoffer)</span></figcaption></figure><p>Crits & Tricks uses the trappings of a trick-taking game to hide something that involves lots of quick decisions and strategy. Players aren’t really limited by their hand or dice results. Since players score more points by completing quests rather than taking tricks, it’s all about figuring out what plays will net players the most amount of loot in any given round.</p><p>The downside to Crits & Tricks is that there are a lot of moving parts, all of which can make a mess of properly preparing a strategy. A CRIT ability can be negated by another player’s counter, and of course there are times where you simply don’t have the lead suit, which automatically eliminates you from a win. There’s no such thing as a dominant hand in Crits & Tricks, but players can easily be prevented from implementing their strategy, which can lead to them scrounging for loot throughout a round. </p><p>Crits & Trick is also a fast-paced game, lasting only three rounds, so players who simply don’t have luck on their size can play another game pretty quickly without much problem. I like that gameplay can differ greatly based on which suits are selected for a deck, and I could see future expansions adding new suits into play without much difficulty or cost. Overall, Crits & Tricks combines strategy and luck in a very satisfying way, making for a game that tests both.</p><h2 id="buy-it-if-6">Buy it if...</h2><div class="product"><p><strong>✅ You enjoy trick-takers with a twist: </strong>Crits & Tricks is ultimately a trick-taking game with a lot more decisions to make at every round. Play it if you like a mix of strategy and luck. <br><br><strong>✅ You enjoy games that use a lot of the same language as Dungeons & Dragons: </strong>Crits & Tricks isn’t a D&D game, but it’s clearly meant to be enjoyed by D&D fans. <br><br><strong>✅ You like games where the outcome can change quickly: </strong>There’s no such thing as a winning hand in Crits & Tricks, and even a smart strategy can be derailed by other players. If you like games where you’re sitting on the edge of your seat, you’ll like Crits & Tricks. <strong> </strong></p></div><h2 id="don-t-buy-it-if">Don't buy it if...</h2><div class="product"><p><strong>❌ You don’t like games that are highly luck-dependent: </strong>Bad dice rolls can really set you back in Crits & Tricks. While you can always try to re-roll a bad dice result, be prepared to accept that your fate is largely random in Crits & Tricks. <br><br><strong>❌ You don’t like a game where the mechanics change frequently: </strong>With sixty-four quests and five win conditions for tricks, there’s no real way to come up with a strategy that can survive multiple rounds of play. Be prepared to come up with a gameplan on the fly. <strong> </strong></p></div><p>This review was conducted using a product sample provided by the publisher.</p><p><em>For more recommendations on what to play next, be sure to check out the </em><a href="https://www.gamesradar.com/best-board-games/"><em>best board games</em></a><em> or the </em><a href="https://www.gamesradar.com/best-tabletop-rpgs/"><em>best tabletop RPGs</em></a><em>.</em></p>
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                                                            <title><![CDATA[ The Philips Evnia 32M2N8900 is a testament to 4K QD-OLED monitor tech, but I can see room for improvement ]]></title>
                                                                                                <dc:content><![CDATA[ <p>QD-OLED monitors are really starting to swarm the gaming monitor battlefield, and if this were a Lord of the Rings battle, the 32-inch Philips Evnia 32M2N8900 would be a traditional orc. It smashes its traditional WOLED competition with superior contrast, color accuracy, and peak brightness, but having tested the screen as part of a “nightmare scenario” for the screen tech, it’s easy to see why it now has an enhanced successor that’s effectively an Uruk-hai.</p><p>Alright, I’ll drop the dorky Lord of the Rings references and say that the Philips Evnia 32M2N8900 trades blows with the <a href="https://www.gamesradar.com/best-gaming-monitors-compared/">best gaming monitors</a>, but its third-generation QD-OLED panel falls into traditional pitfalls. Notably, you’ll want to stick to the usual light-controlled conditions that help Quantum Dot panels excel, as that will help this screen really shine. If, like me, you decide to pitch up a new monitor testing station right next to a very bright window, though, you will immediately realise why there’s now an enhanced 32M2N8900P model.</p><p>I don’t want you to think the Philips Evnia 32M2N8900 isn’t worth looking at, especially if you can find it for the right price. I wouldn’t pay near the same as its “P” successor, but its maturity means you could end up with a Samsung 4K 240Hz QD-OLED panel for much less than alternatives by Dell or even Samsung’s own Odyssey G8. Plus, it’s got some lovely bells and whistles like Ambiglow backlights and a KVM switch, which do felt distract from some of the, in the grand scheme of things, minor caveats. </p><div ><table><caption>Philips Evnia 32M2N8900 specs</caption><tbody><tr><td class="firstcol " ><p>Price (MSRP)</p></td><td  ><p>$999.99 / £1,039.99</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>32-inch</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>3840 x 2160</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>200 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>1,000,000:1</p></td></tr></tbody></table></div><h2 id="philips-knows-how-to-make-a-pretty-panel">Philips knows how to make a pretty panel</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/ZSa65qMuTRvpvzWbeHEWXD.jpg" alt="Downward view of Philips Evnia 32M2N8900 monitor with Spyro Reignited Trilogy splash screen displayed." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ASnMfi3P7nS9yFJZSQaeFN.jpg" alt="Philips Evnia 32M2N8900 side view on black desk." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure></figure><p>Gaming monitors should be judged on more than just their panel. That’s a hill I’m willing to die on, as while grabbing a screen with incredible panel capabilities should be a priority, it should also look great when doing absolutely nothing. I feel like Philips understands this assignment, as its Evnia 32M2N8900 model holds onto the elegant design cues of its predecessors to blend in with both garish gaming setups and subtler areas of your living space.</p><p>Look, I love screens that stick out like a sore thumb. You’re talking about the person who has a ridiculous CRT TV collection, but sometimes it’s nice to use a screen that looks like a classy, contemporary feature rather than a piece of tech invading your living room or office. These things naturally boil down to subjective taste, but to me, the Evnia 32M2N8900 provides a clean vibe via its silver bottom bezel and marle-effect V-shaped stand.</p><p>Both elements work to break up the black (or perhaps purplish, as I’ll get to) abyss of the panel itself, helping it look far more decorative than if it used a big dark pedestal. I imagine you’ll have a better chance of convincing your loved one to let you add this screen to your living room than something in the LG UltraGear or Samsung Odyssey range with their large hexagonal plinths, and the lighter color scheme means it’ll at least look like a monitor for your PS5 if you’ve got one of those already invading. </p><h2 id="cable-management-conundrums">Cable management conundrums </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UvNiNShLpyexYCyEHDZdsU" name="philips-evnia-32M2N8900-back" alt="Back view of Philips Evnia 32M2N8900 monitor on black desks next to books, plant, and speakers." src="https://cdn.mos.cms.futurecdn.net/UvNiNShLpyexYCyEHDZdsU.jpg" mos="" align="middle" fullscreen="" width="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 enjoy the minimalist, clean vibes of the Evnia 32M2N8900 and its slimline V stand. What I am concerned about is where cables are supposed to hide, as while there’s a natural vertical passthrough on the pedestal itself, you’ll be limited in ways to tuck wires in behind the scenes.</p><p>Depending on your setup, the Evnia 32M2N8900 stand and 32-inch panel might be enough to mask just the power cord and a DisplayPort or HDMI cable. Add more than that into the mix, or take advantage of the USB ports, though, and you’ll certainly have some visible wires back there. The fact that it places all the ports under the back hump doesn’t help things directionally, and it will mean having to reroute things upwards and potentially off to the side if you want zero clutter.</p><p>There are probably ways you can help the Evnia 32M2N8900 look super clean, but I’ve certainly witnessed better cable management solutions integrated. I wouldn’t say the Evnia 32M2N8900’s lack of cable concealment really spoils the overall package, but it’s worth mentioning for those of you who can’t look past it.</p><h2 id="about-that-glossy-screen">About that glossy screen…</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jDgYUYcZKn2bNT2NNe57fR" name="philips-evnia-32M2N8900-reflections" alt="Close up of Philips Evnia 32M2N8900 monitor with reflections of plant and window in glossy display." src="https://cdn.mos.cms.futurecdn.net/jDgYUYcZKn2bNT2NNe57fR.jpg" mos="" align="middle" fullscreen="" width="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>Upon thumbscrewing the stand onto the monitor and plonking it on my living room workspace, I was presented with a familiar, tired-looking face looking back at me. It almost felt like I had a naff alter ego similar to Dark Link, but alas, it was simply my reflection being beamed back at me via the Evnia 32M2N8900’s ridiculously glossy screen.</p><p>Yes, I did the one thing you probably shouldn’t do with any QD-OED monitor: set it up next to a very bright window with just straight wilderness letting the sky shine right through. The result is a black mirror effect that, while powered off, actually adds to Philips’ classy silver and marbled elements. The catch is that, when powered on in these conditions, you will have to crank the brightness up fully, and when daylight hits the panel, a traditional polarizer isn’t there to save the blacks from looking purple. </p><p>FYI, this is something that impacts even the best QD-OLED models out there, including the semi-glossy Alienware AW2725Q. In truth, I would try to angle even matte screens away from broad daylight, and the ideal environment for Quantum Dot displays is a light-controlled room. Still, I haven’t experienced a mirror effect quite like this since checking out the Dough Spectrum Black 32, and I know it will concern some players that aren’t aware of the optimal setup conditions.</p><h2 id="please-spare-me-from-the-nub">Please spare me from the nub</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WPJh26fYQHZUpT5i4EdE3f" name="philips-evnia-32M2N8900-osd" alt="Close up of Philips Evnia 32M2N8900 monitor back with OSD controls on top left." src="https://cdn.mos.cms.futurecdn.net/WPJh26fYQHZUpT5i4EdE3f.jpg" mos="" align="middle" fullscreen="" width="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>Okay, look, I get that not every gaming monitor is going to include a remote. However, I’m going to rant whenever I’m made to play around with awkward nipples and nubs to access the OSD. I hope that, one day, a set of wireless buttons isn’t going to be classed as a premium perk, and Philips already proves it can make a nice remote with the larger 42-inch Evnia 42M2N8900.</p><p>I’ll concede and admit that as far as OSD controls go, the Evnia 32M2N8900’s square nub isn’t awful. The angled edges help provide some extra definition to presses, whereas rounded joysticks can feel a bit precarious. It helps that the menu itself is pretty clean and traditional, with options relating to elements like image presets, game mode, inputs, and setup dials living in top subheadings that can be clicked down into. </p><p>I’d still say that the Evnia 32M2N8900 deserves a remote control, if not simply to help it excel as a console monitor. This model has built-in speakers, so if you’re using it as a high-end 32-inch gaming TV alternative, having quick access to buttons makes sense. I’d even argue that being able to instantly toggle brightness up and down helps when you’re in a room that’s bright during the day since it’ll let you crank things up before toning them down once you’ve got dusk helping the QD-OLED tech.</p><h2 id="not-just-an-ambiglowing-panel-peacock">Not just an Ambiglowing panel peacock</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="u6vJa4F7oPjqEzRx3kPqWi" name="philips-evnia-32M2N8900-spyro" alt="Philips Evnia 32M2N8900 monitor with Spyro the Dragon gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/u6vJa4F7oPjqEzRx3kPqWi.jpg" mos="" align="middle" fullscreen="" width="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 am fully aware that once a monitor starts presenting you with flashy lighting and other visual tricks, it’s easy to get distracted from the panel meat and potatoes. I’ll circle back to some of the nice extras, as the Ambiglow lighting is a reason to grab the screen. But, there’s little point investing in a 4K 240Hz QD-OLED screen if it isn’t snappy, vibrant, and a cut above some of the now cheaper WOLED screens, and the Evnia 32M2N8900 more than makes the cut.</p><p>Credit where credits due, I deliberately put the Evnia 32M2N8900 in a less ideal environment for testing. Again, my current setup is right next to that south-facing window I mentioned, but the screen’s VESA DisplayHDR True Black 400 HDR abilities thankfully managed to power through the drenching daylight, and the 250nits SDR brightness is more than adequate too. This, in turn, helped mask the reflections on the glossy display even under bright conditions, meaning the QD-OLED’s caveats are less prominent. </p><p>The Evnia 32M2N8900 also demonstrates through its vivid colors and contrast why you’d want a QD-OLED in the first place. Even something like a base PS5 on this punchy panel, it becomes clear that it’s a step above run-of-the-mill OLED monitors, with that glossy screen helping crisp up the edges of visuals while adding depth to the already inky black levels (provided you’re in a light-controlled room). </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vntEPrTa6AWt7z76kuzhpG" name="philips-evnia-32M2N8900-mortal-shell (1)" alt="Philips Evnia 32M2N8900 on black desk with Mortal Shell gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/vntEPrTa6AWt7z76kuzhpG.jpg" mos="" align="middle" fullscreen="" width="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>Perceived sharpness is a touch behind Dell’s absurd Alienware AW2725Q, but that makes sense given this is a 32-inch panel that isn’t striving for 166 pixels per inch. You’re getting 140ppi instead, which is absolutely solid for 4K issues. Numbers aside, everything from PS4 romps like Spyro the Dragon to fully fledged PS5 outings is delightful on this UDH display, and nothing looked noticeably soft while using this screen for slower-paced console outings.</p><p>We’re talking about 240Hz, though, so it’s got competitive expectations on its shoulders, albeit looser than if I was testing a 1440p panel that can hit over 500Hz. I typically ease screens into fast-paced tests with upper-end console speeds, and Overwatch feels just as snappy as I’d expect at 120Hz while making use of the Evnia’s 0.03GtG response times. </p><p>Yes, those are arguably more noticeable when armed with a mouse over a DualSense, but the experience still feels nice and snappy without any noticeable ghosting, latency, or motion blur. The takeaway here is that you’re getting a top-end feel from Philips’ QD-OLED on console without any noticeable drawbacks compared to other console-friendly monitors harnessing HDMI 2.1.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oGLKm37fSXMmukuGMTpKsN" name="philips-evnia-32M2N8900-overwatch" alt="Philips Evnia 32M2N8900 monitor with Overwatch gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/oGLKm37fSXMmukuGMTpKsN.jpg" mos="" align="middle" fullscreen="" width="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>Switching over to PC, and you can tell the shackles are off at 240Hz. Again, I’m using Overwatch for testing since I’ve got some fps familiarity over other shooters, not to mention it’s easier to max out frame rates using the shooter. Having boosted around as Pharah on plenty of faster panels, I wouldn’t say the difference there is minimal, but I would likely forget the sense of responsiveness those screens provide after a period away from them.</p><p>It’s worth noting that there’s a trend of including dual-mode functionalities these days with 4K 240Hz screens that are really handy when trying to hit higher frames by dropping resolution. Those are most beneficial to players who are using GPUs that can comfortably hit way higher refresh rates at 1080p, but need to tone things down at 4K. The Evnia 32M2N8900 is really targeting players who are either simply looking to hit the fastest UHD refresh rate possible, or don’t mind just letting the panel upscale the traditional way in fps games, and that’s still a viable option.</p><h2 id="okay-let-s-hit-the-lights">Okay, let’s hit the lights</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/oLVDqwercsqRMMy8uV8goX.jpg" alt="Close up of Philips Evnia 32M2N8900 ambilights at back during daylight." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure></figure><p>I’ve already played with Philips’ Ambiglow lightshow with the larger Evnia 42M2N8900, but I’ll dive back into the lighting rig for the new readers. Before you get the wrong idea, this isn’t quite the same thing as the Ambilight LEDs on the back of the company’s TV range, and adds up to a subtler effect with less impressive tracking than the fully fledged feature.</p><p>That’s not to say it’s not still thoroughly enjoyable: the Ambilights are bright enough to reflect immersive matching colors onto your wall in most scenarios, making for a perhaps more meaningful RGB experience without having to use a separate kit. That mode is perhaps better suited to darker rooms since the colors aren’t as bright compared to the static, audio-visualizing, or pattern modes, but once you’re in the right environment, it is a neat extra.</p><p>If you want something super bright that gives you that wall-drenched effect when watching lightsaber battles, you’ll probably want a kit by the lights of Govee or Nanoleaf. Those do require extra boxes and cameras, though, so I can completely see why the subtler built-in lighting of the Evnia 32M2N8900 is a big draw.</p><h2 id="serviceable-speakers-round-off-a-nice-screen-package">Serviceable speakers round off a nice screen package</h2><p>I don’t like to put heavy expectations on monitor speakers unless they’re specifically highlighted as a selling point. You’re getting two 5W stereo drivers included with DTS sound, and they’re absolutely <em>fine. </em>If I’m being picky, they’re on the tinny side, just like most basic setups, but I’m glad they’re included for the console players who really just need an all-in-one way to play PS5 or Switch 2 games.</p><p>The other main extra, that USB hub with KVM switching, works really well too on the PC side of things. It’ll serve up to 65W Power Delivery, so it’s a nice addition for laptops or even gaming handhelds if you fancy using a Steam Deck OLED as a secondary low-spec platform. It’s a perk that really only usually shows up with premium panels outside of the instances where a Chinese manufacturer outdoes itself and includes it, so that should factor in when looking at discounted Evnia 32M2N8900 options.</p><h2 id="should-you-pick-up-the-philips-evnia-32m2n8900">Should you pick up the Philips Evnia 32M2N8900?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nY47cn8dbLj42Yta8Tnrcf" name="philips-evnia-32M2N8900-should-you-buy" alt="Philips Evnia 32M2N8900 monitor on black desk with Spyro the Dragon standing on ledge." src="https://cdn.mos.cms.futurecdn.net/nY47cn8dbLj42Yta8Tnrcf.jpg" mos="" align="middle" fullscreen="" width="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>Even in 2026, the Philips Evnia 32M2N8900 is a stand-out option that, despite succumbing to some of the drawbacks of the tech, hits some really high QD-OLED notes. I am hoping to also test the new Evnia 32M2N8900P version that enhances the experience with a fourth-gen panel, combating some of the caveats of the panel, but the original is still relevant right now if you can grab it for the right price.</p><p>Yes, I would only really go for the Evnia 32M2N8900 for a chunk under its MSRP, and that should be the case if you find it available in your region. The full tag should be reserved for the new version, but if you go for the slightly older model to save cash, you’re still going to end up with striking Quantum Dot visuals that provide vibrant OLED results by way of a glossy screen, and extras like the Ambilight LEDs and KVM USB switching give this display heaps of value potential. </p><p>The only people I reckon should completely avoid the Evnia 32M2N8900, or most other QD-OLEDs out there, are those of you who hate reflections. I personally think it adds to the classiness when powered off, but if you’ll always be playing in a brightly lit room, those reflections will drive you bananas. </p><h2 id="how-i-tested-the-philips-evnia-32m2n8900">How I tested the Philips Evnia 32M2N8900</h2><p>For a month, I used the Evnia 32M2N8900 as my main monitor for gaming and productivity. During specific testing sessions, I used both the PS5 and a PC to assess sharpness, brightness, vibrancy, and HDR abilities while assessing the speed and latency of the 4K 240Hz panel using games like Overwatch.</p><p>For more information on <a href="https://www.gamesradar.com/how-we-test-monitors-on-gamesradar/">how we test gaming monitors</a>, check out our full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ hardware policy</a>.</p><p><em>Swing by the </em><a href="https://www.gamesradar.com/best-ps5-monitor/"><em>best monitors for PS5</em></a><em> for panels that pack a console punch.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/tvs-monitors/philips-evnia-32m2n8900-review/</link>
                                                                            <description>
                            <![CDATA[ QD-OLED monitors can be hit or miss, but the Philips Evnia 32M2N8900 exemplifies why the display tech is catching on. ]]>
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                                                                        <pubDate>Mon, 17 Aug 2026 16:46:47 +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.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[Philips Evnia 32M2N8900 monitor on black desk with ambilights illuminating back wall and Overwatch artwork on screen.]]></media:description>                                                            <media:text><![CDATA[Philips Evnia 32M2N8900 monitor on black desk with ambilights illuminating back wall and Overwatch artwork on screen.]]></media:text>
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                                <p>QD-OLED monitors are really starting to swarm the gaming monitor battlefield, and if this were a Lord of the Rings battle, the 32-inch Philips Evnia 32M2N8900 would be a traditional orc. It smashes its traditional WOLED competition with superior contrast, color accuracy, and peak brightness, but having tested the screen as part of a “nightmare scenario” for the screen tech, it’s easy to see why it now has an enhanced successor that’s effectively an Uruk-hai.</p><p>Alright, I’ll drop the dorky Lord of the Rings references and say that the Philips Evnia 32M2N8900 trades blows with the <a href="https://www.gamesradar.com/best-gaming-monitors-compared/">best gaming monitors</a>, but its third-generation QD-OLED panel falls into traditional pitfalls. Notably, you’ll want to stick to the usual light-controlled conditions that help Quantum Dot panels excel, as that will help this screen really shine. If, like me, you decide to pitch up a new monitor testing station right next to a very bright window, though, you will immediately realise why there’s now an enhanced 32M2N8900P model.</p><p>I don’t want you to think the Philips Evnia 32M2N8900 isn’t worth looking at, especially if you can find it for the right price. I wouldn’t pay near the same as its “P” successor, but its maturity means you could end up with a Samsung 4K 240Hz QD-OLED panel for much less than alternatives by Dell or even Samsung’s own Odyssey G8. Plus, it’s got some lovely bells and whistles like Ambiglow backlights and a KVM switch, which do felt distract from some of the, in the grand scheme of things, minor caveats. </p><div ><table><caption>Philips Evnia 32M2N8900 specs</caption><tbody><tr><td class="firstcol " ><p>Price (MSRP)</p></td><td  ><p>$999.99 / £1,039.99</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>32-inch</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>3840 x 2160</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>200 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>1,000,000:1</p></td></tr></tbody></table></div><h2 id="philips-knows-how-to-make-a-pretty-panel">Philips knows how to make a pretty panel</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/ZSa65qMuTRvpvzWbeHEWXD.jpg" alt="Downward view of Philips Evnia 32M2N8900 monitor with Spyro Reignited Trilogy splash screen displayed." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ASnMfi3P7nS9yFJZSQaeFN.jpg" alt="Philips Evnia 32M2N8900 side view on black desk." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure></figure><p>Gaming monitors should be judged on more than just their panel. That’s a hill I’m willing to die on, as while grabbing a screen with incredible panel capabilities should be a priority, it should also look great when doing absolutely nothing. I feel like Philips understands this assignment, as its Evnia 32M2N8900 model holds onto the elegant design cues of its predecessors to blend in with both garish gaming setups and subtler areas of your living space.</p><p>Look, I love screens that stick out like a sore thumb. You’re talking about the person who has a ridiculous CRT TV collection, but sometimes it’s nice to use a screen that looks like a classy, contemporary feature rather than a piece of tech invading your living room or office. These things naturally boil down to subjective taste, but to me, the Evnia 32M2N8900 provides a clean vibe via its silver bottom bezel and marle-effect V-shaped stand.</p><p>Both elements work to break up the black (or perhaps purplish, as I’ll get to) abyss of the panel itself, helping it look far more decorative than if it used a big dark pedestal. I imagine you’ll have a better chance of convincing your loved one to let you add this screen to your living room than something in the LG UltraGear or Samsung Odyssey range with their large hexagonal plinths, and the lighter color scheme means it’ll at least look like a monitor for your PS5 if you’ve got one of those already invading. </p><h2 id="cable-management-conundrums">Cable management conundrums </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UvNiNShLpyexYCyEHDZdsU" name="philips-evnia-32M2N8900-back" alt="Back view of Philips Evnia 32M2N8900 monitor on black desks next to books, plant, and speakers." src="https://cdn.mos.cms.futurecdn.net/UvNiNShLpyexYCyEHDZdsU.jpg" mos="" align="middle" fullscreen="" width="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 enjoy the minimalist, clean vibes of the Evnia 32M2N8900 and its slimline V stand. What I am concerned about is where cables are supposed to hide, as while there’s a natural vertical passthrough on the pedestal itself, you’ll be limited in ways to tuck wires in behind the scenes.</p><p>Depending on your setup, the Evnia 32M2N8900 stand and 32-inch panel might be enough to mask just the power cord and a DisplayPort or HDMI cable. Add more than that into the mix, or take advantage of the USB ports, though, and you’ll certainly have some visible wires back there. The fact that it places all the ports under the back hump doesn’t help things directionally, and it will mean having to reroute things upwards and potentially off to the side if you want zero clutter.</p><p>There are probably ways you can help the Evnia 32M2N8900 look super clean, but I’ve certainly witnessed better cable management solutions integrated. I wouldn’t say the Evnia 32M2N8900’s lack of cable concealment really spoils the overall package, but it’s worth mentioning for those of you who can’t look past it.</p><h2 id="about-that-glossy-screen">About that glossy screen…</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jDgYUYcZKn2bNT2NNe57fR" name="philips-evnia-32M2N8900-reflections" alt="Close up of Philips Evnia 32M2N8900 monitor with reflections of plant and window in glossy display." src="https://cdn.mos.cms.futurecdn.net/jDgYUYcZKn2bNT2NNe57fR.jpg" mos="" align="middle" fullscreen="" width="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>Upon thumbscrewing the stand onto the monitor and plonking it on my living room workspace, I was presented with a familiar, tired-looking face looking back at me. It almost felt like I had a naff alter ego similar to Dark Link, but alas, it was simply my reflection being beamed back at me via the Evnia 32M2N8900’s ridiculously glossy screen.</p><p>Yes, I did the one thing you probably shouldn’t do with any QD-OED monitor: set it up next to a very bright window with just straight wilderness letting the sky shine right through. The result is a black mirror effect that, while powered off, actually adds to Philips’ classy silver and marbled elements. The catch is that, when powered on in these conditions, you will have to crank the brightness up fully, and when daylight hits the panel, a traditional polarizer isn’t there to save the blacks from looking purple. </p><p>FYI, this is something that impacts even the best QD-OLED models out there, including the semi-glossy Alienware AW2725Q. In truth, I would try to angle even matte screens away from broad daylight, and the ideal environment for Quantum Dot displays is a light-controlled room. Still, I haven’t experienced a mirror effect quite like this since checking out the Dough Spectrum Black 32, and I know it will concern some players that aren’t aware of the optimal setup conditions.</p><h2 id="please-spare-me-from-the-nub">Please spare me from the nub</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WPJh26fYQHZUpT5i4EdE3f" name="philips-evnia-32M2N8900-osd" alt="Close up of Philips Evnia 32M2N8900 monitor back with OSD controls on top left." src="https://cdn.mos.cms.futurecdn.net/WPJh26fYQHZUpT5i4EdE3f.jpg" mos="" align="middle" fullscreen="" width="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>Okay, look, I get that not every gaming monitor is going to include a remote. However, I’m going to rant whenever I’m made to play around with awkward nipples and nubs to access the OSD. I hope that, one day, a set of wireless buttons isn’t going to be classed as a premium perk, and Philips already proves it can make a nice remote with the larger 42-inch Evnia 42M2N8900.</p><p>I’ll concede and admit that as far as OSD controls go, the Evnia 32M2N8900’s square nub isn’t awful. The angled edges help provide some extra definition to presses, whereas rounded joysticks can feel a bit precarious. It helps that the menu itself is pretty clean and traditional, with options relating to elements like image presets, game mode, inputs, and setup dials living in top subheadings that can be clicked down into. </p><p>I’d still say that the Evnia 32M2N8900 deserves a remote control, if not simply to help it excel as a console monitor. This model has built-in speakers, so if you’re using it as a high-end 32-inch gaming TV alternative, having quick access to buttons makes sense. I’d even argue that being able to instantly toggle brightness up and down helps when you’re in a room that’s bright during the day since it’ll let you crank things up before toning them down once you’ve got dusk helping the QD-OLED tech.</p><h2 id="not-just-an-ambiglowing-panel-peacock">Not just an Ambiglowing panel peacock</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="u6vJa4F7oPjqEzRx3kPqWi" name="philips-evnia-32M2N8900-spyro" alt="Philips Evnia 32M2N8900 monitor with Spyro the Dragon gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/u6vJa4F7oPjqEzRx3kPqWi.jpg" mos="" align="middle" fullscreen="" width="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 am fully aware that once a monitor starts presenting you with flashy lighting and other visual tricks, it’s easy to get distracted from the panel meat and potatoes. I’ll circle back to some of the nice extras, as the Ambiglow lighting is a reason to grab the screen. But, there’s little point investing in a 4K 240Hz QD-OLED screen if it isn’t snappy, vibrant, and a cut above some of the now cheaper WOLED screens, and the Evnia 32M2N8900 more than makes the cut.</p><p>Credit where credits due, I deliberately put the Evnia 32M2N8900 in a less ideal environment for testing. Again, my current setup is right next to that south-facing window I mentioned, but the screen’s VESA DisplayHDR True Black 400 HDR abilities thankfully managed to power through the drenching daylight, and the 250nits SDR brightness is more than adequate too. This, in turn, helped mask the reflections on the glossy display even under bright conditions, meaning the QD-OLED’s caveats are less prominent. </p><p>The Evnia 32M2N8900 also demonstrates through its vivid colors and contrast why you’d want a QD-OLED in the first place. Even something like a base PS5 on this punchy panel, it becomes clear that it’s a step above run-of-the-mill OLED monitors, with that glossy screen helping crisp up the edges of visuals while adding depth to the already inky black levels (provided you’re in a light-controlled room). </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vntEPrTa6AWt7z76kuzhpG" name="philips-evnia-32M2N8900-mortal-shell (1)" alt="Philips Evnia 32M2N8900 on black desk with Mortal Shell gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/vntEPrTa6AWt7z76kuzhpG.jpg" mos="" align="middle" fullscreen="" width="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>Perceived sharpness is a touch behind Dell’s absurd Alienware AW2725Q, but that makes sense given this is a 32-inch panel that isn’t striving for 166 pixels per inch. You’re getting 140ppi instead, which is absolutely solid for 4K issues. Numbers aside, everything from PS4 romps like Spyro the Dragon to fully fledged PS5 outings is delightful on this UDH display, and nothing looked noticeably soft while using this screen for slower-paced console outings.</p><p>We’re talking about 240Hz, though, so it’s got competitive expectations on its shoulders, albeit looser than if I was testing a 1440p panel that can hit over 500Hz. I typically ease screens into fast-paced tests with upper-end console speeds, and Overwatch feels just as snappy as I’d expect at 120Hz while making use of the Evnia’s 0.03GtG response times. </p><p>Yes, those are arguably more noticeable when armed with a mouse over a DualSense, but the experience still feels nice and snappy without any noticeable ghosting, latency, or motion blur. The takeaway here is that you’re getting a top-end feel from Philips’ QD-OLED on console without any noticeable drawbacks compared to other console-friendly monitors harnessing HDMI 2.1.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oGLKm37fSXMmukuGMTpKsN" name="philips-evnia-32M2N8900-overwatch" alt="Philips Evnia 32M2N8900 monitor with Overwatch gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/oGLKm37fSXMmukuGMTpKsN.jpg" mos="" align="middle" fullscreen="" width="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>Switching over to PC, and you can tell the shackles are off at 240Hz. Again, I’m using Overwatch for testing since I’ve got some fps familiarity over other shooters, not to mention it’s easier to max out frame rates using the shooter. Having boosted around as Pharah on plenty of faster panels, I wouldn’t say the difference there is minimal, but I would likely forget the sense of responsiveness those screens provide after a period away from them.</p><p>It’s worth noting that there’s a trend of including dual-mode functionalities these days with 4K 240Hz screens that are really handy when trying to hit higher frames by dropping resolution. Those are most beneficial to players who are using GPUs that can comfortably hit way higher refresh rates at 1080p, but need to tone things down at 4K. The Evnia 32M2N8900 is really targeting players who are either simply looking to hit the fastest UHD refresh rate possible, or don’t mind just letting the panel upscale the traditional way in fps games, and that’s still a viable option.</p><h2 id="okay-let-s-hit-the-lights">Okay, let’s hit the lights</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/oLVDqwercsqRMMy8uV8goX.jpg" alt="Close up of Philips Evnia 32M2N8900 ambilights at back during daylight." /><figcaption><small role="credit">Phil Hayton</small></figcaption></figure></figure><p>I’ve already played with Philips’ Ambiglow lightshow with the larger Evnia 42M2N8900, but I’ll dive back into the lighting rig for the new readers. Before you get the wrong idea, this isn’t quite the same thing as the Ambilight LEDs on the back of the company’s TV range, and adds up to a subtler effect with less impressive tracking than the fully fledged feature.</p><p>That’s not to say it’s not still thoroughly enjoyable: the Ambilights are bright enough to reflect immersive matching colors onto your wall in most scenarios, making for a perhaps more meaningful RGB experience without having to use a separate kit. That mode is perhaps better suited to darker rooms since the colors aren’t as bright compared to the static, audio-visualizing, or pattern modes, but once you’re in the right environment, it is a neat extra.</p><p>If you want something super bright that gives you that wall-drenched effect when watching lightsaber battles, you’ll probably want a kit by the lights of Govee or Nanoleaf. Those do require extra boxes and cameras, though, so I can completely see why the subtler built-in lighting of the Evnia 32M2N8900 is a big draw.</p><h2 id="serviceable-speakers-round-off-a-nice-screen-package">Serviceable speakers round off a nice screen package</h2><p>I don’t like to put heavy expectations on monitor speakers unless they’re specifically highlighted as a selling point. You’re getting two 5W stereo drivers included with DTS sound, and they’re absolutely <em>fine. </em>If I’m being picky, they’re on the tinny side, just like most basic setups, but I’m glad they’re included for the console players who really just need an all-in-one way to play PS5 or Switch 2 games.</p><p>The other main extra, that USB hub with KVM switching, works really well too on the PC side of things. It’ll serve up to 65W Power Delivery, so it’s a nice addition for laptops or even gaming handhelds if you fancy using a Steam Deck OLED as a secondary low-spec platform. It’s a perk that really only usually shows up with premium panels outside of the instances where a Chinese manufacturer outdoes itself and includes it, so that should factor in when looking at discounted Evnia 32M2N8900 options.</p><h2 id="should-you-pick-up-the-philips-evnia-32m2n8900">Should you pick up the Philips Evnia 32M2N8900?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nY47cn8dbLj42Yta8Tnrcf" name="philips-evnia-32M2N8900-should-you-buy" alt="Philips Evnia 32M2N8900 monitor on black desk with Spyro the Dragon standing on ledge." src="https://cdn.mos.cms.futurecdn.net/nY47cn8dbLj42Yta8Tnrcf.jpg" mos="" align="middle" fullscreen="" width="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>Even in 2026, the Philips Evnia 32M2N8900 is a stand-out option that, despite succumbing to some of the drawbacks of the tech, hits some really high QD-OLED notes. I am hoping to also test the new Evnia 32M2N8900P version that enhances the experience with a fourth-gen panel, combating some of the caveats of the panel, but the original is still relevant right now if you can grab it for the right price.</p><p>Yes, I would only really go for the Evnia 32M2N8900 for a chunk under its MSRP, and that should be the case if you find it available in your region. The full tag should be reserved for the new version, but if you go for the slightly older model to save cash, you’re still going to end up with striking Quantum Dot visuals that provide vibrant OLED results by way of a glossy screen, and extras like the Ambilight LEDs and KVM USB switching give this display heaps of value potential. </p><p>The only people I reckon should completely avoid the Evnia 32M2N8900, or most other QD-OLEDs out there, are those of you who hate reflections. I personally think it adds to the classiness when powered off, but if you’ll always be playing in a brightly lit room, those reflections will drive you bananas. </p><h2 id="how-i-tested-the-philips-evnia-32m2n8900">How I tested the Philips Evnia 32M2N8900</h2><p>For a month, I used the Evnia 32M2N8900 as my main monitor for gaming and productivity. During specific testing sessions, I used both the PS5 and a PC to assess sharpness, brightness, vibrancy, and HDR abilities while assessing the speed and latency of the 4K 240Hz panel using games like Overwatch.</p><p>For more information on <a href="https://www.gamesradar.com/how-we-test-monitors-on-gamesradar/">how we test gaming monitors</a>, check out our full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ hardware policy</a>.</p><p><em>Swing by the </em><a href="https://www.gamesradar.com/best-ps5-monitor/"><em>best monitors for PS5</em></a><em> for panels that pack a console punch.</em></p>
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                                                            <title><![CDATA[ The Sinking City 2 review: "A Lovecraftian fusion of Resident Evil and Silent Hill that boasts its own delightfully gruesome pleasures" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I've unwisely let my inventory fill up, even as The Sinking City 2 bleeds my ammunition. I'm back-tracking, but the road back to the safe room is long, and more writhing, water-logged, bloated undead lunge at me through half-flooded spaces than were there previously. Before I can make it to safety and combine resources from my item box to concoct more ammunition or healing items, a new enemy type unceremoniously appears and throws me across the room. Screaming, I unload any remaining bullets into whichever part of its fishy skin looks to be a weak spot. The Sinking City 2 truly has the survival horror juice to be in conversation with modern Resident Evil and Silent Hill entries.</p><p>The Sinking City 2 is clearly influenced by both those horror series. At times, it feels like a love letter to iconic survival horror moments, and it wisely lifts some of their best features – from <a href="https://www.gamesradar.com/resident-evil-2-remake-guide-walkthrough/"><u>Resident Evil 2 remake</u></a>'s color-coded maps for the item-hungry, to an early section set in the flooded streets of Arkham that reminds me of wandering through <a href="https://www.gamesradar.com/games/survival-horror/silent-hill-2-remake-guide/"><u>Silent Hill 2 remake</u></a>'s urban early hours. Inventory management, safe rooms, and item boxes are present – including crafting recipes that share resources between ammo and health, meaning you have to make agonizing decisions about what you most need to press further into the unknown. Yet, The Sinking City 2 uses its Lovecraftian, cosmic horror theming to push beyond its contemporaries.</p><h2 id="sinking-feeling">Sinking feeling</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hejfp5MtGNarwzakgVJxja" name="SS_The Sinking City 2_20260807110340_1080" alt="Calvin pilots his boat through flooded Arkham streets in The Sinking City 2, approaching a whale corpse and a half-sunken party boat" src="https://cdn.mos.cms.futurecdn.net/hejfp5MtGNarwzakgVJxja.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</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>August 18, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer:</strong> In-house<br><strong>Publisher: </strong>Frogwares</p></div></div><p>So much of what makes the <a href="https://www.gamesradar.com/best-survival-horror-games/"><u>best survival horror games</u></a> great, after all – is the <em>not </em>knowing. It's what made <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-gives-you-its-best-gun-first-smartly-making-the-urge-to-horde-magnum-bullets-vital-for-the-whole-game/"><u>considering when to use the titular gun in Resident Evil Requiem such a thrill</u></a> in its early hours, after all. Yet, I'm now so familiar with Resident Evil and Silent Hill games that even in new entries I largely know what to expect.</p><p>The beauty of The Sinking City 2 on a first playthrough is that <em>I don't</em>, despite the familiar genre touchstones. This may be a sequel, but its predecessor was an open world detective game that mechanically shares very little with this one. In fact, for all of that game's neat ideas it was rather clunky – especially whenever it forced you into combat. While The Sinking City 2 has a respect for classic survival horror, it feels wonderfully modern to play, with reactive movement and solid gunplay that makes it easy to jump from other genre contemporaries to this – more of a Resident Evil 2 remake-like than a Resident Evil 2-like.</p><p>The set-up is simple. When <em>something</em> goes wrong during a dream ritual conducted by occultist partners and lovers Calvin Rafferty and Faye Bennett, only Cal wakes up. Searching for a cure for his slumbering love thrusts him into probing the dark corners of Arkham as it's gripped by a supernatural flood that brings horrors from the depths. The only non-evacuees sticking around, Cal included, have some serious issues.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="W3kQy2QSRJfmg8yJLKiohY" name="SS_The Sinking City 2_20260806171848_1080" alt="Calvin and Faye have dinner in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/W3kQy2QSRJfmg8yJLKiohY.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p>Faye still has a strong presence on the story, and the pair's largely positive devotion to one another almost feels subversive for survival horror –  closer to Rick and Evelyn from the '90s Mummy than any relationship in Silent Hill. It also means that despite the cosmic weirdness haunting Arkham, Calvin is gung-ho and ready to accept whatever new threats appear with a sort of morbid curiosity. These bodies alive now? They alive now.</p><p>The Slither – a gross cross between big slugs and eels – power the many base zombie-ish foes Calvin will have to navigate through on his quest for forbidden knowledge. Worming their way into dead bodies, they re-animate them and then stumble, sprint, and tumble towards you, with even basic enemies able to cause devastating damage if you fall into their clutches.</p><p>Headshots are not the way forward here. Instead, once active, The Slither will form up as pus-filled mounds on flesh, meaning weak spots can appear on any part of an enemy. On normal difficulty, they twitch around enough where it can be quite hard to take out even a couple of Slither, let alone a group. This is a great mechanic for the most part, though at times waiting for a new pus boil to emerge can feel a bit artificially annoying. Plenty of moments throughout The Sinking City 2, ammo and health feels scarce enough to the point I have to seriously consider which enemies are worth blasting out of my way or simply trying to dodge my way around.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7be43PiALDpT6yqispCrta" name="SS_The Sinking City 2_20260806200659_1080" alt="A Slither Pawn approaches Calvin in The Sinking City 2 as he aims at it with a handgun" src="https://cdn.mos.cms.futurecdn.net/7be43PiALDpT6yqispCrta.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p>Because, even when felled, The Slither can keep coming. Even now, I don't fully understand how this works, but the wormy abominations that burst forth from a defeated enemy can dart across to a new corpse to animate, making some areas feel like slaughterhouses with how many Slither keep coming. A stomping melee attack can be used on enemies who fall to the ground (shooting their legs is always an option), but can also crush Slither, potentially stopping them from continuing to find new hosts.</p><p>But, there's also so many Slither writhing on the floor of some areas that the active ones can be hard to spot. Does crushing inactive Slither before enemies appear help at all, or is only the ones already in bodies that are a problem? Joyously, I don't know for sure, and while exploring some of The Sinking City 2's denser areas which have plenty of item-juggling back-tracking I was always delightfully on edge. I probably screamed more at this than playing <a href="https://www.gamesradar.com/resident-evil-4-remake-guide/"><u>Resident Evil 4 remake</u></a> or <a href="https://www.gamesradar.com/games/survival-horror/silent-hill-f-endings-explained-how-to/"><u>Silent Hill f</u></a>. I wouldn't consider this better than either in totality – but good old fashioned survival horror squealing certainly means something.</p><h2 id="maze-runner">Maze runner</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UTLUFyaxEZn4bf7wwFFEna" name="SS_The Sinking City 2_20260808160923_1080" alt="Calvin looks a door sealed by a strange device that has a screen with a woman's face on it in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/UTLUFyaxEZn4bf7wwFFEna.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p>The bulk of The Sinking City 2 revolves around exploring a sequence of big areas that pleasingly spiral into complicated spaces filled with themed keys, puzzles, and a large amount of optional upgrades to find. Some of these tip the fedora to its predecessor, a detective mind-map allowing you to pin clues obtained from written notes in order to suss out, say, how to activate a mysterious obelisk behind a church, or how a collection of stuffed fish relates to a safe code.</p><div><blockquote><p>The well-timed dialing up of pressure is wonderful.</p></blockquote></div><p>It's always worth going out of your way to fully explore each side-area and obtain upgrades, from precious inventory expansions to whole new weapons. But, they often involve well-designed moments of back-tracking.</p><p>Almost every moment spent retreading steps throws something new at you, from spooking you with exploding bulbs or lightly forcing you to re-navigate around new rubble, to new waves of enemies emerging that you'll likely want to duck past as you make one final sprint to nab your goodies from an area you know you can leave behind you once the deed is done. If there's nothing in the way, you can be sure there will be something on the way back. Rather than rote, the well-timed dialing up of pressure is wonderful, and often audacious enough to have solid horror impact rather than feel annoying.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TAM2JnbWvhZDRxz2YbTUEa" name="SS_The Sinking City 2_20260806193807_1080" alt="A map of Arkham streets in The Sinking City 2, centering on some apartments near a garrison" src="https://cdn.mos.cms.futurecdn.net/TAM2JnbWvhZDRxz2YbTUEa.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Real world</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="Efs4TC5g8Fr6HBWuKgK5eZ" name="SS_The Sinking City 2_20260806171912_1080" caption="" alt="A close-up of Calvin Rafferty in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/Efs4TC5g8Fr6HBWuKgK5eZ.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: Frogwares)</span></figcaption></figure><p class="fancy-box__body-text">The main story might be somewhat lightweight, but Frogwares is clear about how the Russo-Ukrainian War has affected its studio. It casts additional light on some of its themes as I explore the Arkham ruins, and one moment in the hospital spotlights some harrowing real-world war experiences.</p></div></div><p>By the time you near the end of The Sinking City 2's largest areas in the middle of the game, each one teems with ridiculous threats snapping at your heels. I'd definitely recommend finding a difficulty where this works for you rather than gunning your way through (after all, that's what the many Resident Evil-like post-game unlocks can be used for – allowing unlimited ammo for certain weapons and the like).</p><p>The Sinking City 2's zones feel quite delineated, each spotlighting its own ideas <a href="https://www.gamesradar.com/games/survival-horror/after-2-hours-this-new-lovecraftian-horror-game-feels-like-a-faithful-mashup-of-resident-evil-and-silent-hill/"><u>more distinctly than I'd imagined during my early hours playing</u></a>. Cal's boat, used to navigate flooded streets throughout which he has to investigate small areas to raise floodgates, a mechanical nod to the first game, is only used in the very first area of the game. A later hospital, meanwhile, adds biopunk-style face locks to explore a different theme beyond just horrors from the deep. For the most part this works well, though areas can at times feel a bit divorced from what came before, and I'd like to have seen a bit more wrung out of some of these ideas – especially the boat. But, perhaps that's better than overstaying its 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="pa4QYh82EaskVb3Yo68LCa" name="SS_The Sinking City 2_20260808160157_1080" alt="Calvin looks at a body suspended in a red orb of energy in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/pa4QYh82EaskVb3Yo68LCa.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p>The Sinking City 2 works less well whenever it throws you into a mandatory gauntlet of enemies or a boss battle. These moments can feel deadly at first, but you quickly get used to cruising for constantly appearing item boxes for more resources and filling enemies with lead – and they almost take the sting out of the tail of some of these otherwise intimidating foes. I understand Frogwares wouldn't want to risk players softlocking like in <a href="https://www.gamesradar.com/uk/resident-evil-code-veronica/"><u>Resident Evil: Code Veronica</u></a>, but I wish there was a way for these narratively dangerous moments to feel as dangerous as the, well, regular bits where I'm huffing and puffing through hallways as monsters moan and gurgle down my neck.</p><p>They're not problems suffered by The Sinking City 2 alone, though. Most survival horror games struggle with power curves and sticking the landing. But, it's the terrific moments of unease that'll stick with me, nervously pushing through Arkham's ruins as I struggle to understand what Cal is even trying to survive. Considering I really did not like its predecessor's combat sections, I was nervous when Frogwares announced it was pivoting to full survival horror here. But, my dark dreams have been answered – despite the odd misstep The Sinking City 2 works phenomenally well, bursting with forbidden ideas that its survival horror contemporaries could do with learning from. I have a new favorite survival horror series to follow.</p><p>The Sinking City 2 was reviewed on PS5, with a code provided by the publisher.</p><p><em>Want more horror? Check out the </em><a href="https://www.gamesradar.com/best-resident-evil-games/"><em>best Resident Evil games</em></a><em> and the </em><a href="https://www.gamesradar.com/best-silent-hill-games/"><em>best Silent Hill games</em></a><em> for more to keep you up at night!</em></p><h3 class="article-body__section" id="section-should-you-play-the-sinking-city-2"><span>Should you play The Sinking City 2?</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VCa48qLtTX7Zgdq926Rq2o" name="SS_The Sinking City 2_20260811143453_1080" alt="Calvin aims his gun at strange starfish monsters in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/VCa48qLtTX7Zgdq926Rq2o.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><h4 class="article-body__section" id="section-play-it-if"><span>Play it if...</span></h4><p><strong>You love modern-style survival horror</strong></p><p>Definitely in conversation with recent Resident Evil and Silent Hill games, The Sinking City 2's dense maps filled with locks and puzzles feel great to work through in much the same way as the genre's latest and greatest.</p><p><strong>You're a cosmic horror fan</strong></p><p>While blasting back at the unknowable isn't 100% in-keeping with Lovecraft literature, the unsettling vibes of cosmic horror remain intact here. If you know your stuff, there's plenty of neat references to the lore throughout, as well as fresh twists.</p><h4 class="article-body__section" id="section-don-t-play-it-if"><span>Don't play it if…</span></h4><p><strong>You like detective games, not survival horror</strong></p><p>Considering its predecessor is all about open world detective work, you'd be forgiven for expecting that here. Instead, The Sinking City 2 centers on playing through a sequence of survival horror areas, with very light detective theming compared to the original.</p><p><strong>You don't like Lovecraftian-style, eldritch horror</strong></p><p>The Sinking City 2 has its own spin on Lovecraftian lore, but it still centers on unknowable, watery abominations from the deep. If slippery, watery slug things re-animating dead bodies doesn't vibe with you, this is unlikely to change your mind.</p><h4 class="article-body__section" id="section-how-does-the-sinking-city-2-compare-to-the-first-game-and-other-frogwares-games"><span>How does The Sinking City 2 compare to the first game, and other Frogwares games?</span></h4><p>The Sinking City 2 gameplay is very different to The Sinking City and Frogwares' Sherlock Holmes games, but there are some similarities. Both this sequel and its predecessor, for instance, are set in cities dealing with a supernatural flood. But, while The Sinking City 2 has a detective theme for puzzle solving, it's only a side activity, and the bulk of the game revolves around traditional Resident Evil-style survival horror set within a sequence of levels.</p><p>With that said, this feels like the developer's most polished and confident work to date. The Sinking City 2 feeling different isn't a bad thing at all, but it's worth keeping in mind if you are looking for something more in-line with their previous titles.</p><h4 class="article-body__section" id="section-how-does-the-sinking-city-2-compare-to-other-survival-horror-games"><span>How does The Sinking City 2 compare to other survival horror games?</span></h4><p>The Sinking City 2 has a lot of its own twists on survival horror that come through its Lovecraftian theme, but largely the game feels like a fusion of modern Resident Evil and Silent Hill games, close in action to Resident Evil 2 remake and Silent Hill 2 remake respectively. At times this feels a bit lower budget, but for the most part it stands strong against those other great games, as The Sinking City 2 is a slick game to play through.</p><p>With blue and red color coded rooms on the map with in-character annotations, limited inventory space, safe rooms, and item boxes, previous survival horror game knowledge will serve you well here. But, enough feels fresh that The Sinking City 2 doesn't feel like a genre retread, either.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/the-sinking-city-2-review/</link>
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                            <![CDATA[ Lovecraftian twists on survival horror work so well to deliver some unsettling, unexpected moments of terror ]]>
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                                                                        <pubDate>Mon, 17 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Survival Horror Games]]></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.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:description><![CDATA[Calvin holds up his handgun near jarred brains in The Sinking City 2]]></media:description>                                                            <media:text><![CDATA[Calvin holds up his handgun near jarred brains in The Sinking City 2]]></media:text>
                                <media:title type="plain"><![CDATA[Calvin holds up his handgun near jarred brains in The Sinking City 2]]></media:title>
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                                <p>I've unwisely let my inventory fill up, even as The Sinking City 2 bleeds my ammunition. I'm back-tracking, but the road back to the safe room is long, and more writhing, water-logged, bloated undead lunge at me through half-flooded spaces than were there previously. Before I can make it to safety and combine resources from my item box to concoct more ammunition or healing items, a new enemy type unceremoniously appears and throws me across the room. Screaming, I unload any remaining bullets into whichever part of its fishy skin looks to be a weak spot. The Sinking City 2 truly has the survival horror juice to be in conversation with modern Resident Evil and Silent Hill entries.</p><p>The Sinking City 2 is clearly influenced by both those horror series. At times, it feels like a love letter to iconic survival horror moments, and it wisely lifts some of their best features – from <a href="https://www.gamesradar.com/resident-evil-2-remake-guide-walkthrough/"><u>Resident Evil 2 remake</u></a>'s color-coded maps for the item-hungry, to an early section set in the flooded streets of Arkham that reminds me of wandering through <a href="https://www.gamesradar.com/games/survival-horror/silent-hill-2-remake-guide/"><u>Silent Hill 2 remake</u></a>'s urban early hours. Inventory management, safe rooms, and item boxes are present – including crafting recipes that share resources between ammo and health, meaning you have to make agonizing decisions about what you most need to press further into the unknown. Yet, The Sinking City 2 uses its Lovecraftian, cosmic horror theming to push beyond its contemporaries.</p><h2 id="sinking-feeling">Sinking feeling</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hejfp5MtGNarwzakgVJxja" name="SS_The Sinking City 2_20260807110340_1080" alt="Calvin pilots his boat through flooded Arkham streets in The Sinking City 2, approaching a whale corpse and a half-sunken party boat" src="https://cdn.mos.cms.futurecdn.net/hejfp5MtGNarwzakgVJxja.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</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>August 18, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer:</strong> In-house<br><strong>Publisher: </strong>Frogwares</p></div></div><p>So much of what makes the <a href="https://www.gamesradar.com/best-survival-horror-games/"><u>best survival horror games</u></a> great, after all – is the <em>not </em>knowing. It's what made <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-gives-you-its-best-gun-first-smartly-making-the-urge-to-horde-magnum-bullets-vital-for-the-whole-game/"><u>considering when to use the titular gun in Resident Evil Requiem such a thrill</u></a> in its early hours, after all. Yet, I'm now so familiar with Resident Evil and Silent Hill games that even in new entries I largely know what to expect.</p><p>The beauty of The Sinking City 2 on a first playthrough is that <em>I don't</em>, despite the familiar genre touchstones. This may be a sequel, but its predecessor was an open world detective game that mechanically shares very little with this one. In fact, for all of that game's neat ideas it was rather clunky – especially whenever it forced you into combat. While The Sinking City 2 has a respect for classic survival horror, it feels wonderfully modern to play, with reactive movement and solid gunplay that makes it easy to jump from other genre contemporaries to this – more of a Resident Evil 2 remake-like than a Resident Evil 2-like.</p><p>The set-up is simple. When <em>something</em> goes wrong during a dream ritual conducted by occultist partners and lovers Calvin Rafferty and Faye Bennett, only Cal wakes up. Searching for a cure for his slumbering love thrusts him into probing the dark corners of Arkham as it's gripped by a supernatural flood that brings horrors from the depths. The only non-evacuees sticking around, Cal included, have some serious issues.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="W3kQy2QSRJfmg8yJLKiohY" name="SS_The Sinking City 2_20260806171848_1080" alt="Calvin and Faye have dinner in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/W3kQy2QSRJfmg8yJLKiohY.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p>Faye still has a strong presence on the story, and the pair's largely positive devotion to one another almost feels subversive for survival horror –  closer to Rick and Evelyn from the '90s Mummy than any relationship in Silent Hill. It also means that despite the cosmic weirdness haunting Arkham, Calvin is gung-ho and ready to accept whatever new threats appear with a sort of morbid curiosity. These bodies alive now? They alive now.</p><p>The Slither – a gross cross between big slugs and eels – power the many base zombie-ish foes Calvin will have to navigate through on his quest for forbidden knowledge. Worming their way into dead bodies, they re-animate them and then stumble, sprint, and tumble towards you, with even basic enemies able to cause devastating damage if you fall into their clutches.</p><p>Headshots are not the way forward here. Instead, once active, The Slither will form up as pus-filled mounds on flesh, meaning weak spots can appear on any part of an enemy. On normal difficulty, they twitch around enough where it can be quite hard to take out even a couple of Slither, let alone a group. This is a great mechanic for the most part, though at times waiting for a new pus boil to emerge can feel a bit artificially annoying. Plenty of moments throughout The Sinking City 2, ammo and health feels scarce enough to the point I have to seriously consider which enemies are worth blasting out of my way or simply trying to dodge my way around.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7be43PiALDpT6yqispCrta" name="SS_The Sinking City 2_20260806200659_1080" alt="A Slither Pawn approaches Calvin in The Sinking City 2 as he aims at it with a handgun" src="https://cdn.mos.cms.futurecdn.net/7be43PiALDpT6yqispCrta.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p>Because, even when felled, The Slither can keep coming. Even now, I don't fully understand how this works, but the wormy abominations that burst forth from a defeated enemy can dart across to a new corpse to animate, making some areas feel like slaughterhouses with how many Slither keep coming. A stomping melee attack can be used on enemies who fall to the ground (shooting their legs is always an option), but can also crush Slither, potentially stopping them from continuing to find new hosts.</p><p>But, there's also so many Slither writhing on the floor of some areas that the active ones can be hard to spot. Does crushing inactive Slither before enemies appear help at all, or is only the ones already in bodies that are a problem? Joyously, I don't know for sure, and while exploring some of The Sinking City 2's denser areas which have plenty of item-juggling back-tracking I was always delightfully on edge. I probably screamed more at this than playing <a href="https://www.gamesradar.com/resident-evil-4-remake-guide/"><u>Resident Evil 4 remake</u></a> or <a href="https://www.gamesradar.com/games/survival-horror/silent-hill-f-endings-explained-how-to/"><u>Silent Hill f</u></a>. I wouldn't consider this better than either in totality – but good old fashioned survival horror squealing certainly means something.</p><h2 id="maze-runner">Maze runner</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UTLUFyaxEZn4bf7wwFFEna" name="SS_The Sinking City 2_20260808160923_1080" alt="Calvin looks a door sealed by a strange device that has a screen with a woman's face on it in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/UTLUFyaxEZn4bf7wwFFEna.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p>The bulk of The Sinking City 2 revolves around exploring a sequence of big areas that pleasingly spiral into complicated spaces filled with themed keys, puzzles, and a large amount of optional upgrades to find. Some of these tip the fedora to its predecessor, a detective mind-map allowing you to pin clues obtained from written notes in order to suss out, say, how to activate a mysterious obelisk behind a church, or how a collection of stuffed fish relates to a safe code.</p><div><blockquote><p>The well-timed dialing up of pressure is wonderful.</p></blockquote></div><p>It's always worth going out of your way to fully explore each side-area and obtain upgrades, from precious inventory expansions to whole new weapons. But, they often involve well-designed moments of back-tracking.</p><p>Almost every moment spent retreading steps throws something new at you, from spooking you with exploding bulbs or lightly forcing you to re-navigate around new rubble, to new waves of enemies emerging that you'll likely want to duck past as you make one final sprint to nab your goodies from an area you know you can leave behind you once the deed is done. If there's nothing in the way, you can be sure there will be something on the way back. Rather than rote, the well-timed dialing up of pressure is wonderful, and often audacious enough to have solid horror impact rather than feel annoying.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TAM2JnbWvhZDRxz2YbTUEa" name="SS_The Sinking City 2_20260806193807_1080" alt="A map of Arkham streets in The Sinking City 2, centering on some apartments near a garrison" src="https://cdn.mos.cms.futurecdn.net/TAM2JnbWvhZDRxz2YbTUEa.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Real world</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="Efs4TC5g8Fr6HBWuKgK5eZ" name="SS_The Sinking City 2_20260806171912_1080" caption="" alt="A close-up of Calvin Rafferty in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/Efs4TC5g8Fr6HBWuKgK5eZ.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: Frogwares)</span></figcaption></figure><p class="fancy-box__body-text">The main story might be somewhat lightweight, but Frogwares is clear about how the Russo-Ukrainian War has affected its studio. It casts additional light on some of its themes as I explore the Arkham ruins, and one moment in the hospital spotlights some harrowing real-world war experiences.</p></div></div><p>By the time you near the end of The Sinking City 2's largest areas in the middle of the game, each one teems with ridiculous threats snapping at your heels. I'd definitely recommend finding a difficulty where this works for you rather than gunning your way through (after all, that's what the many Resident Evil-like post-game unlocks can be used for – allowing unlimited ammo for certain weapons and the like).</p><p>The Sinking City 2's zones feel quite delineated, each spotlighting its own ideas <a href="https://www.gamesradar.com/games/survival-horror/after-2-hours-this-new-lovecraftian-horror-game-feels-like-a-faithful-mashup-of-resident-evil-and-silent-hill/"><u>more distinctly than I'd imagined during my early hours playing</u></a>. Cal's boat, used to navigate flooded streets throughout which he has to investigate small areas to raise floodgates, a mechanical nod to the first game, is only used in the very first area of the game. A later hospital, meanwhile, adds biopunk-style face locks to explore a different theme beyond just horrors from the deep. For the most part this works well, though areas can at times feel a bit divorced from what came before, and I'd like to have seen a bit more wrung out of some of these ideas – especially the boat. But, perhaps that's better than overstaying its 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="pa4QYh82EaskVb3Yo68LCa" name="SS_The Sinking City 2_20260808160157_1080" alt="Calvin looks at a body suspended in a red orb of energy in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/pa4QYh82EaskVb3Yo68LCa.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p>The Sinking City 2 works less well whenever it throws you into a mandatory gauntlet of enemies or a boss battle. These moments can feel deadly at first, but you quickly get used to cruising for constantly appearing item boxes for more resources and filling enemies with lead – and they almost take the sting out of the tail of some of these otherwise intimidating foes. I understand Frogwares wouldn't want to risk players softlocking like in <a href="https://www.gamesradar.com/uk/resident-evil-code-veronica/"><u>Resident Evil: Code Veronica</u></a>, but I wish there was a way for these narratively dangerous moments to feel as dangerous as the, well, regular bits where I'm huffing and puffing through hallways as monsters moan and gurgle down my neck.</p><p>They're not problems suffered by The Sinking City 2 alone, though. Most survival horror games struggle with power curves and sticking the landing. But, it's the terrific moments of unease that'll stick with me, nervously pushing through Arkham's ruins as I struggle to understand what Cal is even trying to survive. Considering I really did not like its predecessor's combat sections, I was nervous when Frogwares announced it was pivoting to full survival horror here. But, my dark dreams have been answered – despite the odd misstep The Sinking City 2 works phenomenally well, bursting with forbidden ideas that its survival horror contemporaries could do with learning from. I have a new favorite survival horror series to follow.</p><p>The Sinking City 2 was reviewed on PS5, with a code provided by the publisher.</p><p><em>Want more horror? Check out the </em><a href="https://www.gamesradar.com/best-resident-evil-games/"><em>best Resident Evil games</em></a><em> and the </em><a href="https://www.gamesradar.com/best-silent-hill-games/"><em>best Silent Hill games</em></a><em> for more to keep you up at night!</em></p><h3 class="article-body__section" id="section-should-you-play-the-sinking-city-2"><span>Should you play The Sinking City 2?</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VCa48qLtTX7Zgdq926Rq2o" name="SS_The Sinking City 2_20260811143453_1080" alt="Calvin aims his gun at strange starfish monsters in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/VCa48qLtTX7Zgdq926Rq2o.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><h4 class="article-body__section" id="section-play-it-if"><span>Play it if...</span></h4><p><strong>You love modern-style survival horror</strong></p><p>Definitely in conversation with recent Resident Evil and Silent Hill games, The Sinking City 2's dense maps filled with locks and puzzles feel great to work through in much the same way as the genre's latest and greatest.</p><p><strong>You're a cosmic horror fan</strong></p><p>While blasting back at the unknowable isn't 100% in-keeping with Lovecraft literature, the unsettling vibes of cosmic horror remain intact here. If you know your stuff, there's plenty of neat references to the lore throughout, as well as fresh twists.</p><h4 class="article-body__section" id="section-don-t-play-it-if"><span>Don't play it if…</span></h4><p><strong>You like detective games, not survival horror</strong></p><p>Considering its predecessor is all about open world detective work, you'd be forgiven for expecting that here. Instead, The Sinking City 2 centers on playing through a sequence of survival horror areas, with very light detective theming compared to the original.</p><p><strong>You don't like Lovecraftian-style, eldritch horror</strong></p><p>The Sinking City 2 has its own spin on Lovecraftian lore, but it still centers on unknowable, watery abominations from the deep. If slippery, watery slug things re-animating dead bodies doesn't vibe with you, this is unlikely to change your mind.</p><h4 class="article-body__section" id="section-how-does-the-sinking-city-2-compare-to-the-first-game-and-other-frogwares-games"><span>How does The Sinking City 2 compare to the first game, and other Frogwares games?</span></h4><p>The Sinking City 2 gameplay is very different to The Sinking City and Frogwares' Sherlock Holmes games, but there are some similarities. Both this sequel and its predecessor, for instance, are set in cities dealing with a supernatural flood. But, while The Sinking City 2 has a detective theme for puzzle solving, it's only a side activity, and the bulk of the game revolves around traditional Resident Evil-style survival horror set within a sequence of levels.</p><p>With that said, this feels like the developer's most polished and confident work to date. The Sinking City 2 feeling different isn't a bad thing at all, but it's worth keeping in mind if you are looking for something more in-line with their previous titles.</p><h4 class="article-body__section" id="section-how-does-the-sinking-city-2-compare-to-other-survival-horror-games"><span>How does The Sinking City 2 compare to other survival horror games?</span></h4><p>The Sinking City 2 has a lot of its own twists on survival horror that come through its Lovecraftian theme, but largely the game feels like a fusion of modern Resident Evil and Silent Hill games, close in action to Resident Evil 2 remake and Silent Hill 2 remake respectively. At times this feels a bit lower budget, but for the most part it stands strong against those other great games, as The Sinking City 2 is a slick game to play through.</p><p>With blue and red color coded rooms on the map with in-character annotations, limited inventory space, safe rooms, and item boxes, previous survival horror game knowledge will serve you well here. But, enough feels fresh that The Sinking City 2 doesn't feel like a genre retread, either.</p>
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                                                            <title><![CDATA[ Mortal Shell 2 review: "The best Soulslike I've played since Elden Ring thanks to brilliant death-dealing toys and speedy combat" ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.gamesradar.com/games/rpg/the-best-mortal-shell-2-build-for-ultimate-synergy/">Mortal Shell 2</a> is a game about a ripped monster-man who looks like they just wandered off the set of <a href="https://www.gamesradar.com/uk/prometheus/">Prometheus</a>. This fellow likes to leap into and possess special corpses – the 'mortal shells' of the title – to spy on their memories and play with their superpowers. Amazingly, it only gets weirder from there. More importantly, it's also great fun, and a superior sequel to <a href="https://www.gamesradar.com/mortal-shell-best-weapon-location/"><u>Mortal Shell</u></a> in almost every way. </p><p>True, it's yet another Soulslike that's copied a lot of Fromsoftware's homework. So, melee combat is brutal but supremely satisfying, dying means you only get one chance to collect all your levelling up currency, it's a dark fantasy world that's seen better days, yada yada yada.</p><h2 id="shell-to-pay">Shell to pay</h2><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="4GnAM6wKfHeFgjdByeiT8H" name="SS_mortal_shell_2_20260810225323_2" alt="Fighting a glowing spider monster in Mortal Shell 2" src="https://cdn.mos.cms.futurecdn.net/4GnAM6wKfHeFgjdByeiT8H.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: Playstack)</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>August 20, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer:</strong> Cold Symmetry<br><strong>Publisher: </strong>Playstack</p></div></div><p>But, this sequel makes inspired changes immediately. In the original Mortal Shell you moved at a pace that would embarrass snails. Now, you might as well be playing as a Ferrari. Stamina management has also been nixed entirely. You can dodge, attack, and – praise the gaming gods – sprint as much as you like. Soulslike purists may be spitting blood right now, but it gives Mortal Shell 2 its own speedy flavor that's heavenly after the wading-through-molasses slowpokery of the original. </p><p>That shot of speed pairs nicely with a game that constantly throws ideas and surprises at you, some pleasingly silly. Oh, it still takes its bizzaro main narrative seriously, don't you worry. But it also contains a library full of killer books throwing themselves off the shelves at you, and a fight with a wizard who messes with the game's controls. It opens with a riff on Ari Aster's Midsommar (seriously) and has beaten Playground's <a href="https://www.gamesradar.com/fable-4-release-date-news-rumours/"><u>Fable</u></a> to the punch of calling me a "twat" by a year. </p><p>Instead of fretting about stamina, you have a bar of 'resolve', which you replenish with successful melee strikes. Resolve powers the game's <em>many </em>combat treats. Once you've found enough equipable tarstones by exploring its world – nowhere near as vast as <a href="https://www.gamesradar.com/elden-ring-guide/"><u>Elden Ring</u></a>'s, but still plenty big – you can use resolve to power devastating special attacks and add debuffs like poison to your melee strikes and to the shots from the firearm now living on your hip. There's some brilliant death-dealing toys to be found, and since certain shells can't be equipped with certain stones, it encourages you to keep switching them 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9iNaHmHTHGvSP2ccwZoRv7" name="PR_mortal_shell_2_gun" alt="A woman shoots monsters in a town in Mortal Shell 2 at night" src="https://cdn.mos.cms.futurecdn.net/9iNaHmHTHGvSP2ccwZoRv7.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Playstack)</span></figcaption></figure><p>The mortal shells are hidden throughout the world and make for an excellent motivation to explore every crevice of it. One is a master of stealth, perfect for when you just want to run through a nightmare area to hopefully get your dropped level-up currency back. Another shell is covered in enough armor to let you tank swarms of rank-and-file enemies. Incredibly useful, especially as Mortal Shell 2 increasingly enjoys swarming you with multiple foes, the cad. Another shell likes to restore his health by chowing down on a human heart. OK then.</p><p>Best of all, each new shell comes with a new skill tree to play with. Proxima has a hookshot that yanks enemies towards her – or, if they're too chunky, her towards them – and gives them a nasty electric shock in the process. This can also be upgraded so that every time she uses it, she becomes 1% more effective against that enemy permanently, which quickly racks up. A fantastic solution for when you've hit a brick wall with the game and just want a <a href="https://www.gamesradar.com/hades-tips-and-tricks/">Hades</a>-like bit of perma-progress each time to get you over the edge.</p><p>You also unlock playable flashbacks for the shells as you upgrade them. They're fun little micro-dramas with some pleasingly surreal twists. I've played tons of Soulslikes but I'm pretty sure this is the first one to make me fight a giant bottle symbolising alcoholism (subtle!).</p><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="a6mKNXwgPXEeZCorFSbP8H" name="SS_mortal_shell_2_20260814023948_1" alt="Killing an eel-like creature in Mortal Shell 2" src="https://cdn.mos.cms.futurecdn.net/a6mKNXwgPXEeZCorFSbP8H.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: Playstack)</span></figcaption></figure><p>Not to sound shallow but it's also a real looker. The frequent sections in black and white make for such glorious eye-candy that I sorta wish the whole game had committed to that aesthetic. A new camera angle frames all these visual treats as epically as possible. Clearly inspired by the last couple of <a href="https://www.gamesradar.com/god-of-war-guide-walkthrough/"><u>God of War</u></a> games, the camera leans in far closer now, making the action more intense and visually dramatic. </p><p>This doesn't come without cost, unfortunately. Just like God of War, the game has to rely on big red marks on the screen to tell you that enemies are just outside your field of vision (you can turn these off, but probably shouldn't). </p><p>And occasionally, when cornered or a little too close to a wall, the camera panics and gives you the most unhelpful view of the action possible. Doesn't happen constantly, but happens <em>enough</em> to make you consider changing to a less cinematic but more clear angle, something you can thankfully do in the 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:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HuZgEwjU9Qfj9rUxMY3S8H" name="SS_mortal_shell_2_20260805114551_1" alt="A dreamy vision in Mortal Shell 2" src="https://cdn.mos.cms.futurecdn.net/HuZgEwjU9Qfj9rUxMY3S8H.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: Playstack)</span></figcaption></figure><p>Camera freakouts aside, my only major issue is that Mortal Shell 2's power set can be generous to a fault. The most difficult boss I faced was about ten hours into the game, where I spent two hours furiously reattempting this speedy git who loved crushing me with a big wheel.</p><div><blockquote><p>Being smacked around by a boss in one of these games until I finally get the upper hand is basically my happy place.</p></blockquote></div><p>That's not a complaint. Being smacked around by a boss in one of these games until I <em>finally </em>get the upper hand is basically my happy place. But eventually I found a tarstone that gave me an attack where I leapt into the air, then came crashing down on the enemy for huge damage. Upgrade it and it does stagger damage, which fills a bar that can let you do an almighty finishing move. Upgrade it <em>again </em>and that stagger damage hits anything nearby, too. Did I mention I'm also untouchable when airborne when I use this?</p><p>Frankly, bosses should not be tolerating this nonsense. They should be yanking me out of the sky, slamming me to the floor, and demanding I fight them properly. I'm in a New Game Plus run now (and it does warrant a replay, mainly to see every shell's story) and have forced myself to bury that stone in my inventory. I'm having fun and enjoying a meatier challenge, but it's annoying to pour so many resources into an upgrade only to realize you've snapped the difficulty curve in two.</p><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="G3RqHRhvzpDBcFswhtjZ8H" name="SS_mortal_shell_2_20260808150203_1" alt="Using an armored shell to fight an armored monster in Mortal Shell 2" src="https://cdn.mos.cms.futurecdn.net/G3RqHRhvzpDBcFswhtjZ8H.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: Playstack)</span></figcaption></figure><p>If you do want more challenge, there's an NPC who can turn the world to nightfall which makes all the enemies stronger and drop better rewards. Now, I don't know if you've ever been out at night but it makes things a lot harder to see. This is a world of sheer cliffs with sudden drops and easily-missed secrets, and I found navigating it in the dark more an exercise in frustration than a compelling test of skill. You're probably better off frequently swapping out shells and weapons you find to keep the challenge up. Fingers crossed for a patch that balances things better.</p><p>That's a fair bit of moaning for a four star review, but rest assured the game earns a recommendation. It's one of the finest Elden Ring-a-likes yet, and a lovely apology from GamesRadar+ after they made me suffer through a <a href="https://www.gamesradar.com/games/action-rpg/code-vein-2-review/"><u>Code Vein 2 review</u></a> earlier this year. Mortal Shell 2 is a bizarre, surprisingly funny, beautifully-made Soulslike with such terrific sights to show you. If you also have the ability to leap into and possess people's corpses, you could do a lot worse than jumping into one who owned a copy of this.</p><p>Mortal Shell 2 was reviewed on PC, with a code provided by the publisher.</p><p><em>Want more tough adventuring? Check out our </em><a href="https://www.gamesradar.com/best-soulslike-games/"><u><em>best Soulslike games</em></u></a><em> ranking!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action-rpg/mortal-shell-2-review/</link>
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                            <![CDATA[ This speedy sequel speeds up action and stuffs secrets and ideas in every corner of its beautiful open world. ]]>
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                                                                        <pubDate>Mon, 17 Aug 2026 13:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 17 Aug 2026 15:41:08 +0000</updated>
                                                                                                                                            <category><![CDATA[Action RPGs]]></category>
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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.jpg ]]></dc:source>
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                                <p><a href="https://www.gamesradar.com/games/rpg/the-best-mortal-shell-2-build-for-ultimate-synergy/">Mortal Shell 2</a> is a game about a ripped monster-man who looks like they just wandered off the set of <a href="https://www.gamesradar.com/uk/prometheus/">Prometheus</a>. This fellow likes to leap into and possess special corpses – the 'mortal shells' of the title – to spy on their memories and play with their superpowers. Amazingly, it only gets weirder from there. More importantly, it's also great fun, and a superior sequel to <a href="https://www.gamesradar.com/mortal-shell-best-weapon-location/"><u>Mortal Shell</u></a> in almost every way. </p><p>True, it's yet another Soulslike that's copied a lot of Fromsoftware's homework. So, melee combat is brutal but supremely satisfying, dying means you only get one chance to collect all your levelling up currency, it's a dark fantasy world that's seen better days, yada yada yada.</p><h2 id="shell-to-pay">Shell to pay</h2><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="4GnAM6wKfHeFgjdByeiT8H" name="SS_mortal_shell_2_20260810225323_2" alt="Fighting a glowing spider monster in Mortal Shell 2" src="https://cdn.mos.cms.futurecdn.net/4GnAM6wKfHeFgjdByeiT8H.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: Playstack)</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>August 20, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer:</strong> Cold Symmetry<br><strong>Publisher: </strong>Playstack</p></div></div><p>But, this sequel makes inspired changes immediately. In the original Mortal Shell you moved at a pace that would embarrass snails. Now, you might as well be playing as a Ferrari. Stamina management has also been nixed entirely. You can dodge, attack, and – praise the gaming gods – sprint as much as you like. Soulslike purists may be spitting blood right now, but it gives Mortal Shell 2 its own speedy flavor that's heavenly after the wading-through-molasses slowpokery of the original. </p><p>That shot of speed pairs nicely with a game that constantly throws ideas and surprises at you, some pleasingly silly. Oh, it still takes its bizzaro main narrative seriously, don't you worry. But it also contains a library full of killer books throwing themselves off the shelves at you, and a fight with a wizard who messes with the game's controls. It opens with a riff on Ari Aster's Midsommar (seriously) and has beaten Playground's <a href="https://www.gamesradar.com/fable-4-release-date-news-rumours/"><u>Fable</u></a> to the punch of calling me a "twat" by a year. </p><p>Instead of fretting about stamina, you have a bar of 'resolve', which you replenish with successful melee strikes. Resolve powers the game's <em>many </em>combat treats. Once you've found enough equipable tarstones by exploring its world – nowhere near as vast as <a href="https://www.gamesradar.com/elden-ring-guide/"><u>Elden Ring</u></a>'s, but still plenty big – you can use resolve to power devastating special attacks and add debuffs like poison to your melee strikes and to the shots from the firearm now living on your hip. There's some brilliant death-dealing toys to be found, and since certain shells can't be equipped with certain stones, it encourages you to keep switching them 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9iNaHmHTHGvSP2ccwZoRv7" name="PR_mortal_shell_2_gun" alt="A woman shoots monsters in a town in Mortal Shell 2 at night" src="https://cdn.mos.cms.futurecdn.net/9iNaHmHTHGvSP2ccwZoRv7.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Playstack)</span></figcaption></figure><p>The mortal shells are hidden throughout the world and make for an excellent motivation to explore every crevice of it. One is a master of stealth, perfect for when you just want to run through a nightmare area to hopefully get your dropped level-up currency back. Another shell is covered in enough armor to let you tank swarms of rank-and-file enemies. Incredibly useful, especially as Mortal Shell 2 increasingly enjoys swarming you with multiple foes, the cad. Another shell likes to restore his health by chowing down on a human heart. OK then.</p><p>Best of all, each new shell comes with a new skill tree to play with. Proxima has a hookshot that yanks enemies towards her – or, if they're too chunky, her towards them – and gives them a nasty electric shock in the process. This can also be upgraded so that every time she uses it, she becomes 1% more effective against that enemy permanently, which quickly racks up. A fantastic solution for when you've hit a brick wall with the game and just want a <a href="https://www.gamesradar.com/hades-tips-and-tricks/">Hades</a>-like bit of perma-progress each time to get you over the edge.</p><p>You also unlock playable flashbacks for the shells as you upgrade them. They're fun little micro-dramas with some pleasingly surreal twists. I've played tons of Soulslikes but I'm pretty sure this is the first one to make me fight a giant bottle symbolising alcoholism (subtle!).</p><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="a6mKNXwgPXEeZCorFSbP8H" name="SS_mortal_shell_2_20260814023948_1" alt="Killing an eel-like creature in Mortal Shell 2" src="https://cdn.mos.cms.futurecdn.net/a6mKNXwgPXEeZCorFSbP8H.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: Playstack)</span></figcaption></figure><p>Not to sound shallow but it's also a real looker. The frequent sections in black and white make for such glorious eye-candy that I sorta wish the whole game had committed to that aesthetic. A new camera angle frames all these visual treats as epically as possible. Clearly inspired by the last couple of <a href="https://www.gamesradar.com/god-of-war-guide-walkthrough/"><u>God of War</u></a> games, the camera leans in far closer now, making the action more intense and visually dramatic. </p><p>This doesn't come without cost, unfortunately. Just like God of War, the game has to rely on big red marks on the screen to tell you that enemies are just outside your field of vision (you can turn these off, but probably shouldn't). </p><p>And occasionally, when cornered or a little too close to a wall, the camera panics and gives you the most unhelpful view of the action possible. Doesn't happen constantly, but happens <em>enough</em> to make you consider changing to a less cinematic but more clear angle, something you can thankfully do in the 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:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HuZgEwjU9Qfj9rUxMY3S8H" name="SS_mortal_shell_2_20260805114551_1" alt="A dreamy vision in Mortal Shell 2" src="https://cdn.mos.cms.futurecdn.net/HuZgEwjU9Qfj9rUxMY3S8H.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: Playstack)</span></figcaption></figure><p>Camera freakouts aside, my only major issue is that Mortal Shell 2's power set can be generous to a fault. The most difficult boss I faced was about ten hours into the game, where I spent two hours furiously reattempting this speedy git who loved crushing me with a big wheel.</p><div><blockquote><p>Being smacked around by a boss in one of these games until I finally get the upper hand is basically my happy place.</p></blockquote></div><p>That's not a complaint. Being smacked around by a boss in one of these games until I <em>finally </em>get the upper hand is basically my happy place. But eventually I found a tarstone that gave me an attack where I leapt into the air, then came crashing down on the enemy for huge damage. Upgrade it and it does stagger damage, which fills a bar that can let you do an almighty finishing move. Upgrade it <em>again </em>and that stagger damage hits anything nearby, too. Did I mention I'm also untouchable when airborne when I use this?</p><p>Frankly, bosses should not be tolerating this nonsense. They should be yanking me out of the sky, slamming me to the floor, and demanding I fight them properly. I'm in a New Game Plus run now (and it does warrant a replay, mainly to see every shell's story) and have forced myself to bury that stone in my inventory. I'm having fun and enjoying a meatier challenge, but it's annoying to pour so many resources into an upgrade only to realize you've snapped the difficulty curve in two.</p><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="G3RqHRhvzpDBcFswhtjZ8H" name="SS_mortal_shell_2_20260808150203_1" alt="Using an armored shell to fight an armored monster in Mortal Shell 2" src="https://cdn.mos.cms.futurecdn.net/G3RqHRhvzpDBcFswhtjZ8H.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: Playstack)</span></figcaption></figure><p>If you do want more challenge, there's an NPC who can turn the world to nightfall which makes all the enemies stronger and drop better rewards. Now, I don't know if you've ever been out at night but it makes things a lot harder to see. This is a world of sheer cliffs with sudden drops and easily-missed secrets, and I found navigating it in the dark more an exercise in frustration than a compelling test of skill. You're probably better off frequently swapping out shells and weapons you find to keep the challenge up. Fingers crossed for a patch that balances things better.</p><p>That's a fair bit of moaning for a four star review, but rest assured the game earns a recommendation. It's one of the finest Elden Ring-a-likes yet, and a lovely apology from GamesRadar+ after they made me suffer through a <a href="https://www.gamesradar.com/games/action-rpg/code-vein-2-review/"><u>Code Vein 2 review</u></a> earlier this year. Mortal Shell 2 is a bizarre, surprisingly funny, beautifully-made Soulslike with such terrific sights to show you. If you also have the ability to leap into and possess people's corpses, you could do a lot worse than jumping into one who owned a copy of this.</p><p>Mortal Shell 2 was reviewed on PC, with a code provided by the publisher.</p><p><em>Want more tough adventuring? Check out our </em><a href="https://www.gamesradar.com/best-soulslike-games/"><u><em>best Soulslike games</em></u></a><em> ranking!</em></p>
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                                                            <title><![CDATA[ Corsair HS35 V3 is a no-fuss, fantastic sounding wireless headset that is a must-have for PC players on a budget ]]></title>
                                                                                                <dc:content><![CDATA[ <p>While I usually don't like to date reviews too much, I'd be hard-pressed not to mention that we're experiencing a time when just about every aspect of gaming is getting more expensive. Consoles continue to get price hikes, and finding SSDs and storage for a reasonable amount of cash is almost unheard of, so it makes sense that anyone after one of the <a href="https://www.gamesradar.com/best-gaming-headsets/">best gaming headsets</a> may not want to spend a fortune. If that sounds like a familiar scenario, then the Corsair HS35 V3 might be up your street.<br><br>The wireless version I've reviewed today is just $79.99 / £69.99, and provides more than enough to warrant its MSRP. You've got wired, Bluetooth, and 2.4GHz wireless support, compatibility with a range of platforms including the PC and PS5, and it's an absolute joy to have on the head. The pair doesn't do quite enough to knock my favorite sub-$100 pick out of my gaming accessory rotation, but it's easily become one of my new go-to budget recommendations to date.</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>$79.99 / £69.99</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 / Bluetooth / 2.4GHz wireless</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>50mm neodymium drivers</p></td></tr><tr><td class="firstcol " ><p><strong>Frequency response</strong></p></td><td  ><p>20Hz - 20 kHz</p></td></tr><tr><td class="firstcol " ><p><strong>Microphone</strong></p></td><td  ><p>Detachable Omnidirectional mic</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>x 1 Multi-function button, volume wheel</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>Up to 30 hours</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>250g</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PC, Mac, PS4/5, 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="sgfagrDmtEuMvYUpyG5ztg" name="hs35v3-3" alt="Photo of the side of the Corsair HS35 V3 wireless headset." src="https://cdn.mos.cms.futurecdn.net/sgfagrDmtEuMvYUpyG5ztg.jpg" mos="" align="middle" fullscreen="" width="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 third iteration of the HS35 (if you didn't already surmise from the 'V3' tacked on to its name), and Corsair chose to model it more after the second release. I'm pretty glad they did, as I much prefer the pill-shaped earcups over what came before.<br><br>For this over-ear, closed pair, the exterior of each cup features the Corsair logo printed on a recessed and textured circular pad. It's a purely aesthetic choice, as the design isn't textured enough to form a good grip, but it looks pretty swell all things considered. But then again, I'm always pretty privy to the look of the brand's headsets - the <a href="https://www.gamesradar.com/hardware/headsets-headphones/if-youre-an-rgb-fiend-like-me-then-you-need-to-check-out-this-corsair-wireless-headset-deal/">Corsair Virtuoso Max wireless</a> and its space-age metal look is still up there amongst my favorites in the brand's repertoire.</p><p>For this review, I was provided with the White version, but the pair is also available in Carbon black, and there's a cheaper £39.99 / $49.99 wired version available in the same two-color combos. The white version contrasts nicely with the grey soft fabric ear pads and matching floating headband. When it comes to color, that's pretty much all she wrote, as there's no RGB lighting to be found on this new Corsair release.</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="sTKAxwwHYz8hAx2wiRWCfP" name="corsairv3-2" alt="Close up of the Corsair HS35 V3 wireless dongle." src="https://cdn.mos.cms.futurecdn.net/sTKAxwwHYz8hAx2wiRWCfP.jpg" mos="" align="middle" fullscreen="" width="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>As far as features go, the HS35 V3 keeps things pretty simple. There are 50mm neodymium audio drivers powering these cups, with a sound that can be personalized with Dolby Atmos Spatial Audio (via the PC Dolby Atmos app). There's no iCue connectivity here, which is ideal for those who aren't big fans of Corsair's proprietary software and want to keep software bloat to a minimum.<br><br>Besides the sound, Corsair has included a detachable omnidirectional microphone, up to 30 hours of battery life, and Tri-mode connectivity. The cups come packaged with a USB-C cable for charging and wired connectivity, along with a two-part wireless dongle. The dongle is a USB-A adapter and USB-C port in one, and the USB-C part neatly attaches to the side to form one of the handiest and most compact wireless transmitters I've ever used. And trust me, I've used <em>a lot.</em></p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>Before I started testing, I made sure to toggle off any 'Audio Enhancements' via Windows 11's sound settings. By default, these can render the Dolby Atmos app entirely useless. If you just bought the HS35 V3, or have any other headsets that rely on Dolby Atmos, I highly recommend you check that you haven't got any silly Windows settings interfering with your personalization. Ah, the joys of Windows.</p><p>The existence of the Dolby Atmos app is why I chose to start with PC testing; that and the fact that it was incredibly handy for GamesRadar+ purposes. Its plug-and-play attitude made it my go-to choice when chatting to the rest of the hardware team about what we were getting up to, and it's likely going to make appearances in many more Google Team meetings to come. For gaming, it doesn't provide a sound mighty enough to knock the <a href="https://www.gamesradar.com/hardware/headsets-headphones/steelseries-arctis-nova-pro-omni-review/">SteelSeries Arctis Nova Omni</a> off my desk, but it was still pretty marvelous.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="A97JKmtp5tLNwkWaJBfAJU" name="hs35v3-2" alt="Photo of the Corsair HS35 V3 Wireless gaming headset and its detachable microphone." src="https://cdn.mos.cms.futurecdn.net/A97JKmtp5tLNwkWaJBfAJU.jpg" mos="" align="middle" fullscreen="" width="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>By default, there's a lot of power going on. The HS35 V3 can get plenty loud, and it was a relief after testing the unfathomably quiet Glorious GHS Wireless InfinitePlay. From the get-go, there's a pretty evenly levelled sound to low, mid, and high frequencies too. The Counter-Strike 2 title screen jingle sounded pretty fantastic for one, though it did feel like it was missing that oomph I always strive for when it comes to headsets or headphones of any calibre. Equipping the 'Warm' Game setting in Dolby Atmos helped rectify that pretty fast, and it even made bullets feel just that much more impactful.<br><br>Luckily for me, a lot of those were being fired into the enemy and not at me, as the spatial audio tech helped me flank down folk pretty fast. Additionally, I made sure to load up Marvel Rivals on Steam to see how it meshed with the Corsair cups. Ensuring the 'Warm' setting was on to boost the bass and lower frequencies equally helped even out the soundscape with NetEase Games' hero shooter. When it came to playing the PS5 version of the game, I did noticeably miss its more rounded-off sound, particularly as it helped the backing music and sound effects of my pulsating Invisible Woman attacks mesh together in a more cohesive way.<br><br>That's not to say the HS35 V3 sounded bad with its default audio on the Sony console. It was just audibly missing that extra creamy sound, which, when you factor in that Dolby Atmos is only available on PC platforms, leads me to recommend it for PC players above all else. I ended up using the cups for music the most out of everything, as its super lightweight 250g form factor and easy setup made it easy to pop on and off. Any time I wanted to have a little alt-rock disco to myself at my desk while listening to Garbage's self-titled 1995 album, or head-bop to the pop, bassy stylings of Troye Sivan's 'One Of Your Girls', the HS35 V3 got the job done. Of course, having Dolby Atmos's app in my corner helped just as much as it did for gaming.<br><br>I made sure to toggle on the 'Warm' setting under the 'Music' subheading to crank up the bass, and that made them a dream for pretty much all of my most liked tracks on Spotify. Regrettably, I didn't have the app at my disposal for listening to music on the go, so I left these at home. But I've been seriously considering swapping out my <a href="https://www.gamesradar.com/hardware/headsets-headphones/steelseries-arctis-gamebuds-review/">SteelSeries Arctis Game Buds</a> for this headset for my weekend music-filled train journeys regardless.</p><audio src="https://cdn.mos.cms.futurecdn.net/YdfFLeEessna49D5pzomnE/HS35V3Sample.mp3"  controls="controls" preload="none"></audio><p>Of course, if I were, I'd have to make sure to leave the microphone at home. Thankfully, that's an easy feat as it's detachable, which is how I personally like my microphones to be. I also like them to be easily adjustable, and Corsair has that down pat, as the boom arm is made from a bendy metal arm, which actually stays in place. There's nothing more infuriating than a headset microphone that flails around in your peripheral vision.</p><p>As you can hear from the sample above, the microphone in question sounds pretty great. It was louder than I had hoped, so you may want to tweak your audio settings before joining in on a game of Big Walk, or, in my case, Marvel Rivals, with your mates. However, just like the <a href="https://www.gamesradar.com/hardware/headsets-headphones/corsair-void-wireless-v2-review-a-no-nonsense-budget-headset-that-sounds-as-good-as-it-looks/">Corsair Void Wireless V2</a> review, I was yet again impressed by the brand's mic quality.</p><h2 class="article-body__section" id="section-should-you-buy-the-corsair-hs35-v3-wireless-gaming-headset"><span>Should you buy the Corsair HS35 V3 wireless gaming headset?</span></h2><p>The Corsair HS25 V3 is not the most revolutionary new headset, but it's a less-than-$100 pair that's super comfortable, looks great, sounds pretty fabulous, and just does the job. If you're specifically looking at options below that price mark, it's definitely one I'd recommend picking up, particularly if you're a PC die-hard and aren't too fussed about its minimal EQ options.<br><br>Is it my favorite sub-$100 option out there? Technically no, if you can find the  <a href="https://www.gamesradar.com/hardware/headsets-headphones/steelseries-arctis-nova-3-wireless-review-a-budget-friendly-cozy-gamer-dream/" target="_blank">SteelSeries Arctis Nova 3 Wireless</a> on sale. The 3 Wireless retails for $109.99, but is prone to discounts that mark its price down to below that sweet $100 spot. Much like the HS35 V3, it's a no-fuss pair that's compatible with the PC, PS5, Nintendo Switch 2, and more, but it has the benefit of having SteelSeries' app to back it up.</p><p>With no iCue support and the Dolby Atmos app on Windows being your only source of audio customization, console players are not going to be able to take full advantage of the HS35 V3. Meanwhile, you can use the SteelSeries phone app to tailor the Arctis Nova 3 Wireless's sound to your liking and select from hundreds of game audio presets. That's why it remains my top value headset pick, but should you not dig SteelSeries' vibes, Corsair's HS35 V3 is a valid alternative.</p><p>Plus, the built-in "headset connected" voice is one of the nicest I've heard on a piece of tech, if you should care about those things.</p><h2 class="article-body__section" id="section-how-i-tested-the-corsair-hs35-v3-wireless-gaming-headset"><span>How I tested the Corsair HS35 V3 wireless gaming headset</span></h2><p>To get the full lay of the land of what the Corsair HS35 V3 had to offer, I used the headset for a little over two weeks. Whether I was chatting to co-workers in meetings, catching up with friends on Discord, or playing on my PC, PS5, and Nintendo Switch 2, the headset was with me. On PC, this meant using it <em>get good</em> at Counter-Strike 2, Marvel Rivals, and Dispatch. Meanwhile, on the PS5, I used the pair to see how it compared with the console version of Marvel Rivals, Doom Eternal, and Lego Batman Legacy of The Dark Knight. </p><p>When it came to the Switch 2, I tested it alongside the usual testing games of choice, from Mario Kart World to Donkey Kong Bananza, as well as Splatoon Raiders and Final Fantasy 14. When not gaming, I turned up the volume and blasted out bands like Garage, Biffy Clyro, and Boards of Canada on Spotify. I also used the headset to catch up on new additions to Netflix, including the documentary A Toxic Love Story. 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>Check out our </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-ps5-headset-tested/"><em>best PS5 headset</em></a><em>, </em><a href="https://www.gamesradar.com/best-pc-headset-for-gaming/"><em>best PC headset for gaming</em></a><em>, and </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-nintendo-switch-headset-tested/"><em>best Nintendo Switch headset</em></a><em> guides to see how we rank the Corsair HS35 V3 against the best cups on the market today.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/headsets-headphones/corsair-hs35-v3-wireless-review/</link>
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                            <![CDATA[ The wireless version of Corsair's HS35 V3 headset is one of the best options out there for PC players with less than $100 to spare. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 16:18:31 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Headsets & Headphones]]></category>
                                                    <category><![CDATA[PC Gaming]]></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.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:description><![CDATA[Photo of the Corsair HS35 V3 Wireless headset in white sitting on a wooden cabinet.]]></media:description>                                                            <media:text><![CDATA[Photo of the Corsair HS35 V3 Wireless headset in white sitting on a wooden cabinet.]]></media:text>
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                                <p>While I usually don't like to date reviews too much, I'd be hard-pressed not to mention that we're experiencing a time when just about every aspect of gaming is getting more expensive. Consoles continue to get price hikes, and finding SSDs and storage for a reasonable amount of cash is almost unheard of, so it makes sense that anyone after one of the <a href="https://www.gamesradar.com/best-gaming-headsets/">best gaming headsets</a> may not want to spend a fortune. If that sounds like a familiar scenario, then the Corsair HS35 V3 might be up your street.<br><br>The wireless version I've reviewed today is just $79.99 / £69.99, and provides more than enough to warrant its MSRP. You've got wired, Bluetooth, and 2.4GHz wireless support, compatibility with a range of platforms including the PC and PS5, and it's an absolute joy to have on the head. The pair doesn't do quite enough to knock my favorite sub-$100 pick out of my gaming accessory rotation, but it's easily become one of my new go-to budget recommendations to date.</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>$79.99 / £69.99</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 / Bluetooth / 2.4GHz wireless</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>50mm neodymium drivers</p></td></tr><tr><td class="firstcol " ><p><strong>Frequency response</strong></p></td><td  ><p>20Hz - 20 kHz</p></td></tr><tr><td class="firstcol " ><p><strong>Microphone</strong></p></td><td  ><p>Detachable Omnidirectional mic</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>x 1 Multi-function button, volume wheel</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>Up to 30 hours</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>250g</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PC, Mac, PS4/5, 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="sgfagrDmtEuMvYUpyG5ztg" name="hs35v3-3" alt="Photo of the side of the Corsair HS35 V3 wireless headset." src="https://cdn.mos.cms.futurecdn.net/sgfagrDmtEuMvYUpyG5ztg.jpg" mos="" align="middle" fullscreen="" width="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 third iteration of the HS35 (if you didn't already surmise from the 'V3' tacked on to its name), and Corsair chose to model it more after the second release. I'm pretty glad they did, as I much prefer the pill-shaped earcups over what came before.<br><br>For this over-ear, closed pair, the exterior of each cup features the Corsair logo printed on a recessed and textured circular pad. It's a purely aesthetic choice, as the design isn't textured enough to form a good grip, but it looks pretty swell all things considered. But then again, I'm always pretty privy to the look of the brand's headsets - the <a href="https://www.gamesradar.com/hardware/headsets-headphones/if-youre-an-rgb-fiend-like-me-then-you-need-to-check-out-this-corsair-wireless-headset-deal/">Corsair Virtuoso Max wireless</a> and its space-age metal look is still up there amongst my favorites in the brand's repertoire.</p><p>For this review, I was provided with the White version, but the pair is also available in Carbon black, and there's a cheaper £39.99 / $49.99 wired version available in the same two-color combos. The white version contrasts nicely with the grey soft fabric ear pads and matching floating headband. When it comes to color, that's pretty much all she wrote, as there's no RGB lighting to be found on this new Corsair release.</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="sTKAxwwHYz8hAx2wiRWCfP" name="corsairv3-2" alt="Close up of the Corsair HS35 V3 wireless dongle." src="https://cdn.mos.cms.futurecdn.net/sTKAxwwHYz8hAx2wiRWCfP.jpg" mos="" align="middle" fullscreen="" width="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>As far as features go, the HS35 V3 keeps things pretty simple. There are 50mm neodymium audio drivers powering these cups, with a sound that can be personalized with Dolby Atmos Spatial Audio (via the PC Dolby Atmos app). There's no iCue connectivity here, which is ideal for those who aren't big fans of Corsair's proprietary software and want to keep software bloat to a minimum.<br><br>Besides the sound, Corsair has included a detachable omnidirectional microphone, up to 30 hours of battery life, and Tri-mode connectivity. The cups come packaged with a USB-C cable for charging and wired connectivity, along with a two-part wireless dongle. The dongle is a USB-A adapter and USB-C port in one, and the USB-C part neatly attaches to the side to form one of the handiest and most compact wireless transmitters I've ever used. And trust me, I've used <em>a lot.</em></p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>Before I started testing, I made sure to toggle off any 'Audio Enhancements' via Windows 11's sound settings. By default, these can render the Dolby Atmos app entirely useless. If you just bought the HS35 V3, or have any other headsets that rely on Dolby Atmos, I highly recommend you check that you haven't got any silly Windows settings interfering with your personalization. Ah, the joys of Windows.</p><p>The existence of the Dolby Atmos app is why I chose to start with PC testing; that and the fact that it was incredibly handy for GamesRadar+ purposes. Its plug-and-play attitude made it my go-to choice when chatting to the rest of the hardware team about what we were getting up to, and it's likely going to make appearances in many more Google Team meetings to come. For gaming, it doesn't provide a sound mighty enough to knock the <a href="https://www.gamesradar.com/hardware/headsets-headphones/steelseries-arctis-nova-pro-omni-review/">SteelSeries Arctis Nova Omni</a> off my desk, but it was still pretty marvelous.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="A97JKmtp5tLNwkWaJBfAJU" name="hs35v3-2" alt="Photo of the Corsair HS35 V3 Wireless gaming headset and its detachable microphone." src="https://cdn.mos.cms.futurecdn.net/A97JKmtp5tLNwkWaJBfAJU.jpg" mos="" align="middle" fullscreen="" width="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>By default, there's a lot of power going on. The HS35 V3 can get plenty loud, and it was a relief after testing the unfathomably quiet Glorious GHS Wireless InfinitePlay. From the get-go, there's a pretty evenly levelled sound to low, mid, and high frequencies too. The Counter-Strike 2 title screen jingle sounded pretty fantastic for one, though it did feel like it was missing that oomph I always strive for when it comes to headsets or headphones of any calibre. Equipping the 'Warm' Game setting in Dolby Atmos helped rectify that pretty fast, and it even made bullets feel just that much more impactful.<br><br>Luckily for me, a lot of those were being fired into the enemy and not at me, as the spatial audio tech helped me flank down folk pretty fast. Additionally, I made sure to load up Marvel Rivals on Steam to see how it meshed with the Corsair cups. Ensuring the 'Warm' setting was on to boost the bass and lower frequencies equally helped even out the soundscape with NetEase Games' hero shooter. When it came to playing the PS5 version of the game, I did noticeably miss its more rounded-off sound, particularly as it helped the backing music and sound effects of my pulsating Invisible Woman attacks mesh together in a more cohesive way.<br><br>That's not to say the HS35 V3 sounded bad with its default audio on the Sony console. It was just audibly missing that extra creamy sound, which, when you factor in that Dolby Atmos is only available on PC platforms, leads me to recommend it for PC players above all else. I ended up using the cups for music the most out of everything, as its super lightweight 250g form factor and easy setup made it easy to pop on and off. Any time I wanted to have a little alt-rock disco to myself at my desk while listening to Garbage's self-titled 1995 album, or head-bop to the pop, bassy stylings of Troye Sivan's 'One Of Your Girls', the HS35 V3 got the job done. Of course, having Dolby Atmos's app in my corner helped just as much as it did for gaming.<br><br>I made sure to toggle on the 'Warm' setting under the 'Music' subheading to crank up the bass, and that made them a dream for pretty much all of my most liked tracks on Spotify. Regrettably, I didn't have the app at my disposal for listening to music on the go, so I left these at home. But I've been seriously considering swapping out my <a href="https://www.gamesradar.com/hardware/headsets-headphones/steelseries-arctis-gamebuds-review/">SteelSeries Arctis Game Buds</a> for this headset for my weekend music-filled train journeys regardless.</p><audio src="https://cdn.mos.cms.futurecdn.net/YdfFLeEessna49D5pzomnE/HS35V3Sample.mp3"  controls="controls" preload="none"></audio><p>Of course, if I were, I'd have to make sure to leave the microphone at home. Thankfully, that's an easy feat as it's detachable, which is how I personally like my microphones to be. I also like them to be easily adjustable, and Corsair has that down pat, as the boom arm is made from a bendy metal arm, which actually stays in place. There's nothing more infuriating than a headset microphone that flails around in your peripheral vision.</p><p>As you can hear from the sample above, the microphone in question sounds pretty great. It was louder than I had hoped, so you may want to tweak your audio settings before joining in on a game of Big Walk, or, in my case, Marvel Rivals, with your mates. However, just like the <a href="https://www.gamesradar.com/hardware/headsets-headphones/corsair-void-wireless-v2-review-a-no-nonsense-budget-headset-that-sounds-as-good-as-it-looks/">Corsair Void Wireless V2</a> review, I was yet again impressed by the brand's mic quality.</p><h2 class="article-body__section" id="section-should-you-buy-the-corsair-hs35-v3-wireless-gaming-headset"><span>Should you buy the Corsair HS35 V3 wireless gaming headset?</span></h2><p>The Corsair HS25 V3 is not the most revolutionary new headset, but it's a less-than-$100 pair that's super comfortable, looks great, sounds pretty fabulous, and just does the job. If you're specifically looking at options below that price mark, it's definitely one I'd recommend picking up, particularly if you're a PC die-hard and aren't too fussed about its minimal EQ options.<br><br>Is it my favorite sub-$100 option out there? Technically no, if you can find the  <a href="https://www.gamesradar.com/hardware/headsets-headphones/steelseries-arctis-nova-3-wireless-review-a-budget-friendly-cozy-gamer-dream/" target="_blank">SteelSeries Arctis Nova 3 Wireless</a> on sale. The 3 Wireless retails for $109.99, but is prone to discounts that mark its price down to below that sweet $100 spot. Much like the HS35 V3, it's a no-fuss pair that's compatible with the PC, PS5, Nintendo Switch 2, and more, but it has the benefit of having SteelSeries' app to back it up.</p><p>With no iCue support and the Dolby Atmos app on Windows being your only source of audio customization, console players are not going to be able to take full advantage of the HS35 V3. Meanwhile, you can use the SteelSeries phone app to tailor the Arctis Nova 3 Wireless's sound to your liking and select from hundreds of game audio presets. That's why it remains my top value headset pick, but should you not dig SteelSeries' vibes, Corsair's HS35 V3 is a valid alternative.</p><p>Plus, the built-in "headset connected" voice is one of the nicest I've heard on a piece of tech, if you should care about those things.</p><h2 class="article-body__section" id="section-how-i-tested-the-corsair-hs35-v3-wireless-gaming-headset"><span>How I tested the Corsair HS35 V3 wireless gaming headset</span></h2><p>To get the full lay of the land of what the Corsair HS35 V3 had to offer, I used the headset for a little over two weeks. Whether I was chatting to co-workers in meetings, catching up with friends on Discord, or playing on my PC, PS5, and Nintendo Switch 2, the headset was with me. On PC, this meant using it <em>get good</em> at Counter-Strike 2, Marvel Rivals, and Dispatch. Meanwhile, on the PS5, I used the pair to see how it compared with the console version of Marvel Rivals, Doom Eternal, and Lego Batman Legacy of The Dark Knight. </p><p>When it came to the Switch 2, I tested it alongside the usual testing games of choice, from Mario Kart World to Donkey Kong Bananza, as well as Splatoon Raiders and Final Fantasy 14. When not gaming, I turned up the volume and blasted out bands like Garage, Biffy Clyro, and Boards of Canada on Spotify. I also used the headset to catch up on new additions to Netflix, including the documentary A Toxic Love Story. 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>Check out our </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-ps5-headset-tested/"><em>best PS5 headset</em></a><em>, </em><a href="https://www.gamesradar.com/best-pc-headset-for-gaming/"><em>best PC headset for gaming</em></a><em>, and </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-nintendo-switch-headset-tested/"><em>best Nintendo Switch headset</em></a><em> guides to see how we rank the Corsair HS35 V3 against the best cups on the market today.</em></p>
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                                                            <title><![CDATA[ Lanterns review: "A shining beacon of light when the DCU is at its shakiest" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Dead bodies. Danger. A small-town conspiracy. A grizzled vet and a plucky upstart trying to crack the case.</p><p>Stop me if you've heard this one before. </p><p>At first glance, Lanterns treads old, murderous ground in the 'backwater' of Rushville, Nebraska after a mass shooting at a high school football game. The grimy tendrils of True Detective, Top of the Lake, and even Fargo stretch out in familiar fashion across the grounded superhero detective show's first seven episodes.</p><p>But then, a flash of green light and we're suddenly stepping into the territory of two sets of three letters: HBO and – perhaps more intriguingly for comic book fans and crime aficionados alike – the DCU. </p><p>Those hungry for a prestige procedural, as fans of the channel that brought us The Wire and Mare of Easttown can rest easy, even if they may be quick to raise an eyebrow over its DC trappings. </p><p>The origins of the incumbent Green Lantern Hal Jordan (Kyle Chandler, in superbly irascible form throughout) – essentially a space cop, with jurisdiction over Earth in 'Sector 2814' – are wisely breezed over in favor of Lanterns' magnetic not-so-buddy-buddy cop dynamic. </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>August 16<br><strong>Available on: </strong>HBO/HBO Max<br><strong>Showrunner:</strong> Chris Mundy<br><strong>Episodes reviewed:</strong> 7 (out of 8)</p></div></div><p>Hal, world-weary and just as quick with a vicious barb as he is at manifesting green-hued matter through his Lantern ring, has been in the job for decades by the time we meet him in 2016. There, he descends on a town filled with upstanding law enforcement, suspicious benefactors, and a John Dutton-esque patriarch in the shape of Garrett Dillahunt's fearsome cowboy William Macon. </p><p>In Hal's rear-view mirror is his trainee: hungry young lion John Stewart (Aaron Pierre), all restless charisma and eager to prove he's more than a "backup quarterback."</p><h2 id="in-brightest-day">In brightest day...</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gTRAYRbk27JfByXvt3Hnjn" name="Lanterns" alt="Lanterns" src="https://cdn.mos.cms.futurecdn.net/gTRAYRbk27JfByXvt3Hnjn.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: DC Studios)</span></figcaption></figure><p>A promising premise if ever there was one, only bolstered by an all-star creative team (Ozark's Chris Mundy, Watchmen and The Leftovers' Damon Lindelof, and comic book legend Tom King) injecting the sort of narrative momentum that puts most glacially-paced miniseries to shame.</p><p>In Lanterns, cliffhangers are sudden and meaningful. Each episode ends on a beat that will make the week-long gap between new entries excruciating and exciting in equal measure. </p><p>The plot, too, moves with such immediacy that you'll scarcely have time to take in the vivid and sharply-drawn wider cast, including Kelly Macdonald as the perma-conflicted Sheriff Kane and Laura Linney as a matter-of-fact Guardian of the Universe pulling strings in the background (not to be confused with James Gunn's Guardians of the Galaxy, it should be said).</p><p>One mid-season episode could even be mistaken for a finale; such is the speed the investigation – which soon introduces an alien race familiar to DC fans – unspools and later resolves itself.</p><p>Thrillingly, the writers appear to have thrown plot armor to the wayside, too. Rushville is a nasty, odd, and lethal place to live – and Lanterns makes that known at every turn. </p><p>It's a brave and bold approach which, from the jump, turns this DC adventure from a twist on standard comic book fare into HBO's most dangerous show since Boardwalk Empire or classic Game of Thrones. At any given juncture, no one is safe, and Big Moments can happen at any time.</p><div><blockquote><p>This isn't Superman's good-natured intentions, nor is it a flawed Supergirl or Guy Gardner's cocky bluster. Lanterns teases something far richer</p></blockquote></div><p>But this isn't just about the crime; it's mostly about the characters. In Hal Jordan and John Stewart, Lanterns couldn't have chosen a better pairing. It also ensures any danger of the HBO series falling into comfortable, uninspired genre rhythms is soon swept away in favor of exploring the fiery side to the duo's relationship – and a shared history that, admittedly, dilutes the uniqueness of how Green Lanterns are chosen. More on that in a moment.</p><p>Not only does the pair being at constant loggerheads scratch the Rust Cohle and Marty Hart itch we've been clamoring for ever since True Detective's first season, it skilfully turns expectations on what a hero truly is in this fledgling universe on its head. </p><p>This isn't Superman's good-natured intentions, nor is it a flawed Supergirl or Guy Gardner's cocky bluster. Lanterns teases something far richer, the sort of emotional complexities that can only be drawn out by spending eight hours with our protagonists. There are even shades of Damon Lindelof's Watchmen in how Lanterns subtly confronts deep-rooted race issues in America alongside Hal's rapidly decaying sense of self-worth.</p><h2 id="in-darkest-night">...in darkest night</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YQzSRjPtUpYXAHVsXKjhrn" name="Lanterns" alt="Lanterns" src="https://cdn.mos.cms.futurecdn.net/YQzSRjPtUpYXAHVsXKjhrn.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: DC Studios)</span></figcaption></figure><p>Yet, it's not all perfect. There are times, particularly in an oddly-placed third episode that over-explains John Stewart's backstory, where Lanterns loses faith in itself and attempts to outwit an imaginary comic book audience.</p><p>In a series of events that will likely rankle with a dyed-in-the-wool DC pack, Green Lanterns lore is twisted, reframing John's lay-up of a hero's journey as a faintly unpalatable 'destiny' that robs him of most agency and comes dangerously close to a dual act of character assassination for both John and Hal, who also has an indirect part to play in John's childhood.</p><p>Those misdemeanors, though, are mild and don't derail the show – even if the lack of faith partially betrays Lanterns' primary mission of frontloading narrative shocks amid a surprisingly restrained use of CGI and color.</p><p>Yes, let's talk about the green elephant in the room. No, Lanterns is not a wide-eyed spectacle that looks like it's leapt off the pages of Geoff Johns' classic Green Lantern run. Its palette is frequently brown, muddy, and muted. Nor does it come close to approaching cosmic territory, save for a sprinkling of Sinestro (Ulrich Thomsen) that feels almost unfair in both how good it is and how infrequently the DC supervillain is deployed. </p><p>But does it matter? Absolutely not. This is, in many ways, a deliberate departure from 2011's Green Lantern movie. Not that you'll be thinking about the Ryan Reynolds bomb here. You'll be too busy getting lost in a captivating mystery, drenched in subtle character work and wrapped around a masterful Hal/John dynamic that almost begs to be wrung dry across multiple seasons.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5WXE52NvpMxntRJ46P3rNF" name="Sinestro in Lanterns" alt="Sinestro in the Lanterns trailer" src="https://cdn.mos.cms.futurecdn.net/5WXE52NvpMxntRJ46P3rNF.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: HBO/DC Studios)</span></figcaption></figure><p>Dead bodies. Danger. A small-town conspiracy. <em>You know the rest.</em> Yes, we've been here before. Lanterns, though, is a fascinating blend of comic book caper and murder mystery. Its core pairing of Hal Jordan and John Stewart – despite some controversial deviations from their traditional origins – crackles with tension and genuine physical threat in a manner that feels novel to both the superhero genre and the many detective shows it successfully emulates.</p><p>Better yet, it's a confident story being told at a time when the foundations of the DCU are at their shakiest.  After all, Supergirl faltered big time at the box office, and James Gunn's post-<a href="https://www.gamesradar.com/entertainment/dc-movies/superman-2-man-of-tomorrow-release-date-cast-plot-trailer/">Man of Tomorrow</a> plans have not yet materialized. The DCU needed this win.</p><p>Whether it's in brightest day or blackest night for the DCU, Lanterns is guaranteed to be a shining beacon of light among its superhero TV contemporaries – and close to essential viewing, whether you're a DC fan or otherwise.</p><p>Lanterns airs on HBO and HBO Max Sunday, August 16 in the US and on HBO Max in the UK on August 17.</p><p>For more on what that means for you, check out our <a href="https://www.gamesradar.com/entertainment/dc-tv-shows/lanterns-release-date-time-schedule-hbo-max/">Lanterns release schedule</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/entertainment/dc-tv-shows/lanterns-review/</link>
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                            <![CDATA[ Lanterns review: "A shining beacon of light when the DCU is at its shakiest" ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 16:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[DC TV Shows]]></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.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Lanterns]]></media:description>                                                            <media:text><![CDATA[Lanterns]]></media:text>
                                <media:title type="plain"><![CDATA[Lanterns]]></media:title>
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                                <p>Dead bodies. Danger. A small-town conspiracy. A grizzled vet and a plucky upstart trying to crack the case.</p><p>Stop me if you've heard this one before. </p><p>At first glance, Lanterns treads old, murderous ground in the 'backwater' of Rushville, Nebraska after a mass shooting at a high school football game. The grimy tendrils of True Detective, Top of the Lake, and even Fargo stretch out in familiar fashion across the grounded superhero detective show's first seven episodes.</p><p>But then, a flash of green light and we're suddenly stepping into the territory of two sets of three letters: HBO and – perhaps more intriguingly for comic book fans and crime aficionados alike – the DCU. </p><p>Those hungry for a prestige procedural, as fans of the channel that brought us The Wire and Mare of Easttown can rest easy, even if they may be quick to raise an eyebrow over its DC trappings. </p><p>The origins of the incumbent Green Lantern Hal Jordan (Kyle Chandler, in superbly irascible form throughout) – essentially a space cop, with jurisdiction over Earth in 'Sector 2814' – are wisely breezed over in favor of Lanterns' magnetic not-so-buddy-buddy cop dynamic. </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>August 16<br><strong>Available on: </strong>HBO/HBO Max<br><strong>Showrunner:</strong> Chris Mundy<br><strong>Episodes reviewed:</strong> 7 (out of 8)</p></div></div><p>Hal, world-weary and just as quick with a vicious barb as he is at manifesting green-hued matter through his Lantern ring, has been in the job for decades by the time we meet him in 2016. There, he descends on a town filled with upstanding law enforcement, suspicious benefactors, and a John Dutton-esque patriarch in the shape of Garrett Dillahunt's fearsome cowboy William Macon. </p><p>In Hal's rear-view mirror is his trainee: hungry young lion John Stewart (Aaron Pierre), all restless charisma and eager to prove he's more than a "backup quarterback."</p><h2 id="in-brightest-day">In brightest day...</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gTRAYRbk27JfByXvt3Hnjn" name="Lanterns" alt="Lanterns" src="https://cdn.mos.cms.futurecdn.net/gTRAYRbk27JfByXvt3Hnjn.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: DC Studios)</span></figcaption></figure><p>A promising premise if ever there was one, only bolstered by an all-star creative team (Ozark's Chris Mundy, Watchmen and The Leftovers' Damon Lindelof, and comic book legend Tom King) injecting the sort of narrative momentum that puts most glacially-paced miniseries to shame.</p><p>In Lanterns, cliffhangers are sudden and meaningful. Each episode ends on a beat that will make the week-long gap between new entries excruciating and exciting in equal measure. </p><p>The plot, too, moves with such immediacy that you'll scarcely have time to take in the vivid and sharply-drawn wider cast, including Kelly Macdonald as the perma-conflicted Sheriff Kane and Laura Linney as a matter-of-fact Guardian of the Universe pulling strings in the background (not to be confused with James Gunn's Guardians of the Galaxy, it should be said).</p><p>One mid-season episode could even be mistaken for a finale; such is the speed the investigation – which soon introduces an alien race familiar to DC fans – unspools and later resolves itself.</p><p>Thrillingly, the writers appear to have thrown plot armor to the wayside, too. Rushville is a nasty, odd, and lethal place to live – and Lanterns makes that known at every turn. </p><p>It's a brave and bold approach which, from the jump, turns this DC adventure from a twist on standard comic book fare into HBO's most dangerous show since Boardwalk Empire or classic Game of Thrones. At any given juncture, no one is safe, and Big Moments can happen at any time.</p><div><blockquote><p>This isn't Superman's good-natured intentions, nor is it a flawed Supergirl or Guy Gardner's cocky bluster. Lanterns teases something far richer</p></blockquote></div><p>But this isn't just about the crime; it's mostly about the characters. In Hal Jordan and John Stewart, Lanterns couldn't have chosen a better pairing. It also ensures any danger of the HBO series falling into comfortable, uninspired genre rhythms is soon swept away in favor of exploring the fiery side to the duo's relationship – and a shared history that, admittedly, dilutes the uniqueness of how Green Lanterns are chosen. More on that in a moment.</p><p>Not only does the pair being at constant loggerheads scratch the Rust Cohle and Marty Hart itch we've been clamoring for ever since True Detective's first season, it skilfully turns expectations on what a hero truly is in this fledgling universe on its head. </p><p>This isn't Superman's good-natured intentions, nor is it a flawed Supergirl or Guy Gardner's cocky bluster. Lanterns teases something far richer, the sort of emotional complexities that can only be drawn out by spending eight hours with our protagonists. There are even shades of Damon Lindelof's Watchmen in how Lanterns subtly confronts deep-rooted race issues in America alongside Hal's rapidly decaying sense of self-worth.</p><h2 id="in-darkest-night">...in darkest night</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YQzSRjPtUpYXAHVsXKjhrn" name="Lanterns" alt="Lanterns" src="https://cdn.mos.cms.futurecdn.net/YQzSRjPtUpYXAHVsXKjhrn.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: DC Studios)</span></figcaption></figure><p>Yet, it's not all perfect. There are times, particularly in an oddly-placed third episode that over-explains John Stewart's backstory, where Lanterns loses faith in itself and attempts to outwit an imaginary comic book audience.</p><p>In a series of events that will likely rankle with a dyed-in-the-wool DC pack, Green Lanterns lore is twisted, reframing John's lay-up of a hero's journey as a faintly unpalatable 'destiny' that robs him of most agency and comes dangerously close to a dual act of character assassination for both John and Hal, who also has an indirect part to play in John's childhood.</p><p>Those misdemeanors, though, are mild and don't derail the show – even if the lack of faith partially betrays Lanterns' primary mission of frontloading narrative shocks amid a surprisingly restrained use of CGI and color.</p><p>Yes, let's talk about the green elephant in the room. No, Lanterns is not a wide-eyed spectacle that looks like it's leapt off the pages of Geoff Johns' classic Green Lantern run. Its palette is frequently brown, muddy, and muted. Nor does it come close to approaching cosmic territory, save for a sprinkling of Sinestro (Ulrich Thomsen) that feels almost unfair in both how good it is and how infrequently the DC supervillain is deployed. </p><p>But does it matter? Absolutely not. This is, in many ways, a deliberate departure from 2011's Green Lantern movie. Not that you'll be thinking about the Ryan Reynolds bomb here. You'll be too busy getting lost in a captivating mystery, drenched in subtle character work and wrapped around a masterful Hal/John dynamic that almost begs to be wrung dry across multiple seasons.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5WXE52NvpMxntRJ46P3rNF" name="Sinestro in Lanterns" alt="Sinestro in the Lanterns trailer" src="https://cdn.mos.cms.futurecdn.net/5WXE52NvpMxntRJ46P3rNF.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: HBO/DC Studios)</span></figcaption></figure><p>Dead bodies. Danger. A small-town conspiracy. <em>You know the rest.</em> Yes, we've been here before. Lanterns, though, is a fascinating blend of comic book caper and murder mystery. Its core pairing of Hal Jordan and John Stewart – despite some controversial deviations from their traditional origins – crackles with tension and genuine physical threat in a manner that feels novel to both the superhero genre and the many detective shows it successfully emulates.</p><p>Better yet, it's a confident story being told at a time when the foundations of the DCU are at their shakiest.  After all, Supergirl faltered big time at the box office, and James Gunn's post-<a href="https://www.gamesradar.com/entertainment/dc-movies/superman-2-man-of-tomorrow-release-date-cast-plot-trailer/">Man of Tomorrow</a> plans have not yet materialized. The DCU needed this win.</p><p>Whether it's in brightest day or blackest night for the DCU, Lanterns is guaranteed to be a shining beacon of light among its superhero TV contemporaries – and close to essential viewing, whether you're a DC fan or otherwise.</p><p>Lanterns airs on HBO and HBO Max Sunday, August 16 in the US and on HBO Max in the UK on August 17.</p><p>For more on what that means for you, check out our <a href="https://www.gamesradar.com/entertainment/dc-tv-shows/lanterns-release-date-time-schedule-hbo-max/">Lanterns release schedule</a>.</p>
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                                                            <title><![CDATA[ This Lego Mario Kart set may seem simple, but it's one of the toy-maker's best large-scale figures to date ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Mario's younger brother is often stuck in second place compared to his more popular sibling, but not with the Lego Luigi & Mach 8 set. This model gives him the spotlight he deserves.</p><p>Honestly, this is a great model. Is it going to top a list of the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego sets</a> any time soon? No, because I think the Mario equivalent looks just that little bit better. It's also more iconic. But considering how excellent Lego Luigi & Mach 8 is, that says a lot about the quality of the company's recent Mario kits. This is a fantastic design.</p><h2 class="article-body__section" id="section-lego-luigi-mach-8-features"><span>Lego Luigi & Mach 8 features</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$179.99/£159.99</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>2,234</p></td></tr><tr><td class="firstcol " ><p>Minifigures</p></td><td  ><p>0</p></td></tr><tr><td class="firstcol " ><p>Build time</p></td><td  ><p>App. 6hrs</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>H: 10in (25cm) | L: 16in (41cm) | W: 9in (23cm)</p></td></tr><tr><td class="firstcol " ><p>Item Number</p></td><td  ><p>72050</p></td></tr></tbody></table></div><p>This is the second of Lego's 18+ Mario Kart display models; it follows hot on the heels of the Lego Mario & Standard Kart design from 2025. Rather than putting Luigi in another bog-standard vehicle, though, it gives him the kart he was closely associated with in Mario Kart 8 marketing – the Mach 8. This was introduced in the aforementioned game and feels like a jet turbine with wheels (it's got excellent speed but poor handling). This model nods to that idea with 'flames' pouring from 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PZPUfyJL2JU52DqHbhec23" name="Lego" alt="Lego Luigi looking to one side in the Mach 8 kart, on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/PZPUfyJL2JU52DqHbhec23.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>Actually, it has a need for speed in general. The wheels move so it's able to 'drive' along, and they can actually be turned using the steering wheel itself. </p><p>As for Luigi, he's made to scale with the previous Mario set and seems roughly in line with Lego The Mighty Bowser. Don't expect him to stand alongside his brother and greatest foe, however. Luigi's legs are locked into a sitting position.</p><h3 class="article-body__section" id="section-build"><span>Build</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="n8XeE3yUdiyVU3QegmytCB" name="Lego" alt="A hand reaches down to move the steering wheel of the Lego Luigi & Mach 8 set" src="https://cdn.mos.cms.futurecdn.net/n8XeE3yUdiyVU3QegmytCB.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>Putting this model together was a more sedate experience than I'd expected. Despite the size, it doesn't bog you down with too many small pieces; you should be able to rattle through it quickly. It took me between five and six hours to finish.</p><p>OK, there are a couple of tricky bits around the head and face that require patience. But otherwise, it's a very straightforward build. Even if you're new to Lego or haven't made sets in years, you won't struggle with this one.</p><h3 class="article-body__section" id="section-design"><span>Design</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sCUkfBwQqZuCGYzNXWXBJb" name="Lego" alt="Lego Mach 8 Kart seen from behind, with flames coming out of the exhaust" src="https://cdn.mos.cms.futurecdn.net/sCUkfBwQqZuCGYzNXWXBJb.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>It turns out that Lego's excellent Mario & Standard Kart set wasn't a fluke, because this one is equally great. So many large-scale Lego figures squat in the uncanny valley (remember the "I've seen things" Chewbacca, or even <a href="https://www.gamesradar.com/toys-collectibles/lego-pikachu-and-poke-ball-72152-review/">Lego Pikachu and Poke Ball</a>?), but not Luigi. It's a dead ringer for the character despite being made of blocks and bricks. </p><p>Frankly, this is Lego showing off. The only thing that'd make it better is the option to straighten his legs so you can have a Luigi figure standing beside his brother and Bowser.</p><p>Actually, that's a lie; the only <em>other </em>thing it needs is the option to swap out his eyes to create the Death Stare Luigi meme. I mean, c'mon. It's low-hanging fruit, and would be the cherry atop the cake. </p><h2 class="article-body__section" id="section-should-you-buy-lego-luigi-mach-8"><span>Should you buy Lego Luigi & Mach 8?</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="93c7LQZAVjYjGaJKnAFWgB" name="Lego" alt="Lego Luigi against a plain black background" src="https://cdn.mos.cms.futurecdn.net/93c7LQZAVjYjGaJKnAFWgB.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>If you're building a collection of Lego Mario kits, have the Mario & Standard Kart already, or adore Luigi, this model is a no-brainer. If you're trying to find a great display piece, it's also a winner; it's characterful and looks fantastic on a shelf, whether on its display stand or just stood on the wheels. </p><p>If you just want one Mario Kart (or Super Mario-themed) set and don't adore Luigi, though, I'd suggest Mario instead. It's very similar and manages all the same tricks, but is more iconic. </p><h2 id="buy-it-if-7">Buy it if...</h2><div class="product"><p>✅ <strong>You love Luigi: </strong>If you're a fan of the ghost-hunting, plumbing hero, this is an easy recommendation.<br><br>✅ <strong>You're building a Mario Kart collection: </strong>This is another fantastic entry in the new Mario Kart series, and I really don't have a bad word to say about it.</p></div><h2 id="don-t-buy-it-if-2">Don't buy it if...</h2><div class="product"><p>❌ <strong>You only have space for one Mario Kart set: </strong>If you're only in the market for a single set and don't adore Luigi, I think the Mario version is the better purchase.<br><br>❌ <strong>You're buying for younger kids: </strong>This isn't a toy, so won't suit young builders. It's a display piece first and foremost, even if it does roll around.</p></div><h2 class="article-body__section" id="section-how-we-tested-lego-luigi-mach-8"><span>How we tested Lego Luigi & Mach 8</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="3j4gvGsYebc6KCT3NrfAAo" name="Lego" alt="Lego Luigi, the front of the Mach 8 Kart, and the set's stand on a wooden table" src="https://cdn.mos.cms.futurecdn.net/3j4gvGsYebc6KCT3NrfAAo.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>This review was made using a kit supplied by the manufacturer.</p><p>I spent roughly a week on and off making Lego Luigi & Mach 8, mostly at the kitchen table or on the sofa while watching TV. I made sure to take note of any highlights or problem areas during the build so I could better make a verdict. If you want a more exact idea of how our testing process works, check out the full <a href="https://www.gamesradar.com/reviews-policy/">GamesRadar+ review policy</a>.</p><p>As for myself, I've been building Lego since I was a child in the '90s (one of the first models I remember making was the Arwing from the Star Fox SNES game). Professionally speaking, I've written news, features, and reviews about Lego for over seven years.</p><p><em>This isn't the only great model based on a beloved Nintendo icon; </em><a href="https://www.gamesradar.com/toys-collectibles/lego-eevee-72151-review/"><em>Lego Eevee</em></a><em> is hands down one of our favorite Pokemon sets.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/toys-collectibles/lego-luigi-and-mach-8-review/</link>
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                            <![CDATA[ We go hands-on with the impressive Lego Luigi & Mach 8 display set. Here's what we think ]]>
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                                                                        <pubDate>Thu, 13 Aug 2026 09:40:13 +0000</pubDate>                                                                                                                                <updated>Thu, 13 Aug 2026 09:41:04 +0000</updated>
                                                                                                                                            <category><![CDATA[Toys & Collectibles]]></category>
                                                                                                <author><![CDATA[ benjamin.abbott@futurenet.com (Benjamin Abbott) ]]></author>                    <dc:creator><![CDATA[ Benjamin Abbott ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/EbTqVCYA64K6bMTASqJCYW.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;I&#039;ve been writing about games in one form or another since 2012, and my bylines include Metro, TechRadar, and PC Gamer. However, these days you&#039;ll find me managing GamesRadar+&#039;s tabletop gaming and toy coverage – I spend my time handling everything from board game reviews to the latest Lego news. I&#039;ve also been obsessed with Warhammer since the 1990s and enjoy nothing more than running tabletop RPGs like D&amp;D as a Dungeon Master, so if it involves rolling dice or nerdy collectibles, consider me interested! In my spare time I adore playing board games of all kinds and trying my hand at Magic: The Gathering (beware my goblin-heavy Red Deck Wins/RDW), as well crafting wargaming boards to fight over in 40K and Age of Sigmar. &lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Lego Luigi &amp; Mach 8 Kart on a wooden table, in front of a black background]]></media:description>                                                            <media:text><![CDATA[Lego Luigi &amp; Mach 8 Kart on a wooden table, in front of a black background]]></media:text>
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                                <p>Mario's younger brother is often stuck in second place compared to his more popular sibling, but not with the Lego Luigi & Mach 8 set. This model gives him the spotlight he deserves.</p><p>Honestly, this is a great model. Is it going to top a list of the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego sets</a> any time soon? No, because I think the Mario equivalent looks just that little bit better. It's also more iconic. But considering how excellent Lego Luigi & Mach 8 is, that says a lot about the quality of the company's recent Mario kits. This is a fantastic design.</p><h2 class="article-body__section" id="section-lego-luigi-mach-8-features"><span>Lego Luigi & Mach 8 features</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$179.99/£159.99</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>2,234</p></td></tr><tr><td class="firstcol " ><p>Minifigures</p></td><td  ><p>0</p></td></tr><tr><td class="firstcol " ><p>Build time</p></td><td  ><p>App. 6hrs</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>H: 10in (25cm) | L: 16in (41cm) | W: 9in (23cm)</p></td></tr><tr><td class="firstcol " ><p>Item Number</p></td><td  ><p>72050</p></td></tr></tbody></table></div><p>This is the second of Lego's 18+ Mario Kart display models; it follows hot on the heels of the Lego Mario & Standard Kart design from 2025. Rather than putting Luigi in another bog-standard vehicle, though, it gives him the kart he was closely associated with in Mario Kart 8 marketing – the Mach 8. This was introduced in the aforementioned game and feels like a jet turbine with wheels (it's got excellent speed but poor handling). This model nods to that idea with 'flames' pouring from 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PZPUfyJL2JU52DqHbhec23" name="Lego" alt="Lego Luigi looking to one side in the Mach 8 kart, on a wooden surface" src="https://cdn.mos.cms.futurecdn.net/PZPUfyJL2JU52DqHbhec23.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>Actually, it has a need for speed in general. The wheels move so it's able to 'drive' along, and they can actually be turned using the steering wheel itself. </p><p>As for Luigi, he's made to scale with the previous Mario set and seems roughly in line with Lego The Mighty Bowser. Don't expect him to stand alongside his brother and greatest foe, however. Luigi's legs are locked into a sitting position.</p><h3 class="article-body__section" id="section-build"><span>Build</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="n8XeE3yUdiyVU3QegmytCB" name="Lego" alt="A hand reaches down to move the steering wheel of the Lego Luigi & Mach 8 set" src="https://cdn.mos.cms.futurecdn.net/n8XeE3yUdiyVU3QegmytCB.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>Putting this model together was a more sedate experience than I'd expected. Despite the size, it doesn't bog you down with too many small pieces; you should be able to rattle through it quickly. It took me between five and six hours to finish.</p><p>OK, there are a couple of tricky bits around the head and face that require patience. But otherwise, it's a very straightforward build. Even if you're new to Lego or haven't made sets in years, you won't struggle with this one.</p><h3 class="article-body__section" id="section-design"><span>Design</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sCUkfBwQqZuCGYzNXWXBJb" name="Lego" alt="Lego Mach 8 Kart seen from behind, with flames coming out of the exhaust" src="https://cdn.mos.cms.futurecdn.net/sCUkfBwQqZuCGYzNXWXBJb.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>It turns out that Lego's excellent Mario & Standard Kart set wasn't a fluke, because this one is equally great. So many large-scale Lego figures squat in the uncanny valley (remember the "I've seen things" Chewbacca, or even <a href="https://www.gamesradar.com/toys-collectibles/lego-pikachu-and-poke-ball-72152-review/">Lego Pikachu and Poke Ball</a>?), but not Luigi. It's a dead ringer for the character despite being made of blocks and bricks. </p><p>Frankly, this is Lego showing off. The only thing that'd make it better is the option to straighten his legs so you can have a Luigi figure standing beside his brother and Bowser.</p><p>Actually, that's a lie; the only <em>other </em>thing it needs is the option to swap out his eyes to create the Death Stare Luigi meme. I mean, c'mon. It's low-hanging fruit, and would be the cherry atop the cake. </p><h2 class="article-body__section" id="section-should-you-buy-lego-luigi-mach-8"><span>Should you buy Lego Luigi & Mach 8?</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="93c7LQZAVjYjGaJKnAFWgB" name="Lego" alt="Lego Luigi against a plain black background" src="https://cdn.mos.cms.futurecdn.net/93c7LQZAVjYjGaJKnAFWgB.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>If you're building a collection of Lego Mario kits, have the Mario & Standard Kart already, or adore Luigi, this model is a no-brainer. If you're trying to find a great display piece, it's also a winner; it's characterful and looks fantastic on a shelf, whether on its display stand or just stood on the wheels. </p><p>If you just want one Mario Kart (or Super Mario-themed) set and don't adore Luigi, though, I'd suggest Mario instead. It's very similar and manages all the same tricks, but is more iconic. </p><h2 id="buy-it-if-7">Buy it if...</h2><div class="product"><p>✅ <strong>You love Luigi: </strong>If you're a fan of the ghost-hunting, plumbing hero, this is an easy recommendation.<br><br>✅ <strong>You're building a Mario Kart collection: </strong>This is another fantastic entry in the new Mario Kart series, and I really don't have a bad word to say about it.</p></div><h2 id="don-t-buy-it-if-2">Don't buy it if...</h2><div class="product"><p>❌ <strong>You only have space for one Mario Kart set: </strong>If you're only in the market for a single set and don't adore Luigi, I think the Mario version is the better purchase.<br><br>❌ <strong>You're buying for younger kids: </strong>This isn't a toy, so won't suit young builders. It's a display piece first and foremost, even if it does roll around.</p></div><h2 class="article-body__section" id="section-how-we-tested-lego-luigi-mach-8"><span>How we tested Lego Luigi & Mach 8</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="3j4gvGsYebc6KCT3NrfAAo" name="Lego" alt="Lego Luigi, the front of the Mach 8 Kart, and the set's stand on a wooden table" src="https://cdn.mos.cms.futurecdn.net/3j4gvGsYebc6KCT3NrfAAo.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>This review was made using a kit supplied by the manufacturer.</p><p>I spent roughly a week on and off making Lego Luigi & Mach 8, mostly at the kitchen table or on the sofa while watching TV. I made sure to take note of any highlights or problem areas during the build so I could better make a verdict. If you want a more exact idea of how our testing process works, check out the full <a href="https://www.gamesradar.com/reviews-policy/">GamesRadar+ review policy</a>.</p><p>As for myself, I've been building Lego since I was a child in the '90s (one of the first models I remember making was the Arwing from the Star Fox SNES game). Professionally speaking, I've written news, features, and reviews about Lego for over seven years.</p><p><em>This isn't the only great model based on a beloved Nintendo icon; </em><a href="https://www.gamesradar.com/toys-collectibles/lego-eevee-72151-review/"><em>Lego Eevee</em></a><em> is hands down one of our favorite Pokemon sets.</em></p>
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                                                            <title><![CDATA[ The Scuf Envision Pro's biggest selling point is exactly why I wouldn't recommend it ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Scuf recently launched its second PS5 controller, the Omega. But looking at it, I could only see a very clear resemblance to the brand's <a href="https://www.gamesradar.com/best-pc-controller-for-gaming">PC controller</a> from a few years ago. As it happens, the Envision Pro has always eluded my testing bench until now, so now that the PS5 model is out, it makes for an interesting time to finally go hands-on with it. </p><p>When you look at the Envision Pro, you can see a <a href="https://www.gamesradar.com/best-ps5-controller">PS5 controller</a> that never was. I'm very curious to know the story behind this, because without a PlayStation button and official licensing for Sony's console, this thing is a deadringer for the Omega that launched this year. I wonder if the brand had difficulties securing licensing for it at the time, and the Envision Pro ended up being a PC-only venture that had always been geared toward PlayStation's ecosystem. </p><p>Either way, for the $169.99 / £169.99 it retails for, it offers a lot of unique charm. It has four back buttons, a magnetic faceplate you can swap out at will, Hall sticks, and perhaps its most standout feature, additional side buttons for you to map. I've loved these on other controllers, and have been so keen to try them out here. Unfortunately, what should be the biggest reason for me to recommend you the Envision Pro is the exact reason I'd probably tell you to steer clear of it.</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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="k63JWdu4rpqqiEM7tpjqti" name="Scuf Envision Pro review 10" alt="A Scuf Envision Pro review image" src="https://cdn.mos.cms.futurecdn.net/k63JWdu4rpqqiEM7tpjqti.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 caught my manager Tabitha reviewing the <a href="https://www.gamesradar.com/hardware/gaming-controllers/scuf-omega-review">Scuf Omega</a> in recent months, you can go ahead and skip this section of the review. Literally without the PlayStation branding and some renewed designs, this is the same controller, which makes the Envision Pro feel a little surplus to requirements now, if I'm honest. With PlayStation and PC support, as well as extra bells and whistles, you might as well pay for the new model. That said, if you have no interest in PS5 compatibility, this could be a cheaper option.</p><p>There are accents and design points here that scream PlayStation, but without the licensing, it becomes a tad uncanny. For example, there are symmetrical thumbsticks, which is excellent for giving the Envision Pro its own identity and appeal to folks who prefer this thumbstick configuration and don't feel represented in the PC controller market.</p><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="DJMUmZdc2AUxKBXH88BFki" name="Scuf Envision Pro review 7" alt="The vacant touchpad on the Scuf Envision Pro" src="https://cdn.mos.cms.futurecdn.net/DJMUmZdc2AUxKBXH88BFki.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>But far weirder is the glaring space in the middle of its face where a touchpad should be. Surely, even if the story went that this was supposed to be the Omega a few years earlier, Scuf could have just committed to the bit and thrown its own touchpad or interface into the middle of the pad instead? Without one there, it's so obvious that <em>something </em>was supposed to be there, so you feel like you've been robbed of what the product designers actually wanted to give you. </p><p>Of course, this is a Scuf pad, so that means talking about its design is a little difficult. All of this brand's products now come with magnetic faceplates, which means you can swap them out for other designs if you so wish. You can also perform a full custom color sweep and design the controller of your dreams. There's a lovely selection of colorways outwith going full custom though, and despite my qualms about the missing touchpad, I do think this is a bloody good-looking controller.</p><p>I'm also happy to report that Scuf's best-in-the-biz grip texture is present on the Envision Pro too. It's got that embossed, rubberized, hex-shaped texture dotted all over the grips that means it's a joy to hold. There's plenty of room for all four of my fingers to wrap around them and grip comfortably, and the back button placement is ingenious, creating a small nook for my middle fingers where, in theory, a twitch should be able to actuate either one.</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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vtRGeVktwD6QboMFBDeSzi" name="Scuf Envision Pro review 12" alt="The back of the Scuf Envision Pro" src="https://cdn.mos.cms.futurecdn.net/vtRGeVktwD6QboMFBDeSzi.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>Speaking of which, the Scuf Envision Pro features four back buttons, but as mentioned, these aren't set out vertically like a lot of other pro controllers, with one pair obviously on top of the other. Instead, they're set almost level but angled in opposite directions. This means they're designed for you to use them with your middle finger as opposed to your middle and ring fingers, and that would work wonders, but the way these buttons have been designed lets them down.</p><p>The "top" back buttons are mostly fine. They're angled microswitches that click in really easily, and I don't have too much of an issue with them. Unfortunately, the other extra buttons create an ergonomic mismatch that becomes the Envision Pro's self-sabotaging flaw.</p><p>The "bottom" buttons are angled, plastic panels that feel as though they want to be magnetic back paddles like the ones found on the <a href="https://www.gamesradar.com/hardware/gaming-controllers/gulikit-kk3-max-review">Gulikit KK3 Max</a>, but they're too rigid and wrapped too well around your finger for them to be that easy to actuate. That means they take quite a lot of pressure to press in and, because of their shape, the only way to really apply that pressure is by squeezing the grips of the controller from the side. </p><p>Your middle finger flexes with enough force to actuate the plastic back panel, and as a result, the palm of your hand gets pulled into the side of the controller. </p><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="ZffLrkXjCrxZVCbXa42kSi" name="Scuf Envision Pro review 5" alt="The side buttons on the Scuf Envision Pro" src="https://cdn.mos.cms.futurecdn.net/ZffLrkXjCrxZVCbXa42kSi.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>Why is this a problem? Because the Envision Pro also features two side buttons, which the palm of your hand/inside of your index knuckle are responsible for actuating. To make these easier to press, they're angled outward so only a bit of pressure from your index knuckle is needed to press them in. But that means if you're not careful about it, you're going to be accidentally pressing these every time you squeeze the bottom back buttons. </p><p>In fact, Scuf has made these side buttons so easy to press that even if you're working quite hard with your thumbs on the microswitch face buttons, or you're pulling the trigger a bit too keenly, you'll be pressing these side buttons constantly without meaning to.</p><p>For the record, my problem is not the inclusion of side buttons. In fact, these are actually why I was so keen to check out the Envision Pro to begin with, because controllers with side buttons are so rarely seen. I have had great experiences with them, especially on the <a href="https://www.gamesradar.com/hardware/gaming-controllers/crkd-nitro-deck-plus-review">CRKD Nitro Deck+</a>, where they're integrated right into the side panels of the controller, unraised, and take a more intentional press to use.</p><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="dDkUFGTgTr9his9ThXHHbi" name="Scuf Envision Pro review 2" alt="The back buttons on the Scuf Envision Pro" src="https://cdn.mos.cms.futurecdn.net/dDkUFGTgTr9his9ThXHHbi.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 I'll come onto, this has been causing me loads of problems, but thankfully, you can create and hot-swap between five onboard profiles thanks to some handy buttons, and unassigning the side buttons (or swapping out the buttons for blanks) on some of them might be your best solution. You can map the back buttons without the use of additional software, which is a relief, but if you want to fine-tune, you're annoyingly going to be at the mercy of Corsair's iCUE program. I get on better with this than I do Razer's Synapse or SteelSeries' software, but I stand totally against a need for these gaming hardware brands to force their intrusive, annoying, and bloaty software onto us just for buying one of their products. </p><p>I don't see any reason why Scuf couldn't implement Envision support into one of its existing Windows apps, because introducing iCUE into a PC that doesn't need it for its internal components could cause performance issues or annoying incompatibilities - this has happened to me with iCUE more than once. </p><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="qnZEAyeR6Po3o9EpBWdxgi" name="Scuf Envision Pro review 8" alt="The D-pad on the Scuf Envision Pro" src="https://cdn.mos.cms.futurecdn.net/qnZEAyeR6Po3o9EpBWdxgi.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 is vibration feedback here, but it's pretty weak, and I'm wondering if this is an area that Scuf cut some costs on back when it was likely trying to apply for PlayStation licensing. With official PS5 compatibility, the Envision Pro wouldn't have been able to have rumble or haptics inside it, so with whatever plans changed, it feels like Scuf may have just used some quick-fix motors here. Again, this is all conjecture though, so this is really just my best guess.</p><p>The Envision Pro is equipped with Hall sensor thumbstick modules, and some swappable tops are provided in the box so you can make them a bit taller if you like. Besides the magnetic faceplate, that's sort of it in terms of physical customization, which is a bit of a shame when so many pro controllers are shipping with carry cases and charging stands. </p><p>There is a USB dongle for wireless play, as well as a cable in the box. You can also activate some trigger stops for quicker actuation, and connect a 3.5mm headphone jack. These things are nice, but some more well-rounded customization options, or the ability to add some weights or change thumbstick tensions, would have given the Envision Pro another leg to stand on where its side buttons come up short.</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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Mo6ar9waQ4AnBMQZFH8bei" name="Scuf Envision Pro review 6" alt="The face buttons on the Scuf Envision Pro" src="https://cdn.mos.cms.futurecdn.net/Mo6ar9waQ4AnBMQZFH8bei.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 want to like, and recommend you, this gamepad based on its comfort, symmetrical shape, design, and decent features, but it's so difficult to ignore the glaring problems it has. </p><p>The ergonomic mishaps that I describe above mean that, no matter what genre of gaming I turn the Envision Pro to, its various elements are always dissonant, never singing in pure harmony with one another. </p><p>I loved the Envision Pro as a gamepad to have on my desk whenever I hopped into a car to drive around Cyberpunk 2077's Night City. There really is a lot of comfort to be had with this thing in hand, and I absolutely adore the shape of the triggers. They're longer and narrower than a lot of pro controllers tend to shoot with. It makes them reminiscent of the DualShock 4, and keeps them comfortable for driving in particular. What isn't so ideal is when you have the right-side button mapped to the A button, and as I'm squeezing the accelerator, V decides it's time to jump out of the luxury car I'm driving.</p><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="hvTWC7CRP82raRSW7q65ki" name="Scuf Envision Pro review 1" alt="The angle of the back buttons on the Scuf Envision Pro" src="https://cdn.mos.cms.futurecdn.net/hvTWC7CRP82raRSW7q65ki.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>Similarly, the face buttons of the Envision Pro are clicky and satisfying to use. I had a lot of fun revisiting Dragon Ball: Sparking Zero for this review, since all that button mashing and ultra instinct reaction time needs a controller with great responsiveness. I managed to win some really hard battles I had struggled with a week prior while reviewing the <a href="https://www.gamesradar.com/hardware/gaming-controllers/elo-vagabond-review">ELO Vagabond</a>. In fact, this may have been the only time those side buttons came in handy. In the chaos of it all, they just aided the slightly random button-mashy gameplay, and when used on purpose to dodge at a moment's notice or deliver a ki blast, they were great. </p><p>The same goes for FPS games, as setting one to a crouch button meant I could shoot and duck at the same time in Hunt: Showdown, which helps level out the movement abilities of controller and keyboard players. The thumbsticks felt smooth to use and helped me aim well, as I'd expect of any Hall sensor controller in this day and age. </p><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="P338nRJAve9uJ52jYpvHbi" name="Scuf Envision Pro review 3" alt="The trigger stop switches on the Scuf Envision Pro" src="https://cdn.mos.cms.futurecdn.net/P338nRJAve9uJ52jYpvHbi.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>Even without the side buttons causing issues, I do think those lower back buttons are just a bit too rigid to really be as helpful as they could be. I respect Scuf's design work in almost wrapping them around your middle finger, but this sort of positioning makes you want to be able to use them with a mere twitch like the switches on the <a href="https://www.gamesradar.com/hardware/gaming-controllers/azeron-cyborg-2-review">Azeron Cyborg II</a>, not a full-blown squeeze. I certainly found that when using them to jump around in Towerfall Ascension, as I needed that super-fast movement response and I just wasn't getting it. </p><p>It was in this game where I really wanted more obvious, crunchy feedback to make itself known, but the Envision Pro played it far too cool. Thankfully, trigger stops help to make it feel snappier. I'm not too sure about hiding the release switches for these under the triggers themselves though. As cool as that is from a design standpoint, it isn't the most practical choice, and it means you're going to struggle to use them mid-game.</p><h2 id="should-you-buy-the-scuf-envision-pro">Should you buy the Scuf Envision 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="Wm7NHQ7dGyh8x4p9CKGmri" name="Scuf Envision Pro review 4" alt="A reviewer holding the Scuf Envision Pro in one hand" src="https://cdn.mos.cms.futurecdn.net/Wm7NHQ7dGyh8x4p9CKGmri.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 Scuf Envision Pro does a lot of really cool stuff that makes me want to recommend it. It's comfortable, it's got some clever design points, it's got a symmetrical layout you don't see all too often in the PC market, and its face buttons feel great. I really applaud the innovative design work of the back buttons because they're positioned well; they've just been executed poorly because of how much pressure you need to apply to use them. </p><p>The side buttons are what drew me to this controller, and should be its biggest asset. Unfortunately, they've been integrated in a way that doesn't work well with the rest of the product's features, to the point where it's really hard to ignore it as a flaw. Sure, the solution might be to not have them assigned or replaced with included plastic covers to avoid accidental clicks, but that sort of defeats the point of buying this particular controller because it's then not doing anything differently from the rest of the options on the shelves. </p><p>I really want to recommend a controller with side buttons on it, because they're so hard to come across, so it's very frustrating that they haven't been designed well on the Envision Pro at all. If you can do the relearning and adjusting to your controller grip that's needed to adapt to them, I'm sure you'll love them, but for me, they're far too distracting and easy to misuse. </p><div data-widget-type="review" data-model-name="Scuf Envision Pro,Scuf Envision Pro V2"></div><h2 id="how-i-tested-the-scuf-envision-pro">How I tested the Scuf Envision Pro</h2><p>As is always the case with my controller reviews, I used the Scuf Envision Pro as my main gaming peripheral for around a week before coming to a verdict on it. I tested it across loads of gaming genres and put in hours using it both in more formal tests and as my own everyday controller for gaming. I tested its side buttons in a few different configurations and tried my best to adapt to its unique design points in order to get the best out of it. </p><p>I compared my experience closely to other PC controllers I've tested in the last few years, as well as my manager Tabitha's thoughts on this controller's PS5 successor. </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">GamesRadar+ hardware policy.</a></p><p><em>Not convinced by the Envision Pro? You might want to look 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> instead, or 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/the-scuf-envision-pros-biggest-selling-point-is-exactly-why-i-wouldnt-recommend-it/</link>
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                            <![CDATA[ The Scuf Envision Pro is so close to being a fantastic controller for PC gaming, but its most unique asset is also its Achilles' heel. ]]>
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                                                                        <pubDate>Wed, 12 Aug 2026 16:36:50 +0000</pubDate>                                                                                                                                <updated>Wed, 12 Aug 2026 16:36:55 +0000</updated>
                                                                                                                                            <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.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 cherry blossom Scuf Envision Pro on a wooden desktop]]></media:description>                                                            <media:text><![CDATA[The cherry blossom Scuf Envision Pro on a wooden desktop]]></media:text>
                                <media:title type="plain"><![CDATA[The cherry blossom Scuf Envision Pro on a wooden desktop]]></media:title>
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                                <p>Scuf recently launched its second PS5 controller, the Omega. But looking at it, I could only see a very clear resemblance to the brand's <a href="https://www.gamesradar.com/best-pc-controller-for-gaming">PC controller</a> from a few years ago. As it happens, the Envision Pro has always eluded my testing bench until now, so now that the PS5 model is out, it makes for an interesting time to finally go hands-on with it. </p><p>When you look at the Envision Pro, you can see a <a href="https://www.gamesradar.com/best-ps5-controller">PS5 controller</a> that never was. I'm very curious to know the story behind this, because without a PlayStation button and official licensing for Sony's console, this thing is a deadringer for the Omega that launched this year. I wonder if the brand had difficulties securing licensing for it at the time, and the Envision Pro ended up being a PC-only venture that had always been geared toward PlayStation's ecosystem. </p><p>Either way, for the $169.99 / £169.99 it retails for, it offers a lot of unique charm. It has four back buttons, a magnetic faceplate you can swap out at will, Hall sticks, and perhaps its most standout feature, additional side buttons for you to map. I've loved these on other controllers, and have been so keen to try them out here. Unfortunately, what should be the biggest reason for me to recommend you the Envision Pro is the exact reason I'd probably tell you to steer clear of it.</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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="k63JWdu4rpqqiEM7tpjqti" name="Scuf Envision Pro review 10" alt="A Scuf Envision Pro review image" src="https://cdn.mos.cms.futurecdn.net/k63JWdu4rpqqiEM7tpjqti.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 caught my manager Tabitha reviewing the <a href="https://www.gamesradar.com/hardware/gaming-controllers/scuf-omega-review">Scuf Omega</a> in recent months, you can go ahead and skip this section of the review. Literally without the PlayStation branding and some renewed designs, this is the same controller, which makes the Envision Pro feel a little surplus to requirements now, if I'm honest. With PlayStation and PC support, as well as extra bells and whistles, you might as well pay for the new model. That said, if you have no interest in PS5 compatibility, this could be a cheaper option.</p><p>There are accents and design points here that scream PlayStation, but without the licensing, it becomes a tad uncanny. For example, there are symmetrical thumbsticks, which is excellent for giving the Envision Pro its own identity and appeal to folks who prefer this thumbstick configuration and don't feel represented in the PC controller market.</p><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="DJMUmZdc2AUxKBXH88BFki" name="Scuf Envision Pro review 7" alt="The vacant touchpad on the Scuf Envision Pro" src="https://cdn.mos.cms.futurecdn.net/DJMUmZdc2AUxKBXH88BFki.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>But far weirder is the glaring space in the middle of its face where a touchpad should be. Surely, even if the story went that this was supposed to be the Omega a few years earlier, Scuf could have just committed to the bit and thrown its own touchpad or interface into the middle of the pad instead? Without one there, it's so obvious that <em>something </em>was supposed to be there, so you feel like you've been robbed of what the product designers actually wanted to give you. </p><p>Of course, this is a Scuf pad, so that means talking about its design is a little difficult. All of this brand's products now come with magnetic faceplates, which means you can swap them out for other designs if you so wish. You can also perform a full custom color sweep and design the controller of your dreams. There's a lovely selection of colorways outwith going full custom though, and despite my qualms about the missing touchpad, I do think this is a bloody good-looking controller.</p><p>I'm also happy to report that Scuf's best-in-the-biz grip texture is present on the Envision Pro too. It's got that embossed, rubberized, hex-shaped texture dotted all over the grips that means it's a joy to hold. There's plenty of room for all four of my fingers to wrap around them and grip comfortably, and the back button placement is ingenious, creating a small nook for my middle fingers where, in theory, a twitch should be able to actuate either one.</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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vtRGeVktwD6QboMFBDeSzi" name="Scuf Envision Pro review 12" alt="The back of the Scuf Envision Pro" src="https://cdn.mos.cms.futurecdn.net/vtRGeVktwD6QboMFBDeSzi.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>Speaking of which, the Scuf Envision Pro features four back buttons, but as mentioned, these aren't set out vertically like a lot of other pro controllers, with one pair obviously on top of the other. Instead, they're set almost level but angled in opposite directions. This means they're designed for you to use them with your middle finger as opposed to your middle and ring fingers, and that would work wonders, but the way these buttons have been designed lets them down.</p><p>The "top" back buttons are mostly fine. They're angled microswitches that click in really easily, and I don't have too much of an issue with them. Unfortunately, the other extra buttons create an ergonomic mismatch that becomes the Envision Pro's self-sabotaging flaw.</p><p>The "bottom" buttons are angled, plastic panels that feel as though they want to be magnetic back paddles like the ones found on the <a href="https://www.gamesradar.com/hardware/gaming-controllers/gulikit-kk3-max-review">Gulikit KK3 Max</a>, but they're too rigid and wrapped too well around your finger for them to be that easy to actuate. That means they take quite a lot of pressure to press in and, because of their shape, the only way to really apply that pressure is by squeezing the grips of the controller from the side. </p><p>Your middle finger flexes with enough force to actuate the plastic back panel, and as a result, the palm of your hand gets pulled into the side of the controller. </p><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="ZffLrkXjCrxZVCbXa42kSi" name="Scuf Envision Pro review 5" alt="The side buttons on the Scuf Envision Pro" src="https://cdn.mos.cms.futurecdn.net/ZffLrkXjCrxZVCbXa42kSi.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>Why is this a problem? Because the Envision Pro also features two side buttons, which the palm of your hand/inside of your index knuckle are responsible for actuating. To make these easier to press, they're angled outward so only a bit of pressure from your index knuckle is needed to press them in. But that means if you're not careful about it, you're going to be accidentally pressing these every time you squeeze the bottom back buttons. </p><p>In fact, Scuf has made these side buttons so easy to press that even if you're working quite hard with your thumbs on the microswitch face buttons, or you're pulling the trigger a bit too keenly, you'll be pressing these side buttons constantly without meaning to.</p><p>For the record, my problem is not the inclusion of side buttons. In fact, these are actually why I was so keen to check out the Envision Pro to begin with, because controllers with side buttons are so rarely seen. I have had great experiences with them, especially on the <a href="https://www.gamesradar.com/hardware/gaming-controllers/crkd-nitro-deck-plus-review">CRKD Nitro Deck+</a>, where they're integrated right into the side panels of the controller, unraised, and take a more intentional press to use.</p><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="dDkUFGTgTr9his9ThXHHbi" name="Scuf Envision Pro review 2" alt="The back buttons on the Scuf Envision Pro" src="https://cdn.mos.cms.futurecdn.net/dDkUFGTgTr9his9ThXHHbi.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 I'll come onto, this has been causing me loads of problems, but thankfully, you can create and hot-swap between five onboard profiles thanks to some handy buttons, and unassigning the side buttons (or swapping out the buttons for blanks) on some of them might be your best solution. You can map the back buttons without the use of additional software, which is a relief, but if you want to fine-tune, you're annoyingly going to be at the mercy of Corsair's iCUE program. I get on better with this than I do Razer's Synapse or SteelSeries' software, but I stand totally against a need for these gaming hardware brands to force their intrusive, annoying, and bloaty software onto us just for buying one of their products. </p><p>I don't see any reason why Scuf couldn't implement Envision support into one of its existing Windows apps, because introducing iCUE into a PC that doesn't need it for its internal components could cause performance issues or annoying incompatibilities - this has happened to me with iCUE more than once. </p><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="qnZEAyeR6Po3o9EpBWdxgi" name="Scuf Envision Pro review 8" alt="The D-pad on the Scuf Envision Pro" src="https://cdn.mos.cms.futurecdn.net/qnZEAyeR6Po3o9EpBWdxgi.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 is vibration feedback here, but it's pretty weak, and I'm wondering if this is an area that Scuf cut some costs on back when it was likely trying to apply for PlayStation licensing. With official PS5 compatibility, the Envision Pro wouldn't have been able to have rumble or haptics inside it, so with whatever plans changed, it feels like Scuf may have just used some quick-fix motors here. Again, this is all conjecture though, so this is really just my best guess.</p><p>The Envision Pro is equipped with Hall sensor thumbstick modules, and some swappable tops are provided in the box so you can make them a bit taller if you like. Besides the magnetic faceplate, that's sort of it in terms of physical customization, which is a bit of a shame when so many pro controllers are shipping with carry cases and charging stands. </p><p>There is a USB dongle for wireless play, as well as a cable in the box. You can also activate some trigger stops for quicker actuation, and connect a 3.5mm headphone jack. These things are nice, but some more well-rounded customization options, or the ability to add some weights or change thumbstick tensions, would have given the Envision Pro another leg to stand on where its side buttons come up short.</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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Mo6ar9waQ4AnBMQZFH8bei" name="Scuf Envision Pro review 6" alt="The face buttons on the Scuf Envision Pro" src="https://cdn.mos.cms.futurecdn.net/Mo6ar9waQ4AnBMQZFH8bei.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 want to like, and recommend you, this gamepad based on its comfort, symmetrical shape, design, and decent features, but it's so difficult to ignore the glaring problems it has. </p><p>The ergonomic mishaps that I describe above mean that, no matter what genre of gaming I turn the Envision Pro to, its various elements are always dissonant, never singing in pure harmony with one another. </p><p>I loved the Envision Pro as a gamepad to have on my desk whenever I hopped into a car to drive around Cyberpunk 2077's Night City. There really is a lot of comfort to be had with this thing in hand, and I absolutely adore the shape of the triggers. They're longer and narrower than a lot of pro controllers tend to shoot with. It makes them reminiscent of the DualShock 4, and keeps them comfortable for driving in particular. What isn't so ideal is when you have the right-side button mapped to the A button, and as I'm squeezing the accelerator, V decides it's time to jump out of the luxury car I'm driving.</p><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="hvTWC7CRP82raRSW7q65ki" name="Scuf Envision Pro review 1" alt="The angle of the back buttons on the Scuf Envision Pro" src="https://cdn.mos.cms.futurecdn.net/hvTWC7CRP82raRSW7q65ki.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>Similarly, the face buttons of the Envision Pro are clicky and satisfying to use. I had a lot of fun revisiting Dragon Ball: Sparking Zero for this review, since all that button mashing and ultra instinct reaction time needs a controller with great responsiveness. I managed to win some really hard battles I had struggled with a week prior while reviewing the <a href="https://www.gamesradar.com/hardware/gaming-controllers/elo-vagabond-review">ELO Vagabond</a>. In fact, this may have been the only time those side buttons came in handy. In the chaos of it all, they just aided the slightly random button-mashy gameplay, and when used on purpose to dodge at a moment's notice or deliver a ki blast, they were great. </p><p>The same goes for FPS games, as setting one to a crouch button meant I could shoot and duck at the same time in Hunt: Showdown, which helps level out the movement abilities of controller and keyboard players. The thumbsticks felt smooth to use and helped me aim well, as I'd expect of any Hall sensor controller in this day and age. </p><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="P338nRJAve9uJ52jYpvHbi" name="Scuf Envision Pro review 3" alt="The trigger stop switches on the Scuf Envision Pro" src="https://cdn.mos.cms.futurecdn.net/P338nRJAve9uJ52jYpvHbi.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>Even without the side buttons causing issues, I do think those lower back buttons are just a bit too rigid to really be as helpful as they could be. I respect Scuf's design work in almost wrapping them around your middle finger, but this sort of positioning makes you want to be able to use them with a mere twitch like the switches on the <a href="https://www.gamesradar.com/hardware/gaming-controllers/azeron-cyborg-2-review">Azeron Cyborg II</a>, not a full-blown squeeze. I certainly found that when using them to jump around in Towerfall Ascension, as I needed that super-fast movement response and I just wasn't getting it. </p><p>It was in this game where I really wanted more obvious, crunchy feedback to make itself known, but the Envision Pro played it far too cool. Thankfully, trigger stops help to make it feel snappier. I'm not too sure about hiding the release switches for these under the triggers themselves though. As cool as that is from a design standpoint, it isn't the most practical choice, and it means you're going to struggle to use them mid-game.</p><h2 id="should-you-buy-the-scuf-envision-pro">Should you buy the Scuf Envision 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="Wm7NHQ7dGyh8x4p9CKGmri" name="Scuf Envision Pro review 4" alt="A reviewer holding the Scuf Envision Pro in one hand" src="https://cdn.mos.cms.futurecdn.net/Wm7NHQ7dGyh8x4p9CKGmri.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 Scuf Envision Pro does a lot of really cool stuff that makes me want to recommend it. It's comfortable, it's got some clever design points, it's got a symmetrical layout you don't see all too often in the PC market, and its face buttons feel great. I really applaud the innovative design work of the back buttons because they're positioned well; they've just been executed poorly because of how much pressure you need to apply to use them. </p><p>The side buttons are what drew me to this controller, and should be its biggest asset. Unfortunately, they've been integrated in a way that doesn't work well with the rest of the product's features, to the point where it's really hard to ignore it as a flaw. Sure, the solution might be to not have them assigned or replaced with included plastic covers to avoid accidental clicks, but that sort of defeats the point of buying this particular controller because it's then not doing anything differently from the rest of the options on the shelves. </p><p>I really want to recommend a controller with side buttons on it, because they're so hard to come across, so it's very frustrating that they haven't been designed well on the Envision Pro at all. If you can do the relearning and adjusting to your controller grip that's needed to adapt to them, I'm sure you'll love them, but for me, they're far too distracting and easy to misuse. </p><div data-widget-type="review" data-model-name="Scuf Envision Pro,Scuf Envision Pro V2"></div><h2 id="how-i-tested-the-scuf-envision-pro">How I tested the Scuf Envision Pro</h2><p>As is always the case with my controller reviews, I used the Scuf Envision Pro as my main gaming peripheral for around a week before coming to a verdict on it. I tested it across loads of gaming genres and put in hours using it both in more formal tests and as my own everyday controller for gaming. I tested its side buttons in a few different configurations and tried my best to adapt to its unique design points in order to get the best out of it. </p><p>I compared my experience closely to other PC controllers I've tested in the last few years, as well as my manager Tabitha's thoughts on this controller's PS5 successor. </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">GamesRadar+ hardware policy.</a></p><p><em>Not convinced by the Envision Pro? You might want to look 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> instead, or 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[ Hell Let Loose: Vietnam review: "Often frustrating but always involving, this FPS brings war to life and bloody death" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Vietnam was a truly hellish experience for all concerned, and Hell Let Loose: Vietnam, from Expression Games, has absolutely nailed that. I don't even mean for that to come off as backhanded. The game's firefights are intense, often unfair, sometimes heroic, and occasionally funny. Following on from the success of the original game's medley of WW2's Eastern and Western Front greatest hits, Vietnam is a mixture of what works in that game and a complete abandonment of peer-conflict battlefields. On one side, you have the USA, a military superpower, on the other, the North Vietnamese Army, who are, on paper, vastly outmatched. Just as in real life, however, the NVA have a host of tricks up their sleeves to level the playing field.</p><p>The most notable trick at the NVA's disposal is the ability to create tunnels that stretch across the map, linking tunnels and garrisons. While only four of these can be connected at any one time, they create an incredible sense of asymmetric warfare. Enter a tunnel, select where you want to exit, and you'll cut to a first-person cutscene of your (hopefully) claustrophilic soldier crawling to their destination. This is explicitly designed as a counter to the US-exclusive helicopters that are also capable of whisking soldiers across the map, albeit more slowly, and while vulnerable to RPGs and anti-aircraft fire.</p><h2 id="m-i-c-k-e-y-m-o-u-s-e">M-I-C-K-E-Y, M-O-U-S-E</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="skH2WURtsfUVZdb9CG77qe" name="SS_Hellletloosevietnam_02" alt="On an  anti-aircraft gun in Hell Let Loose: Vietnam while Defending the Trainyard" src="https://cdn.mos.cms.futurecdn.net/skH2WURtsfUVZdb9CG77qe.jpg" mos="" align="middle" fullscreen="" width="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><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>August 13, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer:</strong> Expression Games<br><strong>Publisher: </strong>Team17</p></div></div><p>Balance is always a fine line for a multiplayer game to walk, and it must be said, Expression Games has largely done very well. Most of the games I've played across the review period have been proper tug-of-war affairs, but a few times I've questioned whether the balance was actually a little too finely-tuned in favor of the NVA. Part of this is somewhat realistic, in fairness. The maps themselves are a tight mix of jungle, urban environments, and even some fairly desert-like sand dunes, and being able to pop up from a tunnel into the dense camouflage of the jungles accurately represents the home-field advantage of the NVA. That doesn't make it any less frustrating, however, to be shot by an enemy that you can't even see from 150-200 meters. </p><p>Part of the terrifying nature of the Vietnam War, for both sides, was that sightlines were appalling. Here, too, <a href="https://www.gamesradar.com/games/fps/hell-let-loose-vietnam-is-a-highly-lethal-fps-that-is-purpose-built-to-humble-battlefield-players/"><u>if an enemy gets their eyes on you first, you're pretty much done</u></a>. It's no coincidence that the most memorable firefights in my matches are essentially urban warfare, reminiscent of the climax of Full Metal Jacket. One highlight takes place in a fairly self-explanatory Industrial Zone, all railway lines and warehouses, while another revolves around a dense pier, dodging fire and ducking between cargo containers. Crucially, in both of these battles, I could actually see the enemy. </p><p>What's less fun are the moments on certain maps where you spawn and walk 500 meters towards the objective, only to be gunned down by an enemy sniper concealed in a bush half a mile away. Realistic, sure, but fun? No.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xqyGKoHjfCbuTvVWMsNUNe" name="SS_Hellletloosevietnam_05" alt="Capturing Jungle Hill in Hell Let Loose: Vietnam" src="https://cdn.mos.cms.futurecdn.net/xqyGKoHjfCbuTvVWMsNUNe.jpg" mos="" align="middle" fullscreen="" width="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>When you're in a blazing battle, however, the weapons are an absolute joy to use. Whether you're using an M16 or Type 56, M60 or RPD, they're tremendous fun, and crucially, all sound very distinct from one another. It's easy to identify whether a nearby machine gun is an enemy or a friend, and iconic weapons like the spectacularly bloopy M79 grenade launcher are lovingly rendered. Each weapon also gets a fantastically detailed analysis voiced by the Royal Armouries' Jonathan Ferguson, with this treatment even extending to obscurities like Soviet smoke grenades.</p><p>Much like its predecessor, Hell Let Loose: Vietnam is a game that really lives and dies by communication. Hopping on voice chat is almost compulsory if you want to play well and be a good teammate. On the rare occasions that I end up with a completely silent squad, the game's fun takes a notable dip. The importance of teamwork is woven deeply into the game's DNA. Each side has a multitude of roles for you to step into, from your standard rifleman all the way up to grenadiers, pilots, tank commanders, and sniper spotters. Thankfully, the game does feature a tutorial this time, making it a much easier affair to get to grips with, and it's very comprehensive, teaching you the basics of a wide variety of specialisms.</p><p>Playing as a medic is where I feel like I make the biggest impact so far. In a game that's as brutal as this one, being able to resurrect players (who can be revived unless they've been shot in the head or blown to pieces) is very helpful, indeed. While I still rack up the occasional kill as a medic, it's a slightly less intense affair, but one that still makes you feel like a hero after dragging an ally to safety beneath a hail of gunfire.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kTv66yq9yQFxF3gp6jjGve" name="SS_Hellletloosevietnam_03" alt="Aiming the RPG-02 while Defending the Trainyard in Hell Let Loose: Vietnam" src="https://cdn.mos.cms.futurecdn.net/kTv66yq9yQFxF3gp6jjGve.jpg" mos="" align="middle" fullscreen="" width="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>I'll be curious to see whether Expression add more factions to the game over time, and what roles each faction may inherit. Let's not forget that when the original title launched, only the United States and Germany were present, and while we're unlikely to see Squad levels of factions – Anzac forces, the Viet Cong, South Korea and the Pathet Lao could all make for interesting additions. It would have been nice to see this at launch, but there's a very good selection of arms and equipment available already, so you're unlikely to get bored anytime soon.</p><p>For a game that's so rooted in history, with a strong sense of the atrocious nature of the Vietnam War, Hell Let Loose: Vietnam largely succeeds in recreating reality in all its bloody business. That is for both good and ill, but its undeniable frustrations are never quite able to take away from the game's stomach-churningly brutal battles or its moments of sublime teamwork.</p><p>Hell Let Loose: Vietnam was reviewed on PC, with a code provided by the publisher.</p><p><em>Take a look at our </em><a href="https://www.gamesradar.com/best-online-games/"><em>best online games</em></a><em> ranking for more to play!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/fps/hell-let-loose-vietnam-review/</link>
                                                                            <description>
                            <![CDATA[ This FPS' very nature fights against making battles a streamlined experience, but it works ]]>
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                                                                        <pubDate>Wed, 12 Aug 2026 13:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 14 Aug 2026 14:37:17 +0000</updated>
                                                                                                                                            <category><![CDATA[FPS Games]]></category>
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                                                                                                <author><![CDATA[ jecchivers@gmail.com (Joe Chivers) ]]></author>                    <dc:creator><![CDATA[ Joe Chivers ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/UrxLJHZ4Cpdgg4NVa4GQ8k.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Team17]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Key art for Hell Let Loose: Vietnam showing a squad of soldiers approaching an island as fires break out around them]]></media:description>                                                            <media:text><![CDATA[Key art for Hell Let Loose: Vietnam showing a squad of soldiers approaching an island as fires break out around them]]></media:text>
                                <media:title type="plain"><![CDATA[Key art for Hell Let Loose: Vietnam showing a squad of soldiers approaching an island as fires break out around them]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Vietnam was a truly hellish experience for all concerned, and Hell Let Loose: Vietnam, from Expression Games, has absolutely nailed that. I don't even mean for that to come off as backhanded. The game's firefights are intense, often unfair, sometimes heroic, and occasionally funny. Following on from the success of the original game's medley of WW2's Eastern and Western Front greatest hits, Vietnam is a mixture of what works in that game and a complete abandonment of peer-conflict battlefields. On one side, you have the USA, a military superpower, on the other, the North Vietnamese Army, who are, on paper, vastly outmatched. Just as in real life, however, the NVA have a host of tricks up their sleeves to level the playing field.</p><p>The most notable trick at the NVA's disposal is the ability to create tunnels that stretch across the map, linking tunnels and garrisons. While only four of these can be connected at any one time, they create an incredible sense of asymmetric warfare. Enter a tunnel, select where you want to exit, and you'll cut to a first-person cutscene of your (hopefully) claustrophilic soldier crawling to their destination. This is explicitly designed as a counter to the US-exclusive helicopters that are also capable of whisking soldiers across the map, albeit more slowly, and while vulnerable to RPGs and anti-aircraft fire.</p><h2 id="m-i-c-k-e-y-m-o-u-s-e">M-I-C-K-E-Y, M-O-U-S-E</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="skH2WURtsfUVZdb9CG77qe" name="SS_Hellletloosevietnam_02" alt="On an  anti-aircraft gun in Hell Let Loose: Vietnam while Defending the Trainyard" src="https://cdn.mos.cms.futurecdn.net/skH2WURtsfUVZdb9CG77qe.jpg" mos="" align="middle" fullscreen="" width="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><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>August 13, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer:</strong> Expression Games<br><strong>Publisher: </strong>Team17</p></div></div><p>Balance is always a fine line for a multiplayer game to walk, and it must be said, Expression Games has largely done very well. Most of the games I've played across the review period have been proper tug-of-war affairs, but a few times I've questioned whether the balance was actually a little too finely-tuned in favor of the NVA. Part of this is somewhat realistic, in fairness. The maps themselves are a tight mix of jungle, urban environments, and even some fairly desert-like sand dunes, and being able to pop up from a tunnel into the dense camouflage of the jungles accurately represents the home-field advantage of the NVA. That doesn't make it any less frustrating, however, to be shot by an enemy that you can't even see from 150-200 meters. </p><p>Part of the terrifying nature of the Vietnam War, for both sides, was that sightlines were appalling. Here, too, <a href="https://www.gamesradar.com/games/fps/hell-let-loose-vietnam-is-a-highly-lethal-fps-that-is-purpose-built-to-humble-battlefield-players/"><u>if an enemy gets their eyes on you first, you're pretty much done</u></a>. It's no coincidence that the most memorable firefights in my matches are essentially urban warfare, reminiscent of the climax of Full Metal Jacket. One highlight takes place in a fairly self-explanatory Industrial Zone, all railway lines and warehouses, while another revolves around a dense pier, dodging fire and ducking between cargo containers. Crucially, in both of these battles, I could actually see the enemy. </p><p>What's less fun are the moments on certain maps where you spawn and walk 500 meters towards the objective, only to be gunned down by an enemy sniper concealed in a bush half a mile away. Realistic, sure, but fun? No.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xqyGKoHjfCbuTvVWMsNUNe" name="SS_Hellletloosevietnam_05" alt="Capturing Jungle Hill in Hell Let Loose: Vietnam" src="https://cdn.mos.cms.futurecdn.net/xqyGKoHjfCbuTvVWMsNUNe.jpg" mos="" align="middle" fullscreen="" width="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>When you're in a blazing battle, however, the weapons are an absolute joy to use. Whether you're using an M16 or Type 56, M60 or RPD, they're tremendous fun, and crucially, all sound very distinct from one another. It's easy to identify whether a nearby machine gun is an enemy or a friend, and iconic weapons like the spectacularly bloopy M79 grenade launcher are lovingly rendered. Each weapon also gets a fantastically detailed analysis voiced by the Royal Armouries' Jonathan Ferguson, with this treatment even extending to obscurities like Soviet smoke grenades.</p><p>Much like its predecessor, Hell Let Loose: Vietnam is a game that really lives and dies by communication. Hopping on voice chat is almost compulsory if you want to play well and be a good teammate. On the rare occasions that I end up with a completely silent squad, the game's fun takes a notable dip. The importance of teamwork is woven deeply into the game's DNA. Each side has a multitude of roles for you to step into, from your standard rifleman all the way up to grenadiers, pilots, tank commanders, and sniper spotters. Thankfully, the game does feature a tutorial this time, making it a much easier affair to get to grips with, and it's very comprehensive, teaching you the basics of a wide variety of specialisms.</p><p>Playing as a medic is where I feel like I make the biggest impact so far. In a game that's as brutal as this one, being able to resurrect players (who can be revived unless they've been shot in the head or blown to pieces) is very helpful, indeed. While I still rack up the occasional kill as a medic, it's a slightly less intense affair, but one that still makes you feel like a hero after dragging an ally to safety beneath a hail of gunfire.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kTv66yq9yQFxF3gp6jjGve" name="SS_Hellletloosevietnam_03" alt="Aiming the RPG-02 while Defending the Trainyard in Hell Let Loose: Vietnam" src="https://cdn.mos.cms.futurecdn.net/kTv66yq9yQFxF3gp6jjGve.jpg" mos="" align="middle" fullscreen="" width="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>I'll be curious to see whether Expression add more factions to the game over time, and what roles each faction may inherit. Let's not forget that when the original title launched, only the United States and Germany were present, and while we're unlikely to see Squad levels of factions – Anzac forces, the Viet Cong, South Korea and the Pathet Lao could all make for interesting additions. It would have been nice to see this at launch, but there's a very good selection of arms and equipment available already, so you're unlikely to get bored anytime soon.</p><p>For a game that's so rooted in history, with a strong sense of the atrocious nature of the Vietnam War, Hell Let Loose: Vietnam largely succeeds in recreating reality in all its bloody business. That is for both good and ill, but its undeniable frustrations are never quite able to take away from the game's stomach-churningly brutal battles or its moments of sublime teamwork.</p><p>Hell Let Loose: Vietnam was reviewed on PC, with a code provided by the publisher.</p><p><em>Take a look at our </em><a href="https://www.gamesradar.com/best-online-games/"><em>best online games</em></a><em> ranking for more to play!</em></p>
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                                                            <title><![CDATA[ Marvel Tokon: Fighting Souls review: "A stunning comeback for superhero fighters, essential for Marvel and genre fans alike" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Every match in Marvel Tokon: Fighting Souls feels like it could be ripped fresh from the pages of a comic book in how it builds a tight narrative of clashing superheroes and supervillains. While it may begin as a traditional 2v2 bout, the end of a combo at the edge of a screen smashes the opponent out of one panel and across the stage when another hero suddenly joins, turning this into a 3v2, while each subsequent loss sees another hero jumping into the fray until it culminates in an epic 4v4 showdown. These are the largest teams of any tag fighter to date, and no franchise is better suited than Marvel, which gave birth to this sub-genre back in the '90s with X-Men vs. Street Fighter – which eventually morphed into the iconic Marvel vs Capcom.</p><p>The difference, however, is that this latest Marvel fighter has changed hands to another Japanese studio, and in the hands of Arc System Works, it's a much-needed course-correct following <a href="https://www.gamesradar.com/marvel-vs-capcom-infinite-review-rarely-makes-satisfactory-justification-for-its-own-team-ups-or-face-offs/"><u>the nadir of Marvel vs Capcom: Infinite</u></a>. Without the heavy hand of the <a href="https://www.gamesradar.com/mcu-timeline-marvel-movies-tv-shows/"><u>Marvel Cinematic Universe</u></a> influencing story and art direction, Marvel Tokon: Fighting Souls instead goes back to its comic book with an anime twist that naturally fits the studio behind stylish anime fighters like Guilty Gear Strive and <a href="https://www.gamesradar.com/dragon-ball-fighterz-tips/"><u>Dragon Ball FighterZ</u></a> like an Infinity Gauntlet.</p><h2 id="living-comics">Living comics</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2MLbTP5dWcPzB9Xv3H7iTV" name="SS_MARVEL Tōkon_ Fighting Souls_20260812151956_1080" alt="Deadpool punches Doctor Doom in his nether regions in Marvel Tokon: Fighting Souls, in New York City's night stage" src="https://cdn.mos.cms.futurecdn.net/2MLbTP5dWcPzB9Xv3H7iTV.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Marvel, Sony)</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>August 6, 2026<br><strong>Platform(s): </strong>PC, PS5<br><strong>Developer:</strong> Arc System Works<br><strong>Publisher: </strong>Sony Interactive Entertainment</p></div></div><p>Every frame of animation in Marvel Tokon: Fighting Souls is just gorgeous to behold. You're so convinced that it's 2D animation of the highest caliber until you launch an opponent or execute a screen-filling super skill that shows these character models from a different camera angle. It's a style that Arc System Works has already perfected with its past titles, but also one that it wisely doesn't overly rely on.</p><p>To Sony and Marvel's credit, there's no attempt to shoehorn in a half-baked cinematic story mode with the existing assets. Instead, it leans into its origins by literally having episodes that unfold as comic books. And I don't mean the basic, visual novel-style bookends of <a href="https://www.gamesradar.com/street-fighter-6-guide/"><u>Street Fighter 6</u></a>'s arcade mode.</p><p>These episodes are penned by acclaimed comic book author <a href="https://www.gamesradar.com/author/kieron-gillen/"><u>Kieron Gillen</u></a>, each having its own visual flair and flavor thanks to a variety of artists – including Marvel veterans as well as renowned manga artists like Fairy Tail creator Hiro Mashima</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zMHz7ndFUA7cuRCee3JEjc" name="SS_marvel_tokon_IMG_4810_1080" alt="Spider-Man meets The Promoter in a Marvel Tokon cutscene styled like a comic book" src="https://cdn.mos.cms.futurecdn.net/zMHz7ndFUA7cuRCee3JEjc.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Marvel, Sony)</span></figcaption></figure><p>Episodes have a dynamic presentation as comic panels tease out in a scene, changing in size and order around the page for emphasis, further bolstered by expressive voice acting and a surprising amount of DualSense haptics. It's certainly more lively than having character models standing around talking at each other with an endless amount of shot-reverse-shot (not naming any names).</p><p>The central plot of a worlds-threatening invasion that contrives a reason for our superheroes to fight one another is boilerplate stuff for a fighting game (though even the antagonists are actually deep cuts from Marvel history). But, what makes these episodes so memorable is that they are anchored in more tangible human drama, be it the fangirling Ms Marvel wanting to prove herself to reluctant mentor Spider-Man, or Storm's crisis of confidence as she tries to lead a beaten-down but still unbreakable X-Men against a backdrop of mutant prejudices at its peak.</p><p>In other words, real care has gone into the composition of each official fighting team, making for a diverse roster that strikes a balance between classic favorites and cult classics, with the addition of Robbie Reyes' Ghost Rider, Blade, and Magik almost feeling like a shout-out to the sorely underrated <a href="https://www.gamesradar.com/marvels-midnight-suns-guide/"><u>Marvel's Midnight Suns</u></a>.</p><h2 id="balancing-act">Balancing act</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="H7Ava2oZwHqnTBbiMEfoQd" name="SS_marvel_tokon_IMG_4819_1080" alt="Carnage fills the screen with red tentacle attacks in Marvel Tokon while fighting The Champion" src="https://cdn.mos.cms.futurecdn.net/H7Ava2oZwHqnTBbiMEfoQd.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Marvel, Sony)</span></figcaption></figure><p>Of course, outside of the story mode, you're free to pick your team of four as you see fit. Yet, as intimidating as the idea of a 4v4 fighter might seem on paper, ArcSys makes it accessible through a lot of smart choices. As mentioned before, you're eased in with a traditional 2v2, as you 'assemble' the full team over the course of the match. Having another team member automatically joining the player who's lost a round feels like gaining reinforcements, always teasing the possibility of an exciting comeback rather than getting swept away in your opponent's momentum.</p><p>In the same way, you can only unleash the show-stopping, maximum-meter-draining Tokon Assemble that uses all four fighters as a last-ditch ultimate when your opponent is on match point. Having the team sharing one health bar means it avoids the prolonged bouts in other tag fighters, such as Dragon Ball FighterZ, when you swap out low-health fighters, while also making it feasible for new players to just focus on mastering one fighter and using the rest as assists.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AXEeWHkeqkgxnTRGMeshRW" name="SS_marvel_tokon_74_1080" alt="Deadpool prepares to attack surrounded by an arsenal of guns in Marvel Tokon" src="https://cdn.mos.cms.futurecdn.net/AXEeWHkeqkgxnTRGMeshRW.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Marvel, Sony)</span></figcaption></figure><p>In usual Arc System Works style, Marvel Tokon is a four-button fighter at heart, though this entry emphasizes the simplicity of control that can bring. Pared back to a light, medium, and heavy attack rather than separate punches and kicks as Street Fighter has, the final button is an assist that can call in allies to supplement a beatdown.</p><div><blockquote><p>Marvel Tokon emphasizes simplicity of control.</p></blockquote></div><p>With gatling combos, basic chains always respect inputs so you don't have to sweat strict timing outside of really fancy chains, while each fighter's core command inputs are identical (pour one out for fans of charging fighters). Having both simpler commands for specials – one direction with a squeeze of the trigger – and traditional motion inputs – say, a quarter circle and two buttons – available at all times allows for flexibility, be it if you struggle with the traditional Shoryuken motion, or your chain of moves just makes it easier to tap one input rather than the 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="9nfnspSxfqSzDeFp2nuGRd" name="SS_marvel_tokon_IMG_4811_1080" alt="Spider-Man web attacks the Green Goblin in Marvel Tokon" src="https://cdn.mos.cms.futurecdn.net/9nfnspSxfqSzDeFp2nuGRd.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Marvel, Sony)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Chibi oh-no</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="nX9H78sHij5DSajnL7m8Dc" name="SS_marvel_tokon_boxout_1080" caption="" alt="Running around the Arcadia Rumble in Marvel Tokon" src="https://cdn.mos.cms.futurecdn.net/nX9H78sHij5DSajnL7m8Dc.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: Marvel, Sony)</span></figcaption></figure><p class="fancy-box__body-text">Chibi avatars aren't just for lobbies, they star in the party mode-style Arcadia Rumble where you run around a map collecting items between match-ups. It's an interesting concept, but makes the actual fights unsatisfyingly throwaway.</p></div></div><p>More importantly, even with these shared inputs, each fighter's playstyle feels distinct, from the projectile-based Doom to the combination of tech-powered tankiness of Peni Parker and her mech SP//dr, as are their moves. So, while Cap and Iron Man perform an anti-air with the Shoryuken input, the same move for Spidey is a stylish counter, while Ms Marvel's is a grab.</p><p>This might be Arc System Works' most successful attempt at a simple to grasp fighting system yet, but it still has plenty of depth veterans of the genre will enjoy. As fast and fun as Marvel Tokon feels to play, it's going to be for nothing if your only recourse is eating humble pie against seasoned tag fighter players who know how to exploit its mechanics to a high level. Easy combos can be blocked, assist attacks batted away, and before you know it, your opponent's knocked you across the stage multiple times and has their full team criss-crossing to keep you locked into  a juggling pile-on you can barely cry, "Stop, I'm already 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="XanVjCkLwmMWj8AwaNYnRW" name="SS_marvel_tokon_70_1080" alt="Blade slashses Hulk in Marvel Tokon" src="https://cdn.mos.cms.futurecdn.net/XanVjCkLwmMWj8AwaNYnRW.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Marvel, Sony)</span></figcaption></figure><p>There are fortunately a range of modes to keep you occupied, including a very robust training mode breaking down every mechanic and character moveset, with combo trials that reveal plenty of depth even with simpler inputs. While the branching arcade mode in All Star Arena is a no-brainer, the most compelling is a roguelike-ish survival mode where your team gets buffs from Soul cards that you can also upgrade if you draw a duplicate card or change out for a different buff, while also encountering regular boss fights in the form of a mega-buffed opponent.</p><p>Time will tell whether it will be as beloved as <a href="https://www.gamesradar.com/marvel-vs-capcom-3-beginners-guide/"><u>Marvel vs Capcom 3</u></a>, but after the dire mis-step of Infinite threatened to undo Marvel's long fighting game heritage, Marvel Tokon: Fighting Souls is a fantastic comeback that packs both style and substance, reminding the new wave of <a href="https://www.gamesradar.com/games/fighting/i-won-my-first-2xko-match-using-the-power-of-rancid-vibes-and-its-sold-me-on-a-game-i-didnt-expect-to-care-about/"><u>tag fighters like 2XKO</u></a> and <a href="https://www.gamesradar.com/games/fighting/invincible-vs-review/"><u>Invincible VS</u></a> just who is the genre's champion.</p><p>Marvel Tokon: Fighting Souls was reviewed on PS5, with a code provided by the publisher.</p><p><em>After another battle? Check out our </em><a href="https://www.gamesradar.com/best-fighting-games/"><em>best fighting games</em></a><em> ranking!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/fighting/marvel-tokon-fighting-souls-review/</link>
                                                                            <description>
                            <![CDATA[ Every match feels like it could be ripped fresh from the pages of a comic ]]>
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                                                                        <pubDate>Wed, 12 Aug 2026 10:24:19 +0000</pubDate>                                                                                                                                <updated>Wed, 12 Aug 2026 16:27:18 +0000</updated>
                                                                                                                                            <category><![CDATA[Fighting Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Games]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Alan Wen ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rxr2vc7bumd5wn7YQY9PD7.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Marvel, Sony]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Blade sheathes his katana in Marvel Tokon]]></media:description>                                                            <media:text><![CDATA[Blade sheathes his katana in Marvel Tokon]]></media:text>
                                <media:title type="plain"><![CDATA[Blade sheathes his katana in Marvel Tokon]]></media:title>
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                                <p>Every match in Marvel Tokon: Fighting Souls feels like it could be ripped fresh from the pages of a comic book in how it builds a tight narrative of clashing superheroes and supervillains. While it may begin as a traditional 2v2 bout, the end of a combo at the edge of a screen smashes the opponent out of one panel and across the stage when another hero suddenly joins, turning this into a 3v2, while each subsequent loss sees another hero jumping into the fray until it culminates in an epic 4v4 showdown. These are the largest teams of any tag fighter to date, and no franchise is better suited than Marvel, which gave birth to this sub-genre back in the '90s with X-Men vs. Street Fighter – which eventually morphed into the iconic Marvel vs Capcom.</p><p>The difference, however, is that this latest Marvel fighter has changed hands to another Japanese studio, and in the hands of Arc System Works, it's a much-needed course-correct following <a href="https://www.gamesradar.com/marvel-vs-capcom-infinite-review-rarely-makes-satisfactory-justification-for-its-own-team-ups-or-face-offs/"><u>the nadir of Marvel vs Capcom: Infinite</u></a>. Without the heavy hand of the <a href="https://www.gamesradar.com/mcu-timeline-marvel-movies-tv-shows/"><u>Marvel Cinematic Universe</u></a> influencing story and art direction, Marvel Tokon: Fighting Souls instead goes back to its comic book with an anime twist that naturally fits the studio behind stylish anime fighters like Guilty Gear Strive and <a href="https://www.gamesradar.com/dragon-ball-fighterz-tips/"><u>Dragon Ball FighterZ</u></a> like an Infinity Gauntlet.</p><h2 id="living-comics">Living comics</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2MLbTP5dWcPzB9Xv3H7iTV" name="SS_MARVEL Tōkon_ Fighting Souls_20260812151956_1080" alt="Deadpool punches Doctor Doom in his nether regions in Marvel Tokon: Fighting Souls, in New York City's night stage" src="https://cdn.mos.cms.futurecdn.net/2MLbTP5dWcPzB9Xv3H7iTV.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Marvel, Sony)</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>August 6, 2026<br><strong>Platform(s): </strong>PC, PS5<br><strong>Developer:</strong> Arc System Works<br><strong>Publisher: </strong>Sony Interactive Entertainment</p></div></div><p>Every frame of animation in Marvel Tokon: Fighting Souls is just gorgeous to behold. You're so convinced that it's 2D animation of the highest caliber until you launch an opponent or execute a screen-filling super skill that shows these character models from a different camera angle. It's a style that Arc System Works has already perfected with its past titles, but also one that it wisely doesn't overly rely on.</p><p>To Sony and Marvel's credit, there's no attempt to shoehorn in a half-baked cinematic story mode with the existing assets. Instead, it leans into its origins by literally having episodes that unfold as comic books. And I don't mean the basic, visual novel-style bookends of <a href="https://www.gamesradar.com/street-fighter-6-guide/"><u>Street Fighter 6</u></a>'s arcade mode.</p><p>These episodes are penned by acclaimed comic book author <a href="https://www.gamesradar.com/author/kieron-gillen/"><u>Kieron Gillen</u></a>, each having its own visual flair and flavor thanks to a variety of artists – including Marvel veterans as well as renowned manga artists like Fairy Tail creator Hiro Mashima</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zMHz7ndFUA7cuRCee3JEjc" name="SS_marvel_tokon_IMG_4810_1080" alt="Spider-Man meets The Promoter in a Marvel Tokon cutscene styled like a comic book" src="https://cdn.mos.cms.futurecdn.net/zMHz7ndFUA7cuRCee3JEjc.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Marvel, Sony)</span></figcaption></figure><p>Episodes have a dynamic presentation as comic panels tease out in a scene, changing in size and order around the page for emphasis, further bolstered by expressive voice acting and a surprising amount of DualSense haptics. It's certainly more lively than having character models standing around talking at each other with an endless amount of shot-reverse-shot (not naming any names).</p><p>The central plot of a worlds-threatening invasion that contrives a reason for our superheroes to fight one another is boilerplate stuff for a fighting game (though even the antagonists are actually deep cuts from Marvel history). But, what makes these episodes so memorable is that they are anchored in more tangible human drama, be it the fangirling Ms Marvel wanting to prove herself to reluctant mentor Spider-Man, or Storm's crisis of confidence as she tries to lead a beaten-down but still unbreakable X-Men against a backdrop of mutant prejudices at its peak.</p><p>In other words, real care has gone into the composition of each official fighting team, making for a diverse roster that strikes a balance between classic favorites and cult classics, with the addition of Robbie Reyes' Ghost Rider, Blade, and Magik almost feeling like a shout-out to the sorely underrated <a href="https://www.gamesradar.com/marvels-midnight-suns-guide/"><u>Marvel's Midnight Suns</u></a>.</p><h2 id="balancing-act">Balancing act</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="H7Ava2oZwHqnTBbiMEfoQd" name="SS_marvel_tokon_IMG_4819_1080" alt="Carnage fills the screen with red tentacle attacks in Marvel Tokon while fighting The Champion" src="https://cdn.mos.cms.futurecdn.net/H7Ava2oZwHqnTBbiMEfoQd.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Marvel, Sony)</span></figcaption></figure><p>Of course, outside of the story mode, you're free to pick your team of four as you see fit. Yet, as intimidating as the idea of a 4v4 fighter might seem on paper, ArcSys makes it accessible through a lot of smart choices. As mentioned before, you're eased in with a traditional 2v2, as you 'assemble' the full team over the course of the match. Having another team member automatically joining the player who's lost a round feels like gaining reinforcements, always teasing the possibility of an exciting comeback rather than getting swept away in your opponent's momentum.</p><p>In the same way, you can only unleash the show-stopping, maximum-meter-draining Tokon Assemble that uses all four fighters as a last-ditch ultimate when your opponent is on match point. Having the team sharing one health bar means it avoids the prolonged bouts in other tag fighters, such as Dragon Ball FighterZ, when you swap out low-health fighters, while also making it feasible for new players to just focus on mastering one fighter and using the rest as assists.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AXEeWHkeqkgxnTRGMeshRW" name="SS_marvel_tokon_74_1080" alt="Deadpool prepares to attack surrounded by an arsenal of guns in Marvel Tokon" src="https://cdn.mos.cms.futurecdn.net/AXEeWHkeqkgxnTRGMeshRW.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Marvel, Sony)</span></figcaption></figure><p>In usual Arc System Works style, Marvel Tokon is a four-button fighter at heart, though this entry emphasizes the simplicity of control that can bring. Pared back to a light, medium, and heavy attack rather than separate punches and kicks as Street Fighter has, the final button is an assist that can call in allies to supplement a beatdown.</p><div><blockquote><p>Marvel Tokon emphasizes simplicity of control.</p></blockquote></div><p>With gatling combos, basic chains always respect inputs so you don't have to sweat strict timing outside of really fancy chains, while each fighter's core command inputs are identical (pour one out for fans of charging fighters). Having both simpler commands for specials – one direction with a squeeze of the trigger – and traditional motion inputs – say, a quarter circle and two buttons – available at all times allows for flexibility, be it if you struggle with the traditional Shoryuken motion, or your chain of moves just makes it easier to tap one input rather than the 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="9nfnspSxfqSzDeFp2nuGRd" name="SS_marvel_tokon_IMG_4811_1080" alt="Spider-Man web attacks the Green Goblin in Marvel Tokon" src="https://cdn.mos.cms.futurecdn.net/9nfnspSxfqSzDeFp2nuGRd.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Marvel, Sony)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Chibi oh-no</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="nX9H78sHij5DSajnL7m8Dc" name="SS_marvel_tokon_boxout_1080" caption="" alt="Running around the Arcadia Rumble in Marvel Tokon" src="https://cdn.mos.cms.futurecdn.net/nX9H78sHij5DSajnL7m8Dc.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: Marvel, Sony)</span></figcaption></figure><p class="fancy-box__body-text">Chibi avatars aren't just for lobbies, they star in the party mode-style Arcadia Rumble where you run around a map collecting items between match-ups. It's an interesting concept, but makes the actual fights unsatisfyingly throwaway.</p></div></div><p>More importantly, even with these shared inputs, each fighter's playstyle feels distinct, from the projectile-based Doom to the combination of tech-powered tankiness of Peni Parker and her mech SP//dr, as are their moves. So, while Cap and Iron Man perform an anti-air with the Shoryuken input, the same move for Spidey is a stylish counter, while Ms Marvel's is a grab.</p><p>This might be Arc System Works' most successful attempt at a simple to grasp fighting system yet, but it still has plenty of depth veterans of the genre will enjoy. As fast and fun as Marvel Tokon feels to play, it's going to be for nothing if your only recourse is eating humble pie against seasoned tag fighter players who know how to exploit its mechanics to a high level. Easy combos can be blocked, assist attacks batted away, and before you know it, your opponent's knocked you across the stage multiple times and has their full team criss-crossing to keep you locked into  a juggling pile-on you can barely cry, "Stop, I'm already 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="XanVjCkLwmMWj8AwaNYnRW" name="SS_marvel_tokon_70_1080" alt="Blade slashses Hulk in Marvel Tokon" src="https://cdn.mos.cms.futurecdn.net/XanVjCkLwmMWj8AwaNYnRW.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Marvel, Sony)</span></figcaption></figure><p>There are fortunately a range of modes to keep you occupied, including a very robust training mode breaking down every mechanic and character moveset, with combo trials that reveal plenty of depth even with simpler inputs. While the branching arcade mode in All Star Arena is a no-brainer, the most compelling is a roguelike-ish survival mode where your team gets buffs from Soul cards that you can also upgrade if you draw a duplicate card or change out for a different buff, while also encountering regular boss fights in the form of a mega-buffed opponent.</p><p>Time will tell whether it will be as beloved as <a href="https://www.gamesradar.com/marvel-vs-capcom-3-beginners-guide/"><u>Marvel vs Capcom 3</u></a>, but after the dire mis-step of Infinite threatened to undo Marvel's long fighting game heritage, Marvel Tokon: Fighting Souls is a fantastic comeback that packs both style and substance, reminding the new wave of <a href="https://www.gamesradar.com/games/fighting/i-won-my-first-2xko-match-using-the-power-of-rancid-vibes-and-its-sold-me-on-a-game-i-didnt-expect-to-care-about/"><u>tag fighters like 2XKO</u></a> and <a href="https://www.gamesradar.com/games/fighting/invincible-vs-review/"><u>Invincible VS</u></a> just who is the genre's champion.</p><p>Marvel Tokon: Fighting Souls was reviewed on PS5, with a code provided by the publisher.</p><p><em>After another battle? Check out our </em><a href="https://www.gamesradar.com/best-fighting-games/"><em>best fighting games</em></a><em> ranking!</em></p>
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                                                            <title><![CDATA[ Take Time is a fantastic co-op board game, so there's no surprise it wound up on the recommended list for the Spiel des Jahres ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Cooperative campaign tabletop games are getting leaner and more abstract. Traditionally, campaign games have acted as stand-ins for Dungeons & Dragons, complete with big boxes that contain a multitude of parts and an equally thick rulebook. However, we’ve seen a handful of campaign games skimp on the components recently in favor of really digging into the game system and squeezing out every last variance that it can support.</p><p>Take Time, a new title designed by Alexi Piovesan and Julien Prothière, is a very unique cooperative campaign game that makes the most of a simplistic system. Over the course of 40 rounds (divided into 10 chapters), players will attempt to work together to solve a relatively simple puzzle using the same deck of 24 cards. Each round features a unique set of challenges to overcome, with players either succeeding or failing as a group. The result is a campaign game that’s easy to pick up, with rounds that pass by in a few minutes and chapters with unique challenges that will leave players frustrated at times but exultant when they’re finally conquered – normally a preserve of the <a href="https://www.gamesradar.com/best-board-games/">best board games</a>.</p><h3 class="article-body__section" id="section-take-time-features-design"><span>Take Time features & design</span></h3><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$32.99/£23.99</p></td></tr><tr><td class="firstcol " ><p>Ages</p></td><td  ><p>10+</p></td></tr><tr><td class="firstcol " ><p>Game type</p></td><td  ><p>Cooperative/limited communication</p></td></tr><tr><td class="firstcol " ><p>Players</p></td><td  ><p>2-4</p></td></tr><tr><td class="firstcol " ><p>Lasts</p></td><td  ><p>30mins</p></td></tr><tr><td class="firstcol " ><p>Complexity</p></td><td  ><p>Moderate</p></td></tr><tr><td class="firstcol " ><p>Designers</p></td><td  ><p>Alexi Piovesan, Julien Prothière</p></td></tr><tr><td class="firstcol " ><p>Publisher</p></td><td  ><p>Libellud</p></td></tr><tr><td class="firstcol " ><p>Play if you enjoy</p></td><td  ><p>Sky Team, Dixit, Mysterium</p></td></tr></tbody></table></div><p>Take Time isn't necessarily telling a story; it's abstract, like <a href="https://www.gamesradar.com/azul-board-game-review/">Azul</a>. Publisher Libellud describes it as a limited-communication game that "invites players to slow down, reflect, communicate, understand one another, and build mutual trust."</p><p>Gameplay is split into three phases – a strategy phase where players discuss potential gameplay, a placement phase in which cards are played, and a resolution phase in which players see if they’ve passed that round's requirements.<strong> </strong>To win, players must play cards (generally facedown) next to segments of a clock, aiming to have the value of each segment arranged in an ascending order. However, you can't discuss which cards you have during play. You'll need to come up with a plan beforehand and attempt to guess what your team is hoping to do next based on their actions.</p><p>For a campaign game, Take Time is remarkably simple. There are 10 chapters, each of which contains a sleeve filled with four 'clocks' (e.g. four rounds) made of solid quality paper cardstock. Each clock consists of six segments, some of which have particular rules that must be followed during the course of the game. While there is some commonality between types of rules (which usually limit which cards can be played in specific segments), every clock is unique and the rules become increasingly granular and complicated as you progress through the chapters.</p><h3 class="article-body__section" id="section-gameplay"><span>Gameplay</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="U9dMJwUDhKkv2egtUVmbpF" name="Take Time" alt="Cards arranged on a wooden table around the outside of a clock" src="https://cdn.mos.cms.futurecdn.net/U9dMJwUDhKkv2egtUVmbpF.jpg" mos="" align="middle" fullscreen="" width="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/Christian Hoffer)</span></figcaption></figure><p>The goal of each round in Take Time is the same – players play cards in segments, aiming to have the value of all cards played on a segment either equalling or exceeding the value of the preceding segment. Basically, players are trying to arrange their cards so they resemble the face of a clock. The catch? Players can’t discuss what cards they’re playing on their turn and the cards generally have to be played facedown, much like <a href="https://www.gamesradar.com/tabletop-gaming/sky-team-review/">Sky Team</a>. Each round essentially becomes a guessing game where you’re trying to figure out what cards are in play and trying to figure out the optimal segment to play your cards. </p><p>Complicating matters is that each clock has at least one segment with a rule limiting what cards can be played on it, represented by various symbols. Some rules are simple – such as stating that a segment has to have two cards played on it or that a card can only have Solar or Lunar cards on it. Other rules are more complex, such as stating that a segment can’t have cards of a certain number played to it or stating that the highest card in play needs to be played in a certain segment. </p><p>The other complication is that players will only use half of the deck during any round, so there’s no guarantee as to what cards will be in play. The random selection of cards particularly comes into play when dealing with segments that have high or low card requirements. While you can assume that a "low" segment will contain low cards, you can never be sure if you’re getting a 1, a 2, or something even higher. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/xg3W7DxxU4U" allowfullscreen></iframe></div></div><p>Players will never go into a round of Take Time totally blind though. Each round starts off with a Discussion Phase in which players can discuss general strategy options, such as where to play cards of a general value range. However, while cards are distributed to players before the discussion phase, they can’t actually look at them. So, players can only come up with a general strategy, and nothing specific to their actual hands. </p><p>Once a round starts, players have one more proverbial arrow in their quiver. On their turn, players can choose to play their card face-up. These face-up cards provide valuable information to the other players, often dictating how subsequent cards will play out. For instance, if a player plays a 7 on a segment that requires a value of 10, other players know that they need to play a 3 (or cards that add up to 3) to satisfy that requirement. At minimum, players will have three face-up cards to utilize on each round, but players get an additional bonus face-up card each time they fail a round. </p><p>In short, it's a fun challenge – but there are some niggles. One important thing to remember about the clocks is what constitutes a segment. While it might be easy to assume that a "segment" is the area between two points, it’s actually a portion of the clock consisting of a point and two line dividers. The line dividers are stylistically incorporated into the artwork of each clock, so it’s not quite intuitive. My gaming group wrongly assumed that a segment was the area in between each point, so we were confused about which segment a rule corresponded to. A good rule of thumb is to remember to play cards on points of the clock. </p><h2 class="article-body__section" id="section-should-you-buy-take-time"><span>Should you buy Take Time?</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="rAemc7fcjCLpBqFcK8gkF7" name="Take Time" alt="Take Time cards and tokens on a wooden table" src="https://cdn.mos.cms.futurecdn.net/rAemc7fcjCLpBqFcK8gkF7.jpg" mos="" align="middle" fullscreen="" width="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/Christian Hoffer)</span></figcaption></figure><p>Take Time is a fun cooperative game that mixes campaign elements with a set of simple mechanics that’s easy to learn but hard to master. Since players are never guaranteed to have the “right” cards for a specific clock, a lot of the fun comes from coming up with a strategy and then trying to implement it with an imperfect hand. However, it can be a little frustrating to play Take Time, as you’ll occasionally come up with a solid strategy but have to wait for the right hand to get dealt to implement it. </p><p>Although they’re very different games, Take Time reminds me a bit of one of my favorite games of recent years – <a href="https://www.gamesradar.com/tabletop-gaming/the-two-towers-trick-taking-game-review/">The Two Towers Trick-Taking Game</a>. Both games opt to dig into their respective game mechanics, exploring every nook and cranny of a rather simple set of rules as opposed to trying to overtune a game with a complex rulebook. Players will have an understanding of Take Time quickly, but mastering the game will come from understanding how to adapt their knowledge of gameplay into a series of increasingly complex scenarios. </p><p>Ultimately, Take Time is a fantastic game, which is why it ended up on the recommended list for the Spiel des Jahres. Every clock is a puzzle to conquer, and half of the fun comes from guessing how the other players are making decisions over the course of a quick-paced round. What’s even better – a failed round doesn’t cost a lot of time. Since each round takes just a few minutes to complete, a bad hand or a bad strategy won’t leave players feeling frustrated. At worst, it just takes time to beat Take Time. Well… time and a good strategy. </p><h2 id="buy-it-if-8">Buy it if...</h2><div class="product"><p><strong>✅ You enjoy problem solving games: </strong>Each clock is functionally a different puzzle to solve, with different rulesets and nuances to enjoy.<br><br><strong>✅ You want a campaign experience without needing a big box: </strong>Take Time offers campaign game style gameplay without needing to spend $100. <br><br><strong>✅ You enjoy cooperative games with some deduction in it: </strong>Take Time is a pure cooperative experience, with a lot of the fun coming from figuring out how other players are thinking. <strong> </strong></p></div><h2 id="don-t-buy-it-if-3">Don't buy it if...</h2><div class="product"><p><strong>❌ You don’t like games that are heavy on symbols: </strong>Take Time uses a lot of different symbols, and you’ll need to reference the rulesheets frequently to keep track of everything. Most of these symbols aren’t found in the rulebook either. <br><br><strong>❌ You don’t like trying the same mechanics over and over again: </strong>Ultimately, Take Time utilizes a simple ruleset over and over again. The different clocks keep it from feeling too repetitive, but some players might get bored over time. <strong> </strong></p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/board-games/take-time-review/</link>
                                                                            <description>
                            <![CDATA[ We go hands on with Take Time to see if it's worth trying at your next game night ]]>
                                                                                                            </description>
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                                                                        <pubDate>Tue, 11 Aug 2026 14:35:07 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Board Games]]></category>
                                                    <category><![CDATA[Tabletop Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Christian Hoffer ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/YN63ZnGziyxddTxJpdLbWn.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Christian is an experienced freelance journalist who has been covering the tabletop gaming industry for years. He specializes in coverage of Dungeons &amp;amp; Dragons, the Pokemon Trading Card Game, and Warhammer. His credits include ComicBook.com, EN World, and more.&lt;/p&gt; ]]></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/Christian Hoffer]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Take Time box depicting an ornate clock on a wooden table]]></media:description>                                                            <media:text><![CDATA[Take Time box depicting an ornate clock on a wooden table]]></media:text>
                                <media:title type="plain"><![CDATA[Take Time box depicting an ornate clock on a wooden table]]></media:title>
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                                <p>Cooperative campaign tabletop games are getting leaner and more abstract. Traditionally, campaign games have acted as stand-ins for Dungeons & Dragons, complete with big boxes that contain a multitude of parts and an equally thick rulebook. However, we’ve seen a handful of campaign games skimp on the components recently in favor of really digging into the game system and squeezing out every last variance that it can support.</p><p>Take Time, a new title designed by Alexi Piovesan and Julien Prothière, is a very unique cooperative campaign game that makes the most of a simplistic system. Over the course of 40 rounds (divided into 10 chapters), players will attempt to work together to solve a relatively simple puzzle using the same deck of 24 cards. Each round features a unique set of challenges to overcome, with players either succeeding or failing as a group. The result is a campaign game that’s easy to pick up, with rounds that pass by in a few minutes and chapters with unique challenges that will leave players frustrated at times but exultant when they’re finally conquered – normally a preserve of the <a href="https://www.gamesradar.com/best-board-games/">best board games</a>.</p><h3 class="article-body__section" id="section-take-time-features-design"><span>Take Time features & design</span></h3><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$32.99/£23.99</p></td></tr><tr><td class="firstcol " ><p>Ages</p></td><td  ><p>10+</p></td></tr><tr><td class="firstcol " ><p>Game type</p></td><td  ><p>Cooperative/limited communication</p></td></tr><tr><td class="firstcol " ><p>Players</p></td><td  ><p>2-4</p></td></tr><tr><td class="firstcol " ><p>Lasts</p></td><td  ><p>30mins</p></td></tr><tr><td class="firstcol " ><p>Complexity</p></td><td  ><p>Moderate</p></td></tr><tr><td class="firstcol " ><p>Designers</p></td><td  ><p>Alexi Piovesan, Julien Prothière</p></td></tr><tr><td class="firstcol " ><p>Publisher</p></td><td  ><p>Libellud</p></td></tr><tr><td class="firstcol " ><p>Play if you enjoy</p></td><td  ><p>Sky Team, Dixit, Mysterium</p></td></tr></tbody></table></div><p>Take Time isn't necessarily telling a story; it's abstract, like <a href="https://www.gamesradar.com/azul-board-game-review/">Azul</a>. Publisher Libellud describes it as a limited-communication game that "invites players to slow down, reflect, communicate, understand one another, and build mutual trust."</p><p>Gameplay is split into three phases – a strategy phase where players discuss potential gameplay, a placement phase in which cards are played, and a resolution phase in which players see if they’ve passed that round's requirements.<strong> </strong>To win, players must play cards (generally facedown) next to segments of a clock, aiming to have the value of each segment arranged in an ascending order. However, you can't discuss which cards you have during play. You'll need to come up with a plan beforehand and attempt to guess what your team is hoping to do next based on their actions.</p><p>For a campaign game, Take Time is remarkably simple. There are 10 chapters, each of which contains a sleeve filled with four 'clocks' (e.g. four rounds) made of solid quality paper cardstock. Each clock consists of six segments, some of which have particular rules that must be followed during the course of the game. While there is some commonality between types of rules (which usually limit which cards can be played in specific segments), every clock is unique and the rules become increasingly granular and complicated as you progress through the chapters.</p><h3 class="article-body__section" id="section-gameplay"><span>Gameplay</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="U9dMJwUDhKkv2egtUVmbpF" name="Take Time" alt="Cards arranged on a wooden table around the outside of a clock" src="https://cdn.mos.cms.futurecdn.net/U9dMJwUDhKkv2egtUVmbpF.jpg" mos="" align="middle" fullscreen="" width="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/Christian Hoffer)</span></figcaption></figure><p>The goal of each round in Take Time is the same – players play cards in segments, aiming to have the value of all cards played on a segment either equalling or exceeding the value of the preceding segment. Basically, players are trying to arrange their cards so they resemble the face of a clock. The catch? Players can’t discuss what cards they’re playing on their turn and the cards generally have to be played facedown, much like <a href="https://www.gamesradar.com/tabletop-gaming/sky-team-review/">Sky Team</a>. Each round essentially becomes a guessing game where you’re trying to figure out what cards are in play and trying to figure out the optimal segment to play your cards. </p><p>Complicating matters is that each clock has at least one segment with a rule limiting what cards can be played on it, represented by various symbols. Some rules are simple – such as stating that a segment has to have two cards played on it or that a card can only have Solar or Lunar cards on it. Other rules are more complex, such as stating that a segment can’t have cards of a certain number played to it or stating that the highest card in play needs to be played in a certain segment. </p><p>The other complication is that players will only use half of the deck during any round, so there’s no guarantee as to what cards will be in play. The random selection of cards particularly comes into play when dealing with segments that have high or low card requirements. While you can assume that a "low" segment will contain low cards, you can never be sure if you’re getting a 1, a 2, or something even higher. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/xg3W7DxxU4U" allowfullscreen></iframe></div></div><p>Players will never go into a round of Take Time totally blind though. Each round starts off with a Discussion Phase in which players can discuss general strategy options, such as where to play cards of a general value range. However, while cards are distributed to players before the discussion phase, they can’t actually look at them. So, players can only come up with a general strategy, and nothing specific to their actual hands. </p><p>Once a round starts, players have one more proverbial arrow in their quiver. On their turn, players can choose to play their card face-up. These face-up cards provide valuable information to the other players, often dictating how subsequent cards will play out. For instance, if a player plays a 7 on a segment that requires a value of 10, other players know that they need to play a 3 (or cards that add up to 3) to satisfy that requirement. At minimum, players will have three face-up cards to utilize on each round, but players get an additional bonus face-up card each time they fail a round. </p><p>In short, it's a fun challenge – but there are some niggles. One important thing to remember about the clocks is what constitutes a segment. While it might be easy to assume that a "segment" is the area between two points, it’s actually a portion of the clock consisting of a point and two line dividers. The line dividers are stylistically incorporated into the artwork of each clock, so it’s not quite intuitive. My gaming group wrongly assumed that a segment was the area in between each point, so we were confused about which segment a rule corresponded to. A good rule of thumb is to remember to play cards on points of the clock. </p><h2 class="article-body__section" id="section-should-you-buy-take-time"><span>Should you buy Take Time?</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="rAemc7fcjCLpBqFcK8gkF7" name="Take Time" alt="Take Time cards and tokens on a wooden table" src="https://cdn.mos.cms.futurecdn.net/rAemc7fcjCLpBqFcK8gkF7.jpg" mos="" align="middle" fullscreen="" width="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/Christian Hoffer)</span></figcaption></figure><p>Take Time is a fun cooperative game that mixes campaign elements with a set of simple mechanics that’s easy to learn but hard to master. Since players are never guaranteed to have the “right” cards for a specific clock, a lot of the fun comes from coming up with a strategy and then trying to implement it with an imperfect hand. However, it can be a little frustrating to play Take Time, as you’ll occasionally come up with a solid strategy but have to wait for the right hand to get dealt to implement it. </p><p>Although they’re very different games, Take Time reminds me a bit of one of my favorite games of recent years – <a href="https://www.gamesradar.com/tabletop-gaming/the-two-towers-trick-taking-game-review/">The Two Towers Trick-Taking Game</a>. Both games opt to dig into their respective game mechanics, exploring every nook and cranny of a rather simple set of rules as opposed to trying to overtune a game with a complex rulebook. Players will have an understanding of Take Time quickly, but mastering the game will come from understanding how to adapt their knowledge of gameplay into a series of increasingly complex scenarios. </p><p>Ultimately, Take Time is a fantastic game, which is why it ended up on the recommended list for the Spiel des Jahres. Every clock is a puzzle to conquer, and half of the fun comes from guessing how the other players are making decisions over the course of a quick-paced round. What’s even better – a failed round doesn’t cost a lot of time. Since each round takes just a few minutes to complete, a bad hand or a bad strategy won’t leave players feeling frustrated. At worst, it just takes time to beat Take Time. Well… time and a good strategy. </p><h2 id="buy-it-if-8">Buy it if...</h2><div class="product"><p><strong>✅ You enjoy problem solving games: </strong>Each clock is functionally a different puzzle to solve, with different rulesets and nuances to enjoy.<br><br><strong>✅ You want a campaign experience without needing a big box: </strong>Take Time offers campaign game style gameplay without needing to spend $100. <br><br><strong>✅ You enjoy cooperative games with some deduction in it: </strong>Take Time is a pure cooperative experience, with a lot of the fun coming from figuring out how other players are thinking. <strong> </strong></p></div><h2 id="don-t-buy-it-if-3">Don't buy it if...</h2><div class="product"><p><strong>❌ You don’t like games that are heavy on symbols: </strong>Take Time uses a lot of different symbols, and you’ll need to reference the rulesheets frequently to keep track of everything. Most of these symbols aren’t found in the rulebook either. <br><br><strong>❌ You don’t like trying the same mechanics over and over again: </strong>Ultimately, Take Time utilizes a simple ruleset over and over again. The different clocks keep it from feeling too repetitive, but some players might get bored over time. <strong> </strong></p></div>
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                                                            <title><![CDATA[ Razer's Shure lookalike microphone is legit, but it's left me asking where the rest of this brand's content creation gear is in 2026 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Razer's a little late to the party, but its first attempt at creating a multi-connection microphone is here. The Razer Seiren V3 Pro has capacity for both an XLR and a USB connection, and with a serious, studio, Shure-reminiscent design, it's clear that Team Sneki has not come to play around. This looks and sounds like a contender for the top spots on our <a href="https://www.gamesradar.com/best-microphone-streaming-gaming">best microphones for streaming and gaming</a> list, but does it sound like one?</p><p>I, for one, am a little surprised to see some pro-level <a href="https://www.gamesradar.com/streaming-for-gamers">content creation gear</a> coming from Razer in this day and age. Its Stream Controller X has been all but discontinued since Loupedeck was bought over by Logitech. Its presence in the capture card space is pretty much dead; its USB microphones are tiny, unicorn vomit devices that, although sound great, don't look like they want to be taken seriously. The Seiren V3 Pro has a professional, studio look to it that reinstates this brand as a name in content creation again. That said, I can't help but feel its XLR connection is without a friend because Razer's Razer Streaming Mixer is so out of date it should be in a museum. </p><p>But surprisingly, Razer has nailed it with this microphone. Its quality is excellent both in USB and XLR modes; it's easier to use than some of the other more premium XLR options on the shelves, and its price is only $249.99 / £249.99, which is actually on par with some of the other premium mics on the shelves today. Razer tax, where art thou?</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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5KWmd2hQSaPsrueQ9sQ3UD" name="Razer Seiren V3 Pro review 6" alt="A Razer Seiren V3 Pro hanging down vertically from a boom arm in front of a gaming monitor" src="https://cdn.mos.cms.futurecdn.net/5KWmd2hQSaPsrueQ9sQ3UD.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 Razer Seiren V3 Pro isn't subtle about the fact that it wants to go after the <a href="https://www.gamesradar.com/shure-sm7db-review">Shure SM7dB</a>. Along with the <a href="https://www.gamesradar.com/beacn-mic-review">BEACN Mic</a>, the <a href="https://www.gamesradar.com/hardware/peripherals/maono-pd200w-review">Maono PD200W</a>, and <a href="https://www.gamesradar.com/hardware/peripherals/shure-mv6-review">Shure's MV6</a>, it's joining the lineup of black, cylindrical microphones that want you to talk into them for your podcast, livestream, or YouTube video. This is an iconic look, and I like the way Razer has put its own spin on it. </p><p>Around its rim, there's an RGB ring which is fully customizable using Razer Chroma, and the capsule of the mic is covered by a familiar cylindrical pop filter/wind guard. There's some very subtle Razer branding which can be seen if it catches the light, but blends into the bodywork of the microphone so as not to overplay its hand and spoil the Shure lookalike contest. </p><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="LGaBFugbEf7aZXmsPNxExC" name="Razer Seiren V3 Pro review 5" alt="The Razer Seiren V3 Pro" src="https://cdn.mos.cms.futurecdn.net/LGaBFugbEf7aZXmsPNxExC.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>What I really like about the design of the Seiren V3 Pro is that the mounting system complements the pickup pattern. A lot of XLR mics (and the Shure SM7dB specifically) require you to be pretty close and direct with them; hence why they opt for this black cylindrical design, and their mounting systems reflect that. The mounting arm here is more versatile in order to cater to a more generous polar pattern. I've attached mine to a boom arm and had it hanging down towards me, almost like it is actually a boom mic. </p><p>When in shot of my webcam, it does actually look like it's being held from somewhere out of view, and it gives my entire setup a premium podcast host feel. Its angular stand allows for that inverted type of mounting, but if you so please, you can leave it upright on its stand, or boom-mount it so it's facing up vertically. There's versatility here that I really like, and form complements function because the pickup pattern doesn't care about which direction you use it from.</p><p>The internals of the mic have had a lot of thought put into them too. The V3 Pro sports a 30mm Dynamic capsule with the below specs that I've compared directly to the Shure SM7dB for context.</p><div ><table><thead><tr><th class="firstcol empty" ></th><th  ><p>Razer Seiren V3 Pro</p></th><th  ><p>Shure SM7dB</p></th></tr></thead><tbody><tr><td class="firstcol " ><p><strong>Sample rate</strong></p></td><td  ><p>48/96kHz</p></td><td  ><p>NA (XLR)</p></td></tr><tr><td class="firstcol " ><p><strong>Bit rate</strong></p></td><td  ><p>24/32 bit (supports 32-bit float via Synapse)</p></td><td  ><p>NA (XLR)</p></td></tr><tr><td class="firstcol " ><p><strong>Capsule</strong></p></td><td  ><p>30mm Dynamic Capsule</p></td><td  ><p>Unidyne III Dynamic moving-coil Capsule</p></td></tr><tr><td class="firstcol " ><p><strong>Polar patterns</strong></p></td><td  ><p>Cardioid</p></td><td  ><p>Cardioid</p></td></tr><tr><td class="firstcol " ><p><strong>Frequency response</strong></p></td><td  ><p>50Hz - 16kHz</p></td><td  ><p>50Hz to 20kHz</p></td></tr><tr><td class="firstcol " ><p><strong>Power required</strong></p></td><td  ><p>5V/500mA</p></td><td  ><p>+48V DC phantom power</p></td></tr><tr><td class="firstcol " ><p><strong>Sensitivity</strong></p></td><td  ><p>-59dB (1V/Pa at 1kHz)</p></td><td  ><p>-59 dBV/Pa at 1kHz</p></td></tr><tr><td class="firstcol " ><p><strong>Adjustable gain</strong></p></td><td  ><p>40dB</p></td><td  ><p>+28dB, plus bypass to run passively like the SM7B</p></td></tr></tbody></table></div><p>The USB side of the microphone obviously demands a few more design bells and whistles than a standard XLR option. There's a manual gain control dial on the bottom of the mic, as well as a 3.5mm headphone jack for live monitoring through a headset. Note that this is reliant on Synapse, or at least didn't work for me until I had Synapse installed, so it isn't on a mere hardware level. There's also a capacitive mute button.  </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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aYxuTUhLpAq3FkdrYjYx9D" name="Razer Seiren V3 Pro review 4" alt="The bottom of the Razer Seiren V3 Pro, showing its connection ports" src="https://cdn.mos.cms.futurecdn.net/aYxuTUhLpAq3FkdrYjYx9D.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 with the other hybrid mics we've seen hitting the shelves already, the Seiren V3 Pro harnesses the power of both USB-C and XLR connections. I've plugged them both in with different machines, and they've both worked at the same time. It is missing the wireless connection of the Maono PD200W, but in terms of the dual-connectivity it has it matches up with the <a href="https://www.gamesradar.com/rode-podmic-usb-review">Rode PodMic USB</a>, <a href="https://www.gamesradar.com/hardware/peripherals/shure-mv7-podcast-mic-review/">Shure MV7+</a>, and <a href="https://www.gamesradar.com/steelseries-alias-pro-review">SteelSeries Alias Pro</a>. It is probably worth noting that while a USB to USB-C cable comes in the box, you'll need to supply your own XLR cable.</p><p>On the software side, a lot of the V3 Pro's best features are reserved for Synapse pairing, which, if you're anything like me, is a big let-down. The RGB, 3.5mm live monitoring, gain control, and mute button all require USB power, so don't go in expecting those if you're going to hook it up using XLR through one of the <a href="https://www.gamesradar.com/hardware/peripherals/best-streaming-mixers">best streaming mixers</a>. </p><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="pckg9TzG3Fk6AQ9E5Amc5D" name="Razer Seiren V3 Pro review 8" alt="The lackluster pop filter foam on the Razer Seiren V3 Pro" src="https://cdn.mos.cms.futurecdn.net/pckg9TzG3Fk6AQ9E5Amc5D.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>Synapse is going to give you lots of access to EQ, bass boosting, exciters, noise gate controls, AI noise cancelling, and other settings of the V3 Pro. There's also support within Synapse for 32-bit float support, which barely any of the competition mics have unless you go wireless with something like the <a href="https://www.gamesradar.com/hardware/peripherals/rode-wireless-go-gen-3-review">Rode Wireless GO Gen 3</a>.  Moreover, Synapse now has a full mixing suite within it if you are using USB connections and can't mix using a separate interface. While this is an impressive update to Synapse that gives the Razer mics some longer legs to run with, it's a real shame that you're reliant on the entire Synapse ecosystem to use these things. </p><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="L8ftSuZiietYhKChm7MP5D" name="Razer Seiren V3 Pro review 9" alt="A closer look at the capsule and grille inside the Razer Seiren V3 Pro" src="https://cdn.mos.cms.futurecdn.net/L8ftSuZiietYhKChm7MP5D.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's a reason that Elgato has its own separate software for audio devices, camera devices, and capturing footage with its capture cards. If you're buying one device from a brand, you shouldn't <em>have</em> to download a very intrusive and performance-heavy application that tacks on everything else it makes. Just let me have the parts I do need, and stop making it so hard to install and uninstall this silly program that's insistent on becoming the main character of my PC. </p><h2 id="performance-5">Performance</h2><audio src="https://cdn.mos.cms.futurecdn.net/V3JgBTopqSRnFWUZrfD9ha/Seiren%20V3%20Pro%20XLR%20testing%20sample.mp3"  controls="controls" preload="none"></audio><p>The first thing I'll say is that I really, really like the way this mic sounds. It captures some excellent quality that's absolutely up there with the Shure and Rode options out there. It's also consistent across its USB and XLR connections, with minimal sound disparity between the two. </p><p>I did the majority of testing in XLR mode through the <a href="https://www.gamesradar.com/rodecaster-duo-review">RodeCaster Duo</a>, and I have to say, it's on par with the kind of quality I expect from the Shure SM7dB, although with a few caveats. It feels like because of that extra adjustable gain and lack of 32-bit float, AI noise cancellation, and noise gate through Synapse, it's a bit more unruly. That could be a good thing for you if you've used the SM7dB and you've not got on well with its fairly low gain levels. But it also means that in XLR mode you're going to struggle to keep ambient room noise out of 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="GwUKPdhVdoiaUSoHK3BaRD" name="Razer Seiren V3 Pro review 3" alt="The capacitive mute button on the Razer Seiren V3 Pro" src="https://cdn.mos.cms.futurecdn.net/GwUKPdhVdoiaUSoHK3BaRD.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>Moreover, the pop filter simply isn't as strong as Shure's. Its foam isn't very dense, so it isn't doing as good a job at blocking out those attacking plosives. In USB mode, this is kept under control a lot better, presumably thanks to Synapse, AI noise cancelling, and 32-bit float. The pop filter doesn't do quite as strong a job as I'd like it to in XLR mode, where I feel like it's really going to be needed more for those professional recording quality uses. Its foam doesn't hug the capsule quite as tightly as Shure's does either, so I'm not convinced by it. </p><p>What I do love about the Seiren V3 Pro is its pattern, how generous it is, and how that works alongside its mounting design. I mention it in the audio sample above, but there's a brilliant versatility to this mic so that you can attach it to a boom arm at pretty much any angle, and as long as you're in close proximity, you get excellent, consistent studio-quality recordings. With Shure's SM7dB, you need to be a bit more direct and position yourself more closely in front of it to get the best sound, and even though it has some leeway, Razer has nailed an even more accessible polar pattern. </p><p>There's definitely still best value in proximity here, but people buying Razer's mic over something like Shure or Rode are likely going to be a little less studied in their mic etiquette, and it feels like Razer is aware of that and is actively trying to make the V3 Pro more user-friendly.</p><audio src="https://cdn.mos.cms.futurecdn.net/4GbtddC2MdYBMLR8aQRH6g/Razer%20Seiren%20V3%20Pro%20USB%20test%20audio.mp3"  controls="controls" preload="none"></audio><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="w4biKaUEKSUPGQeFyt35tC" name="Razer Seiren V3 Pro review 7" alt="The mounting arm design of the Razer Seiren V3 Pro" src="https://cdn.mos.cms.futurecdn.net/w4biKaUEKSUPGQeFyt35tC.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>USB connection is good, as you'll hear from the quality above. Besides the gain being a little more muted and more of the Synapse effects working their magic, I'd say it's all pretty consistent with the XLR sound. </p><p>It's not unusual for USB mics to be reliant on software for the best results, but I do think Razer has been a tad too reliant on Synapse to get the best results here. No, you don't need Synapse open and running for these to work, but Synapse, when installed, is pretty much always running in the background, so it's hard to tell when it's really in use and when it isn't. </p><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="UgoqbP9Pgwm2iBpE9wHkaD" name="Razer Seiren V3 Pro review 2" alt="The Razer Seiren V3 Pro next to a Shure SM7dB" src="https://cdn.mos.cms.futurecdn.net/UgoqbP9Pgwm2iBpE9wHkaD.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 the V3 Pro's lack of a noise gate in XLR mode, its USB noise gate is very, very aggressive, even after a firmware update to try and remedy this issue. You can hear in the USB sample audio that some of my words, especially at the beginning of sentences or after a small break in speaking, that my speech is getting cut off by the sheer wroth of the noise gate. That's not ideal, and I personally feel like the way Razer's noise gate cuts off any and all noise when it doesn't detect your voice is a bit too obtuse for a professional sound. It ends up sounding a bit cheap, manufactured, and silly when there's a really obvious cut-off of all the audio. If I was listening to a video, podcast, or stream and that was happening, it'd be so distracting I'd end up listening out for the cut instead of whatever a person was saying. </p><p>Hopefully this side of things gets patched and fixed as time goes on, but it's a bit much for my liking.</p><h2 id="should-you-buy-the-razer-seiren-v3-pro">Should you buy the Razer Seiren V3 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="G2tPdf6tsBEFDxUMECBCYD" name="Razer Seiren V3 Pro review 11" alt="The Razer Seiren V3 Pro in front of a gaming monitor" src="https://cdn.mos.cms.futurecdn.net/G2tPdf6tsBEFDxUMECBCYD.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 think there's real value for money in the Razer Seiren V3 Pro. The kind of quality it gives you in either XLR or USB mode is superb and is definitely good enough to compete with the Shure and Rode options out there. If you're a fan of the design of the Shure SM7dB but don't want to pay that much for it, this is a strong alternative that gives you a more accessible and user-friendly method of using it. Its noise gate in XLR isn't ideal, and its noise gate in USB mode is far too aggressive for my liking. Moreover, you are going to miss out on some features if you only use it in XLR mode. </p><p>In fact, this mic does feel like it's out here making a stand all on its own. I'm not saying Razer needs to make a rival to the RodeCaster Duo with all its bells and whistles, but a microphone like this is screaming out for a Synapse-compatible companion mixer. If Razer wants people to buy into its ecosystem, what does it want people to pair its XLR microphone with? I think it's time for a revamped audio interface, please, Mr Razer man.</p><p>Unfortunately, the mic market is really competitive. For an XLR option on price, the V3 Pro is sort of on par with the Shure MV7+ and Rod PodMic USB when ages, prices, and discounts come into play. Equally, the mic market has a Maono problem right now because, for paying less money, newcomers with lesser budgets could get the PD200W for far less and get great quality <em>and</em> a wireless connection. </p><p>I really, really like Seiren V3 Pro, and would happily use it for my own content. I'm not such a big fan of its reliance on Synapse, and if that's a problem for you too, I'd maybe steer clear of it. As a Shure alternative with excellent sound and an okay price, it doesn't get much better than this.</p><div data-widget-type="review" data-model-name="Razer Seiren V3 Pro"></div><h2 id="how-i-tested-the-razer-seiren-v3-pro">How I tested the Razer Seiren V3 Pro</h2><p>I've used the Razer Seiren V3 Pro as my main microphone for all gaming, content creation, and work meets for around two weeks now. I mounted it to my boom arm, plugged it into the RodeCaster Duo, and adopted it as part of my setup. I compared it closely to my daily driver, the Shure SM7dB, using it in the same ways and using it with the same settings through my audio interface. </p><p>I recorded plenty of audio samples and listened back to them, testing various ways in which the mic acts and reacts to different use styles. I also tested across different PCs, using a USB connection with a laptop to test out all of Razer Synapse's extras. </p><p>For more on testing methods, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy">GamesRadar+ hardware policy</a>.</p><p><em>For more streaming and podcasting gear, take a look at the </em><a href="https://www.gamesradar.com/best-capture-card"><em>best capture cards</em></a><em> and the </em><a href="https://www.gamesradar.com/best-ring-light-selfies-streaming-vlogging-video-calls"><em>best ring lights for streaming and gaming</em></a><em>.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/peripherals/razers-shure-lookalike-microphone-is-legit-but-its-left-me-asking-where-the-rest-of-this-brands-content-creation-gear-is-in-2026/</link>
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                            <![CDATA[ Razer's first hybrid microphone stacks up in terms of audio quality to options from Shure, Rode, and SteelSeries. ]]>
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                                                                        <pubDate>Mon, 10 Aug 2026 11:32:15 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Peripherals]]></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.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 Razer Seiren V3 Pro lying on a desk]]></media:description>                                                            <media:text><![CDATA[A Razer Seiren V3 Pro lying on a desk]]></media:text>
                                <media:title type="plain"><![CDATA[A Razer Seiren V3 Pro lying on a desk]]></media:title>
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                                <p>Razer's a little late to the party, but its first attempt at creating a multi-connection microphone is here. The Razer Seiren V3 Pro has capacity for both an XLR and a USB connection, and with a serious, studio, Shure-reminiscent design, it's clear that Team Sneki has not come to play around. This looks and sounds like a contender for the top spots on our <a href="https://www.gamesradar.com/best-microphone-streaming-gaming">best microphones for streaming and gaming</a> list, but does it sound like one?</p><p>I, for one, am a little surprised to see some pro-level <a href="https://www.gamesradar.com/streaming-for-gamers">content creation gear</a> coming from Razer in this day and age. Its Stream Controller X has been all but discontinued since Loupedeck was bought over by Logitech. Its presence in the capture card space is pretty much dead; its USB microphones are tiny, unicorn vomit devices that, although sound great, don't look like they want to be taken seriously. The Seiren V3 Pro has a professional, studio look to it that reinstates this brand as a name in content creation again. That said, I can't help but feel its XLR connection is without a friend because Razer's Razer Streaming Mixer is so out of date it should be in a museum. </p><p>But surprisingly, Razer has nailed it with this microphone. Its quality is excellent both in USB and XLR modes; it's easier to use than some of the other more premium XLR options on the shelves, and its price is only $249.99 / £249.99, which is actually on par with some of the other premium mics on the shelves today. Razer tax, where art thou?</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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5KWmd2hQSaPsrueQ9sQ3UD" name="Razer Seiren V3 Pro review 6" alt="A Razer Seiren V3 Pro hanging down vertically from a boom arm in front of a gaming monitor" src="https://cdn.mos.cms.futurecdn.net/5KWmd2hQSaPsrueQ9sQ3UD.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 Razer Seiren V3 Pro isn't subtle about the fact that it wants to go after the <a href="https://www.gamesradar.com/shure-sm7db-review">Shure SM7dB</a>. Along with the <a href="https://www.gamesradar.com/beacn-mic-review">BEACN Mic</a>, the <a href="https://www.gamesradar.com/hardware/peripherals/maono-pd200w-review">Maono PD200W</a>, and <a href="https://www.gamesradar.com/hardware/peripherals/shure-mv6-review">Shure's MV6</a>, it's joining the lineup of black, cylindrical microphones that want you to talk into them for your podcast, livestream, or YouTube video. This is an iconic look, and I like the way Razer has put its own spin on it. </p><p>Around its rim, there's an RGB ring which is fully customizable using Razer Chroma, and the capsule of the mic is covered by a familiar cylindrical pop filter/wind guard. There's some very subtle Razer branding which can be seen if it catches the light, but blends into the bodywork of the microphone so as not to overplay its hand and spoil the Shure lookalike contest. </p><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="LGaBFugbEf7aZXmsPNxExC" name="Razer Seiren V3 Pro review 5" alt="The Razer Seiren V3 Pro" src="https://cdn.mos.cms.futurecdn.net/LGaBFugbEf7aZXmsPNxExC.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>What I really like about the design of the Seiren V3 Pro is that the mounting system complements the pickup pattern. A lot of XLR mics (and the Shure SM7dB specifically) require you to be pretty close and direct with them; hence why they opt for this black cylindrical design, and their mounting systems reflect that. The mounting arm here is more versatile in order to cater to a more generous polar pattern. I've attached mine to a boom arm and had it hanging down towards me, almost like it is actually a boom mic. </p><p>When in shot of my webcam, it does actually look like it's being held from somewhere out of view, and it gives my entire setup a premium podcast host feel. Its angular stand allows for that inverted type of mounting, but if you so please, you can leave it upright on its stand, or boom-mount it so it's facing up vertically. There's versatility here that I really like, and form complements function because the pickup pattern doesn't care about which direction you use it from.</p><p>The internals of the mic have had a lot of thought put into them too. The V3 Pro sports a 30mm Dynamic capsule with the below specs that I've compared directly to the Shure SM7dB for context.</p><div ><table><thead><tr><th class="firstcol empty" ></th><th  ><p>Razer Seiren V3 Pro</p></th><th  ><p>Shure SM7dB</p></th></tr></thead><tbody><tr><td class="firstcol " ><p><strong>Sample rate</strong></p></td><td  ><p>48/96kHz</p></td><td  ><p>NA (XLR)</p></td></tr><tr><td class="firstcol " ><p><strong>Bit rate</strong></p></td><td  ><p>24/32 bit (supports 32-bit float via Synapse)</p></td><td  ><p>NA (XLR)</p></td></tr><tr><td class="firstcol " ><p><strong>Capsule</strong></p></td><td  ><p>30mm Dynamic Capsule</p></td><td  ><p>Unidyne III Dynamic moving-coil Capsule</p></td></tr><tr><td class="firstcol " ><p><strong>Polar patterns</strong></p></td><td  ><p>Cardioid</p></td><td  ><p>Cardioid</p></td></tr><tr><td class="firstcol " ><p><strong>Frequency response</strong></p></td><td  ><p>50Hz - 16kHz</p></td><td  ><p>50Hz to 20kHz</p></td></tr><tr><td class="firstcol " ><p><strong>Power required</strong></p></td><td  ><p>5V/500mA</p></td><td  ><p>+48V DC phantom power</p></td></tr><tr><td class="firstcol " ><p><strong>Sensitivity</strong></p></td><td  ><p>-59dB (1V/Pa at 1kHz)</p></td><td  ><p>-59 dBV/Pa at 1kHz</p></td></tr><tr><td class="firstcol " ><p><strong>Adjustable gain</strong></p></td><td  ><p>40dB</p></td><td  ><p>+28dB, plus bypass to run passively like the SM7B</p></td></tr></tbody></table></div><p>The USB side of the microphone obviously demands a few more design bells and whistles than a standard XLR option. There's a manual gain control dial on the bottom of the mic, as well as a 3.5mm headphone jack for live monitoring through a headset. Note that this is reliant on Synapse, or at least didn't work for me until I had Synapse installed, so it isn't on a mere hardware level. There's also a capacitive mute button.  </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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aYxuTUhLpAq3FkdrYjYx9D" name="Razer Seiren V3 Pro review 4" alt="The bottom of the Razer Seiren V3 Pro, showing its connection ports" src="https://cdn.mos.cms.futurecdn.net/aYxuTUhLpAq3FkdrYjYx9D.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 with the other hybrid mics we've seen hitting the shelves already, the Seiren V3 Pro harnesses the power of both USB-C and XLR connections. I've plugged them both in with different machines, and they've both worked at the same time. It is missing the wireless connection of the Maono PD200W, but in terms of the dual-connectivity it has it matches up with the <a href="https://www.gamesradar.com/rode-podmic-usb-review">Rode PodMic USB</a>, <a href="https://www.gamesradar.com/hardware/peripherals/shure-mv7-podcast-mic-review/">Shure MV7+</a>, and <a href="https://www.gamesradar.com/steelseries-alias-pro-review">SteelSeries Alias Pro</a>. It is probably worth noting that while a USB to USB-C cable comes in the box, you'll need to supply your own XLR cable.</p><p>On the software side, a lot of the V3 Pro's best features are reserved for Synapse pairing, which, if you're anything like me, is a big let-down. The RGB, 3.5mm live monitoring, gain control, and mute button all require USB power, so don't go in expecting those if you're going to hook it up using XLR through one of the <a href="https://www.gamesradar.com/hardware/peripherals/best-streaming-mixers">best streaming mixers</a>. </p><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="pckg9TzG3Fk6AQ9E5Amc5D" name="Razer Seiren V3 Pro review 8" alt="The lackluster pop filter foam on the Razer Seiren V3 Pro" src="https://cdn.mos.cms.futurecdn.net/pckg9TzG3Fk6AQ9E5Amc5D.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>Synapse is going to give you lots of access to EQ, bass boosting, exciters, noise gate controls, AI noise cancelling, and other settings of the V3 Pro. There's also support within Synapse for 32-bit float support, which barely any of the competition mics have unless you go wireless with something like the <a href="https://www.gamesradar.com/hardware/peripherals/rode-wireless-go-gen-3-review">Rode Wireless GO Gen 3</a>.  Moreover, Synapse now has a full mixing suite within it if you are using USB connections and can't mix using a separate interface. While this is an impressive update to Synapse that gives the Razer mics some longer legs to run with, it's a real shame that you're reliant on the entire Synapse ecosystem to use these things. </p><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="L8ftSuZiietYhKChm7MP5D" name="Razer Seiren V3 Pro review 9" alt="A closer look at the capsule and grille inside the Razer Seiren V3 Pro" src="https://cdn.mos.cms.futurecdn.net/L8ftSuZiietYhKChm7MP5D.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's a reason that Elgato has its own separate software for audio devices, camera devices, and capturing footage with its capture cards. If you're buying one device from a brand, you shouldn't <em>have</em> to download a very intrusive and performance-heavy application that tacks on everything else it makes. Just let me have the parts I do need, and stop making it so hard to install and uninstall this silly program that's insistent on becoming the main character of my PC. </p><h2 id="performance-5">Performance</h2><audio src="https://cdn.mos.cms.futurecdn.net/V3JgBTopqSRnFWUZrfD9ha/Seiren%20V3%20Pro%20XLR%20testing%20sample.mp3"  controls="controls" preload="none"></audio><p>The first thing I'll say is that I really, really like the way this mic sounds. It captures some excellent quality that's absolutely up there with the Shure and Rode options out there. It's also consistent across its USB and XLR connections, with minimal sound disparity between the two. </p><p>I did the majority of testing in XLR mode through the <a href="https://www.gamesradar.com/rodecaster-duo-review">RodeCaster Duo</a>, and I have to say, it's on par with the kind of quality I expect from the Shure SM7dB, although with a few caveats. It feels like because of that extra adjustable gain and lack of 32-bit float, AI noise cancellation, and noise gate through Synapse, it's a bit more unruly. That could be a good thing for you if you've used the SM7dB and you've not got on well with its fairly low gain levels. But it also means that in XLR mode you're going to struggle to keep ambient room noise out of 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="GwUKPdhVdoiaUSoHK3BaRD" name="Razer Seiren V3 Pro review 3" alt="The capacitive mute button on the Razer Seiren V3 Pro" src="https://cdn.mos.cms.futurecdn.net/GwUKPdhVdoiaUSoHK3BaRD.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>Moreover, the pop filter simply isn't as strong as Shure's. Its foam isn't very dense, so it isn't doing as good a job at blocking out those attacking plosives. In USB mode, this is kept under control a lot better, presumably thanks to Synapse, AI noise cancelling, and 32-bit float. The pop filter doesn't do quite as strong a job as I'd like it to in XLR mode, where I feel like it's really going to be needed more for those professional recording quality uses. Its foam doesn't hug the capsule quite as tightly as Shure's does either, so I'm not convinced by it. </p><p>What I do love about the Seiren V3 Pro is its pattern, how generous it is, and how that works alongside its mounting design. I mention it in the audio sample above, but there's a brilliant versatility to this mic so that you can attach it to a boom arm at pretty much any angle, and as long as you're in close proximity, you get excellent, consistent studio-quality recordings. With Shure's SM7dB, you need to be a bit more direct and position yourself more closely in front of it to get the best sound, and even though it has some leeway, Razer has nailed an even more accessible polar pattern. </p><p>There's definitely still best value in proximity here, but people buying Razer's mic over something like Shure or Rode are likely going to be a little less studied in their mic etiquette, and it feels like Razer is aware of that and is actively trying to make the V3 Pro more user-friendly.</p><audio src="https://cdn.mos.cms.futurecdn.net/4GbtddC2MdYBMLR8aQRH6g/Razer%20Seiren%20V3%20Pro%20USB%20test%20audio.mp3"  controls="controls" preload="none"></audio><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="w4biKaUEKSUPGQeFyt35tC" name="Razer Seiren V3 Pro review 7" alt="The mounting arm design of the Razer Seiren V3 Pro" src="https://cdn.mos.cms.futurecdn.net/w4biKaUEKSUPGQeFyt35tC.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>USB connection is good, as you'll hear from the quality above. Besides the gain being a little more muted and more of the Synapse effects working their magic, I'd say it's all pretty consistent with the XLR sound. </p><p>It's not unusual for USB mics to be reliant on software for the best results, but I do think Razer has been a tad too reliant on Synapse to get the best results here. No, you don't need Synapse open and running for these to work, but Synapse, when installed, is pretty much always running in the background, so it's hard to tell when it's really in use and when it isn't. </p><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="UgoqbP9Pgwm2iBpE9wHkaD" name="Razer Seiren V3 Pro review 2" alt="The Razer Seiren V3 Pro next to a Shure SM7dB" src="https://cdn.mos.cms.futurecdn.net/UgoqbP9Pgwm2iBpE9wHkaD.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 the V3 Pro's lack of a noise gate in XLR mode, its USB noise gate is very, very aggressive, even after a firmware update to try and remedy this issue. You can hear in the USB sample audio that some of my words, especially at the beginning of sentences or after a small break in speaking, that my speech is getting cut off by the sheer wroth of the noise gate. That's not ideal, and I personally feel like the way Razer's noise gate cuts off any and all noise when it doesn't detect your voice is a bit too obtuse for a professional sound. It ends up sounding a bit cheap, manufactured, and silly when there's a really obvious cut-off of all the audio. If I was listening to a video, podcast, or stream and that was happening, it'd be so distracting I'd end up listening out for the cut instead of whatever a person was saying. </p><p>Hopefully this side of things gets patched and fixed as time goes on, but it's a bit much for my liking.</p><h2 id="should-you-buy-the-razer-seiren-v3-pro">Should you buy the Razer Seiren V3 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="G2tPdf6tsBEFDxUMECBCYD" name="Razer Seiren V3 Pro review 11" alt="The Razer Seiren V3 Pro in front of a gaming monitor" src="https://cdn.mos.cms.futurecdn.net/G2tPdf6tsBEFDxUMECBCYD.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 think there's real value for money in the Razer Seiren V3 Pro. The kind of quality it gives you in either XLR or USB mode is superb and is definitely good enough to compete with the Shure and Rode options out there. If you're a fan of the design of the Shure SM7dB but don't want to pay that much for it, this is a strong alternative that gives you a more accessible and user-friendly method of using it. Its noise gate in XLR isn't ideal, and its noise gate in USB mode is far too aggressive for my liking. Moreover, you are going to miss out on some features if you only use it in XLR mode. </p><p>In fact, this mic does feel like it's out here making a stand all on its own. I'm not saying Razer needs to make a rival to the RodeCaster Duo with all its bells and whistles, but a microphone like this is screaming out for a Synapse-compatible companion mixer. If Razer wants people to buy into its ecosystem, what does it want people to pair its XLR microphone with? I think it's time for a revamped audio interface, please, Mr Razer man.</p><p>Unfortunately, the mic market is really competitive. For an XLR option on price, the V3 Pro is sort of on par with the Shure MV7+ and Rod PodMic USB when ages, prices, and discounts come into play. Equally, the mic market has a Maono problem right now because, for paying less money, newcomers with lesser budgets could get the PD200W for far less and get great quality <em>and</em> a wireless connection. </p><p>I really, really like Seiren V3 Pro, and would happily use it for my own content. I'm not such a big fan of its reliance on Synapse, and if that's a problem for you too, I'd maybe steer clear of it. As a Shure alternative with excellent sound and an okay price, it doesn't get much better than this.</p><div data-widget-type="review" data-model-name="Razer Seiren V3 Pro"></div><h2 id="how-i-tested-the-razer-seiren-v3-pro">How I tested the Razer Seiren V3 Pro</h2><p>I've used the Razer Seiren V3 Pro as my main microphone for all gaming, content creation, and work meets for around two weeks now. I mounted it to my boom arm, plugged it into the RodeCaster Duo, and adopted it as part of my setup. I compared it closely to my daily driver, the Shure SM7dB, using it in the same ways and using it with the same settings through my audio interface. </p><p>I recorded plenty of audio samples and listened back to them, testing various ways in which the mic acts and reacts to different use styles. I also tested across different PCs, using a USB connection with a laptop to test out all of Razer Synapse's extras. </p><p>For more on testing methods, check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy">GamesRadar+ hardware policy</a>.</p><p><em>For more streaming and podcasting gear, take a look at the </em><a href="https://www.gamesradar.com/best-capture-card"><em>best capture cards</em></a><em> and the </em><a href="https://www.gamesradar.com/best-ring-light-selfies-streaming-vlogging-video-calls"><em>best ring lights for streaming and gaming</em></a><em>.</em></p>
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                                                            <title><![CDATA[ The JSAUX 6-in-1 Switch 2 dock is a cluttered and ugly accessory that has still managed to replace my official dock ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I've tested more JSAUX accessories than I can count with both hands, and plenty of them have the chops to contend with the <a href="https://www.gamesradar.com/hardware/accessories/the-best-nintendo-switch-2-accessories/">best Nintendo Switch 2 accessories</a>  I've looked at. Yet the JSAUX 6-in-1 Gaming Dock for Switch 2 intrigued me the most out of the lot, partially because it's a cluttered and confusing mess at first glance. <br><br>It's a dock, as you've likely surmised from its name, that includes a line-up of handy ports, an LED screen at the front, charging slots for spare Joy-Con controllers, and some game and microSD Express Card storage on top of all that, because why not? All of that meshes together into a pretty ugly device in my eyes, but fortunately for me, looks can be deceiving. </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="ii35VqEfJSZQnzpCizC4Do" name="jsauxdock6" alt="Photo of the JSAUX 6-in-1 Gaming Dock for the Switch 2 sitting in front of a TV." src="https://cdn.mos.cms.futurecdn.net/ii35VqEfJSZQnzpCizC4Do.jpg" mos="" align="middle" fullscreen="" width="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 first time I caught a glimpse of the JSAUX 6-in-1 Gaming Dock for the Switch 2, I couldn't help but notice there was a lot going on. It's not like the <a href="https://www.gamesradar.com/platforms/nintendo-switch-2/siwiqu-switch-2-dock-review-a-serviceable-docking-station-that-makes-me-nervous/">SIWIQU Switch 2 dock</a> where it's just a simple block, and that's it. Instead, JSAUX has crammed in a ton of extras that make it appear like the Mr. Magorium's Wonder Emporium of Switch 2 accessories.</p><p>What I mean is, there's a lot to it, and so it's not exactly the nicest-looking dock on the market. The first thing that's hard to ignore is the circular LED display. When hooked up, it permanently lights up and works as a status indicator for how juiced up your Joy-Con controllers are. It's probably my least favorite thing about the dock, as I never really found use for it besides adding to the light pollution in my living room, but it's there should you want to be constantly informed of the battery life of your spare controllers.<br><br>This screen sits on the front-facing side of the device, and behind it is a wall of game and Switch 2 SD card storage. This storage is opposite the first two Joy-Con controller ports, which are colored red and blue so you know exactly what to place where. Additionally, the sides of the dock also have Joy-Con controller ports, should you need a couple more. Talking of controller charging, behind these slots lies the main 'dock' part of the device, which is designed to store and charge a Pro controller or the Switch 2 once you place it in the accompanying charger adapter. </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="DCRM5uNNJv7A8kTTWjY6Uo" name="jsauxdock1" alt="Photo of the ports of the JSAUX 6-in-1 Gaming Dock for the Switch 2." src="https://cdn.mos.cms.futurecdn.net/DCRM5uNNJv7A8kTTWjY6Uo.jpg" mos="" align="middle" fullscreen="" width="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>There's a lot going on with this device. It can hook up to your smart TV or gaming monitor like the official dock, and it supports 4K/60Hz, 2K/120Hz, 1080p/120Hz, and 4K/60Hz video output.</p><p>The dock is also a multi-purpose charging machine. There are slots for up to four single Switch 2 Joy-Cons (six if you're using the charging adapter) and a <a href="https://www.gamesradar.com/hardware/gaming-controllers/nintendo-switch-2-pro-controller-review/">Switch 2 Pro controller </a>simultaneously - if you don't have the handheld attached. Should you not have Nintendo's official premium pad kicking around, I discovered the dock also works well with similar-shaped Pro options, like the PowerA Advantage Wireless Controller. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oneCNNkd7ZnTazHBvdFhUo" name="jsauxdock4" alt="Photo of a PowerA Pokemon controller sitting in the JSAUX 6-in-1 Gaming Dock for the Switch 2." src="https://cdn.mos.cms.futurecdn.net/oneCNNkd7ZnTazHBvdFhUo.jpg" mos="" align="middle" fullscreen="" width="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>Even if your controllers are fully juiced up, the JSAUX dock is a pretty handy storage solution. It helps too that the back of the LED indicator screen includes slots designed to store up to four physical Switch and Switch 2 cartridges, and four slots compatible with the <a href="https://www.gamesradar.com/hardware/the-best-nintendo-switch-2-micro-sd-express-cards/">best Nintendo Switch 2 microSD Express Cards</a>. But the real meat of this dock isn't its storage capabilities, but its plentiful ports lined up across the back of the foldable device.</p><p>You've got an Ethernet port, snf two USB 2.0 Type-A ports that can support data transfers up to 480Mbps and connect to accessories including keyboards, mice, and other devices. To get your console hooked up to your display of choice, you've naturally got an HDMI 2.0 port and a fast-charging USB-C PD port to plug in your AC adapter to get it all powered up. The entire unit can also be folded away to make it more compact for travel or storage.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>JSAUX's 6-in-1 accessory has replaced my official Switch 2 dock for a number of reasons. The first of which is that it does the same polished job. Once the handheld is nestled in the UBC-C bay with the adapter in tow, the Switch 2 is ready to be played, and there were no visual oddities whatsoever during testing. Additionally, I noticed it took up practically the same amount of space as Nintendo's official alternative, but made more sense in my setup due to the cabling sitting at the back.<br><br>Using the real-deal can occasionally feel a little awkward in this respect. With the HDMI and AC adapter always having to pull to the right (when you're looking straight at it), I always have to ensure it doesn't interfere with my turntable, which is always sitting directly to the side of my main room's consoles. <br><br>With the ports all neatly located at the back, the JSAUX dock just suits my setup more, but that won't be the case for everyone. </p><p>Its multiple charging opportunities may be more of a benefit. Now that my partner has a Switch 2 of his own, having accessories that can charge all our Joy-Cons at once is very appreciated, particularly for when we want to spend an evening failing miserably at the mini-games in Rhythm Paradise Groove (and enjoying every second).<br><br>With the magnetic connectivity, slotting in the controllers was easy peasy, and there was never an awkward moment with charging. This was the time when I was extra pleased to discover that the USB-C bay is compatible with controllers other than Nintendo's Pro options too. Nothing is worse than forking out cash on an accessory only for it to feel like it's pushing you to invest in another, but much to my pleasure, I could happily charge my Pokemon Mega Evolutions pad without issue. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5Ug5pAv8mp8UkcrEpQxCFo" name="jsauxdock5 (1)" alt="Photo of the controller storage and adapter for the JSAUX 6-in-1 Gaming Dock for the Switch 2." src="https://cdn.mos.cms.futurecdn.net/5Ug5pAv8mp8UkcrEpQxCFo.jpg" mos="" align="middle" fullscreen="" width="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 was pretty ideal that I had to travel during testing. One of the main draws to this dock (particularly over the official version) is that it can fold up and be stored away. Normally I'd bring my <a href="https://www.gamesradar.com/hardware/accessories/jsaux-all-in-one-carrying-case-for-nintendo-switch-2-review/">JSAUX All-In-One Carrying Case</a> with my dock shoved inside when taking my Switch 2 to my Mom's house, however, the compact nature of the JSAUX dock meant I could easily slot it into my backpack while my Switch 2 was nestled in the <a href="https://www.gamesradar.com/hardware/accessories/belkin-charging-case-pro-review/">Belkin Charging Case Pro</a>.</p><p>The only real hindrance I felt with the dock was with the LCD display. I'm typically a sucker for RGB lighting and nonsensical add-ons that are purely cosmetic, but this display and I did not get on. For one, the lighting is far too bright. There was one night where, thanks to my very unwell cat, I had to crash in the main room of my own home, and the light kept waking me up. I felt like that I was recreating that 'Limmy Waking Up' meme every time I awoke to the illuminating JSAUX logo in my face.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="emsXcDNVSv2QqPcN85B83o" name="jsauxdock9" alt="Close up of the display of the JSAUX 6-in-1 Gaming Dock for the Switch 2." src="https://cdn.mos.cms.futurecdn.net/emsXcDNVSv2QqPcN85B83o.jpg" mos="" align="middle" fullscreen="" width="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 display is also very prone to attracting dust and cosmetic damage. By default, it comes with a covering to protect it from wear and tear during transit. However, the second this was removed, I noticed the plastic surface would be coated in scratches. There is a slight chance that the one I was provided with to review just so happened to turn up in this state, but it made taking photos for this review a bit of a challenge. </p><p>Not to mention, the side of the dock the display sits on occasionally moves on its own accord. There were a few instances where it swung down and hit the display of my Switch 2. It's a good thing I have a screen protector equipped, but it did still instill a strong fear in me that this could one day severely damage my beloved (and pricey) handheld. Which ideally is not what you want from a $59.99 accessory that's meant to improve your setup and not hinder it in any way.</p><h2 class="article-body__section" id="section-should-you-buy-the-jsaux-6-in-1-gaming-dock-for-switch-2"><span>Should you buy the JSAUX 6-in-1 Gaming Dock for Switch 2?</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="yqr9vvS8B3RKnB9YKgYQ9o" name="jsauxdock7" alt="Photo of the JSAUX 6-in-1 Gaming Dock for the Switch 2 sitting in front of a TV." src="https://cdn.mos.cms.futurecdn.net/yqr9vvS8B3RKnB9YKgYQ9o.jpg" mos="" align="middle" fullscreen="" width="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>Picking up an additional official Nintendo Switch 2 dock can be pretty costly. For whatever reason, Nintendo only packages its official dock alongside a spare AC adapter for <a href="https://www.nintendo.com/us/store/products/nintendo-switch-2-dock-set-123791/" target="_blank"><strong>$124.99 at the official Nintendo US store</strong></a>, which is a lot to pay if you're just looking to grab a spare for your bedroom. That leaves you with two real options: grab it second-hand for a little bit cheaper, or grab a third-party dock. The <a href="https://jsaux.com/products/6-in-1-gaming-dock-for-switch-2" target="_blank"><strong>$59.99 (JSAUX)</strong></a> JSAUX 6-in-1 Gaming Dock is a valid choice.</p><p>It's not my immediate go-to if it's just the docking you're after, as there are plenty of cheaper options available. Not to mention, more compact options like the <a href="https://www.gamesradar.com/hardware/accessories/genki-covert-dock-3-review/">Genki Covert Dock 3</a> if portability is your number one priority. But this JSAUX dock is ideal if you're looking for a replacement that does practically all the real deal can muster, while providing some helpful storage and charging features that can lend themselves to any Switch 2 setup. Just know it's not the prettiest dock on the block, but it's what's on the inside that counts.</p><h2 class="article-body__section" id="section-how-i-tested-the-jsaux-6-in-1-gaming-dock-for-switch-2"><span>How I tested the JSAUX 6-in-1 Gaming Dock for Switch 2</span></h2><p>I had the JSAUX 6-in-1 Gaming Dock in my setup for a little under a month during the testing process. During that time, the official Switch 2 dock was set aside, and this became the only way I played the handheld in docked mode while using my Samsung smart TV. I used the dock while playing a range of games, from Pokemon Pokopia, Mario Kart World, and Rhythm Paradise Groove. Afterwards, I took the third-party dock to my mum's house and integrated it into her setup to see how portable and accessible it was when integrated with TV setups other than my own.<br><br> For more information on how we test accessories for the Nintendo Switch 2, check out our full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware policy</a>.</p><p><em>I've also rounded up 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-cameras/"><em>best Nintendo Switch 2 cameras</em></a><em> if you're on the hunt for more top-tier Ninty accessories.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/accessories/jsaux-6-in-1-gaming-dock-for-switch2/</link>
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                            <![CDATA[ The JSAUX 6-in-1 Gaming Dock for the Nintendo Switch 2 has replaced my official Ninty accessory not for its looks, but for combining a dock and handy controller charging station into one. ]]>
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                                                                        <pubDate>Thu, 06 Aug 2026 15:07:50 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Accessories]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Hardware]]></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.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 JSAUX 6-in-1 Gaming Dock for the Switch 2 in front of a TV playing Pokemon Pokopia.]]></media:description>                                                            <media:text><![CDATA[Photo of the JSAUX 6-in-1 Gaming Dock for the Switch 2 in front of a TV playing Pokemon Pokopia.]]></media:text>
                                <media:title type="plain"><![CDATA[Photo of the JSAUX 6-in-1 Gaming Dock for the Switch 2 in front of a TV playing Pokemon Pokopia.]]></media:title>
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                                <p>I've tested more JSAUX accessories than I can count with both hands, and plenty of them have the chops to contend with the <a href="https://www.gamesradar.com/hardware/accessories/the-best-nintendo-switch-2-accessories/">best Nintendo Switch 2 accessories</a>  I've looked at. Yet the JSAUX 6-in-1 Gaming Dock for Switch 2 intrigued me the most out of the lot, partially because it's a cluttered and confusing mess at first glance. <br><br>It's a dock, as you've likely surmised from its name, that includes a line-up of handy ports, an LED screen at the front, charging slots for spare Joy-Con controllers, and some game and microSD Express Card storage on top of all that, because why not? All of that meshes together into a pretty ugly device in my eyes, but fortunately for me, looks can be deceiving. </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="ii35VqEfJSZQnzpCizC4Do" name="jsauxdock6" alt="Photo of the JSAUX 6-in-1 Gaming Dock for the Switch 2 sitting in front of a TV." src="https://cdn.mos.cms.futurecdn.net/ii35VqEfJSZQnzpCizC4Do.jpg" mos="" align="middle" fullscreen="" width="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 first time I caught a glimpse of the JSAUX 6-in-1 Gaming Dock for the Switch 2, I couldn't help but notice there was a lot going on. It's not like the <a href="https://www.gamesradar.com/platforms/nintendo-switch-2/siwiqu-switch-2-dock-review-a-serviceable-docking-station-that-makes-me-nervous/">SIWIQU Switch 2 dock</a> where it's just a simple block, and that's it. Instead, JSAUX has crammed in a ton of extras that make it appear like the Mr. Magorium's Wonder Emporium of Switch 2 accessories.</p><p>What I mean is, there's a lot to it, and so it's not exactly the nicest-looking dock on the market. The first thing that's hard to ignore is the circular LED display. When hooked up, it permanently lights up and works as a status indicator for how juiced up your Joy-Con controllers are. It's probably my least favorite thing about the dock, as I never really found use for it besides adding to the light pollution in my living room, but it's there should you want to be constantly informed of the battery life of your spare controllers.<br><br>This screen sits on the front-facing side of the device, and behind it is a wall of game and Switch 2 SD card storage. This storage is opposite the first two Joy-Con controller ports, which are colored red and blue so you know exactly what to place where. Additionally, the sides of the dock also have Joy-Con controller ports, should you need a couple more. Talking of controller charging, behind these slots lies the main 'dock' part of the device, which is designed to store and charge a Pro controller or the Switch 2 once you place it in the accompanying charger adapter. </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="DCRM5uNNJv7A8kTTWjY6Uo" name="jsauxdock1" alt="Photo of the ports of the JSAUX 6-in-1 Gaming Dock for the Switch 2." src="https://cdn.mos.cms.futurecdn.net/DCRM5uNNJv7A8kTTWjY6Uo.jpg" mos="" align="middle" fullscreen="" width="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>There's a lot going on with this device. It can hook up to your smart TV or gaming monitor like the official dock, and it supports 4K/60Hz, 2K/120Hz, 1080p/120Hz, and 4K/60Hz video output.</p><p>The dock is also a multi-purpose charging machine. There are slots for up to four single Switch 2 Joy-Cons (six if you're using the charging adapter) and a <a href="https://www.gamesradar.com/hardware/gaming-controllers/nintendo-switch-2-pro-controller-review/">Switch 2 Pro controller </a>simultaneously - if you don't have the handheld attached. Should you not have Nintendo's official premium pad kicking around, I discovered the dock also works well with similar-shaped Pro options, like the PowerA Advantage Wireless Controller. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oneCNNkd7ZnTazHBvdFhUo" name="jsauxdock4" alt="Photo of a PowerA Pokemon controller sitting in the JSAUX 6-in-1 Gaming Dock for the Switch 2." src="https://cdn.mos.cms.futurecdn.net/oneCNNkd7ZnTazHBvdFhUo.jpg" mos="" align="middle" fullscreen="" width="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>Even if your controllers are fully juiced up, the JSAUX dock is a pretty handy storage solution. It helps too that the back of the LED indicator screen includes slots designed to store up to four physical Switch and Switch 2 cartridges, and four slots compatible with the <a href="https://www.gamesradar.com/hardware/the-best-nintendo-switch-2-micro-sd-express-cards/">best Nintendo Switch 2 microSD Express Cards</a>. But the real meat of this dock isn't its storage capabilities, but its plentiful ports lined up across the back of the foldable device.</p><p>You've got an Ethernet port, snf two USB 2.0 Type-A ports that can support data transfers up to 480Mbps and connect to accessories including keyboards, mice, and other devices. To get your console hooked up to your display of choice, you've naturally got an HDMI 2.0 port and a fast-charging USB-C PD port to plug in your AC adapter to get it all powered up. The entire unit can also be folded away to make it more compact for travel or storage.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p>JSAUX's 6-in-1 accessory has replaced my official Switch 2 dock for a number of reasons. The first of which is that it does the same polished job. Once the handheld is nestled in the UBC-C bay with the adapter in tow, the Switch 2 is ready to be played, and there were no visual oddities whatsoever during testing. Additionally, I noticed it took up practically the same amount of space as Nintendo's official alternative, but made more sense in my setup due to the cabling sitting at the back.<br><br>Using the real-deal can occasionally feel a little awkward in this respect. With the HDMI and AC adapter always having to pull to the right (when you're looking straight at it), I always have to ensure it doesn't interfere with my turntable, which is always sitting directly to the side of my main room's consoles. <br><br>With the ports all neatly located at the back, the JSAUX dock just suits my setup more, but that won't be the case for everyone. </p><p>Its multiple charging opportunities may be more of a benefit. Now that my partner has a Switch 2 of his own, having accessories that can charge all our Joy-Cons at once is very appreciated, particularly for when we want to spend an evening failing miserably at the mini-games in Rhythm Paradise Groove (and enjoying every second).<br><br>With the magnetic connectivity, slotting in the controllers was easy peasy, and there was never an awkward moment with charging. This was the time when I was extra pleased to discover that the USB-C bay is compatible with controllers other than Nintendo's Pro options too. Nothing is worse than forking out cash on an accessory only for it to feel like it's pushing you to invest in another, but much to my pleasure, I could happily charge my Pokemon Mega Evolutions pad without issue. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5Ug5pAv8mp8UkcrEpQxCFo" name="jsauxdock5 (1)" alt="Photo of the controller storage and adapter for the JSAUX 6-in-1 Gaming Dock for the Switch 2." src="https://cdn.mos.cms.futurecdn.net/5Ug5pAv8mp8UkcrEpQxCFo.jpg" mos="" align="middle" fullscreen="" width="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 was pretty ideal that I had to travel during testing. One of the main draws to this dock (particularly over the official version) is that it can fold up and be stored away. Normally I'd bring my <a href="https://www.gamesradar.com/hardware/accessories/jsaux-all-in-one-carrying-case-for-nintendo-switch-2-review/">JSAUX All-In-One Carrying Case</a> with my dock shoved inside when taking my Switch 2 to my Mom's house, however, the compact nature of the JSAUX dock meant I could easily slot it into my backpack while my Switch 2 was nestled in the <a href="https://www.gamesradar.com/hardware/accessories/belkin-charging-case-pro-review/">Belkin Charging Case Pro</a>.</p><p>The only real hindrance I felt with the dock was with the LCD display. I'm typically a sucker for RGB lighting and nonsensical add-ons that are purely cosmetic, but this display and I did not get on. For one, the lighting is far too bright. There was one night where, thanks to my very unwell cat, I had to crash in the main room of my own home, and the light kept waking me up. I felt like that I was recreating that 'Limmy Waking Up' meme every time I awoke to the illuminating JSAUX logo in my face.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="emsXcDNVSv2QqPcN85B83o" name="jsauxdock9" alt="Close up of the display of the JSAUX 6-in-1 Gaming Dock for the Switch 2." src="https://cdn.mos.cms.futurecdn.net/emsXcDNVSv2QqPcN85B83o.jpg" mos="" align="middle" fullscreen="" width="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 display is also very prone to attracting dust and cosmetic damage. By default, it comes with a covering to protect it from wear and tear during transit. However, the second this was removed, I noticed the plastic surface would be coated in scratches. There is a slight chance that the one I was provided with to review just so happened to turn up in this state, but it made taking photos for this review a bit of a challenge. </p><p>Not to mention, the side of the dock the display sits on occasionally moves on its own accord. There were a few instances where it swung down and hit the display of my Switch 2. It's a good thing I have a screen protector equipped, but it did still instill a strong fear in me that this could one day severely damage my beloved (and pricey) handheld. Which ideally is not what you want from a $59.99 accessory that's meant to improve your setup and not hinder it in any way.</p><h2 class="article-body__section" id="section-should-you-buy-the-jsaux-6-in-1-gaming-dock-for-switch-2"><span>Should you buy the JSAUX 6-in-1 Gaming Dock for Switch 2?</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="yqr9vvS8B3RKnB9YKgYQ9o" name="jsauxdock7" alt="Photo of the JSAUX 6-in-1 Gaming Dock for the Switch 2 sitting in front of a TV." src="https://cdn.mos.cms.futurecdn.net/yqr9vvS8B3RKnB9YKgYQ9o.jpg" mos="" align="middle" fullscreen="" width="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>Picking up an additional official Nintendo Switch 2 dock can be pretty costly. For whatever reason, Nintendo only packages its official dock alongside a spare AC adapter for <a href="https://www.nintendo.com/us/store/products/nintendo-switch-2-dock-set-123791/" target="_blank"><strong>$124.99 at the official Nintendo US store</strong></a>, which is a lot to pay if you're just looking to grab a spare for your bedroom. That leaves you with two real options: grab it second-hand for a little bit cheaper, or grab a third-party dock. The <a href="https://jsaux.com/products/6-in-1-gaming-dock-for-switch-2" target="_blank"><strong>$59.99 (JSAUX)</strong></a> JSAUX 6-in-1 Gaming Dock is a valid choice.</p><p>It's not my immediate go-to if it's just the docking you're after, as there are plenty of cheaper options available. Not to mention, more compact options like the <a href="https://www.gamesradar.com/hardware/accessories/genki-covert-dock-3-review/">Genki Covert Dock 3</a> if portability is your number one priority. But this JSAUX dock is ideal if you're looking for a replacement that does practically all the real deal can muster, while providing some helpful storage and charging features that can lend themselves to any Switch 2 setup. Just know it's not the prettiest dock on the block, but it's what's on the inside that counts.</p><h2 class="article-body__section" id="section-how-i-tested-the-jsaux-6-in-1-gaming-dock-for-switch-2"><span>How I tested the JSAUX 6-in-1 Gaming Dock for Switch 2</span></h2><p>I had the JSAUX 6-in-1 Gaming Dock in my setup for a little under a month during the testing process. During that time, the official Switch 2 dock was set aside, and this became the only way I played the handheld in docked mode while using my Samsung smart TV. I used the dock while playing a range of games, from Pokemon Pokopia, Mario Kart World, and Rhythm Paradise Groove. Afterwards, I took the third-party dock to my mum's house and integrated it into her setup to see how portable and accessible it was when integrated with TV setups other than my own.<br><br> For more information on how we test accessories for the Nintendo Switch 2, check out our full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware policy</a>.</p><p><em>I've also rounded up 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-cameras/"><em>best Nintendo Switch 2 cameras</em></a><em> if you're on the hunt for more top-tier Ninty accessories.</em></p>
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                                                            <title><![CDATA[ You're running out of time to get my all-time favorite Lego Disney set ]]></title>
                                                                                                <dc:content><![CDATA[ <p>There's something magical about the Lego Disney Castle. I don't know whether that's because it recreates one of the most photographed buildings in the world or due to it carrying decades of nostalgia in every brick, but it doesn't matter. It's mesmerizing, particularly if you're a fan of the theme parks. Actually, I'd go so far as to call it one of the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego sets</a> overall.</p><p>Not that there's much time left to enjoy the model. The Lego Disney Castle has just retired at the official Lego store so is only available via third parties while stocks last, and because its inspiration (Walt Disney World's Cinderella castle) has ditched the pink seen here for its more traditional white color scheme, it feels like a wistful time capsule. </p><h2 class="article-body__section" id="section-lego-disney-castle-features-design"><span>Lego Disney Castle features & 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="PKYqigMKbFC79CpUC42sck" name="Lego" alt="The Lego Disney Castle sat on a wooden sideboard" src="https://cdn.mos.cms.futurecdn.net/PKYqigMKbFC79CpUC42sck.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lego)</span></figcaption></figure><ul><li><strong>Almost 5,000 pieces</strong></li><li><strong>31.5in tall, 23in wide</strong></li><li><strong>Includes eight minifigures</strong></li></ul><p>This set is based on the castle as seen in Disney World, Florida when it was painted pink for the resort's 50th anniversary between 2021 and 2026. (It's now reverted back to the classic white.) Made up of almost 5,000 pieces, it's an impressive feat of Lego design that'll draw every eye in a room; it stands at 31.5in (80cm) tall from tip to tail. </p><p>This isn't just a facade, either. Turn the model round and you'll be treated to a host of rooms inside that reference numerous Disney movies.</p><p>Rather than featuring Mickey Mouse and friends like the previous (and ever so slightly smaller) Lego Disney Castle, this one comes with eight prince and princess minifigures. Cinderella, Prince Charming, Snow White, Prince Florian, Princess Tiana, Prince Naveen, Rapunzel, and Flynn Ryder make up the roster this time around. </p><div ><table><caption>Essential info</caption><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$399.99 / £344.99</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>Moderate</p></td></tr><tr><td class="firstcol " ><p><strong>Pieces</strong></p></td><td  ><p>4,837</p></td></tr><tr><td class="firstcol " ><p><strong>Minifigures</strong></p></td><td  ><p>8</p></td></tr><tr><td class="firstcol " ><p><strong>Build time</strong></p></td><td  ><p>10hrs+</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>H: 31.5in (80cm) D: 13in (33cm) W: 23in (59cm)</p></td></tr><tr><td class="firstcol " ><p><strong>Item Number</strong></p></td><td  ><p>43222</p></td></tr></tbody></table></div><h3 class="article-body__section" id="section-build"><span>Build</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yum6wJYNcuPKDTS3NVWRQi" name="Lego" alt="Some interior rooms from the Lego Disney Castle set, against a black background" src="https://cdn.mos.cms.futurecdn.net/yum6wJYNcuPKDTS3NVWRQi.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><ul><li><strong>Takes 10hrs+ depending on experience </strong></li><li><strong>An endurance test</strong></li><li><strong>Fragile, so is hard to move</strong></li></ul><p>Despite being a massive kit with an 18+ recommended age rating, I wouldn't say this is a challenging build; it's more of an endurance test. There's nothing overly fiddly to contend with, but it'll take a good chunk of time to finish. </p><p>While occasionally monotonous, Lego does a good job of varying things throughout the project too. Plus, it's deeply satisfying to see the structure come together – you're building from the ground up.</p><p>Just be aware that this thing is an absolute pain to move. It's more fragile than you'd expect, so I'd recommend having the Disney Castle close by wherever you want to display it. </p><h3 class="article-body__section" id="section-design"><span>Design</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5zKo99mnMTjuTsKVznZ6SP" name="Lego" alt="The front of the Lego Disney Castle set, including the central clock and balcony" src="https://cdn.mos.cms.futurecdn.net/5zKo99mnMTjuTsKVznZ6SP.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><ul><li><strong>Jaw-dropping once finished</strong></li><li><strong>Crammed with references</strong></li><li><strong>You need a lot of space to show it off</strong></li></ul><p>To put it simply, this is a stunning model that really does take the breath away once it's finished. For starters, it's <em>massive</em>. Its towers will loom over most – if not all – other Lego sets in your collection, only being outdone by the likes of the Eiffel Tower. In addition, it isn't just a facade; flip it around and you'll find the castle filled with reference-filled rooms. It's a showstopper in the way that <a href="https://www.gamesradar.com/lego-rivendell-review/">Lego Rivendell</a> is, balancing spectacle with intricacy. </p><div  class="fancy-box"><div class="fancy_box-title">Times gone by</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="YYmT2PoGgrA4vCcA3877b" name="Lego" caption="" alt="The Lego Disney Castle against the actual Florida Disney World Castle" src="https://cdn.mos.cms.futurecdn.net/YYmT2PoGgrA4vCcA3877b.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: Lego)</span></figcaption></figure><p class="fancy-box__body-text">This isn't the first time Walt Disney World's castle has been recreated in Lego form; an earlier version (The Disney Castle #71040) came out in 2016. While similar, it's a smaller project at 4,080 pieces, only has five minifigures, and bears the building's signature off-white color scheme. It's very difficult to get hold of now unless you're willing to pay a radically marked up price.</p></div></div><p>Speaking of those rooms, they're crammed with detail. Numerous Disney movies old and new are represented here, from a chamber with Rapunzel's paintings to Cinderella's glass slipper and even Beauty and the Beast's dining table (I wouldn't recommend trying the gray stuff here, because it most certainly <em>won't </em>be delicious). There's a lot to see, so even after you've finished construction it's fun just to cast an eye over the set. You'll probably spot something you forgot was there… like a secret hidden Mickey, which is something Disney Parks fans will get a kick out of.</p><p>The downside is that you'll need a lot of room to display this set, never mind real estate to turn it around if you want to show off its interior. I'd definitely break out the tape measure before committing to this build.</p><h2 class="article-body__section" id="section-should-you-buy-the-lego-disney-castle-43222"><span>Should you buy the Lego Disney Castle #43222?</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="nCRaJXv25SMJW37gUsksvT" name="Lego" alt="A Lego firework attached to the upper levels of the Lego Disney Castle, against a dark background" src="https://cdn.mos.cms.futurecdn.net/nCRaJXv25SMJW37gUsksvT.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>I adore this set, and it's probably one of my favorite Disney collectibles. It brings back a wealth of happy memories for both the movies and theme parks, so I suspect most diehard fans will fall for it too. While the pink coloring means it may not appeal as much to dedicated Parks fans who prefer the classic white (and I'd recommend anyone wanting the original color to wait, because I wouldn't be surprised if a newer version replaces this one somewhere down the road), it still does justice to an absolute icon. </p><p>Want to keep costs down, on the other hand? You can get cheaper, smaller alternatives like the Mini Disney Castle <a href="https://www.lego.com/en-us/product/mini-disney-castle-40478">for $39.99 via Lego</a>. </p><h2 id="buy-it-if-9">Buy it if...</h2><div class="product"><p>✅ <strong>You're a big Disney movies and Parks fan: </strong>Besides referencing numerous beloved movies, this set brings a worldwide icon to life.<br><br>✅ <strong>You want a showstopper: </strong>This model is deeply impressive when seen in person, so packs a lot of wow factor.</p></div><h2 id="don-t-buy-it-if-4">Don't buy it if...</h2><div class="product"><p>❌ <strong>You don't have much display space: </strong>If you're short on room, you'll struggle to fit the Lego Disney Castle in – it's huge.<br><br>❌ <strong>You prefer the classic white design: </strong>This pink version of the castle has now been consigned to history, so may not stand the test of time.</p></div><h2 class="article-body__section" id="section-how-we-tested-the-lego-disney-castle-43222"><span>How we tested the Lego Disney Castle #43222</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="NfXvzb8J5HkdUBwtnYoxFb" name="Lego" alt="A hand moves a turnstile that makes minifigures of Cinderella and Prince Charming 'dance' in the Lego Disney Castle" src="https://cdn.mos.cms.futurecdn.net/NfXvzb8J5HkdUBwtnYoxFb.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>This review sample was provided by Lego.</p><p>I spent several days building the Lego Disney Castle in shifts, taking notes on the process and any pain points/highlights as I went. I then moved it to a shelf in my house, where it's stood proudly on display ever since.</p><p>I first started collecting and building Lego back in the 1990s when I'd create my own spaceships and houses from our box of random pieces. I've also been reviewing and reporting on Lego with GamesRadar+ for the better part of a decade. </p><p>For more information on our reviews procedure, don't miss this guide to <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">how we test products</a>.<br><br><em>To see more cool collectibles, be sure to check out 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-disney-castle-43222-review/</link>
                                                                            <description>
                            <![CDATA[ The Lego Disney Castle set has now retired, so it'll only be available while stocks last. Here's why you should consider grabbing it before it's gone ]]>
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                                                                        <pubDate>Thu, 06 Aug 2026 12:24:08 +0000</pubDate>                                                                                                                                <updated>Thu, 06 Aug 2026 13:09:28 +0000</updated>
                                                                                                                                            <category><![CDATA[Toys & Collectibles]]></category>
                                                                                                <author><![CDATA[ benjamin.abbott@futurenet.com (Benjamin Abbott) ]]></author>                    <dc:creator><![CDATA[ Benjamin Abbott ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/EbTqVCYA64K6bMTASqJCYW.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;I&#039;ve been writing about games in one form or another since 2012, and my bylines include Metro, TechRadar, and PC Gamer. However, these days you&#039;ll find me managing GamesRadar+&#039;s tabletop gaming and toy coverage – I spend my time handling everything from board game reviews to the latest Lego news. I&#039;ve also been obsessed with Warhammer since the 1990s and enjoy nothing more than running tabletop RPGs like D&amp;D as a Dungeon Master, so if it involves rolling dice or nerdy collectibles, consider me interested! In my spare time I adore playing board games of all kinds and trying my hand at Magic: The Gathering (beware my goblin-heavy Red Deck Wins/RDW), as well crafting wargaming boards to fight over in 40K and Age of Sigmar. &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future/Benjamin Abbott]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The Lego Disney Castle seen from above, sat on a wooden table against a dark background]]></media:description>                                                            <media:text><![CDATA[The Lego Disney Castle seen from above, sat on a wooden table against a dark background]]></media:text>
                                <media:title type="plain"><![CDATA[The Lego Disney Castle seen from above, sat on a wooden table against a dark background]]></media:title>
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                                <p>There's something magical about the Lego Disney Castle. I don't know whether that's because it recreates one of the most photographed buildings in the world or due to it carrying decades of nostalgia in every brick, but it doesn't matter. It's mesmerizing, particularly if you're a fan of the theme parks. Actually, I'd go so far as to call it one of the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego sets</a> overall.</p><p>Not that there's much time left to enjoy the model. The Lego Disney Castle has just retired at the official Lego store so is only available via third parties while stocks last, and because its inspiration (Walt Disney World's Cinderella castle) has ditched the pink seen here for its more traditional white color scheme, it feels like a wistful time capsule. </p><h2 class="article-body__section" id="section-lego-disney-castle-features-design"><span>Lego Disney Castle features & 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="PKYqigMKbFC79CpUC42sck" name="Lego" alt="The Lego Disney Castle sat on a wooden sideboard" src="https://cdn.mos.cms.futurecdn.net/PKYqigMKbFC79CpUC42sck.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lego)</span></figcaption></figure><ul><li><strong>Almost 5,000 pieces</strong></li><li><strong>31.5in tall, 23in wide</strong></li><li><strong>Includes eight minifigures</strong></li></ul><p>This set is based on the castle as seen in Disney World, Florida when it was painted pink for the resort's 50th anniversary between 2021 and 2026. (It's now reverted back to the classic white.) Made up of almost 5,000 pieces, it's an impressive feat of Lego design that'll draw every eye in a room; it stands at 31.5in (80cm) tall from tip to tail. </p><p>This isn't just a facade, either. Turn the model round and you'll be treated to a host of rooms inside that reference numerous Disney movies.</p><p>Rather than featuring Mickey Mouse and friends like the previous (and ever so slightly smaller) Lego Disney Castle, this one comes with eight prince and princess minifigures. Cinderella, Prince Charming, Snow White, Prince Florian, Princess Tiana, Prince Naveen, Rapunzel, and Flynn Ryder make up the roster this time around. </p><div ><table><caption>Essential info</caption><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$399.99 / £344.99</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>Moderate</p></td></tr><tr><td class="firstcol " ><p><strong>Pieces</strong></p></td><td  ><p>4,837</p></td></tr><tr><td class="firstcol " ><p><strong>Minifigures</strong></p></td><td  ><p>8</p></td></tr><tr><td class="firstcol " ><p><strong>Build time</strong></p></td><td  ><p>10hrs+</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>H: 31.5in (80cm) D: 13in (33cm) W: 23in (59cm)</p></td></tr><tr><td class="firstcol " ><p><strong>Item Number</strong></p></td><td  ><p>43222</p></td></tr></tbody></table></div><h3 class="article-body__section" id="section-build"><span>Build</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yum6wJYNcuPKDTS3NVWRQi" name="Lego" alt="Some interior rooms from the Lego Disney Castle set, against a black background" src="https://cdn.mos.cms.futurecdn.net/yum6wJYNcuPKDTS3NVWRQi.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><ul><li><strong>Takes 10hrs+ depending on experience </strong></li><li><strong>An endurance test</strong></li><li><strong>Fragile, so is hard to move</strong></li></ul><p>Despite being a massive kit with an 18+ recommended age rating, I wouldn't say this is a challenging build; it's more of an endurance test. There's nothing overly fiddly to contend with, but it'll take a good chunk of time to finish. </p><p>While occasionally monotonous, Lego does a good job of varying things throughout the project too. Plus, it's deeply satisfying to see the structure come together – you're building from the ground up.</p><p>Just be aware that this thing is an absolute pain to move. It's more fragile than you'd expect, so I'd recommend having the Disney Castle close by wherever you want to display it. </p><h3 class="article-body__section" id="section-design"><span>Design</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5zKo99mnMTjuTsKVznZ6SP" name="Lego" alt="The front of the Lego Disney Castle set, including the central clock and balcony" src="https://cdn.mos.cms.futurecdn.net/5zKo99mnMTjuTsKVznZ6SP.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><ul><li><strong>Jaw-dropping once finished</strong></li><li><strong>Crammed with references</strong></li><li><strong>You need a lot of space to show it off</strong></li></ul><p>To put it simply, this is a stunning model that really does take the breath away once it's finished. For starters, it's <em>massive</em>. Its towers will loom over most – if not all – other Lego sets in your collection, only being outdone by the likes of the Eiffel Tower. In addition, it isn't just a facade; flip it around and you'll find the castle filled with reference-filled rooms. It's a showstopper in the way that <a href="https://www.gamesradar.com/lego-rivendell-review/">Lego Rivendell</a> is, balancing spectacle with intricacy. </p><div  class="fancy-box"><div class="fancy_box-title">Times gone by</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="YYmT2PoGgrA4vCcA3877b" name="Lego" caption="" alt="The Lego Disney Castle against the actual Florida Disney World Castle" src="https://cdn.mos.cms.futurecdn.net/YYmT2PoGgrA4vCcA3877b.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: Lego)</span></figcaption></figure><p class="fancy-box__body-text">This isn't the first time Walt Disney World's castle has been recreated in Lego form; an earlier version (The Disney Castle #71040) came out in 2016. While similar, it's a smaller project at 4,080 pieces, only has five minifigures, and bears the building's signature off-white color scheme. It's very difficult to get hold of now unless you're willing to pay a radically marked up price.</p></div></div><p>Speaking of those rooms, they're crammed with detail. Numerous Disney movies old and new are represented here, from a chamber with Rapunzel's paintings to Cinderella's glass slipper and even Beauty and the Beast's dining table (I wouldn't recommend trying the gray stuff here, because it most certainly <em>won't </em>be delicious). There's a lot to see, so even after you've finished construction it's fun just to cast an eye over the set. You'll probably spot something you forgot was there… like a secret hidden Mickey, which is something Disney Parks fans will get a kick out of.</p><p>The downside is that you'll need a lot of room to display this set, never mind real estate to turn it around if you want to show off its interior. I'd definitely break out the tape measure before committing to this build.</p><h2 class="article-body__section" id="section-should-you-buy-the-lego-disney-castle-43222"><span>Should you buy the Lego Disney Castle #43222?</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="nCRaJXv25SMJW37gUsksvT" name="Lego" alt="A Lego firework attached to the upper levels of the Lego Disney Castle, against a dark background" src="https://cdn.mos.cms.futurecdn.net/nCRaJXv25SMJW37gUsksvT.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>I adore this set, and it's probably one of my favorite Disney collectibles. It brings back a wealth of happy memories for both the movies and theme parks, so I suspect most diehard fans will fall for it too. While the pink coloring means it may not appeal as much to dedicated Parks fans who prefer the classic white (and I'd recommend anyone wanting the original color to wait, because I wouldn't be surprised if a newer version replaces this one somewhere down the road), it still does justice to an absolute icon. </p><p>Want to keep costs down, on the other hand? You can get cheaper, smaller alternatives like the Mini Disney Castle <a href="https://www.lego.com/en-us/product/mini-disney-castle-40478">for $39.99 via Lego</a>. </p><h2 id="buy-it-if-9">Buy it if...</h2><div class="product"><p>✅ <strong>You're a big Disney movies and Parks fan: </strong>Besides referencing numerous beloved movies, this set brings a worldwide icon to life.<br><br>✅ <strong>You want a showstopper: </strong>This model is deeply impressive when seen in person, so packs a lot of wow factor.</p></div><h2 id="don-t-buy-it-if-4">Don't buy it if...</h2><div class="product"><p>❌ <strong>You don't have much display space: </strong>If you're short on room, you'll struggle to fit the Lego Disney Castle in – it's huge.<br><br>❌ <strong>You prefer the classic white design: </strong>This pink version of the castle has now been consigned to history, so may not stand the test of time.</p></div><h2 class="article-body__section" id="section-how-we-tested-the-lego-disney-castle-43222"><span>How we tested the Lego Disney Castle #43222</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="NfXvzb8J5HkdUBwtnYoxFb" name="Lego" alt="A hand moves a turnstile that makes minifigures of Cinderella and Prince Charming 'dance' in the Lego Disney Castle" src="https://cdn.mos.cms.futurecdn.net/NfXvzb8J5HkdUBwtnYoxFb.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>This review sample was provided by Lego.</p><p>I spent several days building the Lego Disney Castle in shifts, taking notes on the process and any pain points/highlights as I went. I then moved it to a shelf in my house, where it's stood proudly on display ever since.</p><p>I first started collecting and building Lego back in the 1990s when I'd create my own spaceships and houses from our box of random pieces. I've also been reviewing and reporting on Lego with GamesRadar+ for the better part of a decade. </p><p>For more information on our reviews procedure, don't miss this guide to <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">how we test products</a>.<br><br><em>To see more cool collectibles, be sure to check out 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[ The Keychron K2 Ultra 8K is a dense, heavy keyboard in more ways than one ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Keychron doesn't like to make its product lines easy to understand, but its K-Series generally takes aim at the mass market with more affordable price points compared to the flagship Q-range and a larger focus on versatility. That means the Keychron K2 Ultra 8K is positioned as an everyday board with the flexibility to cater to both Windows and Mac users, across wired, 2.4GHz, and Bluetooth connections. </p><p>Like many of these chunkier boards, the Ultra wants to impress in its sheer heft, offering a sturdy CNC-machined aluminum casing and layer upon layer of sound and vibration dampening foam. It's no surprise, this deck comes from a long line of incredibly well padded boards with a chunky build, real attention to typing feel, and a deep, textured switch sound. </p><p>At $119.99 it's pitching its tent towards the top of the more casual market, while staying firmly underneath the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-gaming-keyboard-tested/">best gaming keyboards</a> I'm used to testing. Here, your cash gets you a 75% mechanical board with the brand's Keychron Apex Banana, Brown, or Red clackers, full wireless connectivity, an 8,000Hz polling rate, hot-swappable sockets, and a 760 hour battery life (with no Bluetooth or RGB). </p><p>So, who's the Keychron K2 Ultra up against?</p><p>The older <a href="https://www.gamesradar.com/asus-rog-azoth-review/">Asus ROG Azoth</a> still remains my go-to for a mechanical typing experience, but comes in a little more expensive, typically sitting at between $190 and $200 these days. The <a href="https://www.gamesradar.com/hardware/gaming-keyboards/asus-rog-strix-morph-96-review/">Asus ROG Strix Morph 96</a> offers a more competitive $139.99 MSRP, in a larger 96% form factor. The <a href="https://www.gamesradar.com/hardware/gaming-keyboards/turtle-beach-vulcan-ii-tkl-review/">Turtle Beach Vulcan II TKL</a> didn't review too well for us, but matches Keychron's $119.99 starting price. </p><p>The <a href="https://www.gamesradar.com/hardware/gaming-keyboards/keychron-v6-max-review/">Keychron V6 Max</a> drops some of your build quality while extending out into a full-sized mechanical option for $124.99. The <a href="https://www.gamesradar.com/hardware/gaming-keyboards/logitech-g512-x-review/">Logitech G512 X</a> is your mechanical-magnetic hybrid upgrade, coming in at a higher $179.99, but offering additional switch adjustment options. </p><div ><table><caption>Keychron K2 Ultra 8K Key Specs</caption><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$119.99</p></td></tr><tr><td class="firstcol " ><p><strong>Type</strong></p></td><td  ><p>Mechanical (hot-swappable)</p></td></tr><tr><td class="firstcol " ><p><strong>Connection</strong></p></td><td  ><p>Wired, 2.4GHz, Bluetooth</p></td></tr><tr><td class="firstcol " ><p><strong>Size</strong></p></td><td  ><p>75%</p></td></tr><tr><td class="firstcol " ><p><strong>Switches</strong></p></td><td  ><p>Keychron Apex Banana / Red / Brown</p></td></tr><tr><td class="firstcol " ><p><strong>Keycaps</strong></p></td><td  ><p>Doubleshot PBT</p></td></tr><tr><td class="firstcol " ><p><strong>Media keys</strong></p></td><td  ><p>Dual-function</p></td></tr><tr><td class="firstcol " ><p><strong>Wrist rest</strong></p></td><td  ><p>None</p></td></tr><tr><td class="firstcol " ><p><strong>USB passthrough</strong></p></td><td  ><p>None</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-benefits-of-the-keychron-k2-ultra"><span>Benefits of the Keychron K2 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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ysuR6m9qJi7Hh5RockqJDc" name="Keychron K2 Ultra 8K" alt="Keychron K2 Ultra 8K gaming keyboard on a wooden desk with RGB lighting on" src="https://cdn.mos.cms.futurecdn.net/ysuR6m9qJi7Hh5RockqJDc.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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><h2 id="great-build-quality-at-this-price">Great build quality at this price</h2><p>The K2 Ultra keeps the heavy-duty build style of the rest of the range, opting out of the V6 Max's cheaper plastic chassis for a metal case, steel switch plate, four layers of EVA, IXPE, EPDM, and PET foam, a silicone buffer pad, and ABS bottom case. That means enough weight to keep the board firmly in place on the desk, a complete lack of echoes and vibrations, and a pleasingly muted sound profile. </p><p>While these kinds of sound dampening options are making their way rapidly down to the cheaper seats (previously having been reserved only for more luxurious mechanical keyboards), it's rare to hear a rattle or twang in modern designs. Still, the Keychron K2 Ultra offers up a particularly clean sound profile, with a light, snappy affect to its keystrokes and a deep plunk to a full bottom-out. </p><audio src="https://cdn.mos.cms.futurecdn.net/RVn6rZp992oqpAezKkBFqJ/Keychron%20K2%20Ultra%208K.mp3"  controls="controls" preload="none"></audio><h2 id="smooth-switches">Smooth switches</h2><p>The version I was sent came with Keychron Apex Banana switches under the hood, the heaviest of the pack - and heavy they certainly are. While that actuation force is a little on the high side for my liking, actual movement is incredibly smooth all the way down the stem, with a nippy bounce back to boot. These are particularly steady in their housings, with a reinforced switch wall structure than maintains that stability and reduces wobble overall. </p><p>Combine that with the brand's softer, rounded doubleshot PBT keycaps and you've got a silky typing feel overall - even if I do wish there was just a little more texture on these caps. </p><h2 id="versatile-connectivity">Versatile connectivity</h2><p>As an all-rounder the K2 Ultra caters to both Windows and Mac users in both its wireless connectivity and included caps. Straight out the box, this deck is configured with Apple's legends, but you'll find a spare set for Microsoft as well. </p><p>Perhaps more importantly, though, you're getting both 2.4GHz and Bluetooth connections in here. That's on par with the best wireless gaming keyboards on the market, including the Asus ROG Azoth and Asus ROG Strix Morph 96 in this competition pool, but it's not to be taken for granted. </p><p>Sure, wireless connectivity isn't all that necessary (and can add to the final cost), but in a cheaper all-rounder like this it's great to see Bluetooth in that roster. Not all gaming keyboards, or even Keychron models, can connect without the receiver. </p><h2 id="zmk-firmware">ZMK firmware</h2><p>Ok, this one could be a benefit or a drawback depending on how married you are to more traditional QMK firmware. Keychron allows for custom ZMK firmware to be flashed onto the deck, but the vast majority of users are going to be enjoying the wireless benefits of the system instead. That Bluetooth Low Energy compatibility and focus on power efficiency will go a long way to making sure that juice lasts as long as possible. </p><p>Of course, you don't need to flash all your custom keybindings using your own code. The Keychron Launcher web app is still kicking about, allowing for full control over your keys, implementing SOCD controls, and managing RGB lighting. </p><h2 class="article-body__section" id="section-drawbacks-of-the-keychron-k2-ultra"><span>Drawbacks of the Keychron K2 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:3594px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="7F62eokTNxXG7LEusJFeig" name="Keychron K2 Ultra 8K" alt="Keychron K2 Ultra 8K gaming keyboard with arrow caps and a switch removed" src="https://cdn.mos.cms.futurecdn.net/7F62eokTNxXG7LEusJFeig.jpg" mos="" align="middle" fullscreen="" width="3594" height="2022" 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><h2 id="can-get-a-little-cranky">Can get a little cranky</h2><p>Let me tell you this, the Keychron K2 Ultra 8K does <em>not </em>like to be plugged into an external hub. It also doesn't like running out of battery. I had real trouble keeping this keyboard reliable when either of the above were true during testing, with the deck chattering, missing inputs, and generally feeling sluggish. I often use these external ports with high-speed gaming keyboards and rarely run into the same problems. These issues grew worse as the keyboard ran out of battery. </p><h2 id="side-mounted-charging-port-won-t-be-for-everyone">Side-mounted charging port won't be for everyone</h2><p>I can't remember ever reviewing a gaming keyboard that didn't have its USB-C charging port along the top, and yet the Keychron K2 Ultra 8K does things a little differently. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bDDdCubBpw5cKHea83xwyn" name="Keychron K2 Ultra 8K" alt="Side view of Keychron K2 Ultra 8K gaming keyboard showing side mounted USB-C port and wireless connection toggles" src="https://cdn.mos.cms.futurecdn.net/bDDdCubBpw5cKHea83xwyn.jpg" mos="" align="middle" fullscreen="" width="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>The main connector is positioned on the left edge of the keyboard, which could make sense for some setups but could equally prove more of an annoyance in others. It's something to watch out for if your cables are routed just so, but it rarely became an actual <em>issue </em>in my testing. </p><h2 id="difficult-to-see-in-the-dark">Difficult to see in the dark</h2><p>What did quickly pose a problem was the lack of shinethrough on these keycaps. The K2 Ultra features a strong set of LEDs under its caps, but without those transparent legends they were all but useless with the lights out. Navigating the board in a darker room quickly becomes a muscle memory mission, without any real sense of placement. That's particularly frustrating when, unlike other 75%-ers, the K2 Ultra doesn't feature dedicated media controls. This is dual-function volume keys on hard mode. </p><h2 id="heavy-actuation-can-be-fatiguing">Heavy actuation can be fatiguing</h2><p>Perhaps the biggest drawback from my time with the Keychron K2 Ultra 8K was the particularly heavy actuation force required. Sure, the switches themselves feel smooth under hand, but I can only type in shorter bursts than I'm used to. </p><p>These are the brand's tactile switches with the heaviest required force of the pack, so the Red and Brown models could well be easier on the fingers, but unless you're a particularly heavy typist this is going to be a slog before long. </p><p>It didn't impact my speed or accuracy when typing, though, I still scored within my usual 95WPM at 95.5% accuracy average. In typing tests, I scored an average of 98WPM at 95.6% accuracy overall. </p><h2 class="article-body__section" id="section-should-you-buy-the-keychron-k2-ultra"><span>Should you buy the Keychron K2 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:3780px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="htKAFepV9Z8mLPns7kZxe4" name="Keychron K2 Ultra 8K" alt="Keychron K2 Ultra 8K on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/htKAFepV9Z8mLPns7kZxe4.jpg" mos="" align="middle" fullscreen="" width="3780" height="2126" 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 like a heavier typing feel, need the versatility of a wireless connection, and still need the compact form factor of a 75% deck, there's little standing in the Keychron K2 Ultra 8K's way. I'd still point most typists towards either the Asus ROG Strix Morph 96 Wireless or Asus ROG Azoth for a particularly smooth, fast experience. That heavier actuation under the Bananas I've been using makes for a more cumbersome feel during longer sessions, one that's easily bested by the light, bouncy ROG NX clackers. You'll find more gaming-oriented control features in here as well. </p><p>Similarly, the Keychron V6 Max still offers an excellent choice for hot-swap fans who don't mind the upgrade to a full-sized numpad-toting deck. While the build quality doesn't quite match up, I did enjoy a noticeably lighter experience from the linear Reds in here. </p><p>There's a magnetic elephant in the room for gamers, though. The <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-hall-effect-keyboard/">best Hall effect keyboards</a> are quickly taking over lobbies, and dropping three figures on a new deck now requires additional consideration paid to these adjustable options. There are magnetic models coming in cheaper than the Keychron K2 Ultra 8K (most recently the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/corsair-clipper-pro-mini-60-review/">Corsair Clipper Pro Mini 60</a> for $99).</p><p>If you've got a slightly higher budget, though, I'd recommend the Logitech G512X instead. Again, you're not getting that chunky Keychron casing (and there's actually a little too much flex in some areas of Logitech's model), but the mechanical / magnetic hybrid structure welcomes newcomers without dropping more useful Hall effect features. </p><a class="card card--standard card--rows-2 card--align-inline" href="https://www.gamesradar.com/hardware/gaming-keyboards/logitech-g512-x-review/"><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/uc9B75uUcrkNuhxTyqqSZV.jpg" alt="Logitech G512 X gaming keyboard with blue backlighting on a wooden desk"></p></div><div class="card__content"><h3 class="card__title">Logitech G512 X</h3><div class="card__description-wrapper"><div class="card__description"><p>You're sacrificing build quality for a more gamer-friendly set of features in this $179.99 model. The Logitech G512 X uses mechanical switches, but can also swap in adjustable magnetic clackers where they're needed most. </p></div></div></div></a><a class="card card--standard card--rows-2 card--align-inline" href="https://www.gamesradar.com/hardware/gaming-keyboards/asus-rog-strix-morph-96-review/"><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/7sBpVmfkzTSvxxKtAaGnVP.jpg" alt="Asus ROG Strix Morph 96 Wireless gaming keyboard standing upright on a wooden desk"></p></div><div class="card__content"><h3 class="card__title">Asus ROG Strix Morph 96</h3><div class="card__description-wrapper"><div class="card__description"><p>One of Asus's latest mechanical keyboards, the Morph 96 comes in only $20 more expensive than Keychron and hosts a full number pad in its still-compact 96% form factor. That's with plenty more customization options as well. </p></div></div></div></a><h2 class="article-body__section" id="section-how-i-tested-the-keychron-k2-ultra"><span>How I tested the Keychron K2 Ultra</span></h2><p>I used the Keychron K2 Ultra 8K as my daily driver for two weeks, running the device across all my work and play. That meant plenty of Doom: The Dark Ages sessions, as well as Planet Coaster 2 and Halo Campaign Evolved. I also completed three typing tests on TypingTest.com, using an average of all results as my final score. 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>I'm also rounding up plenty more of the </em><a href="https://www.gamesradar.com/the-best-hot-swappable-keyboard/"><em>best hot-swappable keyboards</em></a><em>, or check out the </em><a href="https://www.gamesradar.com/best-gaming-mouse-to-buy/"><em>best gaming mice</em></a><em> and the </em><a href="https://www.gamesradar.com/best-gaming-headsets/"><em>best gaming headsets</em></a><em> for more setup upgrades. </em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/gaming-keyboards/keychron-k2-ultra-8k-review/</link>
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                            <![CDATA[ The Keychron K2 Ultra 8K impresses in its build quality, versatility, and price point, but lighter typists may struggle with these actuation forces. ]]>
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                                                                        <pubDate>Wed, 05 Aug 2026 15:48:40 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming Keyboards]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Peripherals]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Tabitha Baker ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Pdm5hN2zwhdQpL8Amr4bW9.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Keychron K2 Ultra 8K gaming keyboard on a wooden desk with blue backlighting]]></media:description>                                                            <media:text><![CDATA[Keychron K2 Ultra 8K gaming keyboard on a wooden desk with blue backlighting]]></media:text>
                                <media:title type="plain"><![CDATA[Keychron K2 Ultra 8K gaming keyboard on a wooden desk with blue backlighting]]></media:title>
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                                <p>Keychron doesn't like to make its product lines easy to understand, but its K-Series generally takes aim at the mass market with more affordable price points compared to the flagship Q-range and a larger focus on versatility. That means the Keychron K2 Ultra 8K is positioned as an everyday board with the flexibility to cater to both Windows and Mac users, across wired, 2.4GHz, and Bluetooth connections. </p><p>Like many of these chunkier boards, the Ultra wants to impress in its sheer heft, offering a sturdy CNC-machined aluminum casing and layer upon layer of sound and vibration dampening foam. It's no surprise, this deck comes from a long line of incredibly well padded boards with a chunky build, real attention to typing feel, and a deep, textured switch sound. </p><p>At $119.99 it's pitching its tent towards the top of the more casual market, while staying firmly underneath the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-gaming-keyboard-tested/">best gaming keyboards</a> I'm used to testing. Here, your cash gets you a 75% mechanical board with the brand's Keychron Apex Banana, Brown, or Red clackers, full wireless connectivity, an 8,000Hz polling rate, hot-swappable sockets, and a 760 hour battery life (with no Bluetooth or RGB). </p><p>So, who's the Keychron K2 Ultra up against?</p><p>The older <a href="https://www.gamesradar.com/asus-rog-azoth-review/">Asus ROG Azoth</a> still remains my go-to for a mechanical typing experience, but comes in a little more expensive, typically sitting at between $190 and $200 these days. The <a href="https://www.gamesradar.com/hardware/gaming-keyboards/asus-rog-strix-morph-96-review/">Asus ROG Strix Morph 96</a> offers a more competitive $139.99 MSRP, in a larger 96% form factor. The <a href="https://www.gamesradar.com/hardware/gaming-keyboards/turtle-beach-vulcan-ii-tkl-review/">Turtle Beach Vulcan II TKL</a> didn't review too well for us, but matches Keychron's $119.99 starting price. </p><p>The <a href="https://www.gamesradar.com/hardware/gaming-keyboards/keychron-v6-max-review/">Keychron V6 Max</a> drops some of your build quality while extending out into a full-sized mechanical option for $124.99. The <a href="https://www.gamesradar.com/hardware/gaming-keyboards/logitech-g512-x-review/">Logitech G512 X</a> is your mechanical-magnetic hybrid upgrade, coming in at a higher $179.99, but offering additional switch adjustment options. </p><div ><table><caption>Keychron K2 Ultra 8K Key Specs</caption><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$119.99</p></td></tr><tr><td class="firstcol " ><p><strong>Type</strong></p></td><td  ><p>Mechanical (hot-swappable)</p></td></tr><tr><td class="firstcol " ><p><strong>Connection</strong></p></td><td  ><p>Wired, 2.4GHz, Bluetooth</p></td></tr><tr><td class="firstcol " ><p><strong>Size</strong></p></td><td  ><p>75%</p></td></tr><tr><td class="firstcol " ><p><strong>Switches</strong></p></td><td  ><p>Keychron Apex Banana / Red / Brown</p></td></tr><tr><td class="firstcol " ><p><strong>Keycaps</strong></p></td><td  ><p>Doubleshot PBT</p></td></tr><tr><td class="firstcol " ><p><strong>Media keys</strong></p></td><td  ><p>Dual-function</p></td></tr><tr><td class="firstcol " ><p><strong>Wrist rest</strong></p></td><td  ><p>None</p></td></tr><tr><td class="firstcol " ><p><strong>USB passthrough</strong></p></td><td  ><p>None</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-benefits-of-the-keychron-k2-ultra"><span>Benefits of the Keychron K2 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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ysuR6m9qJi7Hh5RockqJDc" name="Keychron K2 Ultra 8K" alt="Keychron K2 Ultra 8K gaming keyboard on a wooden desk with RGB lighting on" src="https://cdn.mos.cms.futurecdn.net/ysuR6m9qJi7Hh5RockqJDc.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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><h2 id="great-build-quality-at-this-price">Great build quality at this price</h2><p>The K2 Ultra keeps the heavy-duty build style of the rest of the range, opting out of the V6 Max's cheaper plastic chassis for a metal case, steel switch plate, four layers of EVA, IXPE, EPDM, and PET foam, a silicone buffer pad, and ABS bottom case. That means enough weight to keep the board firmly in place on the desk, a complete lack of echoes and vibrations, and a pleasingly muted sound profile. </p><p>While these kinds of sound dampening options are making their way rapidly down to the cheaper seats (previously having been reserved only for more luxurious mechanical keyboards), it's rare to hear a rattle or twang in modern designs. Still, the Keychron K2 Ultra offers up a particularly clean sound profile, with a light, snappy affect to its keystrokes and a deep plunk to a full bottom-out. </p><audio src="https://cdn.mos.cms.futurecdn.net/RVn6rZp992oqpAezKkBFqJ/Keychron%20K2%20Ultra%208K.mp3"  controls="controls" preload="none"></audio><h2 id="smooth-switches">Smooth switches</h2><p>The version I was sent came with Keychron Apex Banana switches under the hood, the heaviest of the pack - and heavy they certainly are. While that actuation force is a little on the high side for my liking, actual movement is incredibly smooth all the way down the stem, with a nippy bounce back to boot. These are particularly steady in their housings, with a reinforced switch wall structure than maintains that stability and reduces wobble overall. </p><p>Combine that with the brand's softer, rounded doubleshot PBT keycaps and you've got a silky typing feel overall - even if I do wish there was just a little more texture on these caps. </p><h2 id="versatile-connectivity">Versatile connectivity</h2><p>As an all-rounder the K2 Ultra caters to both Windows and Mac users in both its wireless connectivity and included caps. Straight out the box, this deck is configured with Apple's legends, but you'll find a spare set for Microsoft as well. </p><p>Perhaps more importantly, though, you're getting both 2.4GHz and Bluetooth connections in here. That's on par with the best wireless gaming keyboards on the market, including the Asus ROG Azoth and Asus ROG Strix Morph 96 in this competition pool, but it's not to be taken for granted. </p><p>Sure, wireless connectivity isn't all that necessary (and can add to the final cost), but in a cheaper all-rounder like this it's great to see Bluetooth in that roster. Not all gaming keyboards, or even Keychron models, can connect without the receiver. </p><h2 id="zmk-firmware">ZMK firmware</h2><p>Ok, this one could be a benefit or a drawback depending on how married you are to more traditional QMK firmware. Keychron allows for custom ZMK firmware to be flashed onto the deck, but the vast majority of users are going to be enjoying the wireless benefits of the system instead. That Bluetooth Low Energy compatibility and focus on power efficiency will go a long way to making sure that juice lasts as long as possible. </p><p>Of course, you don't need to flash all your custom keybindings using your own code. The Keychron Launcher web app is still kicking about, allowing for full control over your keys, implementing SOCD controls, and managing RGB lighting. </p><h2 class="article-body__section" id="section-drawbacks-of-the-keychron-k2-ultra"><span>Drawbacks of the Keychron K2 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:3594px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="7F62eokTNxXG7LEusJFeig" name="Keychron K2 Ultra 8K" alt="Keychron K2 Ultra 8K gaming keyboard with arrow caps and a switch removed" src="https://cdn.mos.cms.futurecdn.net/7F62eokTNxXG7LEusJFeig.jpg" mos="" align="middle" fullscreen="" width="3594" height="2022" 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><h2 id="can-get-a-little-cranky">Can get a little cranky</h2><p>Let me tell you this, the Keychron K2 Ultra 8K does <em>not </em>like to be plugged into an external hub. It also doesn't like running out of battery. I had real trouble keeping this keyboard reliable when either of the above were true during testing, with the deck chattering, missing inputs, and generally feeling sluggish. I often use these external ports with high-speed gaming keyboards and rarely run into the same problems. These issues grew worse as the keyboard ran out of battery. </p><h2 id="side-mounted-charging-port-won-t-be-for-everyone">Side-mounted charging port won't be for everyone</h2><p>I can't remember ever reviewing a gaming keyboard that didn't have its USB-C charging port along the top, and yet the Keychron K2 Ultra 8K does things a little differently. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bDDdCubBpw5cKHea83xwyn" name="Keychron K2 Ultra 8K" alt="Side view of Keychron K2 Ultra 8K gaming keyboard showing side mounted USB-C port and wireless connection toggles" src="https://cdn.mos.cms.futurecdn.net/bDDdCubBpw5cKHea83xwyn.jpg" mos="" align="middle" fullscreen="" width="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>The main connector is positioned on the left edge of the keyboard, which could make sense for some setups but could equally prove more of an annoyance in others. It's something to watch out for if your cables are routed just so, but it rarely became an actual <em>issue </em>in my testing. </p><h2 id="difficult-to-see-in-the-dark">Difficult to see in the dark</h2><p>What did quickly pose a problem was the lack of shinethrough on these keycaps. The K2 Ultra features a strong set of LEDs under its caps, but without those transparent legends they were all but useless with the lights out. Navigating the board in a darker room quickly becomes a muscle memory mission, without any real sense of placement. That's particularly frustrating when, unlike other 75%-ers, the K2 Ultra doesn't feature dedicated media controls. This is dual-function volume keys on hard mode. </p><h2 id="heavy-actuation-can-be-fatiguing">Heavy actuation can be fatiguing</h2><p>Perhaps the biggest drawback from my time with the Keychron K2 Ultra 8K was the particularly heavy actuation force required. Sure, the switches themselves feel smooth under hand, but I can only type in shorter bursts than I'm used to. </p><p>These are the brand's tactile switches with the heaviest required force of the pack, so the Red and Brown models could well be easier on the fingers, but unless you're a particularly heavy typist this is going to be a slog before long. </p><p>It didn't impact my speed or accuracy when typing, though, I still scored within my usual 95WPM at 95.5% accuracy average. In typing tests, I scored an average of 98WPM at 95.6% accuracy overall. </p><h2 class="article-body__section" id="section-should-you-buy-the-keychron-k2-ultra"><span>Should you buy the Keychron K2 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:3780px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="htKAFepV9Z8mLPns7kZxe4" name="Keychron K2 Ultra 8K" alt="Keychron K2 Ultra 8K on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/htKAFepV9Z8mLPns7kZxe4.jpg" mos="" align="middle" fullscreen="" width="3780" height="2126" 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 like a heavier typing feel, need the versatility of a wireless connection, and still need the compact form factor of a 75% deck, there's little standing in the Keychron K2 Ultra 8K's way. I'd still point most typists towards either the Asus ROG Strix Morph 96 Wireless or Asus ROG Azoth for a particularly smooth, fast experience. That heavier actuation under the Bananas I've been using makes for a more cumbersome feel during longer sessions, one that's easily bested by the light, bouncy ROG NX clackers. You'll find more gaming-oriented control features in here as well. </p><p>Similarly, the Keychron V6 Max still offers an excellent choice for hot-swap fans who don't mind the upgrade to a full-sized numpad-toting deck. While the build quality doesn't quite match up, I did enjoy a noticeably lighter experience from the linear Reds in here. </p><p>There's a magnetic elephant in the room for gamers, though. The <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-hall-effect-keyboard/">best Hall effect keyboards</a> are quickly taking over lobbies, and dropping three figures on a new deck now requires additional consideration paid to these adjustable options. There are magnetic models coming in cheaper than the Keychron K2 Ultra 8K (most recently the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/corsair-clipper-pro-mini-60-review/">Corsair Clipper Pro Mini 60</a> for $99).</p><p>If you've got a slightly higher budget, though, I'd recommend the Logitech G512X instead. Again, you're not getting that chunky Keychron casing (and there's actually a little too much flex in some areas of Logitech's model), but the mechanical / magnetic hybrid structure welcomes newcomers without dropping more useful Hall effect features. </p><a class="card card--standard card--rows-2 card--align-inline" href="https://www.gamesradar.com/hardware/gaming-keyboards/logitech-g512-x-review/"><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/uc9B75uUcrkNuhxTyqqSZV.jpg" alt="Logitech G512 X gaming keyboard with blue backlighting on a wooden desk"></p></div><div class="card__content"><h3 class="card__title">Logitech G512 X</h3><div class="card__description-wrapper"><div class="card__description"><p>You're sacrificing build quality for a more gamer-friendly set of features in this $179.99 model. The Logitech G512 X uses mechanical switches, but can also swap in adjustable magnetic clackers where they're needed most. </p></div></div></div></a><a class="card card--standard card--rows-2 card--align-inline" href="https://www.gamesradar.com/hardware/gaming-keyboards/asus-rog-strix-morph-96-review/"><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/7sBpVmfkzTSvxxKtAaGnVP.jpg" alt="Asus ROG Strix Morph 96 Wireless gaming keyboard standing upright on a wooden desk"></p></div><div class="card__content"><h3 class="card__title">Asus ROG Strix Morph 96</h3><div class="card__description-wrapper"><div class="card__description"><p>One of Asus's latest mechanical keyboards, the Morph 96 comes in only $20 more expensive than Keychron and hosts a full number pad in its still-compact 96% form factor. That's with plenty more customization options as well. </p></div></div></div></a><h2 class="article-body__section" id="section-how-i-tested-the-keychron-k2-ultra"><span>How I tested the Keychron K2 Ultra</span></h2><p>I used the Keychron K2 Ultra 8K as my daily driver for two weeks, running the device across all my work and play. That meant plenty of Doom: The Dark Ages sessions, as well as Planet Coaster 2 and Halo Campaign Evolved. I also completed three typing tests on TypingTest.com, using an average of all results as my final score. 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>I'm also rounding up plenty more of the </em><a href="https://www.gamesradar.com/the-best-hot-swappable-keyboard/"><em>best hot-swappable keyboards</em></a><em>, or check out the </em><a href="https://www.gamesradar.com/best-gaming-mouse-to-buy/"><em>best gaming mice</em></a><em> and the </em><a href="https://www.gamesradar.com/best-gaming-headsets/"><em>best gaming headsets</em></a><em> for more setup upgrades. </em></p>
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                                                            <title><![CDATA[ Beast of Reincarnation review: "The Pokemon dev knocks it out the park with a stunningly confident sci-fi action RPG" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>With a name like <a href="https://www.gamesradar.com/beast-of-reincarnation-guide/"><u>Beast of Reincarnation</u></a> you might expect this to be a game full of aggressive enemies and intense combat. And it is. Yet it's not long before you start to discover that there are layers to this world, and the people who live in it. Layers that make this a strong and deep experience rather than a fun but shallow action game. </p><p>Don't get me wrong; there is a <em>lot</em> of fighting. That's almost exclusively what you'll be doing, and in fact, I found it greatly amusing that I came across a grand total of one puzzle in my playthrough. You take the role of Emma, a young woman who is tasked with killing the titular Beast, the source of post-apocalyptic Japan's Blight that mutates animals, spreads pretty but corrupted foliage, and kills people. Before she can do so however, she'll need to kill many of the giant creatures known as Nushi in order to absorb their power, and cleanse the surrounding areas as she buffs up. There's no shortage of lesser enemies standing between her and each Nushi, either.</p><h2 id="emma-let-you-finish">Emma let you finish</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KAfjftKiDV7VynmHnrpYu9" name="SS_Beast of Reincarnation_02_1080" alt="Emma stabs a skeletal robot through the chest in Beast of Reincarnation" src="https://cdn.mos.cms.futurecdn.net/KAfjftKiDV7VynmHnrpYu9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Fictions, Game Freak)</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>August 4, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer: </strong>Game Freak<br><strong>Publisher:</strong> Fictions</p></div></div><p>Please don't mistake Beast of Reincarnation, with its high-fidelity sci-fi, and sword-wielding, reserved heroine for being much like Stellar Blade. Unlike that game's star Eve, who is uncomfortably thrust into danger in form-fitting bodysuits that leave nothing to the imagination, Emma is dressed like an actual fighter who takes her job seriously. She also behaves like an actual, real character – unlike many similar heroes, her aloofness has a specific reason behind it which is slowly revealed. She even experiences character growth. </p><p>It's a good thing Emma's well armored too.  Beast of Reincarnation has combat that is challenging from a very early stage. I was tempted to knock the difficulty down within the first hour or so, in fact – and if that works best for you, it's a perfectly good way to enjoy this or any other game – but, in my case, I'm glad that I didn't.  There's a real sense of satisfaction to be had emerging from a tough fight battered, low on resources, close to death – but alive. </p><p><a href="https://www.gamesradar.com/games/action-rpg/beast-of-reincarnations-battles-are-about-the-joyful-dilemma-of-choice-building-on-the-directors-pokemon-battle-planning-expertise/"><u>The combat system is deceptively simple</u></a>. Emma carries a sword and (soon) two bows, and that's it for weapons. There is only one attack button for the sword, the depth coming from the mechanics around it. I'll make this clear now: parrying is an integral part of the game. I'm rather tired of the industry's obsession with parry mechanics, and I'm glad that it finally seems to be petering out, but here it works really well. I'm far from perfect at it, though. Many is the time I've hit the button too soon or too late, and been punished with a large chunk of health disappearing as a result. But when it works, it produces a beautiful flow, particularly in boss fights. Like <a href="https://www.gamesradar.com/sekiro-review/"><u>Sekiro</u></a> (with a touch of Nier), it's akin to a rhythm game, where you learn to parry to the tune of each enemy's unique attack pattern. <em>Tap-tap-taptaptap—tap—tap</em> and then you can unleash vengeance.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UA5deFXtKJnzqdpjjRUWD9" name="SS_Beast of Reincarnation_04_1080" alt="Emma pets Koo, a huge white wolf, in Beast of Reincarnation" src="https://cdn.mos.cms.futurecdn.net/UA5deFXtKJnzqdpjjRUWD9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Fictions, Game Freak)</span></figcaption></figure><p>It's time to address the elephant – or, rather, the giant mutated dog – in the room. Koo (for that is his name) is another crucial slice of the combat pie. While you can order him to go on ahead to attack an enemy alone if you haven't been spotted, he otherwise acts and attacks independently. You're in charge of leveling up his attributes alongside your own though, and you decide which abilities and stat-altering charm to equip. It's in this way that you direct his presence in battle – particularly when it comes to Bloom Arts.</p><p>Koo will use items and abilities independently, but the more powerful Bloom Arts are dependent on points earned during battle, activated only when you command. Much like in <a href="https://www.gamesradar.com/final-fantasy-7-remake-guide/"><u>Final Fantasy 7 Remake</u></a>, communicating with Koo slows time to a crawl (even if no Arts are ready yet – useful for getting a breather) and you can choose from your currently equipped list.</p><p>A successfully executed Bloom Art will restore a little of Emma's HP, and also deal damage – but rarely very much. They're more useful for triggering effects, especially when you start unlocking modifications for them. While building up status, you can bloom a plant for Emma to close the distance, instantly triggering a sword's special effect that usually requires a parry; all these benefits and more are on the menu with Koo.</p><h2 id="blooming-heck">Blooming heck</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ihHAKpHkVVozTGVTdRweJ4" name="Rangifer Phase 1" alt="Rangifer in Beast of Reincarnation" src="https://cdn.mos.cms.futurecdn.net/ihHAKpHkVVozTGVTdRweJ4.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Fictions)</span></figcaption></figure><p>Attacking and parrying will build up a gauge Emma can draw on for her own abilities, including (something I didn't upgrade and properly  exploit until embarrassingly late in the game) the ability to briefly pause time so you can go absolutely wild with your attacks without interruption. As with the Bloom Art time-slow however, there's no grace period when you come out of it. If you try to use this in the middle of an enemy's attack, you'll feel very silly and very bruised.</p><p>Emma and Koo have a base of operations in the form of a mech, a space they share with a few others. It's a wonderful oasis of calm in the relentlessly hostile world, and I delight in soaking in the optional conversations. At the end of each chapter, I have a ritual. I chat with little Kagura, and then turn to Koo. I shower away the blood and grime we've accumulated (yes, he shakes himself off afterwards like a real doggy), I talk to him, and then I stroke him. Yes, you can indeed pet the dog.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XHXWk6dENF2jpVFaPrJu64" name="Beast of Reincarnation cooking (1)" alt="Beast of Reincarnation" src="https://cdn.mos.cms.futurecdn.net/XHXWk6dENF2jpVFaPrJu64.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Fictions)</span></figcaption></figure><p>The broad strokes of Beast of Reincarnation give the impression of something leaning all its weight on tired tropes. A post-apocalyptic world; a threat known as The Blight; a single hero (you of course) who is the only one that can put things right. Do not be fooled. The game surfs on waves of philosophy and existential questions that are thought-provoking but never, ever waved in your face.</p><div><blockquote><p>The game surfs on waves of philosophy and existential questions.</p></blockquote></div><p>I'll also add that this has the best ending I've seen in a game for a long time. Obviously I can't go into detail regarding why, but I think it's a beautiful ending to Emma's story that has <em>just</em> the right amount of trust in the audience with a generous sprinkle of 'open to interpretation'.</p><p>I love Beast of Reincarnation. I think you should buy it, if you can afford to; but there are just a few little things that held me back from calling it perfect. For one thing, on rare occasions the way forward isn't at all clear. Despite having the usual waypoint, it's a <em>little</em> too far off, More than once I end up stumped as between point 'A' and point 'B' is a seemingly impassable platforming section – one of these I got through by hopping around the edge of a mountain and making liberal use of Emma's ability to lift herself into the air, which I'm (pretty) sure isn't how the developers intended me to progress.</p><h2 id="beast-in-show">Beast in show</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ULZstZ8qKXtY842BuHWvJ4" name="Rangifer Phase 2" alt="Rangifer in Beast of Reincarnation" src="https://cdn.mos.cms.futurecdn.net/ULZstZ8qKXtY842BuHWvJ4.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Fictions)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Tree is the magic number</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="rvxyvuzpTQ8eLHQLicEz8A" name="SS_Beast of Reincarnation_Boxoout option 2_1080" caption="" alt="The skill tree in Beast of Reincarnation" src="https://cdn.mos.cms.futurecdn.net/rvxyvuzpTQ8eLHQLicEz8A.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: Fictions, Game Freak)</span></figcaption></figure><p class="fancy-box__body-text">In keeping with the strong environmental angle of the game, Emma and Koo each have a literal skill tree. As you unlock new abilities and branch out (I'm so funny), the tree grows, and more options become available. You won't unlock everything in one playthrough, and most skills can be upgraded,  so choose wisely.</p></div></div><p>Also rare, but equally annoying, are combat situations that I'm happy to stick my neck out and say are just plain unfair. When a game has punishing combat that employs parry and dodge mechanics, if you find yourself surrounded by enemies at close quarters, this will be because you've done something wrong. I'm happy to accept that. But when that happens, you should be able to get out of the situation by relying more on skill than luck.</p><p>The issue is that the camera and the auto-targeting system (which I tried disabling in such situations to no avail) gang up on you like a pair of bullies whenever you have two or more enemies close by, so that it's often impossible to keep them both in view. This was no fun during the fights where two bosses occasionally rush you at the same time, let me tell you. Even on my best parrying days, I find it a little tricky to parry an attack I literally can not see 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="4PSs9DTM32VGAhRfCFHq2W" name="ss_05882fbe500e78263f2551912bac72a61c20eb7b.1920x1080" alt="Beast of Reincarnation screenshot which shows the protagonist engaged in close-quarters combat with three enemies" src="https://cdn.mos.cms.futurecdn.net/4PSs9DTM32VGAhRfCFHq2W.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Game Freak)</span></figcaption></figure><p>Moments like those had me use some very interesting language that I'd get told off for trying to repeat here. Thankfully, such moments are rare and (usually) fairly brief, and so easy to forgive within the context of the wider game. On top of everything else, Emma's traversal abilities make wonderful use of space, and offer multiple options for enemy engagement while unseen. She can use her hair (don't ask, I don't know) as a grapple, a portable water spout to let her rise into the air, and a temporary bridge to walk onto from pretty much anywhere.</p><p>Beast of Reincarnation is a very linear game (areas are large and open, but it's not strictly open world), but the sense of agency afforded  you by such traversal – as well as a wide range of Arts and swords with unique effects to unlock – help make the journey your own. New Game Plus offers one final sword and a couple of cool new, powerful abilities, which just might be enough to encourage me to do it all over again.</p><p>Beast of Reincarnation was reviewed on PS5, with a code provided by the publisher.</p><p><em>If you're looking for more combat, check out our </em><a href="https://www.gamesradar.com/best-arpgs/"><u><em>best ARPGs</em></u></a><em> ranking for plenty of action with a bit of RPG'ing sprinkled on top.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action-rpg/beast-of-reincarnation-review/</link>
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                            <![CDATA[ Game Freak's latest is a great ARPG, with firm but fair combat and wide scope for crafting a build to your tastes ]]>
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                                                                        <pubDate>Tue, 04 Aug 2026 00:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Action RPGs]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Luke Kemp ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yV3vyC2FdvgtNFMfPYErDc.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Fictions, Game Freak]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Emma looks down sadly with a wide-rimmed hat and a bloodied face in Beast of Reincarnation]]></media:description>                                                            <media:text><![CDATA[Emma looks down sadly with a wide-rimmed hat and a bloodied face in Beast of Reincarnation]]></media:text>
                                <media:title type="plain"><![CDATA[Emma looks down sadly with a wide-rimmed hat and a bloodied face in Beast of Reincarnation]]></media:title>
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                                <p>With a name like <a href="https://www.gamesradar.com/beast-of-reincarnation-guide/"><u>Beast of Reincarnation</u></a> you might expect this to be a game full of aggressive enemies and intense combat. And it is. Yet it's not long before you start to discover that there are layers to this world, and the people who live in it. Layers that make this a strong and deep experience rather than a fun but shallow action game. </p><p>Don't get me wrong; there is a <em>lot</em> of fighting. That's almost exclusively what you'll be doing, and in fact, I found it greatly amusing that I came across a grand total of one puzzle in my playthrough. You take the role of Emma, a young woman who is tasked with killing the titular Beast, the source of post-apocalyptic Japan's Blight that mutates animals, spreads pretty but corrupted foliage, and kills people. Before she can do so however, she'll need to kill many of the giant creatures known as Nushi in order to absorb their power, and cleanse the surrounding areas as she buffs up. There's no shortage of lesser enemies standing between her and each Nushi, either.</p><h2 id="emma-let-you-finish">Emma let you finish</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KAfjftKiDV7VynmHnrpYu9" name="SS_Beast of Reincarnation_02_1080" alt="Emma stabs a skeletal robot through the chest in Beast of Reincarnation" src="https://cdn.mos.cms.futurecdn.net/KAfjftKiDV7VynmHnrpYu9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Fictions, Game Freak)</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>August 4, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer: </strong>Game Freak<br><strong>Publisher:</strong> Fictions</p></div></div><p>Please don't mistake Beast of Reincarnation, with its high-fidelity sci-fi, and sword-wielding, reserved heroine for being much like Stellar Blade. Unlike that game's star Eve, who is uncomfortably thrust into danger in form-fitting bodysuits that leave nothing to the imagination, Emma is dressed like an actual fighter who takes her job seriously. She also behaves like an actual, real character – unlike many similar heroes, her aloofness has a specific reason behind it which is slowly revealed. She even experiences character growth. </p><p>It's a good thing Emma's well armored too.  Beast of Reincarnation has combat that is challenging from a very early stage. I was tempted to knock the difficulty down within the first hour or so, in fact – and if that works best for you, it's a perfectly good way to enjoy this or any other game – but, in my case, I'm glad that I didn't.  There's a real sense of satisfaction to be had emerging from a tough fight battered, low on resources, close to death – but alive. </p><p><a href="https://www.gamesradar.com/games/action-rpg/beast-of-reincarnations-battles-are-about-the-joyful-dilemma-of-choice-building-on-the-directors-pokemon-battle-planning-expertise/"><u>The combat system is deceptively simple</u></a>. Emma carries a sword and (soon) two bows, and that's it for weapons. There is only one attack button for the sword, the depth coming from the mechanics around it. I'll make this clear now: parrying is an integral part of the game. I'm rather tired of the industry's obsession with parry mechanics, and I'm glad that it finally seems to be petering out, but here it works really well. I'm far from perfect at it, though. Many is the time I've hit the button too soon or too late, and been punished with a large chunk of health disappearing as a result. But when it works, it produces a beautiful flow, particularly in boss fights. Like <a href="https://www.gamesradar.com/sekiro-review/"><u>Sekiro</u></a> (with a touch of Nier), it's akin to a rhythm game, where you learn to parry to the tune of each enemy's unique attack pattern. <em>Tap-tap-taptaptap—tap—tap</em> and then you can unleash vengeance.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UA5deFXtKJnzqdpjjRUWD9" name="SS_Beast of Reincarnation_04_1080" alt="Emma pets Koo, a huge white wolf, in Beast of Reincarnation" src="https://cdn.mos.cms.futurecdn.net/UA5deFXtKJnzqdpjjRUWD9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Fictions, Game Freak)</span></figcaption></figure><p>It's time to address the elephant – or, rather, the giant mutated dog – in the room. Koo (for that is his name) is another crucial slice of the combat pie. While you can order him to go on ahead to attack an enemy alone if you haven't been spotted, he otherwise acts and attacks independently. You're in charge of leveling up his attributes alongside your own though, and you decide which abilities and stat-altering charm to equip. It's in this way that you direct his presence in battle – particularly when it comes to Bloom Arts.</p><p>Koo will use items and abilities independently, but the more powerful Bloom Arts are dependent on points earned during battle, activated only when you command. Much like in <a href="https://www.gamesradar.com/final-fantasy-7-remake-guide/"><u>Final Fantasy 7 Remake</u></a>, communicating with Koo slows time to a crawl (even if no Arts are ready yet – useful for getting a breather) and you can choose from your currently equipped list.</p><p>A successfully executed Bloom Art will restore a little of Emma's HP, and also deal damage – but rarely very much. They're more useful for triggering effects, especially when you start unlocking modifications for them. While building up status, you can bloom a plant for Emma to close the distance, instantly triggering a sword's special effect that usually requires a parry; all these benefits and more are on the menu with Koo.</p><h2 id="blooming-heck">Blooming heck</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ihHAKpHkVVozTGVTdRweJ4" name="Rangifer Phase 1" alt="Rangifer in Beast of Reincarnation" src="https://cdn.mos.cms.futurecdn.net/ihHAKpHkVVozTGVTdRweJ4.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Fictions)</span></figcaption></figure><p>Attacking and parrying will build up a gauge Emma can draw on for her own abilities, including (something I didn't upgrade and properly  exploit until embarrassingly late in the game) the ability to briefly pause time so you can go absolutely wild with your attacks without interruption. As with the Bloom Art time-slow however, there's no grace period when you come out of it. If you try to use this in the middle of an enemy's attack, you'll feel very silly and very bruised.</p><p>Emma and Koo have a base of operations in the form of a mech, a space they share with a few others. It's a wonderful oasis of calm in the relentlessly hostile world, and I delight in soaking in the optional conversations. At the end of each chapter, I have a ritual. I chat with little Kagura, and then turn to Koo. I shower away the blood and grime we've accumulated (yes, he shakes himself off afterwards like a real doggy), I talk to him, and then I stroke him. Yes, you can indeed pet the dog.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XHXWk6dENF2jpVFaPrJu64" name="Beast of Reincarnation cooking (1)" alt="Beast of Reincarnation" src="https://cdn.mos.cms.futurecdn.net/XHXWk6dENF2jpVFaPrJu64.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Fictions)</span></figcaption></figure><p>The broad strokes of Beast of Reincarnation give the impression of something leaning all its weight on tired tropes. A post-apocalyptic world; a threat known as The Blight; a single hero (you of course) who is the only one that can put things right. Do not be fooled. The game surfs on waves of philosophy and existential questions that are thought-provoking but never, ever waved in your face.</p><div><blockquote><p>The game surfs on waves of philosophy and existential questions.</p></blockquote></div><p>I'll also add that this has the best ending I've seen in a game for a long time. Obviously I can't go into detail regarding why, but I think it's a beautiful ending to Emma's story that has <em>just</em> the right amount of trust in the audience with a generous sprinkle of 'open to interpretation'.</p><p>I love Beast of Reincarnation. I think you should buy it, if you can afford to; but there are just a few little things that held me back from calling it perfect. For one thing, on rare occasions the way forward isn't at all clear. Despite having the usual waypoint, it's a <em>little</em> too far off, More than once I end up stumped as between point 'A' and point 'B' is a seemingly impassable platforming section – one of these I got through by hopping around the edge of a mountain and making liberal use of Emma's ability to lift herself into the air, which I'm (pretty) sure isn't how the developers intended me to progress.</p><h2 id="beast-in-show">Beast in show</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ULZstZ8qKXtY842BuHWvJ4" name="Rangifer Phase 2" alt="Rangifer in Beast of Reincarnation" src="https://cdn.mos.cms.futurecdn.net/ULZstZ8qKXtY842BuHWvJ4.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Fictions)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Tree is the magic number</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="rvxyvuzpTQ8eLHQLicEz8A" name="SS_Beast of Reincarnation_Boxoout option 2_1080" caption="" alt="The skill tree in Beast of Reincarnation" src="https://cdn.mos.cms.futurecdn.net/rvxyvuzpTQ8eLHQLicEz8A.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: Fictions, Game Freak)</span></figcaption></figure><p class="fancy-box__body-text">In keeping with the strong environmental angle of the game, Emma and Koo each have a literal skill tree. As you unlock new abilities and branch out (I'm so funny), the tree grows, and more options become available. You won't unlock everything in one playthrough, and most skills can be upgraded,  so choose wisely.</p></div></div><p>Also rare, but equally annoying, are combat situations that I'm happy to stick my neck out and say are just plain unfair. When a game has punishing combat that employs parry and dodge mechanics, if you find yourself surrounded by enemies at close quarters, this will be because you've done something wrong. I'm happy to accept that. But when that happens, you should be able to get out of the situation by relying more on skill than luck.</p><p>The issue is that the camera and the auto-targeting system (which I tried disabling in such situations to no avail) gang up on you like a pair of bullies whenever you have two or more enemies close by, so that it's often impossible to keep them both in view. This was no fun during the fights where two bosses occasionally rush you at the same time, let me tell you. Even on my best parrying days, I find it a little tricky to parry an attack I literally can not see 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="4PSs9DTM32VGAhRfCFHq2W" name="ss_05882fbe500e78263f2551912bac72a61c20eb7b.1920x1080" alt="Beast of Reincarnation screenshot which shows the protagonist engaged in close-quarters combat with three enemies" src="https://cdn.mos.cms.futurecdn.net/4PSs9DTM32VGAhRfCFHq2W.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Game Freak)</span></figcaption></figure><p>Moments like those had me use some very interesting language that I'd get told off for trying to repeat here. Thankfully, such moments are rare and (usually) fairly brief, and so easy to forgive within the context of the wider game. On top of everything else, Emma's traversal abilities make wonderful use of space, and offer multiple options for enemy engagement while unseen. She can use her hair (don't ask, I don't know) as a grapple, a portable water spout to let her rise into the air, and a temporary bridge to walk onto from pretty much anywhere.</p><p>Beast of Reincarnation is a very linear game (areas are large and open, but it's not strictly open world), but the sense of agency afforded  you by such traversal – as well as a wide range of Arts and swords with unique effects to unlock – help make the journey your own. New Game Plus offers one final sword and a couple of cool new, powerful abilities, which just might be enough to encourage me to do it all over again.</p><p>Beast of Reincarnation was reviewed on PS5, with a code provided by the publisher.</p><p><em>If you're looking for more combat, check out our </em><a href="https://www.gamesradar.com/best-arpgs/"><u><em>best ARPGs</em></u></a><em> ranking for plenty of action with a bit of RPG'ing sprinkled on top.</em></p>
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                                                            <title><![CDATA[ The ELO Vagabond combines the best parts of Razer and GameSir to make the ultimate mobile controller ]]></title>
                                                                                                <dc:content><![CDATA[ <p>It's easy for me to say this as a gamepad reviewer who has never tried to make one, but I really don't think designing a great <a href="https://www.gamesradar.com/best-mobile-controller">mobile controller</a> is that difficult. So many brands have tried, but they've focused way too much on portability, or making it feel bespoke to a phone, or trying to fill really niche areas in the market that haven't been catered to yet. It just doesn't need to be that complicated, and a simple, on-the-go mobile controller shouldn't cost the $160 some companies will charge you. Just take a regular-sized gamepad, cut it in half, and that should really be the end of it.</p><p>The ELO Vagabond seems like it understands all of this. Why downsize a regular controller when that will almost always hamstring comfort? Why charge so much when this is almost always going to be a secondary peripheral people won't have a massive budget for? Why change the shape and design of controller grips that people have been enjoying for decades now? </p><p>At $99 / £74, the ELO Vagabond provides the best overall package in the mobile controller market. It isn't as affordable as the <a href="https://www.gamesradar.com/gamesir-g8-galileo-review">GameSir G8 Galileo</a> I awarded 5 stars and the top spot on our buying guide, but it improves on its best features without charging as much as Razer. If mobile controllers have always felt a little imperfect to you, read on.</p><h2 id="design-4">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="2iEFqejzEVDhFiXPDM8CPV" name="ELO Vagabond review 10" alt="An ELO Vagabond from above" src="https://cdn.mos.cms.futurecdn.net/2iEFqejzEVDhFiXPDM8CPV.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>Perhaps more than any other wrap-around mobile controller I've come across, the ELO Vagabond really does resemble a pro <a href="https://www.gamesradar.com/best-pc-controller-for-gaming">PC Controller</a> sliced in half. Even on larger options like the <a href="https://www.gamesradar.com/hardware/gaming-controllers/razer-kishi-v3-pro-review">Razer Kishi V3 Pro</a> or the <a href="https://www.gamesradar.com/hardware/gaming-controllers/razer-kishi-ultra-review">Razer Kishi Ultra</a>, the grips feel a bit stumpy and compacted compared to the brand's full-sized <a href="https://www.gamesradar.com/hardware/gaming-controllers/razer-wolverine-v3-pro-review">Wolverine V3 Pro</a>. The GameSir G8 Galileo has a chunkier, more comfortable form factor than the <a href="https://www.gamesradar.com/backbone-one-review/" target="_blank">Backbone One</a> and its imitators, but it's still clinging to a mobile controller design ideology that holds back its comfort compared to full-sized gamepads. </p><p>The ELO Vagabond makes a real statement with its grip shape. They feel almost lengthened and pointed at their ends to spite the rest of the market. Holding the Vagabond is almost similar to holding a <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-tarantula-pro-review">GameSir Tarantula Pro</a> or DualShock 4. Maybe not in a rounded shape kind of way, but in the sense that it caters to your pinkie fingers with ample room.</p><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="EBL7TTzQCuGTN9qQgQub5V" name="ELO Vagabond review 11" alt="The face buttons on the ELO Vagabond" src="https://cdn.mos.cms.futurecdn.net/EBL7TTzQCuGTN9qQgQub5V.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 wouldn't say the build quality of the ELO Vagabond is the best, and in fact, in my two weeks of testing, I'd say durability is the only emergent flaw that really jumps to mind in this review. The grips have a dotted texture, and they're pretty solid - no problems there. But away from that texture, I do start to notice a bit of a hollow feeling. The springs within the triggers can be heard when pressing them, which is not attractive in the slightest for a $99 peripheral. What's worse is that if I flip the controller over, I can hear something falling around inside the chassis. Again, not ideal for a product you want to take on the go with you and frequently shove in a bag. </p><p>I'd say the grips are the defining design point of the Vagabond, but something I really like is that it's learned from the competition. The pivoting USB-C connector from the GameSir G8 is one of my favorite, tiny design flourishes on pretty much any gaming accessory I've tested - mobile or otherwise. The Vagabond carries it over, which makes it so much easier and safer for your phone to remove and connect from the controller's cradle.</p><p>The Vagabond itself uses your phone's battery to charge, but there's a passthrough USB-C port on it for power delivery, and ELO even makes a high-speed cable so you can keep up with your game's power demands. Also a nice addition is a 3.5mm headphone jack if you're using a wired audio device.</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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Q74ivNHhQv6V2Lh7ELAhLV" name="ELO Vagabond review 4" alt="The back of the ELO Vagabond" src="https://cdn.mos.cms.futurecdn.net/Q74ivNHhQv6V2Lh7ELAhLV.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 Vagabond features Hall effect thumbsticks, but there are ways to upgrade them too. As an add-on, you can get thumbstick toppers to bring more height and accuracy into your gameplay; these do cost extra, and although they're a nice thing to have, I found plenty of FPS enjoyment without them.</p><p>There are four microswitch face buttons laid out in the Xbox configuration. These are microswitch, clicky buttons, but they still have a deep-feeling actuation allowing for plenty of feel if you're mainly looking to play singleplayer games. </p><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="diT7N3oGsro4P3QQzuNFwU" name="ELO Vagabond review 3" alt="The pivoting USB connector on the ELO Vagabond" src="https://cdn.mos.cms.futurecdn.net/diT7N3oGsro4P3QQzuNFwU.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 Vagabond also features two back buttons, which are placed ever so slightly too high for my liking. With grips that make a statement by being a bit longer than other mobile pads, I'd argue ELO should make use of them by placing the back buttons lower down. Hell, give me a second pair if you want to? If you're not a big fan of back buttons, these are lockable via a pair of switches.</p><p>Like Backbone before it, ELO has made a central app to let you configure all your mobile games and launch them from. This is fine, but as someone who mainly uses mobile play for remote play of a PS5, SteamLink, or Game Pass Cloud Streaming, these always feel a bit extra to me. For those mobile gamers who do use this sort of app, it seems just as conclusive as Backbone's. </p><h2 id="performance-6">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="US73nVU9GQfjxFdZDqiHLV" name="ELO Vagabond review 1" alt="A reviewer holding the ELO Vagabond" src="https://cdn.mos.cms.futurecdn.net/US73nVU9GQfjxFdZDqiHLV.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>Build quality hesitancy and trigger spring volume quickly become a non-issue when I'm playing games with the ELO Vagabond. It's a proper controller you can play mobile games with, and maybe besides the much more expensive Kishi V3 Pro, it's one of the only ones I've used I think I'd actually not mind using as a PC controller if I needed to. </p><p>Its long grips and Hall sensor sticks give it plenty of scope for shooters, especially if you click the stick upgrades on and really start whipping your crosshair around. The comfort of the grips makes it a joy in third-person games, and the clicky buttons make it responsive in fighting games and platformers. It's versatile, and that only makes it a better on-the-go gaming solution because even if you have specialist hardware at home for one genre of gaming, the Vagabond is going to do a pretty good stand-in job while you're away. </p><p>That doesn't mean that it's perfect though, and although the Vagabond does a fantastic job replicating the gamepad experience with a phone, there are a few ways I wish it would take things further. </p><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="QYBzgHLPecNUQAouLNGC5V" name="ELO Vagabond review 2" alt="The right trigger on the ELO Vagabond" src="https://cdn.mos.cms.futurecdn.net/QYBzgHLPecNUQAouLNGC5V.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've talked about it before, but most mobile controllers fail because they adopt the Switch's Joy-Con curse; putting the face buttons and thumbsticks right underneath one another. This invites thumbcramp and discomfort into the equation because you're constantly having to flex your thumb down the way to reach a stick, and thumbs move much more accurately and much faster side to side. It helps make a controller more portable, but it doesn't make one more comfortable or as satisfying to use. </p><p>The Vagabond does a good job of giving you more to grip onto, but I think if there was a Vagabond 2, I'd love to see more of a horizontal separation between the thumbstick and face buttons/D-pad. This isn't bad as is, but it isn't quite as comfortable as on a regular controller, and I think on a pad like this it could be. </p><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="rqJNpWRbzneuHgMaMHhC3V" name="ELO Vagabond review 8" alt="The extended thumbstick of the ELO Vagabond" src="https://cdn.mos.cms.futurecdn.net/rqJNpWRbzneuHgMaMHhC3V.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 other option is looking at the <a href="https://www.gamesradar.com/hardware/gaming-controllers/scuf-nomad-review">Scuf Nomad</a> and taking a leaf out of the Steam Deck's book. Is there anything wrong with placing the thumbsticks symmetrically at the top of the controller? In my eyes, absolutely not, because even if it isn't conventional to a console player's eyes, they'll soon appreciate the comfort it brings. </p><p>If I get really nit-picky, I think there's an argument to be made for the D-pad being a little less rigid. I'd prefer a circular/8-wayt D-pad to make it a little easier to actuate at speed when it's placed a little awkwardly, but that might just come down to preference.</p><p>Something to celebrate is how practical the Vagabond is despite not trying to be as portable as the Backbone One or the foldable <a href="https://www.gamesradar.com/hardware/gaming-controllers/asus-rog-tessen-review">Asus ROG Tessen</a>. It might not be as easy to shove in a bag or a pocket, but I got a new phone case while testing it, and the ELO didn't care. I never had to do any annoying swapping or case removal to fit my phone into it. That's all I really require from an on-the-go peripheral; I don't really have any need to fit it in my pocket.</p><h2 id="should-you-buy-the-elo-vagabond">Should you buy the ELO Vagabond?</h2><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="5ZzfmuUEvTbHGfxYGNZKPV" name="ELO Vagabond review 6" alt="An ELO Vagabond review image showing the controller lying on a wooden desktop" src="https://cdn.mos.cms.futurecdn.net/5ZzfmuUEvTbHGfxYGNZKPV.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'm going to try and put this review in perspective with a personal anecdote. I have an Asus ROG Ally X that I've been using for all my on-the-go, portable gaming needs. Handheld gaming PCs obviously have their appeal because they're strong enough to run games natively and they can be docked for home play too. But for me, comfort is king, and something that drives me up the wall about the original Ally X is that Asus now offers similar handheld consoles with Xbox branding and full controller grips. In fact, all the handheld PC makers are now out here admitting through more ergonomic handles that their first iterations were rubbish for your hands. </p><p>I just don't find the ROG Ally X very comfortable, and it annoys me to the extent I don't use it as often as I want to.</p><p>With the ELO Vagabond wrapped around my phone, I'm much, much more inspired to take my gaming on the go because it's comfortable to hold for longer periods of time. Yes, it means streaming my PC games via SteamLink and dealing with lesser visuals and worse performance, but it's comfortable enough for me to play with, immerse myself in a game, and not think about how I need to regrip while playing every 5 minutes. </p><p>For me, that's a sign that the ELO Vagabond has succeeded in its mission. It's a really well-designed mobile controller that doesn't mean you compromise on comfort. It's also priced really well in the market. For me, this is the best mobile controller you can buy right now.</p><div data-widget-type="multimodelreview" data-model-name="ELO Vagabond"></div><h2 id="how-i-tested-the-elo-vagabond">How I tested the ELO Vagabond</h2><p>I tested the ELO Vagabond for over two weeks, using it for all my portable gaming and remote play needs. I tested it with and without its upgradable thumbsticks, and in plenty of gaming genres. I compared it closely to the GameSir G8 Galileo, the more recent Razer Kishi V3 controllers, and other mobile gamepads. </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>If you made it this far, I'd also recommend reading up on 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>, 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/elo-vagabond-review/</link>
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                            <![CDATA[ The ELO Vagabond is the best mobile controller I've tested to date. ]]>
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                                                                        <pubDate>Mon, 03 Aug 2026 15:13:08 +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.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[An ELO Vagabond from the right hand side ]]></media:description>                                                            <media:text><![CDATA[An ELO Vagabond from the right hand side ]]></media:text>
                                <media:title type="plain"><![CDATA[An ELO Vagabond from the right hand side ]]></media:title>
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                                <p>It's easy for me to say this as a gamepad reviewer who has never tried to make one, but I really don't think designing a great <a href="https://www.gamesradar.com/best-mobile-controller">mobile controller</a> is that difficult. So many brands have tried, but they've focused way too much on portability, or making it feel bespoke to a phone, or trying to fill really niche areas in the market that haven't been catered to yet. It just doesn't need to be that complicated, and a simple, on-the-go mobile controller shouldn't cost the $160 some companies will charge you. Just take a regular-sized gamepad, cut it in half, and that should really be the end of it.</p><p>The ELO Vagabond seems like it understands all of this. Why downsize a regular controller when that will almost always hamstring comfort? Why charge so much when this is almost always going to be a secondary peripheral people won't have a massive budget for? Why change the shape and design of controller grips that people have been enjoying for decades now? </p><p>At $99 / £74, the ELO Vagabond provides the best overall package in the mobile controller market. It isn't as affordable as the <a href="https://www.gamesradar.com/gamesir-g8-galileo-review">GameSir G8 Galileo</a> I awarded 5 stars and the top spot on our buying guide, but it improves on its best features without charging as much as Razer. If mobile controllers have always felt a little imperfect to you, read on.</p><h2 id="design-4">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="2iEFqejzEVDhFiXPDM8CPV" name="ELO Vagabond review 10" alt="An ELO Vagabond from above" src="https://cdn.mos.cms.futurecdn.net/2iEFqejzEVDhFiXPDM8CPV.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>Perhaps more than any other wrap-around mobile controller I've come across, the ELO Vagabond really does resemble a pro <a href="https://www.gamesradar.com/best-pc-controller-for-gaming">PC Controller</a> sliced in half. Even on larger options like the <a href="https://www.gamesradar.com/hardware/gaming-controllers/razer-kishi-v3-pro-review">Razer Kishi V3 Pro</a> or the <a href="https://www.gamesradar.com/hardware/gaming-controllers/razer-kishi-ultra-review">Razer Kishi Ultra</a>, the grips feel a bit stumpy and compacted compared to the brand's full-sized <a href="https://www.gamesradar.com/hardware/gaming-controllers/razer-wolverine-v3-pro-review">Wolverine V3 Pro</a>. The GameSir G8 Galileo has a chunkier, more comfortable form factor than the <a href="https://www.gamesradar.com/backbone-one-review/" target="_blank">Backbone One</a> and its imitators, but it's still clinging to a mobile controller design ideology that holds back its comfort compared to full-sized gamepads. </p><p>The ELO Vagabond makes a real statement with its grip shape. They feel almost lengthened and pointed at their ends to spite the rest of the market. Holding the Vagabond is almost similar to holding a <a href="https://www.gamesradar.com/hardware/gaming-controllers/gamesir-tarantula-pro-review">GameSir Tarantula Pro</a> or DualShock 4. Maybe not in a rounded shape kind of way, but in the sense that it caters to your pinkie fingers with ample room.</p><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="EBL7TTzQCuGTN9qQgQub5V" name="ELO Vagabond review 11" alt="The face buttons on the ELO Vagabond" src="https://cdn.mos.cms.futurecdn.net/EBL7TTzQCuGTN9qQgQub5V.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 wouldn't say the build quality of the ELO Vagabond is the best, and in fact, in my two weeks of testing, I'd say durability is the only emergent flaw that really jumps to mind in this review. The grips have a dotted texture, and they're pretty solid - no problems there. But away from that texture, I do start to notice a bit of a hollow feeling. The springs within the triggers can be heard when pressing them, which is not attractive in the slightest for a $99 peripheral. What's worse is that if I flip the controller over, I can hear something falling around inside the chassis. Again, not ideal for a product you want to take on the go with you and frequently shove in a bag. </p><p>I'd say the grips are the defining design point of the Vagabond, but something I really like is that it's learned from the competition. The pivoting USB-C connector from the GameSir G8 is one of my favorite, tiny design flourishes on pretty much any gaming accessory I've tested - mobile or otherwise. The Vagabond carries it over, which makes it so much easier and safer for your phone to remove and connect from the controller's cradle.</p><p>The Vagabond itself uses your phone's battery to charge, but there's a passthrough USB-C port on it for power delivery, and ELO even makes a high-speed cable so you can keep up with your game's power demands. Also a nice addition is a 3.5mm headphone jack if you're using a wired audio device.</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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Q74ivNHhQv6V2Lh7ELAhLV" name="ELO Vagabond review 4" alt="The back of the ELO Vagabond" src="https://cdn.mos.cms.futurecdn.net/Q74ivNHhQv6V2Lh7ELAhLV.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 Vagabond features Hall effect thumbsticks, but there are ways to upgrade them too. As an add-on, you can get thumbstick toppers to bring more height and accuracy into your gameplay; these do cost extra, and although they're a nice thing to have, I found plenty of FPS enjoyment without them.</p><p>There are four microswitch face buttons laid out in the Xbox configuration. These are microswitch, clicky buttons, but they still have a deep-feeling actuation allowing for plenty of feel if you're mainly looking to play singleplayer games. </p><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="diT7N3oGsro4P3QQzuNFwU" name="ELO Vagabond review 3" alt="The pivoting USB connector on the ELO Vagabond" src="https://cdn.mos.cms.futurecdn.net/diT7N3oGsro4P3QQzuNFwU.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 Vagabond also features two back buttons, which are placed ever so slightly too high for my liking. With grips that make a statement by being a bit longer than other mobile pads, I'd argue ELO should make use of them by placing the back buttons lower down. Hell, give me a second pair if you want to? If you're not a big fan of back buttons, these are lockable via a pair of switches.</p><p>Like Backbone before it, ELO has made a central app to let you configure all your mobile games and launch them from. This is fine, but as someone who mainly uses mobile play for remote play of a PS5, SteamLink, or Game Pass Cloud Streaming, these always feel a bit extra to me. For those mobile gamers who do use this sort of app, it seems just as conclusive as Backbone's. </p><h2 id="performance-6">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="US73nVU9GQfjxFdZDqiHLV" name="ELO Vagabond review 1" alt="A reviewer holding the ELO Vagabond" src="https://cdn.mos.cms.futurecdn.net/US73nVU9GQfjxFdZDqiHLV.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>Build quality hesitancy and trigger spring volume quickly become a non-issue when I'm playing games with the ELO Vagabond. It's a proper controller you can play mobile games with, and maybe besides the much more expensive Kishi V3 Pro, it's one of the only ones I've used I think I'd actually not mind using as a PC controller if I needed to. </p><p>Its long grips and Hall sensor sticks give it plenty of scope for shooters, especially if you click the stick upgrades on and really start whipping your crosshair around. The comfort of the grips makes it a joy in third-person games, and the clicky buttons make it responsive in fighting games and platformers. It's versatile, and that only makes it a better on-the-go gaming solution because even if you have specialist hardware at home for one genre of gaming, the Vagabond is going to do a pretty good stand-in job while you're away. </p><p>That doesn't mean that it's perfect though, and although the Vagabond does a fantastic job replicating the gamepad experience with a phone, there are a few ways I wish it would take things further. </p><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="QYBzgHLPecNUQAouLNGC5V" name="ELO Vagabond review 2" alt="The right trigger on the ELO Vagabond" src="https://cdn.mos.cms.futurecdn.net/QYBzgHLPecNUQAouLNGC5V.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've talked about it before, but most mobile controllers fail because they adopt the Switch's Joy-Con curse; putting the face buttons and thumbsticks right underneath one another. This invites thumbcramp and discomfort into the equation because you're constantly having to flex your thumb down the way to reach a stick, and thumbs move much more accurately and much faster side to side. It helps make a controller more portable, but it doesn't make one more comfortable or as satisfying to use. </p><p>The Vagabond does a good job of giving you more to grip onto, but I think if there was a Vagabond 2, I'd love to see more of a horizontal separation between the thumbstick and face buttons/D-pad. This isn't bad as is, but it isn't quite as comfortable as on a regular controller, and I think on a pad like this it could be. </p><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="rqJNpWRbzneuHgMaMHhC3V" name="ELO Vagabond review 8" alt="The extended thumbstick of the ELO Vagabond" src="https://cdn.mos.cms.futurecdn.net/rqJNpWRbzneuHgMaMHhC3V.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 other option is looking at the <a href="https://www.gamesradar.com/hardware/gaming-controllers/scuf-nomad-review">Scuf Nomad</a> and taking a leaf out of the Steam Deck's book. Is there anything wrong with placing the thumbsticks symmetrically at the top of the controller? In my eyes, absolutely not, because even if it isn't conventional to a console player's eyes, they'll soon appreciate the comfort it brings. </p><p>If I get really nit-picky, I think there's an argument to be made for the D-pad being a little less rigid. I'd prefer a circular/8-wayt D-pad to make it a little easier to actuate at speed when it's placed a little awkwardly, but that might just come down to preference.</p><p>Something to celebrate is how practical the Vagabond is despite not trying to be as portable as the Backbone One or the foldable <a href="https://www.gamesradar.com/hardware/gaming-controllers/asus-rog-tessen-review">Asus ROG Tessen</a>. It might not be as easy to shove in a bag or a pocket, but I got a new phone case while testing it, and the ELO didn't care. I never had to do any annoying swapping or case removal to fit my phone into it. That's all I really require from an on-the-go peripheral; I don't really have any need to fit it in my pocket.</p><h2 id="should-you-buy-the-elo-vagabond">Should you buy the ELO Vagabond?</h2><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="5ZzfmuUEvTbHGfxYGNZKPV" name="ELO Vagabond review 6" alt="An ELO Vagabond review image showing the controller lying on a wooden desktop" src="https://cdn.mos.cms.futurecdn.net/5ZzfmuUEvTbHGfxYGNZKPV.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'm going to try and put this review in perspective with a personal anecdote. I have an Asus ROG Ally X that I've been using for all my on-the-go, portable gaming needs. Handheld gaming PCs obviously have their appeal because they're strong enough to run games natively and they can be docked for home play too. But for me, comfort is king, and something that drives me up the wall about the original Ally X is that Asus now offers similar handheld consoles with Xbox branding and full controller grips. In fact, all the handheld PC makers are now out here admitting through more ergonomic handles that their first iterations were rubbish for your hands. </p><p>I just don't find the ROG Ally X very comfortable, and it annoys me to the extent I don't use it as often as I want to.</p><p>With the ELO Vagabond wrapped around my phone, I'm much, much more inspired to take my gaming on the go because it's comfortable to hold for longer periods of time. Yes, it means streaming my PC games via SteamLink and dealing with lesser visuals and worse performance, but it's comfortable enough for me to play with, immerse myself in a game, and not think about how I need to regrip while playing every 5 minutes. </p><p>For me, that's a sign that the ELO Vagabond has succeeded in its mission. It's a really well-designed mobile controller that doesn't mean you compromise on comfort. It's also priced really well in the market. For me, this is the best mobile controller you can buy right now.</p><div data-widget-type="multimodelreview" data-model-name="ELO Vagabond"></div><h2 id="how-i-tested-the-elo-vagabond">How I tested the ELO Vagabond</h2><p>I tested the ELO Vagabond for over two weeks, using it for all my portable gaming and remote play needs. I tested it with and without its upgradable thumbsticks, and in plenty of gaming genres. I compared it closely to the GameSir G8 Galileo, the more recent Razer Kishi V3 controllers, and other mobile gamepads. </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>If you made it this far, I'd also recommend reading up on 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>, 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[ The Asus ROG GR70 is a Steam Machine for the big kids, with their big wallets ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The decision to investigate the Asus ROG GR70 won't be made on value. After all, this compact mini system is never going to compete with the <a href="https://www.gamesradar.com/best-gaming-pc-pre-builds/">best gaming PCs</a> for cooling, upgradeability, or price-performance ratios. It's playing in a slightly different arena, one that purveyors of gaming laptops are more likely to spectate. </p><p>Mini PCs are rapidly growing in popularity, and it's got nothing to do with the Steam Machine. These rigs are seeing upticks everywhere, from productivity to creative workflows, and now gaming. Those who don't want to dedicate a filing cabinet's worth of space to a loud, hot, finnicky tower are turning to something a little more versatile, already configured with everything you need, but ultimately more expensive for the privilege. </p><p>While everyday mini PCs can represent excellent value for the more casual productivity user, though, gaming systems are a different beast entirely. Valve's rig runs on its own custom AMD chip, the Asus ROG GR70 uses a full set of up-to-date (though, this being the 2025 model, not the latest in the CPU world) mobile AMD and Nvidia components. It's a laptop, without the lap. That adds some zeroes to the final price tag, but is that comfortable form factor ultimately worth it? I've ditched my hunt for the <a href="https://www.gamesradar.com/hardware/laptops/the-best-gaming-laptops-tested-by-experts/">best gaming laptops</a> for two weeks to find out. </p><div ><table><caption>Specs</caption><thead><tr><th class="firstcol empty" ></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>$2,800</p></td><td  ><p>$2,399 - $5,299</p></td></tr><tr><td class="firstcol " ><p><strong>CPU</strong></p></td><td  ><p>AMD Ryzen 9 9955HX3D</p></td><td  ><p>AMD Ryzen 9 8940HX | AMD Ryzen 9 9955HX | AMD Ryzen 9 9955HX</p></td></tr><tr><td class="firstcol " ><p><strong>GPU</strong></p></td><td  ><p>RTX 5070</p></td><td  ><p>RTX 5060 </p></td></tr><tr><td class="firstcol " ><p><strong>RAM</strong></p></td><td  ><p>64GB DDR5-6400</p></td><td  ><p>16GB | 32GB</p></td></tr><tr><td class="firstcol " ><p><strong>SSD</strong></p></td><td  ><p>2TB M.2 2280 NVMe PCle 4.0</p></td><td  ><p>1TB</p></td></tr><tr><td class="firstcol " ><p><strong>Ports</strong></p></td><td  ><p>FRONT: 2x USB 3.4 Gen 2 Type-A, 1x USB 3.2 Gen 2 Type-C, 1x 3.5mm audio </p><p>REAR: 1x USB 4 Type-C, 4x USB 3.2 Gen 2 Type-A, 2x HDMI 2.1, 2x DisplayPort 2.1, 1x RJ45</p></td><td  ><p>-</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>Dimensions</strong></p></td><td  ><p>282.4 x 187.7 x 56.5mm</p></td><td  ><p>-</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-asus-rog-gr70-configurations"><span>Asus ROG GR70 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AB4kWx8fgcJZSygyLnuSph" name="Asus ROG NUC" alt="Top of Asus ROG GR70 mini PC showing power button and LED lighting" src="https://cdn.mos.cms.futurecdn.net/AB4kWx8fgcJZSygyLnuSph.jpg" mos="" align="middle" fullscreen="" width="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>The Asus ROG GR70 looks to the lower end of the GPU market, utilizing mobile parts starting from mid-range RTX 5060 / Ryzen 9 8940HX and moving up to an RTX 5070 with AMD's Ryzen 9 9955HX3D. For team blue, you're looking at the ROG NUC with Intel Core Ultra processors and RTX 5070 Ti and RTX 5080 GPUs. Will you find pre-builts with desktop pieces for less? Yes, but this rig isn't designed for those choosing between and mini and a full sized PC. </p><p>Those numbers climb pretty quickly. An RTX 5080 NUC model will set you back well over $5,000 with all the trimmings, that's top-spec Alienware cash. At its cheapest, you're looking at $2,399 for an RTX 5060, Intel Core Ultra 7, and 16GB RAM. That's not only more than double the price of the Steam Machine, it's double what you'd usually pay for a full prebuilt with similar specs.</p><p>You're not paying for component value in these configurations, then, but those intrigued by the compact form factor are well served by a breadth of options. </p><h2 class="article-body__section" id="section-asus-rog-gr70-performance"><span>Asus ROG GR70 performance</span></h2><p>In true RTX 5070 fashion, the cheaper configuration I've been testing manages to hit everything thrown at it in both FHD and QHD, only ever wavering below that 60fps threshold in more demanding top-resolution runs like Horizon Zero Dawn Remastered and Cyberpunk 2077. </p><p>This is a system designed to accommodate QHD resolutions, so cranking things up to 4K will hurt a little. However, for everyday runs of demanding, modern titles, it's impressive that this little fella can keep up. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/29829285/embed"></iframe><p>This being a mobile RTX 5070, we're a little behind the kinds of results we've seen from full desktop configurations. Still, the Asus ROG GR70 manages to keep a decent pace with these larger builds, even if more demanding runs take a hit. While the numbers won't impress anyone coming from a full tower, a solid set of 60fps+ at High settings holds down the fort nicely. </p><p>Synthetic benchmarks reveal the sacrifice of that mobile GPU a little more clearly. When <a href="https://www.gamesradar.com/hardware/desktop-pc/i-still-have-a-soft-spot-for-the-radeon-rx-7900-xtx-in-2026-but-does-this-last-gen-flagship-hold-its-own-against-nvidias-younger-dlss-obsessed-rivals/">comparing the desktop card to AMD's Radeon RX 7900</a>, we found it pulled in 4929 in Steel Nomad tests; here it's sitting at 3280. Just as physical size is erring on the side of the laptop rather than the desktop, our synthetic benchmark scores show performance leaning in the same direction. </p><p>Still, comparing those components like-for-like in more portable machines paints a slightly brighter picture. Putting those numbers up alongside the Razer Blade 14 and Acer Predator Triton 14 AI (two similarly premium, compact gaming machines) reveals a slight uptick across Steel Nomad, Time Spy, and Fire Strike. Even if the Asus ROG Strix G16 manages to slide in above it in one run. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/29829751/embed"></iframe><p>On the CPU side of things, the AMD Ryzen 9 9955HX3D scored 2,912 in its single-core tests and 24,371 in its multi-core outings across Geekbench 7. That's about right for the mobile CPU, suggesting there's nothing untoward happening that could limit it in this form factor. </p><h2 class="article-body__section" id="section-asus-rog-gr70-benefits"><span>Asus ROG GR70 benefits</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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uwPEQLrfipe23eQQBnYc47" name="Asus ROG NUC" alt="Back view of Asus ROG GR70 mini PC showing port selection" src="https://cdn.mos.cms.futurecdn.net/uwPEQLrfipe23eQQBnYc47.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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><h2 id="a-far-more-manageable-pc-experience">A far more manageable PC experience</h2><p>Desktop towers are hot, power hungry, chunky beasts. Anyone without the space to dedicate to a 60 litre tank will be grateful for the Asus ROG GR70's slimline form factor. This thing sits calmly in the corner, not even the size of a PS5 Slim. </p><p>That's a compelling use-case, albeit one that very few players will likely be willing to fork out this amount of cash for. Asus doesn't exactly have a captive audience here, most desks will accommodate a PC case underneath and most players are going to side with the less expensive option. There are only a few of us who truly <em>need </em>the kind of space saving alternative Asus has provided. </p><p>That said, the ROG GR70 does look fantastic, with its clean angular lines, bold RGB side lighting (customizable, of course). Coming from the world of gaming laptops there are more benefits to that design than PC builders may first consider. </p><h2 id="more-expansive-port-selection-than-a-laptop">More expansive port selection than a laptop</h2><p>Whenever I'm not testing a laptop directly on the machine itself, it's connected to an external monitor, keyboard, mouse, chair, Stream Deck, speaker, controller and whatever other accessories have made their way onto my desk on any given day. That means I need to rely on the extra USB-A ports on my <a href="https://www.gamesradar.com/hardware/laptops/razer-laptop-cooling-pad-review/">Razer Laptop Cooling Pad</a>, as well as an external USB-4 dock. Some day (and it will be soon), I'll run out of space. </p><p>I didn't expect to find the ports on the Asus ROG GR70 to be one of the biggest benefits to swapping laptop life for mini PC life. Two USB-As and a USB-C on the front take care of the gadgets I'm regularly swapping out. Meanwhile, the rear side takes care of all my more permanent USB cables, with an abundance of display connections that would have made my multi-monitor days a lot more enjoyable (and probably last longer). </p><h2 id="boosted-performance-over-steam-machine">Boosted performance over Steam Machine</h2><p>Yes, the Asus ROG GR70 costs more than double the Steam Machine, but you're getting performance you just won't find in Valve's rig. They've got different plans, sure. Valve wants its box next to a TV, running in 1080p. Asus is parking its GR70 on your desk, pushing 1440p and, in more expensive configurations, 4K resolutions on demanding games. </p><p>The Steam Machine won't get near 60fps in RT: Ultra at 1440p, by all accounts you'll be lucky to see 20fps at the end of that benchmark. Without that workhorse architecture, Valve's competitor has to take aim at a more casual 1080p market and that's fair enough - but the Asus ROG GR70 still offers a more compelling set of specs for those sourcing a QHD rig rather than picking up a living room console equivalent. </p><h2 class="article-body__section" id="section-asus-rog-gr70-drawbacks"><span>Asus ROG GR70 drawbacks</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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NzKnzW6BWWR6unmdQrkbE" name="Asus ROG NUC" alt="Left side of Asus ROG GR70 mini PC showing ROG logo in diagonal stencil" src="https://cdn.mos.cms.futurecdn.net/NzKnzW6BWWR6unmdQrkbE.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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><h2 id="not-as-living-room-worthy-as-steam-machine">Not as living-room-worthy as Steam Machine</h2><p>As you'd expect a mini PC to, the Asus ROG GR70 runs on Windows... which isn't great news for those hunting down a more powerful Steam Machine alternative. It means no easy waking from a controller, a few more steps before hitting Steam, and fewer automatic driver updates. It's certainly possible to keep this box next to your TV, but you'll need to keep a mouse and keyboard handy as well. It's missing those quality of life features baked into Valve's console replacement, by virtue of the fact it's been designed as a different device entirely. </p><h2 id="component-value-struggles-to-stack-up">Component value struggles to stack up</h2><p>That's not as big a problem as the ultimate value of the cost you're paying here. An RTX 5070 gaming laptop like this would likely run you between $1,800 and $2,400 when the sales align right now. A desktop PC sits at around $1,600 to $2,300. The Asus ROG GR70 carries its compact premium to the tune of between $1,000 and $400 more than you'll pay for similar specs in a different form factor.</p><p>It's not just the figures either. Those desktop rates are for full-fat desktop components, seated in a chassis that can handle bigger power better with more space and cooling tech. There's no getting around the fact that a tower will likely cost you less while giving more from a performance standpoint. </p><h2 class="article-body__section" id="section-should-you-buy-the-asus-rog-gr70"><span>Should you buy the Asus ROG GR70?</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="WMhBB2WtDjtRb6yQWoEiJB" name="Asus ROG NUC" alt="Front view of Asus ROG GR70 mini PC on a wooden desk in front of a monitor" src="https://cdn.mos.cms.futurecdn.net/WMhBB2WtDjtRb6yQWoEiJB.jpg" mos="" align="middle" fullscreen="" width="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>All that boils down to one question, should you actually be buying Asus's baby PC? When I first looked at those costs shortly after unboxing this rig, I thought I knew the answer. $2,800 for a mobile RTX 5070 without the portability of a gaming laptop or the engineering of a tower seemed laughable two weeks ago. After kicking the foldables to the curb, 90% of me still agrees. But that 10% fits a very specific user. </p><p>I'd recommend the Asus ROG GR70 as an alternative to anyone looking to invest in an 18-inch desktop replacement gaming laptop, specifically because they lack the desk space for a full tower. If you're buying a rig like that you likely have a fair whack of budget behind you and you're not going to be taking your machine on the road with you so much anyway. </p><p>In that scenario, the connection, layout, and form factor benefits of the Asus ROG GR70 shine their brightest. In any other, there are better options out there. </p><h2 class="article-body__section" id="section-how-i-tested-the-asus-rog-gr70"><span>How I tested the Asus ROG GR70</span></h2><p>I swapped out my laptop setup for the Asus ROG GR70 for two weeks, running all my daily work and play through the device. During everyday play, the GR70 was running Doom: The Dark Ages, Farming Simulator 25, and Planet Coaster 2 with more dedicated benchmarking across Shadow of the Tomb Raider, Total War: Three Kingdoms, Horizon Zero Dawn Remastered, and Cyberpunk 2077. </p><p>Each test was run at both 1080p and 1440p at each game's high and highest graphical settings, repeated three times with a final average taken as the result. The system was also tested across 3D Mark Time Spy, Fire Strike, and Steel Nomad as well as Geekbench 7,  again with three runs per benchmark and a final result taken as an average. All tests were run in the 'Turbo' power setting. </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>For an even more compact form factor, check out the </em><a href="https://www.gamesradar.com/best-gaming-handheld/"><em>best gaming handhelds</em></a><em> on the market. Or take a look at the </em><a href="https://www.gamesradar.com/the-best-asus-gaming-laptops/"><em>best Asus gaming laptops</em></a><em> for more ROG.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/desktop-pc/asus-rog-nuc-review/</link>
                                                                            <description>
                            <![CDATA[ The Asus ROG GR70 sits somewhere between a gaming laptop and a desktop, offering a grown up Steam Machine experience - at a serious price. ]]>
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                                                                        <pubDate>Thu, 30 Jul 2026 10:14:47 +0000</pubDate>                                                                                                                                <updated>Thu, 13 Aug 2026 09:32:50 +0000</updated>
                                                                                                                                            <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.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Asus ROG GR70 mini PC on a wooden desk]]></media:description>                                                            <media:text><![CDATA[Asus ROG GR70 mini PC on a wooden desk]]></media:text>
                                <media:title type="plain"><![CDATA[Asus ROG GR70 mini PC on a wooden desk]]></media:title>
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                                <p>The decision to investigate the Asus ROG GR70 won't be made on value. After all, this compact mini system is never going to compete with the <a href="https://www.gamesradar.com/best-gaming-pc-pre-builds/">best gaming PCs</a> for cooling, upgradeability, or price-performance ratios. It's playing in a slightly different arena, one that purveyors of gaming laptops are more likely to spectate. </p><p>Mini PCs are rapidly growing in popularity, and it's got nothing to do with the Steam Machine. These rigs are seeing upticks everywhere, from productivity to creative workflows, and now gaming. Those who don't want to dedicate a filing cabinet's worth of space to a loud, hot, finnicky tower are turning to something a little more versatile, already configured with everything you need, but ultimately more expensive for the privilege. </p><p>While everyday mini PCs can represent excellent value for the more casual productivity user, though, gaming systems are a different beast entirely. Valve's rig runs on its own custom AMD chip, the Asus ROG GR70 uses a full set of up-to-date (though, this being the 2025 model, not the latest in the CPU world) mobile AMD and Nvidia components. It's a laptop, without the lap. That adds some zeroes to the final price tag, but is that comfortable form factor ultimately worth it? I've ditched my hunt for the <a href="https://www.gamesradar.com/hardware/laptops/the-best-gaming-laptops-tested-by-experts/">best gaming laptops</a> for two weeks to find out. </p><div ><table><caption>Specs</caption><thead><tr><th class="firstcol empty" ></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>$2,800</p></td><td  ><p>$2,399 - $5,299</p></td></tr><tr><td class="firstcol " ><p><strong>CPU</strong></p></td><td  ><p>AMD Ryzen 9 9955HX3D</p></td><td  ><p>AMD Ryzen 9 8940HX | AMD Ryzen 9 9955HX | AMD Ryzen 9 9955HX</p></td></tr><tr><td class="firstcol " ><p><strong>GPU</strong></p></td><td  ><p>RTX 5070</p></td><td  ><p>RTX 5060 </p></td></tr><tr><td class="firstcol " ><p><strong>RAM</strong></p></td><td  ><p>64GB DDR5-6400</p></td><td  ><p>16GB | 32GB</p></td></tr><tr><td class="firstcol " ><p><strong>SSD</strong></p></td><td  ><p>2TB M.2 2280 NVMe PCle 4.0</p></td><td  ><p>1TB</p></td></tr><tr><td class="firstcol " ><p><strong>Ports</strong></p></td><td  ><p>FRONT: 2x USB 3.4 Gen 2 Type-A, 1x USB 3.2 Gen 2 Type-C, 1x 3.5mm audio </p><p>REAR: 1x USB 4 Type-C, 4x USB 3.2 Gen 2 Type-A, 2x HDMI 2.1, 2x DisplayPort 2.1, 1x RJ45</p></td><td  ><p>-</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>Dimensions</strong></p></td><td  ><p>282.4 x 187.7 x 56.5mm</p></td><td  ><p>-</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-asus-rog-gr70-configurations"><span>Asus ROG GR70 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AB4kWx8fgcJZSygyLnuSph" name="Asus ROG NUC" alt="Top of Asus ROG GR70 mini PC showing power button and LED lighting" src="https://cdn.mos.cms.futurecdn.net/AB4kWx8fgcJZSygyLnuSph.jpg" mos="" align="middle" fullscreen="" width="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>The Asus ROG GR70 looks to the lower end of the GPU market, utilizing mobile parts starting from mid-range RTX 5060 / Ryzen 9 8940HX and moving up to an RTX 5070 with AMD's Ryzen 9 9955HX3D. For team blue, you're looking at the ROG NUC with Intel Core Ultra processors and RTX 5070 Ti and RTX 5080 GPUs. Will you find pre-builts with desktop pieces for less? Yes, but this rig isn't designed for those choosing between and mini and a full sized PC. </p><p>Those numbers climb pretty quickly. An RTX 5080 NUC model will set you back well over $5,000 with all the trimmings, that's top-spec Alienware cash. At its cheapest, you're looking at $2,399 for an RTX 5060, Intel Core Ultra 7, and 16GB RAM. That's not only more than double the price of the Steam Machine, it's double what you'd usually pay for a full prebuilt with similar specs.</p><p>You're not paying for component value in these configurations, then, but those intrigued by the compact form factor are well served by a breadth of options. </p><h2 class="article-body__section" id="section-asus-rog-gr70-performance"><span>Asus ROG GR70 performance</span></h2><p>In true RTX 5070 fashion, the cheaper configuration I've been testing manages to hit everything thrown at it in both FHD and QHD, only ever wavering below that 60fps threshold in more demanding top-resolution runs like Horizon Zero Dawn Remastered and Cyberpunk 2077. </p><p>This is a system designed to accommodate QHD resolutions, so cranking things up to 4K will hurt a little. However, for everyday runs of demanding, modern titles, it's impressive that this little fella can keep up. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/29829285/embed"></iframe><p>This being a mobile RTX 5070, we're a little behind the kinds of results we've seen from full desktop configurations. Still, the Asus ROG GR70 manages to keep a decent pace with these larger builds, even if more demanding runs take a hit. While the numbers won't impress anyone coming from a full tower, a solid set of 60fps+ at High settings holds down the fort nicely. </p><p>Synthetic benchmarks reveal the sacrifice of that mobile GPU a little more clearly. When <a href="https://www.gamesradar.com/hardware/desktop-pc/i-still-have-a-soft-spot-for-the-radeon-rx-7900-xtx-in-2026-but-does-this-last-gen-flagship-hold-its-own-against-nvidias-younger-dlss-obsessed-rivals/">comparing the desktop card to AMD's Radeon RX 7900</a>, we found it pulled in 4929 in Steel Nomad tests; here it's sitting at 3280. Just as physical size is erring on the side of the laptop rather than the desktop, our synthetic benchmark scores show performance leaning in the same direction. </p><p>Still, comparing those components like-for-like in more portable machines paints a slightly brighter picture. Putting those numbers up alongside the Razer Blade 14 and Acer Predator Triton 14 AI (two similarly premium, compact gaming machines) reveals a slight uptick across Steel Nomad, Time Spy, and Fire Strike. Even if the Asus ROG Strix G16 manages to slide in above it in one run. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/29829751/embed"></iframe><p>On the CPU side of things, the AMD Ryzen 9 9955HX3D scored 2,912 in its single-core tests and 24,371 in its multi-core outings across Geekbench 7. That's about right for the mobile CPU, suggesting there's nothing untoward happening that could limit it in this form factor. </p><h2 class="article-body__section" id="section-asus-rog-gr70-benefits"><span>Asus ROG GR70 benefits</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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uwPEQLrfipe23eQQBnYc47" name="Asus ROG NUC" alt="Back view of Asus ROG GR70 mini PC showing port selection" src="https://cdn.mos.cms.futurecdn.net/uwPEQLrfipe23eQQBnYc47.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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><h2 id="a-far-more-manageable-pc-experience">A far more manageable PC experience</h2><p>Desktop towers are hot, power hungry, chunky beasts. Anyone without the space to dedicate to a 60 litre tank will be grateful for the Asus ROG GR70's slimline form factor. This thing sits calmly in the corner, not even the size of a PS5 Slim. </p><p>That's a compelling use-case, albeit one that very few players will likely be willing to fork out this amount of cash for. Asus doesn't exactly have a captive audience here, most desks will accommodate a PC case underneath and most players are going to side with the less expensive option. There are only a few of us who truly <em>need </em>the kind of space saving alternative Asus has provided. </p><p>That said, the ROG GR70 does look fantastic, with its clean angular lines, bold RGB side lighting (customizable, of course). Coming from the world of gaming laptops there are more benefits to that design than PC builders may first consider. </p><h2 id="more-expansive-port-selection-than-a-laptop">More expansive port selection than a laptop</h2><p>Whenever I'm not testing a laptop directly on the machine itself, it's connected to an external monitor, keyboard, mouse, chair, Stream Deck, speaker, controller and whatever other accessories have made their way onto my desk on any given day. That means I need to rely on the extra USB-A ports on my <a href="https://www.gamesradar.com/hardware/laptops/razer-laptop-cooling-pad-review/">Razer Laptop Cooling Pad</a>, as well as an external USB-4 dock. Some day (and it will be soon), I'll run out of space. </p><p>I didn't expect to find the ports on the Asus ROG GR70 to be one of the biggest benefits to swapping laptop life for mini PC life. Two USB-As and a USB-C on the front take care of the gadgets I'm regularly swapping out. Meanwhile, the rear side takes care of all my more permanent USB cables, with an abundance of display connections that would have made my multi-monitor days a lot more enjoyable (and probably last longer). </p><h2 id="boosted-performance-over-steam-machine">Boosted performance over Steam Machine</h2><p>Yes, the Asus ROG GR70 costs more than double the Steam Machine, but you're getting performance you just won't find in Valve's rig. They've got different plans, sure. Valve wants its box next to a TV, running in 1080p. Asus is parking its GR70 on your desk, pushing 1440p and, in more expensive configurations, 4K resolutions on demanding games. </p><p>The Steam Machine won't get near 60fps in RT: Ultra at 1440p, by all accounts you'll be lucky to see 20fps at the end of that benchmark. Without that workhorse architecture, Valve's competitor has to take aim at a more casual 1080p market and that's fair enough - but the Asus ROG GR70 still offers a more compelling set of specs for those sourcing a QHD rig rather than picking up a living room console equivalent. </p><h2 class="article-body__section" id="section-asus-rog-gr70-drawbacks"><span>Asus ROG GR70 drawbacks</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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NzKnzW6BWWR6unmdQrkbE" name="Asus ROG NUC" alt="Left side of Asus ROG GR70 mini PC showing ROG logo in diagonal stencil" src="https://cdn.mos.cms.futurecdn.net/NzKnzW6BWWR6unmdQrkbE.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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><h2 id="not-as-living-room-worthy-as-steam-machine">Not as living-room-worthy as Steam Machine</h2><p>As you'd expect a mini PC to, the Asus ROG GR70 runs on Windows... which isn't great news for those hunting down a more powerful Steam Machine alternative. It means no easy waking from a controller, a few more steps before hitting Steam, and fewer automatic driver updates. It's certainly possible to keep this box next to your TV, but you'll need to keep a mouse and keyboard handy as well. It's missing those quality of life features baked into Valve's console replacement, by virtue of the fact it's been designed as a different device entirely. </p><h2 id="component-value-struggles-to-stack-up">Component value struggles to stack up</h2><p>That's not as big a problem as the ultimate value of the cost you're paying here. An RTX 5070 gaming laptop like this would likely run you between $1,800 and $2,400 when the sales align right now. A desktop PC sits at around $1,600 to $2,300. The Asus ROG GR70 carries its compact premium to the tune of between $1,000 and $400 more than you'll pay for similar specs in a different form factor.</p><p>It's not just the figures either. Those desktop rates are for full-fat desktop components, seated in a chassis that can handle bigger power better with more space and cooling tech. There's no getting around the fact that a tower will likely cost you less while giving more from a performance standpoint. </p><h2 class="article-body__section" id="section-should-you-buy-the-asus-rog-gr70"><span>Should you buy the Asus ROG GR70?</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="WMhBB2WtDjtRb6yQWoEiJB" name="Asus ROG NUC" alt="Front view of Asus ROG GR70 mini PC on a wooden desk in front of a monitor" src="https://cdn.mos.cms.futurecdn.net/WMhBB2WtDjtRb6yQWoEiJB.jpg" mos="" align="middle" fullscreen="" width="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>All that boils down to one question, should you actually be buying Asus's baby PC? When I first looked at those costs shortly after unboxing this rig, I thought I knew the answer. $2,800 for a mobile RTX 5070 without the portability of a gaming laptop or the engineering of a tower seemed laughable two weeks ago. After kicking the foldables to the curb, 90% of me still agrees. But that 10% fits a very specific user. </p><p>I'd recommend the Asus ROG GR70 as an alternative to anyone looking to invest in an 18-inch desktop replacement gaming laptop, specifically because they lack the desk space for a full tower. If you're buying a rig like that you likely have a fair whack of budget behind you and you're not going to be taking your machine on the road with you so much anyway. </p><p>In that scenario, the connection, layout, and form factor benefits of the Asus ROG GR70 shine their brightest. In any other, there are better options out there. </p><h2 class="article-body__section" id="section-how-i-tested-the-asus-rog-gr70"><span>How I tested the Asus ROG GR70</span></h2><p>I swapped out my laptop setup for the Asus ROG GR70 for two weeks, running all my daily work and play through the device. During everyday play, the GR70 was running Doom: The Dark Ages, Farming Simulator 25, and Planet Coaster 2 with more dedicated benchmarking across Shadow of the Tomb Raider, Total War: Three Kingdoms, Horizon Zero Dawn Remastered, and Cyberpunk 2077. </p><p>Each test was run at both 1080p and 1440p at each game's high and highest graphical settings, repeated three times with a final average taken as the result. The system was also tested across 3D Mark Time Spy, Fire Strike, and Steel Nomad as well as Geekbench 7,  again with three runs per benchmark and a final result taken as an average. All tests were run in the 'Turbo' power setting. </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>For an even more compact form factor, check out the </em><a href="https://www.gamesradar.com/best-gaming-handheld/"><em>best gaming handhelds</em></a><em> on the market. Or take a look at the </em><a href="https://www.gamesradar.com/the-best-asus-gaming-laptops/"><em>best Asus gaming laptops</em></a><em> for more ROG.</em></p>
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                                                            <title><![CDATA[ This $60 live streaming mixer tries to imitate a $499 audio powerhouse, and I'm not sure it succeeds ]]></title>
                                                                                                <dc:content><![CDATA[ <p>There's a very particular niche of technology I really enjoy testing. When there's a popular, well-known, or even dominant device in a market, sometimes you see imitators pop up at a lesser price point to scoop up the budget end. That's exactly what the OneOdio Solocaster is trying to do, because it could very easily take the fall for any crime the RodeCaster Duo commits. It's about time the <a href="https://www.gamesradar.com/hardware/peripherals/best-streaming-mixers">best streaming mixer</a> had some budget competition, but I'm not sure OneOdio has stuck the landing.</p><p>Priced at just $59.99 / £49.99 compared to Rode's $499 powerhouse, it wouldn't need to do all that much to impress me. As it turns out, the Solocaster works, and when it's this cheap in comparison, I find it hard not to count the bare minimum as a win. The difficulty is saying objectively that it's not worth buying, because if you can't afford the <a href="https://www.gamesradar.com/streaming-for-gamers">best gear for streaming</a> out there, you don't have many other options. Budget streaming mixers don't really exist, but that doesn't mean you should be okay with lacklustre gear.</p><p>There are some really bad bits about the OneOdio Solocaster, but there are also some pretty decent things here for the money you pay for it. Maybe part of the problem is that its natural comparison is one of my favorite bits of technology I've ever used. The RodeCaster Duo this is not, but it certainly deserves a closer look.</p><h2 id="design-5">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="cF6JYxYHbRXyfpAk8m3RZc" name="OneOdio Solocaster review 3" alt="The branding on the OneOdio Solocaster" src="https://cdn.mos.cms.futurecdn.net/cF6JYxYHbRXyfpAk8m3RZc.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>They say imitation is the sincerest form of flattery, and the Solocaster's aesthetic, design language, and SMART pad lookalikes are all the spitting image of the <a href="https://www.gamesradar.com/rodecaster-duo-review">RodeCaster Duo</a>. The OneOdio Solocaster's name is even a play on Rode's nomenclature.  </p><p>The Solocaster is about one-third of the size of the RodeCaster Duo, dumbing things down to three physical faders but providing a total of nine square pad buttons, with additional mute and feature pads as well. For the most part, these pads feel pretty identical to <a href="https://www.gamesradar.com/hardware/peripherals/this-rode-gadget-was-designed-for-streamers-but-its-perfect-for-cozy-gamers-and-you-can-get-it-for-usd100-less-right-now">the RodeCaster Duo I've had sat on my desk for years now</a>. I wish I could say the same for the physical faders and dials, however. These work, but they don't glide half as smoothly as Rode's.</p><p>Overall, there's just a really cheap feeling to the Solocaster. It's thankfully got enough weight to it that routing cables into its rear won't hoist it up on one end (XLR cables can be pretty heavy, so this is a common problem), but it's hollow where the RodeCaster is solid. Thankfully, lighting all over it will fool you into thinking you got a more professional-grade 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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MvwSqMp766G6r3vovYys2d" name="RodeCaster Duo" alt="A RodeCaster Duo on a gaming desk under pink RGB lighting" src="https://cdn.mos.cms.futurecdn.net/MvwSqMp766G6r3vovYys2d.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 think there's something to be said for OneOdio's attempts to make a premium audio interface's design language a bit more intelligible. Unlike the RodeCasters, there are some text labels on a lot of the function pads that try to show you what it is you're pressing. This is ideal for those buying budget tech as entry-level users. The RodeCaster Duo certainly has a steep learning curve to it. </p><p>Unfortunately, some of these labels aren't clear at all. In fact, they opt not to use terminology like "ducking", which forces you to consult the manual to find out what "Side Chain" means. Funnily enough, it'll straight up tell you that it means ducking - so why not just say that to begin with??</p><p>Elsewhere, "mute" and "voice changer" are a bit more self-explanatory, but I do feel like execution on labelling language overall could have been 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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cKxNN4vMnAZ2Fa4RmvbpRc" name="OneOdio Solocaster review 6" alt="Some of the pad buttons on the OneOdio Solocaster" src="https://cdn.mos.cms.futurecdn.net/cKxNN4vMnAZ2Fa4RmvbpRc.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 all its imitation, the design of the Solocaster misses the point a bit. It's dubbed as an audio interface for podcasting, and while that's certainly a strength of the RodeCaster Duo, it's just one piece of a very versatile puzzle. The Duo is so good because it can record natively, manage multiple audio sources with ease, add loads of effects, bend to your will with those customizable SMART pads, <a href="https://www.gamesradar.com/hardware/peripherals/i-hosted-a-gaming-podcast-for-years-and-rodes-latest-free-feature-would-have-made-it-so-much-easier">call your podcast hosts thanks to Rode CallMe</a>, and filter all of your audio sources to streamline echoes and mixes. It can podcast, but it's a live streaming mixer too, and an audiophile's dream desk companion all in one. </p><p>The Solocaster might be keen to help you podcast, but it doesn't stay in that lane long enough to really be good at it. It's got native USB support for PC and consoles, which suggests it'd be a strong live streaming tool, but not enough thought has gone into live mixing audio for that to be true. There are a few ways to make it your own, but there's no dedicated software or onboard screen so you can customize fully. </p><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="XYKqGfJEfxfNNb3FbE9A7G" name="RODECaster-Duo5.jpg" alt="RODECaster Duo's touch display" src="https://cdn.mos.cms.futurecdn.net/XYKqGfJEfxfNNb3FbE9A7G.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 / Alex Berry)</span></figcaption></figure><p>There's a bit of connection power, but the faders and volume knobs are pre-assigned and can't be changed, and that feels like a total waste. One fader controls your mic gain, the second your USB audio, and the third, your headphone volume. There's then a separate dial for speaker audio, but that's not tied to your headphone volume for some reason? Your mic will also come through your speakers during live monitoring if you don't turn that down, so there's a lack of synergy going on. </p><p>The other two dials control an echo sound effect on your mic, which is a total waste of a physical control. Then the X-volume dial controls the volume of the customizable pads. Again, a total waste when these could have been custom dials for you to assign to different audio sources in something similar to BEACN's software, or even Windows 11's built-in mixer. </p><p>My favorite ability of the RodeCaster Duo is its dual-USB connection, which lets me split my USB PC audio into two halves. That lets me dim music from applications like Spotify or Pretzel when I'm streaming, and not lose game audio. The Solocaster feels like it should be able to do that, but it cares more about silly echo effects and sound pads.</p><h2 id="features-5">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="UusiKdQKVX445iNZn7AoWc" name="OneOdio Solocaster review 5" alt="A reviewer using a fader on the OneOdio Solocaster" src="https://cdn.mos.cms.futurecdn.net/UusiKdQKVX445iNZn7AoWc.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 Solocaster features a single XLR connection and 48V Phantom Power, so it's a solid budget pick if you're looking for something to connect with a premium microphone. The same isn't true of USB mics. There's a single USB-C port on the back of the Solocaster that helpfully powers and delivers latency-free audio. The downside of that is that if you want to plug in a USB mic, you're not going to be able to power the mixer. </p><p>There are four audio jack ports on the back: one for Line in, one for Line out, one for headphones, and one for a headset.</p><div><blockquote><p>If nothing else, this could be a really nifty little audio interface for budding musical theatre performers who want to try and record higher-budget showreels to send to agents and casting teams. </p></blockquote></div><p>In theory, that would mean you can put audio into the Solocaster through Line in, but with no fader to control it, or software to set it to something, you're going to lose it in the mix of your other USB-C noise. The existence of a dedicated 3.5mm jack for headsets would, again, suggest that it could detect audio from a headset's microphone, but I couldn't get that to work, and from my testing, it does the exact same thing as the regular headphone port. Feels to me like you could take one of these out and throw another USB-C slot in. Why would you even need two 3.5mm jacks if you're only able to plug in one microphone? </p><p>There's also a Bluetooth connection, but again, that's really foiled by the lack of a physical control to fade it in and out with. I get that might be the way some podcasts are recorded, but it just feels like a waste of a connection when there's no dedicated control. </p><p>There are a couple of features that surprised me at this price point, which I really commend OneOdio for including. Sidechain is a Ducking feature that intuitively dips your game or music volume when input into the mic channel is detected. That's a really professional feature, and it isn't always the easiest to find, especially for streamers. Similarly, there's a loopback button that cancels all the audio from other sources for your listeners besides your microphone. Again, useful to have, especially if you're mid-stream and you need to block out some copyrighted sounds or your friends are being noisy in the Discord chat. </p><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="CyvN2WCrt8QTREiXoLYhWc" name="OneOdio Solocaster review 4" alt="The OneOdio Solocaster sitting on a red rug" src="https://cdn.mos.cms.futurecdn.net/CyvN2WCrt8QTREiXoLYhWc.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>Additionally, there's a Direct Monitor button that lets you listen to your own mic input in real time, but it will come through your speakers if you don't turn them all the way down first, so that could cause some echoes or discomfort if you're not careful. </p><p>Perhaps the best features here are two that are completely useless as far as most gaming-centric content creators go, but work really well. There's a voice changer with multiple modes to it. This is so funny to mess around with, and I'm sure that more creative streamers than me, or even V-tubers, could make use of it, but it feels a bit silly when more basic broadcasting features are missing. </p><p>There's also a Denoise Karaoke button. This dims the vocal track of the music you're listening to so you essentially get a free karaoke backing track to sing along to. I super didn't expect it to work, but it actually does. Vocals won't be cut out completely; instead, they're dimmed and then echoed slightly, but the fact the Solocaster can detect vocals in the first place and apply this setting is actually pretty impressive. If nothing else, this could be a really nifty little audio interface for budding musical theatre performers who want to try and record higher-budget showreels to send to agents and casting teams. </p><h2 id="performance-7">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="TFeJNJZsaZWgNqPX5Pthmc" name="OneOdio Solocaster review 2" alt="A OneOdio Solocaster next to a gaming headset and a Razer microphone" src="https://cdn.mos.cms.futurecdn.net/TFeJNJZsaZWgNqPX5Pthmc.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 come at the king, you best not miss. In this context, that means that if you're going to impersonate the best streaming mixer on the market in order to show that it's possible to sell the same features for much cheaper, you best back it up with doing the basics well. </p><p>The Solocaster is certainly capable of a fairly simplistic XLR streaming setup. It can take audio from a USB-C connection, capture it alongside an XLR microphone, and I suppose it could technically take line-in from a secondary PC as well, and what the audience hears is pretty darn good. I did plenty of test sample recordings to see what different configurations sounded like, and all of them were great. </p><p>The problems start to arise when you want to do anything more than that. I can't really do much with the few faders and dials that are present because of a very irritating feedback buzzing. I tried everything I could to ensure this wasn't human error. No cables were touching, no wires were crossed, no connections were loose or dodgy, and it didn't make a difference. There's feedback whatever I do, which I put down to cheaper connection ports or parts inside. Thankfully, this wasn't picked up in any recordings I did, and it disappeared entirely when I had either the headphone or background noise fader up at full volume. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wZWg7ArREfdFQfk4VUJHSe" name="OneOdio Solocaster 1" alt="The connection ports of the OneOdio Solocaster" src="https://cdn.mos.cms.futurecdn.net/wZWg7ArREfdFQfk4VUJHSe.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: OneOdio)</span></figcaption></figure><p>But this is why I say anything more than basic content creation isn't going to be a strength with the Solocaster. The microphone gain was also pretty darn quiet when I didn't have it up at full blast, and that's generally not where you want to leave these mics because they're prone to damage from that kind of sensitivity level. To make matters worse, the Direct Monitor volume is really weak, and that makes it hard to tell if your audio is peaking or not. If you want to dim volumes like a radio host, you're going to struggle because the second things aren't at full, problems appear. </p><p>While you can certainly say that these aren't major issues if they aren't showing up on the audience side, I'd argue the opposite. The top streaming mixers cater to both creator and audience. It's about ease of control, it's about knowing what your audience is hearing, and it's definitely not about a creator sacrificing their own audio for the sake of clean audience mixes. </p><p>For the money, this thing is certainly capable if you don't care about background music in between your games. The Ducking feature sounds great and works really well balancing multiple sources of audio you might want to talk over. It's $60, so that's a really nice feature for your investment, but creators who actually want a RodeCaster Duo-like experience are going to need to keep shopping, because this thing ain't it.</p><p>And that's just what I mean by "if you come at the king, you best not miss". Comparing yourself to the very best in the market is ambitious on its own, but to sort of miss the best points and biggest appeals of a device you're imitating is much harder to defend.</p><h2 id="should-you-buy-the-oneodio-solocaster">Should you buy the OneOdio Solocaster?</h2><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="YedB63k9uUjJzA5p5hZJec" name="OneOdio Solocaster review 7" alt="The OneOdio Solocaster's colorful lighting" src="https://cdn.mos.cms.futurecdn.net/YedB63k9uUjJzA5p5hZJec.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 <a href="https://www.gamesradar.com/hardware/gaming-controllers/hyperkin-competitor-review">Hyperkin Competitor</a>, the <a href="https://www.gamesradar.com/razer-stream-controller-x-review">Razer Stream Controller X</a>, and the <a href="https://www.gamesradar.com/hardware/peripherals/maono-pd200w-review">Maono PD200W</a> are all examples of times brands have successfully imitated a dominant device in their tech markets. But in all of those examples, the brands shooting for their respective kings haven't missed. They've given people a bit extra despite the budget price, they've corrected wrongs of the thing they're imitating, or they at least offer the exact same kind of experience for a more reasonable price. </p><p>It feels to me like OneOdio has tried to be a little too ambitious with the Solocaster. The RodeCaster Duo costs $499; it's objectively way too expensive for most people. If you're making a cheaper alternative, you do not need to be shooting for as low as $60 to make it appealing. I would happily have recommended a $150 Solocaster if it meant it had more faders, a bit of customization depth, or a secondary USB-C slot. As it stands, there's a functional device here that will fulfil basic needs for some creators, but its extremely budget parts let it down. Moreover, its waste of the physical faders and dials it does have makes me think OneOdio had no idea what sort of creator to go after. The novel features and effects are fun, but they're taking up space that could have been used to take the fight to Rode. </p><p>If you <em>are </em>looking for a dedicated XLR streaming mixer on a tight budget, then the OneOdio Solocaster will fulfil a few requirements. But you're likely going to need to spend more on a conclusive mixer down the line. If I were you, and you were taking content creation seriously enough to buy a streaming mixer, I'd think about saving a bit more and looking at a mid-range option, because those do exist. </p><div data-widget-type="review" data-model-name="OneOdio Solocaster"></div><h2 id="how-i-tested-the-oneodio-solocaster">How I tested the OneOdio Solocaster</h2><p>I integrated the OneOdio Solocaster into my setup for a few days before writing this review. In that time, I tested its various features and audio mixing powers with different configurations and settings applied. I swapped out a few pieces of gear to ensure it had solid compatibility with accompanying audio peripherals. I compared it to the RodeCaster Duo since it's obviously taking a lot of design cues from it, but also used my experiences of testing other audio mixers to evaluate how it performs. </p><p>For more on our testing methods, check out the <a href="https://www.gamesradar.com/gamesradar-hardware-policy">GamesRadar+ Hardware Policy.</a></p><p><em>For more on content creation, brush up on the </em><a href="https://www.gamesradar.com/best-capture-card"><em>best capture cards</em></a><em>, the </em><a href="https://www.gamesradar.com/best-ring-light-selfies-streaming-vlogging-video-calls"><em>best ring lights for streaming</em></a><em>, and the </em><a href="https://www.gamesradar.com/best-microphone-streaming-gaming"><em>best microphones for streaming and gaming</em></a><em>.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/peripherals/oneodio-solocaster-review/</link>
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                            <![CDATA[ When the OneOdio Solocaster is some $440 cheaper than the RodeCaster Duo it's clearly trying to imitate, it seems like a shoo-in for a budget alternative. ]]>
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                                                                        <pubDate>Tue, 28 Jul 2026 16:36:01 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Peripherals]]></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.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 OneOdio Solocaster sitting next to headphones and an XLR microphone]]></media:description>                                                            <media:text><![CDATA[A OneOdio Solocaster sitting next to headphones and an XLR microphone]]></media:text>
                                <media:title type="plain"><![CDATA[A OneOdio Solocaster sitting next to headphones and an XLR microphone]]></media:title>
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                                <p>There's a very particular niche of technology I really enjoy testing. When there's a popular, well-known, or even dominant device in a market, sometimes you see imitators pop up at a lesser price point to scoop up the budget end. That's exactly what the OneOdio Solocaster is trying to do, because it could very easily take the fall for any crime the RodeCaster Duo commits. It's about time the <a href="https://www.gamesradar.com/hardware/peripherals/best-streaming-mixers">best streaming mixer</a> had some budget competition, but I'm not sure OneOdio has stuck the landing.</p><p>Priced at just $59.99 / £49.99 compared to Rode's $499 powerhouse, it wouldn't need to do all that much to impress me. As it turns out, the Solocaster works, and when it's this cheap in comparison, I find it hard not to count the bare minimum as a win. The difficulty is saying objectively that it's not worth buying, because if you can't afford the <a href="https://www.gamesradar.com/streaming-for-gamers">best gear for streaming</a> out there, you don't have many other options. Budget streaming mixers don't really exist, but that doesn't mean you should be okay with lacklustre gear.</p><p>There are some really bad bits about the OneOdio Solocaster, but there are also some pretty decent things here for the money you pay for it. Maybe part of the problem is that its natural comparison is one of my favorite bits of technology I've ever used. The RodeCaster Duo this is not, but it certainly deserves a closer look.</p><h2 id="design-5">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="cF6JYxYHbRXyfpAk8m3RZc" name="OneOdio Solocaster review 3" alt="The branding on the OneOdio Solocaster" src="https://cdn.mos.cms.futurecdn.net/cF6JYxYHbRXyfpAk8m3RZc.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>They say imitation is the sincerest form of flattery, and the Solocaster's aesthetic, design language, and SMART pad lookalikes are all the spitting image of the <a href="https://www.gamesradar.com/rodecaster-duo-review">RodeCaster Duo</a>. The OneOdio Solocaster's name is even a play on Rode's nomenclature.  </p><p>The Solocaster is about one-third of the size of the RodeCaster Duo, dumbing things down to three physical faders but providing a total of nine square pad buttons, with additional mute and feature pads as well. For the most part, these pads feel pretty identical to <a href="https://www.gamesradar.com/hardware/peripherals/this-rode-gadget-was-designed-for-streamers-but-its-perfect-for-cozy-gamers-and-you-can-get-it-for-usd100-less-right-now">the RodeCaster Duo I've had sat on my desk for years now</a>. I wish I could say the same for the physical faders and dials, however. These work, but they don't glide half as smoothly as Rode's.</p><p>Overall, there's just a really cheap feeling to the Solocaster. It's thankfully got enough weight to it that routing cables into its rear won't hoist it up on one end (XLR cables can be pretty heavy, so this is a common problem), but it's hollow where the RodeCaster is solid. Thankfully, lighting all over it will fool you into thinking you got a more professional-grade 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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MvwSqMp766G6r3vovYys2d" name="RodeCaster Duo" alt="A RodeCaster Duo on a gaming desk under pink RGB lighting" src="https://cdn.mos.cms.futurecdn.net/MvwSqMp766G6r3vovYys2d.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 think there's something to be said for OneOdio's attempts to make a premium audio interface's design language a bit more intelligible. Unlike the RodeCasters, there are some text labels on a lot of the function pads that try to show you what it is you're pressing. This is ideal for those buying budget tech as entry-level users. The RodeCaster Duo certainly has a steep learning curve to it. </p><p>Unfortunately, some of these labels aren't clear at all. In fact, they opt not to use terminology like "ducking", which forces you to consult the manual to find out what "Side Chain" means. Funnily enough, it'll straight up tell you that it means ducking - so why not just say that to begin with??</p><p>Elsewhere, "mute" and "voice changer" are a bit more self-explanatory, but I do feel like execution on labelling language overall could have been 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:2048px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cKxNN4vMnAZ2Fa4RmvbpRc" name="OneOdio Solocaster review 6" alt="Some of the pad buttons on the OneOdio Solocaster" src="https://cdn.mos.cms.futurecdn.net/cKxNN4vMnAZ2Fa4RmvbpRc.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 all its imitation, the design of the Solocaster misses the point a bit. It's dubbed as an audio interface for podcasting, and while that's certainly a strength of the RodeCaster Duo, it's just one piece of a very versatile puzzle. The Duo is so good because it can record natively, manage multiple audio sources with ease, add loads of effects, bend to your will with those customizable SMART pads, <a href="https://www.gamesradar.com/hardware/peripherals/i-hosted-a-gaming-podcast-for-years-and-rodes-latest-free-feature-would-have-made-it-so-much-easier">call your podcast hosts thanks to Rode CallMe</a>, and filter all of your audio sources to streamline echoes and mixes. It can podcast, but it's a live streaming mixer too, and an audiophile's dream desk companion all in one. </p><p>The Solocaster might be keen to help you podcast, but it doesn't stay in that lane long enough to really be good at it. It's got native USB support for PC and consoles, which suggests it'd be a strong live streaming tool, but not enough thought has gone into live mixing audio for that to be true. There are a few ways to make it your own, but there's no dedicated software or onboard screen so you can customize fully. </p><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="XYKqGfJEfxfNNb3FbE9A7G" name="RODECaster-Duo5.jpg" alt="RODECaster Duo's touch display" src="https://cdn.mos.cms.futurecdn.net/XYKqGfJEfxfNNb3FbE9A7G.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 / Alex Berry)</span></figcaption></figure><p>There's a bit of connection power, but the faders and volume knobs are pre-assigned and can't be changed, and that feels like a total waste. One fader controls your mic gain, the second your USB audio, and the third, your headphone volume. There's then a separate dial for speaker audio, but that's not tied to your headphone volume for some reason? Your mic will also come through your speakers during live monitoring if you don't turn that down, so there's a lack of synergy going on. </p><p>The other two dials control an echo sound effect on your mic, which is a total waste of a physical control. Then the X-volume dial controls the volume of the customizable pads. Again, a total waste when these could have been custom dials for you to assign to different audio sources in something similar to BEACN's software, or even Windows 11's built-in mixer. </p><p>My favorite ability of the RodeCaster Duo is its dual-USB connection, which lets me split my USB PC audio into two halves. That lets me dim music from applications like Spotify or Pretzel when I'm streaming, and not lose game audio. The Solocaster feels like it should be able to do that, but it cares more about silly echo effects and sound pads.</p><h2 id="features-5">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="UusiKdQKVX445iNZn7AoWc" name="OneOdio Solocaster review 5" alt="A reviewer using a fader on the OneOdio Solocaster" src="https://cdn.mos.cms.futurecdn.net/UusiKdQKVX445iNZn7AoWc.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 Solocaster features a single XLR connection and 48V Phantom Power, so it's a solid budget pick if you're looking for something to connect with a premium microphone. The same isn't true of USB mics. There's a single USB-C port on the back of the Solocaster that helpfully powers and delivers latency-free audio. The downside of that is that if you want to plug in a USB mic, you're not going to be able to power the mixer. </p><p>There are four audio jack ports on the back: one for Line in, one for Line out, one for headphones, and one for a headset.</p><div><blockquote><p>If nothing else, this could be a really nifty little audio interface for budding musical theatre performers who want to try and record higher-budget showreels to send to agents and casting teams. </p></blockquote></div><p>In theory, that would mean you can put audio into the Solocaster through Line in, but with no fader to control it, or software to set it to something, you're going to lose it in the mix of your other USB-C noise. The existence of a dedicated 3.5mm jack for headsets would, again, suggest that it could detect audio from a headset's microphone, but I couldn't get that to work, and from my testing, it does the exact same thing as the regular headphone port. Feels to me like you could take one of these out and throw another USB-C slot in. Why would you even need two 3.5mm jacks if you're only able to plug in one microphone? </p><p>There's also a Bluetooth connection, but again, that's really foiled by the lack of a physical control to fade it in and out with. I get that might be the way some podcasts are recorded, but it just feels like a waste of a connection when there's no dedicated control. </p><p>There are a couple of features that surprised me at this price point, which I really commend OneOdio for including. Sidechain is a Ducking feature that intuitively dips your game or music volume when input into the mic channel is detected. That's a really professional feature, and it isn't always the easiest to find, especially for streamers. Similarly, there's a loopback button that cancels all the audio from other sources for your listeners besides your microphone. Again, useful to have, especially if you're mid-stream and you need to block out some copyrighted sounds or your friends are being noisy in the Discord chat. </p><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="CyvN2WCrt8QTREiXoLYhWc" name="OneOdio Solocaster review 4" alt="The OneOdio Solocaster sitting on a red rug" src="https://cdn.mos.cms.futurecdn.net/CyvN2WCrt8QTREiXoLYhWc.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>Additionally, there's a Direct Monitor button that lets you listen to your own mic input in real time, but it will come through your speakers if you don't turn them all the way down first, so that could cause some echoes or discomfort if you're not careful. </p><p>Perhaps the best features here are two that are completely useless as far as most gaming-centric content creators go, but work really well. There's a voice changer with multiple modes to it. This is so funny to mess around with, and I'm sure that more creative streamers than me, or even V-tubers, could make use of it, but it feels a bit silly when more basic broadcasting features are missing. </p><p>There's also a Denoise Karaoke button. This dims the vocal track of the music you're listening to so you essentially get a free karaoke backing track to sing along to. I super didn't expect it to work, but it actually does. Vocals won't be cut out completely; instead, they're dimmed and then echoed slightly, but the fact the Solocaster can detect vocals in the first place and apply this setting is actually pretty impressive. If nothing else, this could be a really nifty little audio interface for budding musical theatre performers who want to try and record higher-budget showreels to send to agents and casting teams. </p><h2 id="performance-7">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="TFeJNJZsaZWgNqPX5Pthmc" name="OneOdio Solocaster review 2" alt="A OneOdio Solocaster next to a gaming headset and a Razer microphone" src="https://cdn.mos.cms.futurecdn.net/TFeJNJZsaZWgNqPX5Pthmc.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 come at the king, you best not miss. In this context, that means that if you're going to impersonate the best streaming mixer on the market in order to show that it's possible to sell the same features for much cheaper, you best back it up with doing the basics well. </p><p>The Solocaster is certainly capable of a fairly simplistic XLR streaming setup. It can take audio from a USB-C connection, capture it alongside an XLR microphone, and I suppose it could technically take line-in from a secondary PC as well, and what the audience hears is pretty darn good. I did plenty of test sample recordings to see what different configurations sounded like, and all of them were great. </p><p>The problems start to arise when you want to do anything more than that. I can't really do much with the few faders and dials that are present because of a very irritating feedback buzzing. I tried everything I could to ensure this wasn't human error. No cables were touching, no wires were crossed, no connections were loose or dodgy, and it didn't make a difference. There's feedback whatever I do, which I put down to cheaper connection ports or parts inside. Thankfully, this wasn't picked up in any recordings I did, and it disappeared entirely when I had either the headphone or background noise fader up at full volume. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wZWg7ArREfdFQfk4VUJHSe" name="OneOdio Solocaster 1" alt="The connection ports of the OneOdio Solocaster" src="https://cdn.mos.cms.futurecdn.net/wZWg7ArREfdFQfk4VUJHSe.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: OneOdio)</span></figcaption></figure><p>But this is why I say anything more than basic content creation isn't going to be a strength with the Solocaster. The microphone gain was also pretty darn quiet when I didn't have it up at full blast, and that's generally not where you want to leave these mics because they're prone to damage from that kind of sensitivity level. To make matters worse, the Direct Monitor volume is really weak, and that makes it hard to tell if your audio is peaking or not. If you want to dim volumes like a radio host, you're going to struggle because the second things aren't at full, problems appear. </p><p>While you can certainly say that these aren't major issues if they aren't showing up on the audience side, I'd argue the opposite. The top streaming mixers cater to both creator and audience. It's about ease of control, it's about knowing what your audience is hearing, and it's definitely not about a creator sacrificing their own audio for the sake of clean audience mixes. </p><p>For the money, this thing is certainly capable if you don't care about background music in between your games. The Ducking feature sounds great and works really well balancing multiple sources of audio you might want to talk over. It's $60, so that's a really nice feature for your investment, but creators who actually want a RodeCaster Duo-like experience are going to need to keep shopping, because this thing ain't it.</p><p>And that's just what I mean by "if you come at the king, you best not miss". Comparing yourself to the very best in the market is ambitious on its own, but to sort of miss the best points and biggest appeals of a device you're imitating is much harder to defend.</p><h2 id="should-you-buy-the-oneodio-solocaster">Should you buy the OneOdio Solocaster?</h2><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="YedB63k9uUjJzA5p5hZJec" name="OneOdio Solocaster review 7" alt="The OneOdio Solocaster's colorful lighting" src="https://cdn.mos.cms.futurecdn.net/YedB63k9uUjJzA5p5hZJec.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 <a href="https://www.gamesradar.com/hardware/gaming-controllers/hyperkin-competitor-review">Hyperkin Competitor</a>, the <a href="https://www.gamesradar.com/razer-stream-controller-x-review">Razer Stream Controller X</a>, and the <a href="https://www.gamesradar.com/hardware/peripherals/maono-pd200w-review">Maono PD200W</a> are all examples of times brands have successfully imitated a dominant device in their tech markets. But in all of those examples, the brands shooting for their respective kings haven't missed. They've given people a bit extra despite the budget price, they've corrected wrongs of the thing they're imitating, or they at least offer the exact same kind of experience for a more reasonable price. </p><p>It feels to me like OneOdio has tried to be a little too ambitious with the Solocaster. The RodeCaster Duo costs $499; it's objectively way too expensive for most people. If you're making a cheaper alternative, you do not need to be shooting for as low as $60 to make it appealing. I would happily have recommended a $150 Solocaster if it meant it had more faders, a bit of customization depth, or a secondary USB-C slot. As it stands, there's a functional device here that will fulfil basic needs for some creators, but its extremely budget parts let it down. Moreover, its waste of the physical faders and dials it does have makes me think OneOdio had no idea what sort of creator to go after. The novel features and effects are fun, but they're taking up space that could have been used to take the fight to Rode. </p><p>If you <em>are </em>looking for a dedicated XLR streaming mixer on a tight budget, then the OneOdio Solocaster will fulfil a few requirements. But you're likely going to need to spend more on a conclusive mixer down the line. If I were you, and you were taking content creation seriously enough to buy a streaming mixer, I'd think about saving a bit more and looking at a mid-range option, because those do exist. </p><div data-widget-type="review" data-model-name="OneOdio Solocaster"></div><h2 id="how-i-tested-the-oneodio-solocaster">How I tested the OneOdio Solocaster</h2><p>I integrated the OneOdio Solocaster into my setup for a few days before writing this review. In that time, I tested its various features and audio mixing powers with different configurations and settings applied. I swapped out a few pieces of gear to ensure it had solid compatibility with accompanying audio peripherals. I compared it to the RodeCaster Duo since it's obviously taking a lot of design cues from it, but also used my experiences of testing other audio mixers to evaluate how it performs. </p><p>For more on our testing methods, check out the <a href="https://www.gamesradar.com/gamesradar-hardware-policy">GamesRadar+ Hardware Policy.</a></p><p><em>For more on content creation, brush up on the </em><a href="https://www.gamesradar.com/best-capture-card"><em>best capture cards</em></a><em>, the </em><a href="https://www.gamesradar.com/best-ring-light-selfies-streaming-vlogging-video-calls"><em>best ring lights for streaming</em></a><em>, and the </em><a href="https://www.gamesradar.com/best-microphone-streaming-gaming"><em>best microphones for streaming and gaming</em></a><em>.</em></p>
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                                                            <title><![CDATA[ Spider-Man: Brand New Day review: "Marvel Studios' strongest standalone outing since Avengers: Endgame" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Marvel Studios may have hit a rough patch following the box office conquering high of Avengers: Endgame, but the undeniable bright spot of the shaky Multiverse Saga has been Tom Holland's Spider-Man. After 2021's No Way Home – a post-Endgame victory lap featuring all three big-screen Spideys –<a href="https://www.gamesradar.com/entertainment/marvel-movies/spider-man-4-release-date-trailer-cast-plot-marvel/"> Spider-Man: Brand New Day</a> is something of a creative refresh. Divisive director Jon Watts is out, Shang-Chi director Destin Daniel Cretton is in after an aborted Avengers movie. And while there's much that feels familiar here, alongside some frustrating wheel-spinning as far as the MCU's big picture is concerned, Brand New Day is a home run, and Marvel Studios' strongest standalone outing since Endgame.</p><p>Picking up some four years after the events of No Way Home, which ended with Doctor Strange casting a spell that caused the world to forget Peter Parker is Spider-Man, including love of his life MJ (Zendaya) and geeky BFF Ned (Jacob Batalon), Brand New Day takes Spidey back to web-slinging basics. Pete may be keeping the streets safe by taking down colourful costumed villains, but he's the loneliest boy in New York, longing for a reunion with MJ and Ned, and privately mourning the death of Aunt May.</p><p>Enter a mysterious hooded individual (Stranger Things star Sadie Sink), who's committing impossible crimes by jumping from mind to mind, and mysteriously targeting the Department of Damage Control, led by Bill Metzger (Severance's Trammell Tilman). The identity of Sink's mystery character has been the source of rampant speculation, and we won't spoil it here, but she's integral to the story and broadens the scope of the MCU in a major way. Also in the mix are The Punisher (Jon Bernthal) and the Hulk (Mark Ruffalo), who add to the sense of Avengers-like event here, particularly when all three come together for a scrap that feels ripped straight from a comic-book splash page.</p><h2 id="crimes-and-punishment">Crimes and Punishment</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8RaE4ijwZGEeFMArzisNH3" name="spiderman" alt="Tom Holland as Spider-Man and Jon Bernthal as Punisher in Spider-Man: Brand New Day" src="https://cdn.mos.cms.futurecdn.net/8RaE4ijwZGEeFMArzisNH3.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sony Pictures)</span></figcaption></figure><p>Cretton made one of the more fondly regarded post-Endgame movies in Shang-Chi and the Legend of the Ten Rings, and his more grounded filmmaking style (born from a pre-Marvel career in indie cinema) proves a perfect fit for a street-level take on Marvel's wall-crawler. The web-swinging here feels as visceral and immediate as the character drama, with significant time and attention dedicated to Peter's hollow personal life. Arguably, it's the first time a Spidey movie has got this alchemical mix just right since Spider-Man 2, as, like Sam Raimi, Cretton knows Spider-Man is at its best when Peter's great power comes with an even greater responsibility.</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> July 29 (UK)/July 31 (US)<br><strong>Available in: </strong>Theaters<br><strong>Director:</strong> Destin Daniel Cretton<br><strong>Runtime</strong>: 145 minutes</p></div></div><p>Speaking of power, Peter's had a bit of an upgrade in Brand New Day, and mercifully there isn't a nano-bot in sight. Peter's homemade, primary color costume pops off the screen, and might be the best a Spidey-suit has ever looked outside of the comics. His organic evolution is also a key part of the story, allowing Cretton and co. to take Peter back to square one, as he learns to use even more powerful organic web-shooters and heightened senses as if for the first time, increasing the danger as the threat to the city escalates.</p><p>And while the reality-ending stakes of No Way Home are brought down to Earth here, Brand New Day doesn't fall short when it comes to spectacle. The aforementioned Hulk/Punisher three-way is a knockout; it's the scariest Hulk has been since his helicarrier rampage in the original Avengers. A dazzling battle with ninja assassins The Hand is like something out of House of Flying Daggers, with graceful wirework and furious fight choreography captured with a corkscrew camera. And what a delight to have a wisecracking, cocksure Spidey in his prime at the center of it all.</p><h2 id="under-the-hood">Under the hood</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="F82pbtpuazwsBr4eqPwyYb" name="Spider-Man Brand New Day trailer" alt="Spider-Man Brand New Day" src="https://cdn.mos.cms.futurecdn.net/F82pbtpuazwsBr4eqPwyYb.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sony Pictures/Marvel Studios)</span></figcaption></figure><p>It's a more personal, more emotional story than any of the Holland Spideys, one that reckons with the consequences of Peter's decision at the climax of No Way Home in a way that doesn't let him off Scott-free. Zendaya and Holland are particularly strong in a number of key heart-to-hearts. As is Bernthal's Punisher, who's softened only slightly for the family-friendly Spider-Man crowd, his big-brother-little-brother bickering with Peter a constant delight whenever the pair are (reluctantly) brought together.</p><div><blockquote><p>The web-swinging here feels as visceral and immediate as the character drama</p></blockquote></div><p>Some ropey VFX aside, it looks terrific; Cretton has an eye for New York that Watts never did (it's telling that the credits play over gorgeous, verite-style footage from across the city). It never quite troubles Spider-Man 2 as the very best of the superhero genre; it plays things a little too safe for that, with a predictable third-act villain turn, and a certain sense that we're retreading old ground with a character we all know inside out by this stage.</p><p>And without getting into specifics, if you're tapped into the rampant speculation around the movie, you may be a little disappointed by the lack of true surprises in Brand New Day. But – Sadie Sink mystery aside – there's a sense that, for the first time in a long time, this is a Spider-Man movie that's been made for the right reasons, with its long-term legacy in mind, not just Friday night audience reactions. Brand New Day is all the better for it.</p><p><a href="https://www.gamesradar.com/entertainment/marvel-movies/spider-man-4-release-date-trailer-cast-plot-marvel/">Spider-Man: Brand New Day</a> releases in theaters on July 29 in the UK and July 31 in the US. For more, check out our guide to all the <a href="https://www.gamesradar.com/upcoming-marvel-movies-shows/">upcoming Marvel movies and shows </a>on the way and our breakdown of <a href="https://www.gamesradar.com/how-to-watch-marvel-movies-in-order-mcu/">how to watch the Marvel movies in order</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/entertainment/marvel-movies/spider-man-brand-new-day-review/</link>
                                                                            <description>
                            <![CDATA[ Spider-Man: Brand New Day review: "Marvel Studios' strongest standalone outing since Avengers: Endgame" ]]>
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                                                                        <pubDate>Tue, 28 Jul 2026 13:02:26 +0000</pubDate>                                                                                                                                <updated>Tue, 28 Jul 2026 17:10:12 +0000</updated>
                                                                                                                                            <category><![CDATA[Marvel Movies]]></category>
                                                    <category><![CDATA[Superhero Movies]]></category>
                                                    <category><![CDATA[Entertainment]]></category>
                                                    <category><![CDATA[Movies]]></category>
                                                    <category><![CDATA[Action Movies]]></category>
                                                                                                <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.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:credit><![CDATA[Sony/Marvel Studios]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Tom Holland as Spider-Man in Spider-Man: Brand New Day]]></media:description>                                                            <media:text><![CDATA[Tom Holland as Spider-Man in Spider-Man: Brand New Day]]></media:text>
                                <media:title type="plain"><![CDATA[Tom Holland as Spider-Man in Spider-Man: Brand New Day]]></media:title>
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                            <article>
                                <p>Marvel Studios may have hit a rough patch following the box office conquering high of Avengers: Endgame, but the undeniable bright spot of the shaky Multiverse Saga has been Tom Holland's Spider-Man. After 2021's No Way Home – a post-Endgame victory lap featuring all three big-screen Spideys –<a href="https://www.gamesradar.com/entertainment/marvel-movies/spider-man-4-release-date-trailer-cast-plot-marvel/"> Spider-Man: Brand New Day</a> is something of a creative refresh. Divisive director Jon Watts is out, Shang-Chi director Destin Daniel Cretton is in after an aborted Avengers movie. And while there's much that feels familiar here, alongside some frustrating wheel-spinning as far as the MCU's big picture is concerned, Brand New Day is a home run, and Marvel Studios' strongest standalone outing since Endgame.</p><p>Picking up some four years after the events of No Way Home, which ended with Doctor Strange casting a spell that caused the world to forget Peter Parker is Spider-Man, including love of his life MJ (Zendaya) and geeky BFF Ned (Jacob Batalon), Brand New Day takes Spidey back to web-slinging basics. Pete may be keeping the streets safe by taking down colourful costumed villains, but he's the loneliest boy in New York, longing for a reunion with MJ and Ned, and privately mourning the death of Aunt May.</p><p>Enter a mysterious hooded individual (Stranger Things star Sadie Sink), who's committing impossible crimes by jumping from mind to mind, and mysteriously targeting the Department of Damage Control, led by Bill Metzger (Severance's Trammell Tilman). The identity of Sink's mystery character has been the source of rampant speculation, and we won't spoil it here, but she's integral to the story and broadens the scope of the MCU in a major way. Also in the mix are The Punisher (Jon Bernthal) and the Hulk (Mark Ruffalo), who add to the sense of Avengers-like event here, particularly when all three come together for a scrap that feels ripped straight from a comic-book splash page.</p><h2 id="crimes-and-punishment">Crimes and Punishment</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8RaE4ijwZGEeFMArzisNH3" name="spiderman" alt="Tom Holland as Spider-Man and Jon Bernthal as Punisher in Spider-Man: Brand New Day" src="https://cdn.mos.cms.futurecdn.net/8RaE4ijwZGEeFMArzisNH3.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sony Pictures)</span></figcaption></figure><p>Cretton made one of the more fondly regarded post-Endgame movies in Shang-Chi and the Legend of the Ten Rings, and his more grounded filmmaking style (born from a pre-Marvel career in indie cinema) proves a perfect fit for a street-level take on Marvel's wall-crawler. The web-swinging here feels as visceral and immediate as the character drama, with significant time and attention dedicated to Peter's hollow personal life. Arguably, it's the first time a Spidey movie has got this alchemical mix just right since Spider-Man 2, as, like Sam Raimi, Cretton knows Spider-Man is at its best when Peter's great power comes with an even greater responsibility.</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> July 29 (UK)/July 31 (US)<br><strong>Available in: </strong>Theaters<br><strong>Director:</strong> Destin Daniel Cretton<br><strong>Runtime</strong>: 145 minutes</p></div></div><p>Speaking of power, Peter's had a bit of an upgrade in Brand New Day, and mercifully there isn't a nano-bot in sight. Peter's homemade, primary color costume pops off the screen, and might be the best a Spidey-suit has ever looked outside of the comics. His organic evolution is also a key part of the story, allowing Cretton and co. to take Peter back to square one, as he learns to use even more powerful organic web-shooters and heightened senses as if for the first time, increasing the danger as the threat to the city escalates.</p><p>And while the reality-ending stakes of No Way Home are brought down to Earth here, Brand New Day doesn't fall short when it comes to spectacle. The aforementioned Hulk/Punisher three-way is a knockout; it's the scariest Hulk has been since his helicarrier rampage in the original Avengers. A dazzling battle with ninja assassins The Hand is like something out of House of Flying Daggers, with graceful wirework and furious fight choreography captured with a corkscrew camera. And what a delight to have a wisecracking, cocksure Spidey in his prime at the center of it all.</p><h2 id="under-the-hood">Under the hood</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="F82pbtpuazwsBr4eqPwyYb" name="Spider-Man Brand New Day trailer" alt="Spider-Man Brand New Day" src="https://cdn.mos.cms.futurecdn.net/F82pbtpuazwsBr4eqPwyYb.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sony Pictures/Marvel Studios)</span></figcaption></figure><p>It's a more personal, more emotional story than any of the Holland Spideys, one that reckons with the consequences of Peter's decision at the climax of No Way Home in a way that doesn't let him off Scott-free. Zendaya and Holland are particularly strong in a number of key heart-to-hearts. As is Bernthal's Punisher, who's softened only slightly for the family-friendly Spider-Man crowd, his big-brother-little-brother bickering with Peter a constant delight whenever the pair are (reluctantly) brought together.</p><div><blockquote><p>The web-swinging here feels as visceral and immediate as the character drama</p></blockquote></div><p>Some ropey VFX aside, it looks terrific; Cretton has an eye for New York that Watts never did (it's telling that the credits play over gorgeous, verite-style footage from across the city). It never quite troubles Spider-Man 2 as the very best of the superhero genre; it plays things a little too safe for that, with a predictable third-act villain turn, and a certain sense that we're retreading old ground with a character we all know inside out by this stage.</p><p>And without getting into specifics, if you're tapped into the rampant speculation around the movie, you may be a little disappointed by the lack of true surprises in Brand New Day. But – Sadie Sink mystery aside – there's a sense that, for the first time in a long time, this is a Spider-Man movie that's been made for the right reasons, with its long-term legacy in mind, not just Friday night audience reactions. Brand New Day is all the better for it.</p><p><a href="https://www.gamesradar.com/entertainment/marvel-movies/spider-man-4-release-date-trailer-cast-plot-marvel/">Spider-Man: Brand New Day</a> releases in theaters on July 29 in the UK and July 31 in the US. For more, check out our guide to all the <a href="https://www.gamesradar.com/upcoming-marvel-movies-shows/">upcoming Marvel movies and shows </a>on the way and our breakdown of <a href="https://www.gamesradar.com/how-to-watch-marvel-movies-in-order-mcu/">how to watch the Marvel movies in order</a>.</p>
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                                                            <title><![CDATA[ The Samsung 990 SSD is a speedy and reliable drive, but it's difficult to recommend when the Pro model is right there for the taking ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Storage brands usually start with a standard model and wait a few years to launch a more premium version down the line, but not Samsung. </p><p>The Samsung 990 Pro has topped our <a href="https://www.gamesradar.com/best-ssd-for-gaming/">best SSD for gaming</a> guide for as long as I can remember, but now the Samsung 990 SSD has landed long after its premium predecessor. While bizarre, I'm appreciative to see any new drive hit the market. Especially one that provides speeds that aren't too far behind those of its Pro model, which has reached staggering prices in 2026 as a knock-on effect from the RAM Storage Crisis, which is still having its fun with pricing and availability of the <a href="https://www.gamesradar.com/hardware/ssd-hard-drives/the-best-ssd-for-ps5-tested/">best PS5 SSDs</a> and PC drives alike.<br><br>I'm honestly thankful to see any new storage that's £212.19 / $269.99 (1TB) and £411.99 / $529.99 (2TB) launch prices have yet to be shaken up a notch. That being said, Samsung's newest 990 SSD shouldn't be your top choice if you're after the speediest drive, and if you can manage to find its Pro counterpart at a similar or cheaper price point, which is still achievable if you know where to look.</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="34a5VedioNHSMaFzZxVsfc" name="new990ssd3" alt="Close up of the new Samsung 990 SSD sitting on a white desk." src="https://cdn.mos.cms.futurecdn.net/34a5VedioNHSMaFzZxVsfc.jpg" mos="" align="middle" fullscreen="" width="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>There isn't anything that really separates this DRAM-less drive from others available today. Much like the <a href="https://www.gamesradar.com/samsung-990-pro-review/">Samsung 990 Pro SSD</a>, this is your standard M.2 SSD with an all-black PCB and some Samsung branding pasted on top so you don't forget what drive you're inserting into your gaming rig.</p><p>I will note that this model is not yet available with a heatsink, so you don't get access to that swanky cyberpunk-looking red and black version which you can grab for the Pro model. However, both drives share the same M.2 2280 form factor, so nothing is stopping you from using it with this SSD, should you have one lying around.</p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><p>The 2TB Samsung 990 SD is a PCIe 4.0 x4 NVMe M.2 drive available in 1TB and 2TB capacities that utilizes a DRAM-less design that's powered by Samsung's V-NAND and HMB (Host Memory Buffer) tech. It has a 400 endurance rating and comes with a 3 year warrantly. As a DRAM-less SSD, it's not intended to be as speedy as its Pro counterpart, but the line as to what speeds it's meant to be competing with gets a bit blurry.</p><p>The 2TB model I was provided with for this review states the drive provides read speeds up to 7,000 MB/s. That's all well and good, but meanwhile the<a href="https://www.samsung.com/uk/memory-storage/nvme-ssd/990-2tb-nvme-pcie-gen-4-mz-v9v2t0bw/" target="_blank" rel="nofollow"> official Samsung product page</a> and marketing for the drive state it can achieve sequential read and write speeds up to 7,250 and 6,450 MB/s. I'm going to guess the sticker on the box that was provided to me ahead of release might be a little inaccurate, but I wanted to state it here in case the images of the provided box made matters a bit confusing.<br><br>Besides its speeds, the 990 is designed to be more efficient and power-savvy than previous models in the 990 lineup. Samsung exclaims that it provides "up to 38% improved performance per Watt" over the 990 Pro and that it can handle large files with ease. The drive and its data can also be managed by Samsung's Magician suite, the brand's proprietary software, which allows you to transfer data and track the health of the latest solid-state drive.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p> After spending some time with our CrystalDiskMark benchmarking tool, it was the box sticker that was closer to the mark for the 2TB capacity model, at least where my testing was concerned.<br><br>The Gen 4 drive managed to achieve an average 7,094.84 MB/s and 5,851.1 MB/s read and write speeds after being put through a series of four tests. This is not quite the 7,250 and 6,450 MB/s as found on the Samsung website and not enough to take the 990 Pro down a peg, but it's still pretty impressive. Let's not forget, the 990 Pro achieved 7,462MB/s reads and 6,877MB/s writes during our older review, so I'd assume this DRAM-less release would be far, far behind its more premium counterpart instead. </p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Read speed (MB/s)</strong></p></td><td  ><p><strong>Write speed (MB/s)</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Test 1</strong></p></td><td  ><p>7,111.25</p></td><td  ><p>5,830.20</p></td></tr><tr><td class="firstcol " ><p><strong>Test 2</strong></p></td><td  ><p>7,104.49</p></td><td  ><p>5,876.95</p></td></tr><tr><td class="firstcol " ><p><strong>Test 3</strong></p></td><td  ><p>7,101.11</p></td><td  ><p>5,850.22</p></td></tr><tr><td class="firstcol " ><p><strong>Test 4</strong></p></td><td  ><p>7,062.51</p></td><td  ><p>5,847.03</p></td></tr><tr><td class="firstcol " ><p><strong>Results (average MB/s)</strong></p></td><td  ><p><strong>7,094.84</strong></p></td><td  ><p><strong>5,851.1</strong></p></td></tr></tbody></table></div><p>As always, speeds need to be put to practice, so I dug out some of my favorite PC games to see what the 990 was truly capable of. There's only so much that numbers on a screen can tell you. My favorite team-based hero shooter, Marvel Rivals, loaded up in an average of 38.13 seconds (over a period of three tests) from its launch menu to its start screen. I was pretty happy about that, as Season 9 just recently dropped and the sooner I can get into the game and work my way through the new battle pass, the better. In comparison, the game loaded to its start screen in 39.5 seconds from the onboard PNY CS1030 drive of my testing rig, so there was a tiny improvement - though it was not all that noticeable in practice.</p><p> Counter-Strike 2 loaded in an average of 26.80 seconds on the 990 SSD, which was a few seconds behind my rig's onboard PNY drive. It was a similar case for Dispatch, which loaded to its start screen at an average of 17.11 seconds compared to the PNY drive's 15.21 seconds. Of course, as I was using a stopwatch to time each game, it wasn't an exact science, so there should be a little margin of error to take into consideration. Either way, I had no issue bouncing into a variety of my go-to PC games practically as fast as I'm used to, and the SSD didn't falter or have any issues throughout the entirety of my testing time.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>On-board storage load time</strong></p></td><td  ><p><strong>990 SSD load time</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Marvel Rivals</strong></p></td><td  ><p>39.5 seconds</p></td><td  ><p>38.13 seconds</p></td></tr><tr><td class="firstcol " ><p><strong>Counter Strike 2</strong></p></td><td  ><p>22.99 seconds</p></td><td  ><p>26.80 seconds</p></td></tr><tr><td class="firstcol " ><p><strong>Dispatch</strong></p></td><td  ><p>15.21 seconds</p></td><td  ><p>17.11 seconds</p></td></tr></tbody></table></div><p>When it came to actually running Marvel Rivals off the 990 SSD, the drive continued to thrive. These days, there's a lot of on-screen clutter now that we've got characters like Jubilee setting off a barrage of fireworks and bright lights everywhere, so I was more concerned about my graphics card giving up the ghost than this SSD. Yet, after many hours of matches under my belt, Samsung's 990 kept chugging along just fine, and I didn't notice any dramatic difference whether I was rumaging through the various event screens or trying to get to the character select screen to select my main, Invisible Woman, as soon as possible.</p><p>During testing, I regrettably did not have a DC meter to check the temperature of the drive. Yet after a few check-ins throughout my time loading up games and spending far too many hours diving back in Marvel Rivals, Windows 11 informed me that the 990 SSD sat around the 48-degree mark. </p><h2 class="article-body__section" id="section-should-you-buy-the-samsung-990-ssd"><span>Should you buy the Samsung 990 SSD?</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="tCo93p36hKqzbd2vb3sbjc" name="new990ssd2" alt="Photo of the Samsung 990 SSD sitting next to its box." src="https://cdn.mos.cms.futurecdn.net/tCo93p36hKqzbd2vb3sbjc.jpg" mos="" align="middle" fullscreen="" width="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>Recommending SSDs in this day and age is tricky. While there are still plenty of impressive drives to go around, and the 2TB Samsung 990 counts as one of those in my eyes, but it's pricing leaves a little to be desired.</p><p>The Samsung 990 SSD launched for £411.99 / $529.99, which is a lot to pay for a little bit of extra storage. Especially when you consider that the 2TB 990 Pro originally launched for $309. That's a little over a $220 difference in just a few years, and without jynxing the situation, I fully expect the 990 SSD to rise from its $529.9 MSRP in the future if current <a href="https://www.gamesradar.com/hardware/best-ssd-prices-deals/">SSD prices</a> are anything to go by. (Thanks RAM Storage Crisis.)<br><br>That being said, as of the time of this review, its price thankfully hasn't shifted. This is where I'd usually recommend you grab it now before stock is all gobbled up and gone for good, but you can grab alternatives like the <a href="https://www.gamesradar.com/hardware/ssd-hard-drives/wd-black-sn7100-review/">WD_Black SN7100</a> for just <a href="https://www.amazon.com/WD_BLACK-SN7100-Internal-Gaming-Solid/dp/B0DN6ZQ3PD/" target="_blank"><strong>$289.99 at Amazon</strong></a>, and even the 2TB 990 Pro is down to <a href="https://www.amazon.com/SAMSUNG-Internal-Expansion-MZ-V9P2T0B-AM/dp/B0BHJJ9Y77/" target="_blank"><strong>$389.99 at Amazon</strong></a>.<br><br>If you're browsing retailers at a time when its Pro counterpart is bouncing between eye-watering prices, and yet the Samsung 990 SSD is still at its original price? Then I'd absolutely recommend you grab it to give your PC a boost. However, if luck is on your side and the same-capacity 990 Pro is the same price or even cheaper, you might as well still go for the more premium (and faster) option, even if the speed difference is only marginally higher than this DRAM-less drive.</p><h2 class="article-body__section" id="section-how-i-tested-the-samsung-990-ssd"><span>How I tested the Samsung 990 SSD</span></h2><p>As with all of the SSDs that come past my testing bench, I put the Samsung 990 through its paces by hooking it up to the M.2 drive of my testing PC, and running it through the benchmarking tool CrystalDiskMark. With it, I ran the drive through a series of four tests and calculated an average from those speeds. That average was then compared to its advertised on-the-box speeds. Additionally, I downloaded titles like Marvel Rivals, Counter-Strike 2, and Dispatch t via Steam and timed how long it took to load to their respective start screens and compared this to past SSDs that I've tested so far. To read more about the ways we test SSDs and the rest of our gaming tech, have a look at <a href="https://www.gamesradar.com/how-we-test-ssds-and-hard-drives-at-gamesradar/" target="_blank">how we test SSDs</a> and our <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">hardware policy.</a></p><p><em>Check out our guides to the </em><a href="https://www.gamesradar.com/hardware/ssd-hard-drives/the-best-ssd-for-ps5-tested/"><em>best SSDs for PS5</em></a><em>, the</em><a href="https://www.gamesradar.com/ps5-external-hard-drive/"><em> best PS5 external hard drive</em></a><em>, and the </em><a href="https://www.gamesradar.com/best-xbox-series-x-external-hard-drives-storage-memory-cards/"><em>best Xbox Series X hard drive</em></a><em> if your gaming platform of choice could use a little boost.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/ssd-hard-drives/samsung-990-review/</link>
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                            <![CDATA[ Samsung's new 990 SSD adds another reliable, speedy Gen 4 drive to the market, but its price in a post-RAM Storage Crisis world is hard to recommend when its Pro model can still be grabbed for less. ]]>
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                                                                        <pubDate>Fri, 24 Jul 2026 13:20:42 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[SSDs and Hard Drives]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Platforms]]></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.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 Samsung 990 SSD sitting on top of its blue packaging.]]></media:description>                                                            <media:text><![CDATA[Photo of the Samsung 990 SSD sitting on top of its blue packaging.]]></media:text>
                                <media:title type="plain"><![CDATA[Photo of the Samsung 990 SSD sitting on top of its blue packaging.]]></media:title>
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                            <article>
                                <p>Storage brands usually start with a standard model and wait a few years to launch a more premium version down the line, but not Samsung. </p><p>The Samsung 990 Pro has topped our <a href="https://www.gamesradar.com/best-ssd-for-gaming/">best SSD for gaming</a> guide for as long as I can remember, but now the Samsung 990 SSD has landed long after its premium predecessor. While bizarre, I'm appreciative to see any new drive hit the market. Especially one that provides speeds that aren't too far behind those of its Pro model, which has reached staggering prices in 2026 as a knock-on effect from the RAM Storage Crisis, which is still having its fun with pricing and availability of the <a href="https://www.gamesradar.com/hardware/ssd-hard-drives/the-best-ssd-for-ps5-tested/">best PS5 SSDs</a> and PC drives alike.<br><br>I'm honestly thankful to see any new storage that's £212.19 / $269.99 (1TB) and £411.99 / $529.99 (2TB) launch prices have yet to be shaken up a notch. That being said, Samsung's newest 990 SSD shouldn't be your top choice if you're after the speediest drive, and if you can manage to find its Pro counterpart at a similar or cheaper price point, which is still achievable if you know where to look.</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="34a5VedioNHSMaFzZxVsfc" name="new990ssd3" alt="Close up of the new Samsung 990 SSD sitting on a white desk." src="https://cdn.mos.cms.futurecdn.net/34a5VedioNHSMaFzZxVsfc.jpg" mos="" align="middle" fullscreen="" width="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>There isn't anything that really separates this DRAM-less drive from others available today. Much like the <a href="https://www.gamesradar.com/samsung-990-pro-review/">Samsung 990 Pro SSD</a>, this is your standard M.2 SSD with an all-black PCB and some Samsung branding pasted on top so you don't forget what drive you're inserting into your gaming rig.</p><p>I will note that this model is not yet available with a heatsink, so you don't get access to that swanky cyberpunk-looking red and black version which you can grab for the Pro model. However, both drives share the same M.2 2280 form factor, so nothing is stopping you from using it with this SSD, should you have one lying around.</p><h2 class="article-body__section" id="section-features"><span>Features</span></h2><p>The 2TB Samsung 990 SD is a PCIe 4.0 x4 NVMe M.2 drive available in 1TB and 2TB capacities that utilizes a DRAM-less design that's powered by Samsung's V-NAND and HMB (Host Memory Buffer) tech. It has a 400 endurance rating and comes with a 3 year warrantly. As a DRAM-less SSD, it's not intended to be as speedy as its Pro counterpart, but the line as to what speeds it's meant to be competing with gets a bit blurry.</p><p>The 2TB model I was provided with for this review states the drive provides read speeds up to 7,000 MB/s. That's all well and good, but meanwhile the<a href="https://www.samsung.com/uk/memory-storage/nvme-ssd/990-2tb-nvme-pcie-gen-4-mz-v9v2t0bw/" target="_blank" rel="nofollow"> official Samsung product page</a> and marketing for the drive state it can achieve sequential read and write speeds up to 7,250 and 6,450 MB/s. I'm going to guess the sticker on the box that was provided to me ahead of release might be a little inaccurate, but I wanted to state it here in case the images of the provided box made matters a bit confusing.<br><br>Besides its speeds, the 990 is designed to be more efficient and power-savvy than previous models in the 990 lineup. Samsung exclaims that it provides "up to 38% improved performance per Watt" over the 990 Pro and that it can handle large files with ease. The drive and its data can also be managed by Samsung's Magician suite, the brand's proprietary software, which allows you to transfer data and track the health of the latest solid-state drive.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></h2><p> After spending some time with our CrystalDiskMark benchmarking tool, it was the box sticker that was closer to the mark for the 2TB capacity model, at least where my testing was concerned.<br><br>The Gen 4 drive managed to achieve an average 7,094.84 MB/s and 5,851.1 MB/s read and write speeds after being put through a series of four tests. This is not quite the 7,250 and 6,450 MB/s as found on the Samsung website and not enough to take the 990 Pro down a peg, but it's still pretty impressive. Let's not forget, the 990 Pro achieved 7,462MB/s reads and 6,877MB/s writes during our older review, so I'd assume this DRAM-less release would be far, far behind its more premium counterpart instead. </p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Read speed (MB/s)</strong></p></td><td  ><p><strong>Write speed (MB/s)</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Test 1</strong></p></td><td  ><p>7,111.25</p></td><td  ><p>5,830.20</p></td></tr><tr><td class="firstcol " ><p><strong>Test 2</strong></p></td><td  ><p>7,104.49</p></td><td  ><p>5,876.95</p></td></tr><tr><td class="firstcol " ><p><strong>Test 3</strong></p></td><td  ><p>7,101.11</p></td><td  ><p>5,850.22</p></td></tr><tr><td class="firstcol " ><p><strong>Test 4</strong></p></td><td  ><p>7,062.51</p></td><td  ><p>5,847.03</p></td></tr><tr><td class="firstcol " ><p><strong>Results (average MB/s)</strong></p></td><td  ><p><strong>7,094.84</strong></p></td><td  ><p><strong>5,851.1</strong></p></td></tr></tbody></table></div><p>As always, speeds need to be put to practice, so I dug out some of my favorite PC games to see what the 990 was truly capable of. There's only so much that numbers on a screen can tell you. My favorite team-based hero shooter, Marvel Rivals, loaded up in an average of 38.13 seconds (over a period of three tests) from its launch menu to its start screen. I was pretty happy about that, as Season 9 just recently dropped and the sooner I can get into the game and work my way through the new battle pass, the better. In comparison, the game loaded to its start screen in 39.5 seconds from the onboard PNY CS1030 drive of my testing rig, so there was a tiny improvement - though it was not all that noticeable in practice.</p><p> Counter-Strike 2 loaded in an average of 26.80 seconds on the 990 SSD, which was a few seconds behind my rig's onboard PNY drive. It was a similar case for Dispatch, which loaded to its start screen at an average of 17.11 seconds compared to the PNY drive's 15.21 seconds. Of course, as I was using a stopwatch to time each game, it wasn't an exact science, so there should be a little margin of error to take into consideration. Either way, I had no issue bouncing into a variety of my go-to PC games practically as fast as I'm used to, and the SSD didn't falter or have any issues throughout the entirety of my testing time.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>On-board storage load time</strong></p></td><td  ><p><strong>990 SSD load time</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Marvel Rivals</strong></p></td><td  ><p>39.5 seconds</p></td><td  ><p>38.13 seconds</p></td></tr><tr><td class="firstcol " ><p><strong>Counter Strike 2</strong></p></td><td  ><p>22.99 seconds</p></td><td  ><p>26.80 seconds</p></td></tr><tr><td class="firstcol " ><p><strong>Dispatch</strong></p></td><td  ><p>15.21 seconds</p></td><td  ><p>17.11 seconds</p></td></tr></tbody></table></div><p>When it came to actually running Marvel Rivals off the 990 SSD, the drive continued to thrive. These days, there's a lot of on-screen clutter now that we've got characters like Jubilee setting off a barrage of fireworks and bright lights everywhere, so I was more concerned about my graphics card giving up the ghost than this SSD. Yet, after many hours of matches under my belt, Samsung's 990 kept chugging along just fine, and I didn't notice any dramatic difference whether I was rumaging through the various event screens or trying to get to the character select screen to select my main, Invisible Woman, as soon as possible.</p><p>During testing, I regrettably did not have a DC meter to check the temperature of the drive. Yet after a few check-ins throughout my time loading up games and spending far too many hours diving back in Marvel Rivals, Windows 11 informed me that the 990 SSD sat around the 48-degree mark. </p><h2 class="article-body__section" id="section-should-you-buy-the-samsung-990-ssd"><span>Should you buy the Samsung 990 SSD?</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="tCo93p36hKqzbd2vb3sbjc" name="new990ssd2" alt="Photo of the Samsung 990 SSD sitting next to its box." src="https://cdn.mos.cms.futurecdn.net/tCo93p36hKqzbd2vb3sbjc.jpg" mos="" align="middle" fullscreen="" width="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>Recommending SSDs in this day and age is tricky. While there are still plenty of impressive drives to go around, and the 2TB Samsung 990 counts as one of those in my eyes, but it's pricing leaves a little to be desired.</p><p>The Samsung 990 SSD launched for £411.99 / $529.99, which is a lot to pay for a little bit of extra storage. Especially when you consider that the 2TB 990 Pro originally launched for $309. That's a little over a $220 difference in just a few years, and without jynxing the situation, I fully expect the 990 SSD to rise from its $529.9 MSRP in the future if current <a href="https://www.gamesradar.com/hardware/best-ssd-prices-deals/">SSD prices</a> are anything to go by. (Thanks RAM Storage Crisis.)<br><br>That being said, as of the time of this review, its price thankfully hasn't shifted. This is where I'd usually recommend you grab it now before stock is all gobbled up and gone for good, but you can grab alternatives like the <a href="https://www.gamesradar.com/hardware/ssd-hard-drives/wd-black-sn7100-review/">WD_Black SN7100</a> for just <a href="https://www.amazon.com/WD_BLACK-SN7100-Internal-Gaming-Solid/dp/B0DN6ZQ3PD/" target="_blank"><strong>$289.99 at Amazon</strong></a>, and even the 2TB 990 Pro is down to <a href="https://www.amazon.com/SAMSUNG-Internal-Expansion-MZ-V9P2T0B-AM/dp/B0BHJJ9Y77/" target="_blank"><strong>$389.99 at Amazon</strong></a>.<br><br>If you're browsing retailers at a time when its Pro counterpart is bouncing between eye-watering prices, and yet the Samsung 990 SSD is still at its original price? Then I'd absolutely recommend you grab it to give your PC a boost. However, if luck is on your side and the same-capacity 990 Pro is the same price or even cheaper, you might as well still go for the more premium (and faster) option, even if the speed difference is only marginally higher than this DRAM-less drive.</p><h2 class="article-body__section" id="section-how-i-tested-the-samsung-990-ssd"><span>How I tested the Samsung 990 SSD</span></h2><p>As with all of the SSDs that come past my testing bench, I put the Samsung 990 through its paces by hooking it up to the M.2 drive of my testing PC, and running it through the benchmarking tool CrystalDiskMark. With it, I ran the drive through a series of four tests and calculated an average from those speeds. That average was then compared to its advertised on-the-box speeds. Additionally, I downloaded titles like Marvel Rivals, Counter-Strike 2, and Dispatch t via Steam and timed how long it took to load to their respective start screens and compared this to past SSDs that I've tested so far. To read more about the ways we test SSDs and the rest of our gaming tech, have a look at <a href="https://www.gamesradar.com/how-we-test-ssds-and-hard-drives-at-gamesradar/" target="_blank">how we test SSDs</a> and our <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">hardware policy.</a></p><p><em>Check out our guides to the </em><a href="https://www.gamesradar.com/hardware/ssd-hard-drives/the-best-ssd-for-ps5-tested/"><em>best SSDs for PS5</em></a><em>, the</em><a href="https://www.gamesradar.com/ps5-external-hard-drive/"><em> best PS5 external hard drive</em></a><em>, and the </em><a href="https://www.gamesradar.com/best-xbox-series-x-external-hard-drives-storage-memory-cards/"><em>best Xbox Series X hard drive</em></a><em> if your gaming platform of choice could use a little boost.</em></p>
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                                                            <title><![CDATA[ The Intel Core Ultra 5 250K Plus is incredible value for money, but it won't matter if Intel doesn't follow through on its socket longevity promises ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The momentum in the desktop CPU market has been going all AMD's way for years now, and while that's down to AMD for making the right choices, it's also been due to multiple missteps by Intel. I don't want to speak too soon, but Intel feels like it's turned over a new leaf in 2026, to the point where the competition could be about to get very fierce. Even the way Team Blue is getting its messaging across has shifted. AI is so far from its desktop CPU conversation; gamers are a priority, and there's been a brilliant refocusing on value for money. As someone who's really interested in the <a href="https://www.gamesradar.com/best-cpu-for-gaming-pc">best CPU market</a>, I'm daring to hope, but there's a lot still to prove.</p><p>I'm sure I don't need to fill you in on the PR and consumer nightmare that was the Raptor Lake refresh issues. I'm sure I don't need to talk to you about Intel's longstanding reluctance to support its motherboard sockets compared to AMD. And even if you didn't hear about the lacklustre price-to-performance of the first batch of Core Ultra CPUs at their launch, I'm sure you've been hesitant to grab one because of all the noise AMD's been making. </p><p>Intel's course correcting with two new flagship desktop processors this year. It's not calling them flagship products because neither of them has the number 9 in their name, but I'm calling them flagship because their reasonable price tags and refreshed attitude toward gamers feels like a statement of intent for where the brand wants to go. The Core Ultra 5 250K Plus stands as a budget option at $199 / £199, but its specs, performance, and remedies of past Intel CPU generations are nowhere close to the "budget" end of the scale.</p><h2 id="specs-features-2">Specs & 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="V7UUTf2rgUxkmxEHybmUjh" name="Intel Core Ultra 5 250K Plus review 6" alt="The underside of the Intel Core Ultra 5 250K Plus" src="https://cdn.mos.cms.futurecdn.net/V7UUTf2rgUxkmxEHybmUjh.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>So, after one thoroughly whelming generation of processors on the LGA 1851 motherboard socket, we really weren't sure whether a follow-up was going to arrive. Rumors swirled that Intel was already finished with it before the Plus variants were announced. By all accounts, it looked ready to move straight onto the next "Lake". Thankfully, cooler heads prevailed, and we've seen this latest refreshed generation use the same motherboard socket as 2024. <a href="https://www.gamesradar.com/hardware/desktop-pc/we-are-not-ignorant-of-the-feedback-intel-seems-to-be-planning-amd-style-support-for-its-cpu-sockets-and-that-could-make-the-red-vs-blue-battle-a-lot-closer-in-the-years-to-come">Intel now claims it's planning AMD-style support and longevity for its platforms</a>, including Raptor Lake, but in a PC market this volatile due to <a href="https://www.gamesradar.com/hardware/desktop-pc/ram-shortages-explained-why-the-worlds-supply-of-computing-memory-is-so-expensive-right-now">AI-induced RAMflation</a>, it all remains to be seen. </p><p>In other words, Intel has a lot of good faith to build up with consumers again. I certainly hope we see this platform get support into the future, because as I'll come onto, there's some really strong performance to be unlocked from it. I want to believe that Intel has turned a new leaf, but it's going to have to back up the talk with action if it wants to become the trusted CPU maker AMD has become known as. </p><p>It's certainly going to be hard to argue with a decade of AM4 support. </p><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="NuirpFr3BtETWwpgsBiiBi" name="Intel Core Ultra 5 250K Plus review 13" alt="A motherboard with an empty LGA 1851 socket" src="https://cdn.mos.cms.futurecdn.net/NuirpFr3BtETWwpgsBiiBi.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>All of that is to say that the Intel Core Ultra 5 250K Plus uses the same motherboard socket as the original batch of Core Ultra products, but it's not one you can upgrade to if you have an Intel 12th, 13th, or 14th generation CPU/motherboard. </p><p>The 250K Plus might feel like a successor in name to the Intel Core Ultra 5 245K, but its specs land it somewhere between last gen's Ultra 5 and <a href="https://www.gamesradar.com/hardware/desktop-pc/intel-core-ultra-7-265k-review">Intel Core Ultra 7 265K</a>. It has 18 cores and 18 threads with a 5.3Ghz boost clock. That's up from last gen's Ultra 5 at 14 cores and threads at 5.2GHz, but just under the 265K at 20 cores and threads at 5.5GHz. </p><div  class="fancy-box"><div class="fancy_box-title">Intel Core Ultra 5 250K Plus key specs</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Launch date:</strong> March 2026<br><strong>Core Count:</strong> 18 (6 performance, 12 efficient)<br><strong>Threads:</strong> 18<br><strong>Cache:</strong> 30MB<br><strong>Base Clock: </strong>P-cores = 4.2GHz, E-cores = 3.3GHz<br><strong>Boost Clock:</strong> 5.3GHz<br><strong>Max recommended RAM speed:</strong> Tested up to 5,000MT/S, quoted up to 7,200MT/s<br><strong>Integrated graphics: </strong>Yes<br><strong>Motherboard socket:</strong> LGA 1851<br><strong>Launch price:</strong> $199 / £199<br><strong>GR+'s recommended GPU pairing: </strong>RTX 50 Series / RX 9070 XT</p></div></div><p>Considering the 265K retails for £269-£300 in the UK and roughly $300 in the US, and the 245K sells for ~$194 / ~£170, the new-gen model provides a serious price-to-performance boost and is clearly all about value for money. That's bold, because it's trying to beat AMD at its own game, but desperate times call for desperate measures.</p><p>There's a 30MB total cache on board, which isn't close to <a href="https://www.gamesradar.com/hardware/desktop-pc/amd-ryzen-7-7800x3d-review">AMD's Ryzen 7 7800X3D,</a> which offers a 96MB L3 cache - remember, this is the part of the CPU that the X3D options double up on to provide better gaming and content creation performance. Considering that chip is usually sold in the $350 range on a good day, you're getting some great value for money here with the 250K Plus. </p><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="zZVTRoMr73B9REH7F2oGsh" name="Intel Core Ultra 5 250K Plus review 5" alt="A side on look at the Intel Core Ultra 5 250K Plus" src="https://cdn.mos.cms.futurecdn.net/zZVTRoMr73B9REH7F2oGsh.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 latest set of Intel processors doesn't have an answer for AMD's X3D architecture, but that doesn't mean they don't have other tricks up their sleeve. The Intel Binary Optimization Tool is a feature to watch. It's, I suppose, akin to DLSS in a way in that it's a subliminal software perk that goes hand in hand with the latest generation of hardware. There's no AI upscaling happening here though; the Binary Optimization Tool simply allows Intel's software to run games more efficiently on its hardware (in theory), which could lead to better performance overall in certain games. </p><p>The reason I say it's one to watch is that, like with DLSS, it is going to rely on compatibility within games on a software level. It's not like AMD's 3D V-cache where the hardware supplies performance boosts across the board because it's a result of architecture. It's still in its early phases, and I haven't heard a whole lot of noise about it since Intel launched the Core Ultra Plus chips. So far, looking at the list of games it can provide you boosts in, things are fairly thin. </p><p>To make matters more confusing, some games have compatibility with Intel's APO Optimization, but only some within that list (bolded ones) have compatibility with the Binary Optimization Tool.</p><ul><li><strong>Final Fantasy XIV: Dawntrail </strong></li><li>League of Legends</li><li>Serious Sam 4</li><li><strong>Shadow of the Tomb Raider</strong></li><li>Watch Dogs Legion</li><li><strong>Assassin's Creed Mirage</strong></li><li>Battlefield V</li><li><strong>Borderlands 3</strong></li><li><strong>Cyberpunk 2077</strong></li><li><strong>Far Cry 6</strong></li><li><strong>Geekbench 6.3+</strong></li><li><strong>Hitman 3</strong></li><li><strong>Hogwarts Legacy</strong></li><li>Kerbal Space Program 2</li><li><strong>Marvel's Spider-Man Remastered</strong></li><li><strong>Naraka: Bladepoint</strong></li><li><strong>Remnant 2</strong></li><li>The Callisto Protocol</li><li><strong>Tiny Tina's Wonderlands</strong></li><li>World of Warships</li></ul><h2 id="performance-8">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="GzwhQrkQPnznHofjSpQe3i" name="Intel Core Ultra 5 250K Plus review 2" alt="The Intel Core Ultra 5 250K Plus seated on a motherboard" src="https://cdn.mos.cms.futurecdn.net/GzwhQrkQPnznHofjSpQe3i.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>Intel's desktop CPUs have never really had all that much trouble offering decent gaming and content creation performance, especially because they cram so many cores and threads in that there's always enough muscle within to handle even the heaviest lifting in demanding games. </p><p>The questions for me going into testing were more about thermal control, volatility, and a bit of bloody peace and quiet. </p><p>For context, I reviewed the <a href="https://www.gamesradar.com/13th-gen-intel-i5-13600k-review">Intel Core i5-3600K</a>, which I loved. But then I moved on to the <a href="https://www.gamesradar.com/13th-gen-intel-core-i7-13700k-review/" target="_blank">Intel Core i7-13700K</a> and after that, the 14700K. While both of the Raptor Lake i7 chips booted out some really decent power, they were just a pain in the arse.</p><p>Thankfully, I didn't get hit with major volatility issues to the point of damaged CPUs or anything, but even with the BIOS updates to counter the issue, I was still getting the most annoying, random fan flare-ups because thermal control was just non-existent and voltages were doing whatever they felt like. This resulted in an irreversibly loud PC while working day-to-day, but manifested in random and very annoying frame stutters and dips while playing games. I also couldn't play games without the CPU riding a low of at least 70 degrees no matter the title, and that was with a full-sized NZXT AIO cooler. </p><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="yRFrxRpT2wpDuBSivr52ph" name="Intel Core Ultra 5 250K Plus review 8" alt="The Intel Core Ultra 5 250K Plus in its blue box" src="https://cdn.mos.cms.futurecdn.net/yRFrxRpT2wpDuBSivr52ph.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 immediately noticed a massive difference with the Intel Core Ultra 5 250K Plus. Ambient temperatures were sitting in the mid 30s with an ambient power of 30-42W when idling or running my work applications. And even during this ludicrous heatwave-riddled summer in the UK, it's sitting at about 42 degrees when I'm working, and there are no random, annoying temperature spikes. Playing my go-to Hunt Showdown with a 14700K meant temps in the 70s and even 80s, but with the 250K Plus it's so steady in the high 50s and 60s with no trouble at all. </p><p>In this entire sitting of review tests, I've only seen a peak of 75 in one of Blender's benchmarks. For the most part it's still calm, cool, and collected under pressure and tends to sit in the 60s. That's all with the same thermal paste and NZXT Kraken Plus AIO cooler I was using with the 14700K, which shows you the serious performance boosts of this motherboard platform versus Raptor Lake. </p><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="JAAW6EpmPads6c8AxVu2wh" name="Intel Core Ultra 5 250K Plus review 4" alt="A reviewer placing the Intel Core Ultra 5 250K Plus on its motherboard socket" src="https://cdn.mos.cms.futurecdn.net/JAAW6EpmPads6c8AxVu2wh.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><iframe allow="" height="600px" width="100%" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/29775503/embed"></iframe><p>Non-gaming benchmarks are pretty impressive. The Core Ultra 5 250K Plus demolishes the Ryzen 7 7800X3D in Blender. I haven't gone back to test that Ryzen CPU in the updated form of Cinebench, but compared to the AMD Ryzen 7 9700F I tested in the <a href="https://www.gamesradar.com/hardware/desktop-pc/quoted-tech-horizon-custom-gaming-pc-review">Quoted Tech Horizon</a>, the 250K Plus does come out on top. Content creation is pretty great for the money then, even if these comparisons aren't exactly like-for-like because my testing rig is using a <a href="https://www.gamesradar.com/hardware/desktop-pc/pny-geforce-rtx-5080-oc-slim-review">PNY RTX 5080 Slim</a>, while the AMD reviews used a 7900 GRE and RX 9070 XT respectively. </p><p>The question I wanted to ask with gaming tests in this review was: could the latest Intel Core Ultra 5 keep up with an RTX 5080, to the point of negating the need for spending more on the Ultra 7 Plus. Honestly, while I haven't tested the more powerful 270K Plus yet, I'd argue the answer here is yes. While I'm sure there are better gaming performances to be netted, I think for $200 you're getting a really great 4K gaming processor here. The caveat to that is whether or not you're playing CPU-intensive games all the time. Let's look at some numbers. </p><iframe allow="" height="600px" width="100%" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/29775475/embed"></iframe><p>In Total War: Warhammer 3's Battle benchmark, the Intel Core Ultra 5 250K Plus combined with the RTX 5080 scored 86fps, which is up from Quoted Tech's Ryzen 7 9700F score of 72fps, and up from the Ryzen 7 7800X3D's 53fps. Across the board, the Intel Core Ultra provided strong scores in Total War against comparable Ryzen chips, but that could be due to the better GPU used in these tests. In less formal testing, things are interesting because the Ryzen 7 7800X3D did pack some inexplicable performance boosts. </p><div><blockquote><p>You can't really just determine whether a CPU is worth investing in based on performance alone anymore, because AMD has it beat through years' worth of upgrade paths.</p></blockquote></div><p>Cities: Skyline's community-made scenarios still fall in favor of AMD, despite Intel's updated architecture and a more powerful GPU. While these numbers aren't as set in stone as formal benchmarks, they're averages taken while playing the same sequences, and AMD wins it comfortably. In Planet Zoo, while the Ryzen 7 7800X3D scored an average of 95, the 250K Plus was a bit humbler at 78fps when operating a fully populated scenario at normal speed and 57fps when speeding up time and zooming into those busy areas of a park. Keep in mind the slowly ageing 7800X3D has ten fewer cores than Intel's latest Ultra 5.</p><p>I wouldn't argue these more modest scores are reasons not to opt for the Ultra 5, but it does show you that the X3D chips are capable of some really bold performances, especially since those numbers were recorded with an older GPU that's not got the oomph of the RTX 5080. </p><p>The only other gaming-based question I wanted to address was how the Binary Optimization Tool can impact things. I went into Shadow of the Tomb Raider and Cyberpunk for that, and compared my benchmarks with when it was turned off.</p><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="GzwhQrkQPnznHofjSpQe3i" name="Intel Core Ultra 5 250K Plus review 2" alt="The Intel Core Ultra 5 250K Plus seated on a motherboard" src="https://cdn.mos.cms.futurecdn.net/GzwhQrkQPnznHofjSpQe3i.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>Unfortunately, in both the games I had access to that have support for this feature, I saw only tiny differences in benchmarking scores with and without Binary Optimization switched on. In Shadow of the Tomb Raider, I saw an increase by one solitary frame, and in Cyberpunk it actually decreased the benchmarking score by two. There is also the chance that I haven't managed to get it to work properly, because other sites have reported a 5% to 20% performance boost from it on average.</p><p>One more thing I will say as a general use note is that if you're planning to overclock your RAM with this CPU, maybe look elsewhere. I've paired the 250K Plus with some G.Skill performance memory that was provided by Intel to review both of its new chips with. I can see one XMP profile onboard which attempts to unlock 7200MT/s, but anytime I've attempted to boost past 4800MT/s with the 250K Plus I've been kicked back to the BIOS and told no. I'm sure with your motherboard and RAM, your mileage may vary. It's unlikely this is going to be an overclocker's first pick anyway, but it's worth keeping in mind. </p><h2 id="should-you-buy-the-intel-core-ultra-5-250k-plus">Should you buy the Intel Core Ultra 5 250K Plus?</h2><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="shDkG4YFoMQQGrDsF7jYCi" name="Intel Core Ultra 5 250K Plus review 3" alt="The branding of the Intel Core Ultra 5 250K Plus" src="https://cdn.mos.cms.futurecdn.net/shDkG4YFoMQQGrDsF7jYCi.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>Intel has said that it plans to support its existing motherboard platforms from here on out, and although there are rumors around the next motherboard socket arriving, I'd be inclined to believe that Intel isn't going to go back on its word, especially since we all see how the momentum in the CPU market is drifting more and more in AMD's favor. Intel needs to provide long-term socket support to win back some good faith, but judging by its track record, it all remains to be seen. That's maybe one of the bigger question marks looming over the Intel Core Ultra Plus CPUs right now, but if you're willing to trust this new-age Intel culture, there isn't much preventing me from recommending the 250K Plus. </p><p>Because that's the real issue for Intel here. Putting the lacklustre launch of Core Ultra behind us, and ignoring the blip of Raptor Lake volatility, the problem with Intel in recent years hasn't been to do with poor CPUs. Sure maybe small upgrades for full prices haven't been the most inspiring thing, but it can't be disputed that this brand makes really good desktop processors. But excellent entries alone haven't been enough. AMD has been beating Team Blue through value for money, socket longevity, and innovative architectural developments.</p><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="XdcnXHFKzPZBPXCqChwXGi" name="Intel Core Ultra 5 250K Plus review 12" alt="The LGA 1851 motherboard socket" src="https://cdn.mos.cms.futurecdn.net/XdcnXHFKzPZBPXCqChwXGi.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>You can't really just determine whether a CPU is worth investing in based on performance alone anymore, because AMD has it beat through years' worth of upgrade paths. If LGA 1851 is indeed a dead platform, then the insane value for money here is a small blip that'll fade into obscurity very quickly.</p><p>There's excellent gaming and content creation to be had here for the money, and the value is hard to argue with, even if X3D chips can offer you bolder frame rates in a wider suite of games. Binary Optimization is there to be built on, and I hope it becomes a feather in the brand's cap. Personally, I'm just happy with the genuine improvements that have been made to thermals and stability since the Raptor Lake refresh scandal. </p><p>I'd thoroughly recommend this processor for its price, and for many it's all the 4K power you're going to need for gaming, work, and content creation. </p><div data-widget-type="review" data-model-name="Intel Core Ultra 5 250K Plus,Intel Core Ultra 5 250K"></div><h2 id="how-i-tested-the-intel-core-ultra-5-250k-plus">How I tested the Intel Core Ultra 5 250K Plus</h2><p>I used the latest Core Ultra 5 in my own gaming PC for over a month before writing this review. In that time, I used it for all sorts of work, play, and creative tasks, but also undertook more formal benchmarking to put it through its paces. </p><p>I evaluated its performance through comparisons with spec-similar AMD chips, as well as price comparisons with the rest of the market. I also used my knowledge of the CPU market to make a thorough review for consumers to help them while making a buying decision.</p><p>For more on <a href="https://www.gamesradar.com/how-we-test-gaming-PCs/">how we test gaming PCs</a>, check out the full-length <a href="https://www.gamesradar.com/gamesradar-hardware-policy">GamesRadar+ hardware policy</a>.</p><p><em>You can also look up 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-pc-graphics-cards"><em>best graphics cards</em></a><em>, and the </em><a href="https://www.gamesradar.com/best-ram-for-gaming"><em>best RAM for gaming</em></a><em>.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/desktop-pc/intel-core-ultra-5-250k-plus-review/</link>
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                            <![CDATA[ The latest Intel Core Ultra 5 Plus processor takes things to extremes with a very, very aggressive price point for a CPU this powerful. ]]>
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                                                                        <pubDate>Thu, 23 Jul 2026 16:17:42 +0000</pubDate>                                                                                                                                <updated>Tue, 18 Aug 2026 11:39:41 +0000</updated>
                                                                                                                                            <category><![CDATA[Desktop PCs]]></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.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 reviewer holding the Intel Core Ultra 5 250K Plus]]></media:description>                                                            <media:text><![CDATA[A reviewer holding the Intel Core Ultra 5 250K Plus]]></media:text>
                                <media:title type="plain"><![CDATA[A reviewer holding the Intel Core Ultra 5 250K Plus]]></media:title>
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                                <p>The momentum in the desktop CPU market has been going all AMD's way for years now, and while that's down to AMD for making the right choices, it's also been due to multiple missteps by Intel. I don't want to speak too soon, but Intel feels like it's turned over a new leaf in 2026, to the point where the competition could be about to get very fierce. Even the way Team Blue is getting its messaging across has shifted. AI is so far from its desktop CPU conversation; gamers are a priority, and there's been a brilliant refocusing on value for money. As someone who's really interested in the <a href="https://www.gamesradar.com/best-cpu-for-gaming-pc">best CPU market</a>, I'm daring to hope, but there's a lot still to prove.</p><p>I'm sure I don't need to fill you in on the PR and consumer nightmare that was the Raptor Lake refresh issues. I'm sure I don't need to talk to you about Intel's longstanding reluctance to support its motherboard sockets compared to AMD. And even if you didn't hear about the lacklustre price-to-performance of the first batch of Core Ultra CPUs at their launch, I'm sure you've been hesitant to grab one because of all the noise AMD's been making. </p><p>Intel's course correcting with two new flagship desktop processors this year. It's not calling them flagship products because neither of them has the number 9 in their name, but I'm calling them flagship because their reasonable price tags and refreshed attitude toward gamers feels like a statement of intent for where the brand wants to go. The Core Ultra 5 250K Plus stands as a budget option at $199 / £199, but its specs, performance, and remedies of past Intel CPU generations are nowhere close to the "budget" end of the scale.</p><h2 id="specs-features-2">Specs & 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="V7UUTf2rgUxkmxEHybmUjh" name="Intel Core Ultra 5 250K Plus review 6" alt="The underside of the Intel Core Ultra 5 250K Plus" src="https://cdn.mos.cms.futurecdn.net/V7UUTf2rgUxkmxEHybmUjh.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>So, after one thoroughly whelming generation of processors on the LGA 1851 motherboard socket, we really weren't sure whether a follow-up was going to arrive. Rumors swirled that Intel was already finished with it before the Plus variants were announced. By all accounts, it looked ready to move straight onto the next "Lake". Thankfully, cooler heads prevailed, and we've seen this latest refreshed generation use the same motherboard socket as 2024. <a href="https://www.gamesradar.com/hardware/desktop-pc/we-are-not-ignorant-of-the-feedback-intel-seems-to-be-planning-amd-style-support-for-its-cpu-sockets-and-that-could-make-the-red-vs-blue-battle-a-lot-closer-in-the-years-to-come">Intel now claims it's planning AMD-style support and longevity for its platforms</a>, including Raptor Lake, but in a PC market this volatile due to <a href="https://www.gamesradar.com/hardware/desktop-pc/ram-shortages-explained-why-the-worlds-supply-of-computing-memory-is-so-expensive-right-now">AI-induced RAMflation</a>, it all remains to be seen. </p><p>In other words, Intel has a lot of good faith to build up with consumers again. I certainly hope we see this platform get support into the future, because as I'll come onto, there's some really strong performance to be unlocked from it. I want to believe that Intel has turned a new leaf, but it's going to have to back up the talk with action if it wants to become the trusted CPU maker AMD has become known as. </p><p>It's certainly going to be hard to argue with a decade of AM4 support. </p><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="NuirpFr3BtETWwpgsBiiBi" name="Intel Core Ultra 5 250K Plus review 13" alt="A motherboard with an empty LGA 1851 socket" src="https://cdn.mos.cms.futurecdn.net/NuirpFr3BtETWwpgsBiiBi.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>All of that is to say that the Intel Core Ultra 5 250K Plus uses the same motherboard socket as the original batch of Core Ultra products, but it's not one you can upgrade to if you have an Intel 12th, 13th, or 14th generation CPU/motherboard. </p><p>The 250K Plus might feel like a successor in name to the Intel Core Ultra 5 245K, but its specs land it somewhere between last gen's Ultra 5 and <a href="https://www.gamesradar.com/hardware/desktop-pc/intel-core-ultra-7-265k-review">Intel Core Ultra 7 265K</a>. It has 18 cores and 18 threads with a 5.3Ghz boost clock. That's up from last gen's Ultra 5 at 14 cores and threads at 5.2GHz, but just under the 265K at 20 cores and threads at 5.5GHz. </p><div  class="fancy-box"><div class="fancy_box-title">Intel Core Ultra 5 250K Plus key specs</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Launch date:</strong> March 2026<br><strong>Core Count:</strong> 18 (6 performance, 12 efficient)<br><strong>Threads:</strong> 18<br><strong>Cache:</strong> 30MB<br><strong>Base Clock: </strong>P-cores = 4.2GHz, E-cores = 3.3GHz<br><strong>Boost Clock:</strong> 5.3GHz<br><strong>Max recommended RAM speed:</strong> Tested up to 5,000MT/S, quoted up to 7,200MT/s<br><strong>Integrated graphics: </strong>Yes<br><strong>Motherboard socket:</strong> LGA 1851<br><strong>Launch price:</strong> $199 / £199<br><strong>GR+'s recommended GPU pairing: </strong>RTX 50 Series / RX 9070 XT</p></div></div><p>Considering the 265K retails for £269-£300 in the UK and roughly $300 in the US, and the 245K sells for ~$194 / ~£170, the new-gen model provides a serious price-to-performance boost and is clearly all about value for money. That's bold, because it's trying to beat AMD at its own game, but desperate times call for desperate measures.</p><p>There's a 30MB total cache on board, which isn't close to <a href="https://www.gamesradar.com/hardware/desktop-pc/amd-ryzen-7-7800x3d-review">AMD's Ryzen 7 7800X3D,</a> which offers a 96MB L3 cache - remember, this is the part of the CPU that the X3D options double up on to provide better gaming and content creation performance. Considering that chip is usually sold in the $350 range on a good day, you're getting some great value for money here with the 250K Plus. </p><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="zZVTRoMr73B9REH7F2oGsh" name="Intel Core Ultra 5 250K Plus review 5" alt="A side on look at the Intel Core Ultra 5 250K Plus" src="https://cdn.mos.cms.futurecdn.net/zZVTRoMr73B9REH7F2oGsh.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 latest set of Intel processors doesn't have an answer for AMD's X3D architecture, but that doesn't mean they don't have other tricks up their sleeve. The Intel Binary Optimization Tool is a feature to watch. It's, I suppose, akin to DLSS in a way in that it's a subliminal software perk that goes hand in hand with the latest generation of hardware. There's no AI upscaling happening here though; the Binary Optimization Tool simply allows Intel's software to run games more efficiently on its hardware (in theory), which could lead to better performance overall in certain games. </p><p>The reason I say it's one to watch is that, like with DLSS, it is going to rely on compatibility within games on a software level. It's not like AMD's 3D V-cache where the hardware supplies performance boosts across the board because it's a result of architecture. It's still in its early phases, and I haven't heard a whole lot of noise about it since Intel launched the Core Ultra Plus chips. So far, looking at the list of games it can provide you boosts in, things are fairly thin. </p><p>To make matters more confusing, some games have compatibility with Intel's APO Optimization, but only some within that list (bolded ones) have compatibility with the Binary Optimization Tool.</p><ul><li><strong>Final Fantasy XIV: Dawntrail </strong></li><li>League of Legends</li><li>Serious Sam 4</li><li><strong>Shadow of the Tomb Raider</strong></li><li>Watch Dogs Legion</li><li><strong>Assassin's Creed Mirage</strong></li><li>Battlefield V</li><li><strong>Borderlands 3</strong></li><li><strong>Cyberpunk 2077</strong></li><li><strong>Far Cry 6</strong></li><li><strong>Geekbench 6.3+</strong></li><li><strong>Hitman 3</strong></li><li><strong>Hogwarts Legacy</strong></li><li>Kerbal Space Program 2</li><li><strong>Marvel's Spider-Man Remastered</strong></li><li><strong>Naraka: Bladepoint</strong></li><li><strong>Remnant 2</strong></li><li>The Callisto Protocol</li><li><strong>Tiny Tina's Wonderlands</strong></li><li>World of Warships</li></ul><h2 id="performance-8">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="GzwhQrkQPnznHofjSpQe3i" name="Intel Core Ultra 5 250K Plus review 2" alt="The Intel Core Ultra 5 250K Plus seated on a motherboard" src="https://cdn.mos.cms.futurecdn.net/GzwhQrkQPnznHofjSpQe3i.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>Intel's desktop CPUs have never really had all that much trouble offering decent gaming and content creation performance, especially because they cram so many cores and threads in that there's always enough muscle within to handle even the heaviest lifting in demanding games. </p><p>The questions for me going into testing were more about thermal control, volatility, and a bit of bloody peace and quiet. </p><p>For context, I reviewed the <a href="https://www.gamesradar.com/13th-gen-intel-i5-13600k-review">Intel Core i5-3600K</a>, which I loved. But then I moved on to the <a href="https://www.gamesradar.com/13th-gen-intel-core-i7-13700k-review/" target="_blank">Intel Core i7-13700K</a> and after that, the 14700K. While both of the Raptor Lake i7 chips booted out some really decent power, they were just a pain in the arse.</p><p>Thankfully, I didn't get hit with major volatility issues to the point of damaged CPUs or anything, but even with the BIOS updates to counter the issue, I was still getting the most annoying, random fan flare-ups because thermal control was just non-existent and voltages were doing whatever they felt like. This resulted in an irreversibly loud PC while working day-to-day, but manifested in random and very annoying frame stutters and dips while playing games. I also couldn't play games without the CPU riding a low of at least 70 degrees no matter the title, and that was with a full-sized NZXT AIO cooler. </p><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="yRFrxRpT2wpDuBSivr52ph" name="Intel Core Ultra 5 250K Plus review 8" alt="The Intel Core Ultra 5 250K Plus in its blue box" src="https://cdn.mos.cms.futurecdn.net/yRFrxRpT2wpDuBSivr52ph.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 immediately noticed a massive difference with the Intel Core Ultra 5 250K Plus. Ambient temperatures were sitting in the mid 30s with an ambient power of 30-42W when idling or running my work applications. And even during this ludicrous heatwave-riddled summer in the UK, it's sitting at about 42 degrees when I'm working, and there are no random, annoying temperature spikes. Playing my go-to Hunt Showdown with a 14700K meant temps in the 70s and even 80s, but with the 250K Plus it's so steady in the high 50s and 60s with no trouble at all. </p><p>In this entire sitting of review tests, I've only seen a peak of 75 in one of Blender's benchmarks. For the most part it's still calm, cool, and collected under pressure and tends to sit in the 60s. That's all with the same thermal paste and NZXT Kraken Plus AIO cooler I was using with the 14700K, which shows you the serious performance boosts of this motherboard platform versus Raptor Lake. </p><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="JAAW6EpmPads6c8AxVu2wh" name="Intel Core Ultra 5 250K Plus review 4" alt="A reviewer placing the Intel Core Ultra 5 250K Plus on its motherboard socket" src="https://cdn.mos.cms.futurecdn.net/JAAW6EpmPads6c8AxVu2wh.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><iframe allow="" height="600px" width="100%" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/29775503/embed"></iframe><p>Non-gaming benchmarks are pretty impressive. The Core Ultra 5 250K Plus demolishes the Ryzen 7 7800X3D in Blender. I haven't gone back to test that Ryzen CPU in the updated form of Cinebench, but compared to the AMD Ryzen 7 9700F I tested in the <a href="https://www.gamesradar.com/hardware/desktop-pc/quoted-tech-horizon-custom-gaming-pc-review">Quoted Tech Horizon</a>, the 250K Plus does come out on top. Content creation is pretty great for the money then, even if these comparisons aren't exactly like-for-like because my testing rig is using a <a href="https://www.gamesradar.com/hardware/desktop-pc/pny-geforce-rtx-5080-oc-slim-review">PNY RTX 5080 Slim</a>, while the AMD reviews used a 7900 GRE and RX 9070 XT respectively. </p><p>The question I wanted to ask with gaming tests in this review was: could the latest Intel Core Ultra 5 keep up with an RTX 5080, to the point of negating the need for spending more on the Ultra 7 Plus. Honestly, while I haven't tested the more powerful 270K Plus yet, I'd argue the answer here is yes. While I'm sure there are better gaming performances to be netted, I think for $200 you're getting a really great 4K gaming processor here. The caveat to that is whether or not you're playing CPU-intensive games all the time. Let's look at some numbers. </p><iframe allow="" height="600px" width="100%" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/29775475/embed"></iframe><p>In Total War: Warhammer 3's Battle benchmark, the Intel Core Ultra 5 250K Plus combined with the RTX 5080 scored 86fps, which is up from Quoted Tech's Ryzen 7 9700F score of 72fps, and up from the Ryzen 7 7800X3D's 53fps. Across the board, the Intel Core Ultra provided strong scores in Total War against comparable Ryzen chips, but that could be due to the better GPU used in these tests. In less formal testing, things are interesting because the Ryzen 7 7800X3D did pack some inexplicable performance boosts. </p><div><blockquote><p>You can't really just determine whether a CPU is worth investing in based on performance alone anymore, because AMD has it beat through years' worth of upgrade paths.</p></blockquote></div><p>Cities: Skyline's community-made scenarios still fall in favor of AMD, despite Intel's updated architecture and a more powerful GPU. While these numbers aren't as set in stone as formal benchmarks, they're averages taken while playing the same sequences, and AMD wins it comfortably. In Planet Zoo, while the Ryzen 7 7800X3D scored an average of 95, the 250K Plus was a bit humbler at 78fps when operating a fully populated scenario at normal speed and 57fps when speeding up time and zooming into those busy areas of a park. Keep in mind the slowly ageing 7800X3D has ten fewer cores than Intel's latest Ultra 5.</p><p>I wouldn't argue these more modest scores are reasons not to opt for the Ultra 5, but it does show you that the X3D chips are capable of some really bold performances, especially since those numbers were recorded with an older GPU that's not got the oomph of the RTX 5080. </p><p>The only other gaming-based question I wanted to address was how the Binary Optimization Tool can impact things. I went into Shadow of the Tomb Raider and Cyberpunk for that, and compared my benchmarks with when it was turned off.</p><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="GzwhQrkQPnznHofjSpQe3i" name="Intel Core Ultra 5 250K Plus review 2" alt="The Intel Core Ultra 5 250K Plus seated on a motherboard" src="https://cdn.mos.cms.futurecdn.net/GzwhQrkQPnznHofjSpQe3i.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>Unfortunately, in both the games I had access to that have support for this feature, I saw only tiny differences in benchmarking scores with and without Binary Optimization switched on. In Shadow of the Tomb Raider, I saw an increase by one solitary frame, and in Cyberpunk it actually decreased the benchmarking score by two. There is also the chance that I haven't managed to get it to work properly, because other sites have reported a 5% to 20% performance boost from it on average.</p><p>One more thing I will say as a general use note is that if you're planning to overclock your RAM with this CPU, maybe look elsewhere. I've paired the 250K Plus with some G.Skill performance memory that was provided by Intel to review both of its new chips with. I can see one XMP profile onboard which attempts to unlock 7200MT/s, but anytime I've attempted to boost past 4800MT/s with the 250K Plus I've been kicked back to the BIOS and told no. I'm sure with your motherboard and RAM, your mileage may vary. It's unlikely this is going to be an overclocker's first pick anyway, but it's worth keeping in mind. </p><h2 id="should-you-buy-the-intel-core-ultra-5-250k-plus">Should you buy the Intel Core Ultra 5 250K Plus?</h2><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="shDkG4YFoMQQGrDsF7jYCi" name="Intel Core Ultra 5 250K Plus review 3" alt="The branding of the Intel Core Ultra 5 250K Plus" src="https://cdn.mos.cms.futurecdn.net/shDkG4YFoMQQGrDsF7jYCi.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>Intel has said that it plans to support its existing motherboard platforms from here on out, and although there are rumors around the next motherboard socket arriving, I'd be inclined to believe that Intel isn't going to go back on its word, especially since we all see how the momentum in the CPU market is drifting more and more in AMD's favor. Intel needs to provide long-term socket support to win back some good faith, but judging by its track record, it all remains to be seen. That's maybe one of the bigger question marks looming over the Intel Core Ultra Plus CPUs right now, but if you're willing to trust this new-age Intel culture, there isn't much preventing me from recommending the 250K Plus. </p><p>Because that's the real issue for Intel here. Putting the lacklustre launch of Core Ultra behind us, and ignoring the blip of Raptor Lake volatility, the problem with Intel in recent years hasn't been to do with poor CPUs. Sure maybe small upgrades for full prices haven't been the most inspiring thing, but it can't be disputed that this brand makes really good desktop processors. But excellent entries alone haven't been enough. AMD has been beating Team Blue through value for money, socket longevity, and innovative architectural developments.</p><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="XdcnXHFKzPZBPXCqChwXGi" name="Intel Core Ultra 5 250K Plus review 12" alt="The LGA 1851 motherboard socket" src="https://cdn.mos.cms.futurecdn.net/XdcnXHFKzPZBPXCqChwXGi.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>You can't really just determine whether a CPU is worth investing in based on performance alone anymore, because AMD has it beat through years' worth of upgrade paths. If LGA 1851 is indeed a dead platform, then the insane value for money here is a small blip that'll fade into obscurity very quickly.</p><p>There's excellent gaming and content creation to be had here for the money, and the value is hard to argue with, even if X3D chips can offer you bolder frame rates in a wider suite of games. Binary Optimization is there to be built on, and I hope it becomes a feather in the brand's cap. Personally, I'm just happy with the genuine improvements that have been made to thermals and stability since the Raptor Lake refresh scandal. </p><p>I'd thoroughly recommend this processor for its price, and for many it's all the 4K power you're going to need for gaming, work, and content creation. </p><div data-widget-type="review" data-model-name="Intel Core Ultra 5 250K Plus,Intel Core Ultra 5 250K"></div><h2 id="how-i-tested-the-intel-core-ultra-5-250k-plus">How I tested the Intel Core Ultra 5 250K Plus</h2><p>I used the latest Core Ultra 5 in my own gaming PC for over a month before writing this review. In that time, I used it for all sorts of work, play, and creative tasks, but also undertook more formal benchmarking to put it through its paces. </p><p>I evaluated its performance through comparisons with spec-similar AMD chips, as well as price comparisons with the rest of the market. I also used my knowledge of the CPU market to make a thorough review for consumers to help them while making a buying decision.</p><p>For more on <a href="https://www.gamesradar.com/how-we-test-gaming-PCs/">how we test gaming PCs</a>, check out the full-length <a href="https://www.gamesradar.com/gamesradar-hardware-policy">GamesRadar+ hardware policy</a>.</p><p><em>You can also look up 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-pc-graphics-cards"><em>best graphics cards</em></a><em>, and the </em><a href="https://www.gamesradar.com/best-ram-for-gaming"><em>best RAM for gaming</em></a><em>.</em></p>
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                                                            <title><![CDATA[ Halo: Campaign Evolved review: "An FPS in its purest form, but also a wasted opportunity for Halo Studios to put its own spin on a classic" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>It takes a moment to adjust to the fact I'm using a DualSense controller and my PS5 to play a Halo game – something which seemed like heresy only a few years ago. But from the moment I fire the iconic M6D Magnum pistol in Halo: Campaign Evolved, my muscle memory from years past kicks right back in. Navigating space cruiser Pillar of Autumn's rat's nest of corridors before crash-landing onto Installation 04 and mounting up in a warthog remains one of my favorite openings for a video game, and Halo Studios has recreated it with stunning accuracy.</p><p>Despite being a ground-up remake of the game that started it all for Halo (and arguably Xbox) 25 years ago, <a href="https://www.gamesradar.com/games/halo/halo-campaign-evolved-is-a-faithful-remake-tasked-with-relaunching-a-legendary-franchise-we-see-this-as-a-way-to-grow-expand-and-reconnect-the-halo-community/">it's impressive not only how instantly familiar Halo: Campaign Evolved feels but also how well it holds up</a>. But, after a full run of the campaign and its three new bonus missions, I can't help but feel that such a faithful approach might be to Halo: Campaign Evolved's detriment. It certainly looks the part, but there are so few flourishes that I also can't find many reasons to play it over what's come before.</p><h2 id="sacred-icon">Sacred Icon</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eHZcN74sdCPVMbeUJdaeUQ" name="Halo Campaign Evolved Halo shooting covenant from spirit" alt="Halo: Campaign Evolved player shooting covenant forces after they dropped out of a Spirit dropship on a grassy hill in Halo level" src="https://cdn.mos.cms.futurecdn.net/eHZcN74sdCPVMbeUJdaeUQ.jpg" mos="" align="middle" fullscreen="" width="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">Key info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> July 28, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X/S<br><strong>Developer</strong>: Halo Studios<br><strong>Publisher: </strong>Xbox Game Studios</p></div></div><p>Playing through the opening half of Halo: Campaign Evolved reminded me that The Pillar of Autumn through to Assault on the Control Room really is an all-timer sequence of levels. You get to see almost the whole gamut of Halo environments, from claustrophobic spaceships to lush landscapes, rugged canyons, and esoteric Forerunner facilities.</p><p>These have all been beautifully and vibrantly rendered in Unreal Engine 5. Levels like 343 Guilty Spark and The Library benefit greatly from some significant visual improvements. Advanced lighting, a ghostly knee-high fog, and plenty of Flood goop all add to the mysterious atmosphere of these ancient installations, break up the monotony, and even amp up the horror.</p><p>I also can't deny that such dedication to realism means Campaign Evolved lacks a certain charm compared to the polygonal and yet timeless look of its precursor. Even so, it's also much kinder on the eyes compared to the brightly lit and overly detailed Anniversary remaster in The Master Chief Collection.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2VaNcEaJWiUzRcVStefspP" name="Halo Campaign Evolved Library sentinel beam" alt="Halo: Campaign Evolved player firing a sentinel beam at incoming Flood enemies in the Library" src="https://cdn.mos.cms.futurecdn.net/2VaNcEaJWiUzRcVStefspP.jpg" mos="" align="middle" fullscreen="" width="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>The visuals for Halo: Campaign Evolved are where the most obvious changes to the original lie, though there are a few mechanical additions to bring the original up to modern Halo standards. Namely, Master Chief can use smart-link aiming with any weapon and is <a href="https://www.gamesradar.com/games/halo/campaign-evolved-sprint-interview/">now allowed to sprint</a>. I found that both can be safely ignored for a classic feel (there's even a Skull that fully disables sprinting if you hate it that much), with sprinting being a nice addition to simply get around some of the larger levels a bit faster. It hardly dictates the flow of combat with the only foes that really pushed me to sprint mid-combat being aggressive chargers like Hunters, energy sword Elites, and the hulking Pure Form Flood.</p><p>Although, I was a little disappointed to see health packs have been cut in favor of Chief regenerating health. This always felt like a nice separation between his Mark 5 and Mark 6 Mjolnir amor, with the latter appearing from Halo 2 onwards along with fully regenerating health – a reminder that Master Chief isn't quite so invincible that encouraged you to play a little more tactically rather than charging in like a barbarian.</p><iframe src="https://content.jwplatform.com/players/Ivg8RqJn.html" id="Ivg8RqJn" title="Halo: Campaign Evolved is a faithful remake but perhaps only PS5 players will care" width="1920" height="1080" frameborder="0" scrolling="auto" allowfullscreen></iframe><p>With that said, going in guns blazing at all times on Normal difficulty is where Halo: Campaign Evolved really shines, feeling closer to the original game's Heroic difficulty. Measured aggression in the face of the Covenant and using every tool in Chief's arsenal means you can play more like Doomguy, strafing around and filling each enemy with lead or pistol-whipping them before charging to the next. And it’s still as satisfying as ever to perfectly Hail Mary a plasma grenade into a cluster of Grunts, sending them wailing and flying.</p><p>So, with the 2001 classic acting as such a solid foundation, it's practically impossible to not have a good time playing Halo: Campaign Evolved, at the very least. I was initially apprehensive that these relatively simple 25-year-old design principles just wouldn't hold up in a time of fast-paced movement shooters and vast open worlds. Surely such a basic feel would make for a terrible first impression for PS5 players who may have no idea what Halo even is, let alone never played it before. But I think it's this simplicity that makes it shine. As such a faithful remake of its forerunner, Halo: Campaign Evolved is a first-person shooter in its purest form.</p><h2 id="unnatural-formation">Unnatural formation</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jhyzVHp6bxCA7zwcjZMY7Q" name="Halo Campaign Evolved Truth and Reconciliation energy sword" alt="Halo: Campaign Evolved player wielding an energy sword aboard the Truth and Reconciliation preparing to slash at an Elite" src="https://cdn.mos.cms.futurecdn.net/jhyzVHp6bxCA7zwcjZMY7Q.jpg" mos="" align="middle" fullscreen="" width="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><a href="https://www.gamesradar.com/games/halo/i-had-a-blast-playing-halo-campaign-evolved-but-its-not-the-remake-halo-deserves/">The more I play Halo: Campaign Evolved the more I also realize that this commitment to faithfulness is a double-edged sword</a>. How can a game titled "Campaign Evolved" claim to be an evolution if it sticks so closely to its source material?</p><p>Sprinting, regenerating health, and other modernizations are joined by minor tweaks to level design and dialogue, and an expanded arsenal. The Energy Sword, Sentinel Beam, and Wraith tank, all previously tantalizingly out of reach for Chief in the original, can now be wielded to great effect on the ring – they're even joined by the Needle Rifle, SMG, and Fuel Rod Gun, further fleshing out the already excellent weapon sandbox.</p><p>The Library, my least favorite level in Halo: Combat Evolved for its monotonous and labyrinthine structure, has been redesigned a little to trim the fat and inject a bit of variety to its vast halls. You go down instead of up now! That vastness certainly had its own appeal, but I'd be lying if I said I wasn't glad that it's a considerably more intuitive place to navigate in Halo: Campaign Evolved. It still feels maze-like without you getting lost, providing a greater sense of momentum even as the incessant monitor orb Guilty Spark dawdles and spouts nonsense. But it's a crying shame that Cortana no longer tells him to "sod off" at the start of Two Betrayals.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qCCepBE6mq6QaxZJ7bLzTQ" name="Halo Campaign Evolved Assault on the Control Room wraith" alt="Halo: Campaign Evolved player piloting covenant wraith tank and blowing up enemies with plasma mortar in Assault on the control room" src="https://cdn.mos.cms.futurecdn.net/qCCepBE6mq6QaxZJ7bLzTQ.jpg" mos="" align="middle" fullscreen="" width="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>The stunning scenery that is arguably one of the main draws of Halo: Campaign Evolved also comes at the cost of Unreal Engine 5 choppiness. I noticed that whenever there were lots of enemies on screen or plenty of particle effects going off at once, animation frame rates would noticeably plummet. Nothing game-breaking, but hardly what I'd expect from something that is so otherwise polished.</p><p>Hopping back into Halo: Combat Evolved via The Master Chief Collection made me realize that this remake's changes are unfortunately quite inconsequential. Halo Studios has imitated the original so well that there is little that Halo: Campaign Evolved does that makes it an essential play. Obviously, if you only have a PS5, then Halo: Campaign Evolved is your sole option – that's also ultimately who this game is for too – but I find it difficult to recommend to anyone else when The Master Chief Collection, and therefore the original Halo, is widely available.</p><h2 id="i-think-we-re-just-getting-started">I think we're just getting started</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fpEcmby2v3Vktmbkg8YUta" name="Halo Campaign Evolved bonus mission 1 elite training room" alt="Halo: Campaign Evolved player shooting elites in training room with red brute plasma rifle during Boarding Action bonus mission" src="https://cdn.mos.cms.futurecdn.net/fpEcmby2v3Vktmbkg8YUta.jpg" mos="" align="middle" fullscreen="" width="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">Remake City</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="o3v3ZLnYCCoboQ39y9teEX" name="SS_ACBFR_combat_1" caption="" alt="Edward fights an Assassin in Assassin's Creed Black Flag Resynced" src="https://cdn.mos.cms.futurecdn.net/o3v3ZLnYCCoboQ39y9teEX.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: Ubisoft)</span></figcaption></figure><p class="fancy-box__body-text">Halo isn't the first time we've pondered the task of being too beholden to your source material. <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/assassin-s-creed/black-flag-resynced-should-have-followed-resident-evil-4s-lead-risks-make-a-remake-stronger/">Black Flag Resynced should have followed Resident Evil 4's lead – risks make a remake stronger.</a></p></div></div><p>Of course, Halo Studios already thought about this and so Halo: Campaign Evolved also includes a new three-mission prequel campaign, Operation Meteorite. These bonus missions see Master Chief teaming up with his best non-AI pal and fan-favorite Sergeant Johnson to investigate a mysterious research vessel to hopefully learn the location of the heart of the Covenant.</p><p>To be blunt, these missions are quite unremarkable. Despite taking place one year prior to the main campaign, what transpires is of no real relevance whatsoever. It essentially just establishes that Johnson and Chief are two bros who like to kill aliens together and find themselves in an almost Rogue One-style plot-hole-that-didn't-need-explaining story. Narratively, these missions end up being more relevant to Halo 2's story, so Halo fans can do the Leonardo DiCaprio pointing meme while it flies right over the heads of PS5 greenhorns.</p><p>These missions are also the only place in all of Halo: Campaign Evolved where you'll get to use the Battle Rifle and fight Brutes. Couple that with the limp narrative and Operation Meteorite ends up feeling more like a chance to deploy some fan service in the form of mild banter between Chief and Johnson, who wears Chief's 1999 MacWorld demo Orion armor, while also testing some things for the surely inevitable Halo 2: Evolved – there's even a gondola section!</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vfo4YaJksARW9ngUPooNva" name="Halo Campaign Evolved bonus mission 3 gondola elite" alt="Halo: Campaign Evolved player and sergeant johnson shooting an elite on a gondola in bonus mission 3 Heavy Burden" src="https://cdn.mos.cms.futurecdn.net/vfo4YaJksARW9ngUPooNva.jpg" mos="" align="middle" fullscreen="" width="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>Halo Studios clearly has a lot of respect for Bungie's legacy but has also avoided doing anything particularly interesting or new with it. I would have liked to have seen more substantial structural changes to levels given that the developers aren't bound by the technical limitations of the original Xbox. That resulted in recycled environments and backtracking through levels, which are neatly woven into the narrative, but it feels like a wasted opportunity to leverage such modern technology and then not put your own spin on those classics.</p><p>However, after trying to go bold with <a href="https://www.gamesradar.com/halo-4-terminal-locations-guide/">Halo 4</a>, <a href="https://www.gamesradar.com/halo-5-warzone-tips/">Halo 5</a>, and <a href="https://www.gamesradar.com/halo-infinite-guide/">Halo Infinite</a> and having to go back to the drawing board every time, I'm hardly surprised that this is how Halo: Campaign Evolved turned out. A modern recreation is certainly the safest option for Halo Studios and Xbox Game Studios, and it's a solid effort that resurrects what feels like a bygone era of single-player shooters. But, only because it copies the genre-defining Halo: Combat Evolved so closely. Why iterate on near-perfection? Yet, the promise of an evolved campaign experience, like Installation 04 itself, rings hollow, and I'm left wondering if playing it safe is really what Xbox should be aiming for with Halo right now.</p><p>Halo: Campaign Evolved was reviewed on PS5, with a code provided by the publisher.</p><p><em>Halo: Campaign Evolved is one of the </em><a href="https://www.gamesradar.com/best-fps-games/"><em>best FPS games</em></a><em> you can play this year, and if you're interested in the rest of the Halo series, take a look at our list of the </em><a href="https://www.gamesradar.com/best-halo-games/"><em>best Halo games</em></a><em>.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/halo/halo-campaign-evolved-review/</link>
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                            <![CDATA[ Bullet-spewing combat feels satisfyingly simple, while a handful of modernizations keep action slick ]]>
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                                                                        <pubDate>Thu, 23 Jul 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Halo]]></category>
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                                                                                                <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.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:description><![CDATA[Halo Campaign Evolved artwork showing Master Chief posing with his assault rifle on the ring]]></media:description>                                                            <media:text><![CDATA[Halo Campaign Evolved artwork showing Master Chief posing with his assault rifle on the ring]]></media:text>
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                                <p>It takes a moment to adjust to the fact I'm using a DualSense controller and my PS5 to play a Halo game – something which seemed like heresy only a few years ago. But from the moment I fire the iconic M6D Magnum pistol in Halo: Campaign Evolved, my muscle memory from years past kicks right back in. Navigating space cruiser Pillar of Autumn's rat's nest of corridors before crash-landing onto Installation 04 and mounting up in a warthog remains one of my favorite openings for a video game, and Halo Studios has recreated it with stunning accuracy.</p><p>Despite being a ground-up remake of the game that started it all for Halo (and arguably Xbox) 25 years ago, <a href="https://www.gamesradar.com/games/halo/halo-campaign-evolved-is-a-faithful-remake-tasked-with-relaunching-a-legendary-franchise-we-see-this-as-a-way-to-grow-expand-and-reconnect-the-halo-community/">it's impressive not only how instantly familiar Halo: Campaign Evolved feels but also how well it holds up</a>. But, after a full run of the campaign and its three new bonus missions, I can't help but feel that such a faithful approach might be to Halo: Campaign Evolved's detriment. It certainly looks the part, but there are so few flourishes that I also can't find many reasons to play it over what's come before.</p><h2 id="sacred-icon">Sacred Icon</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eHZcN74sdCPVMbeUJdaeUQ" name="Halo Campaign Evolved Halo shooting covenant from spirit" alt="Halo: Campaign Evolved player shooting covenant forces after they dropped out of a Spirit dropship on a grassy hill in Halo level" src="https://cdn.mos.cms.futurecdn.net/eHZcN74sdCPVMbeUJdaeUQ.jpg" mos="" align="middle" fullscreen="" width="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">Key info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date:</strong> July 28, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X/S<br><strong>Developer</strong>: Halo Studios<br><strong>Publisher: </strong>Xbox Game Studios</p></div></div><p>Playing through the opening half of Halo: Campaign Evolved reminded me that The Pillar of Autumn through to Assault on the Control Room really is an all-timer sequence of levels. You get to see almost the whole gamut of Halo environments, from claustrophobic spaceships to lush landscapes, rugged canyons, and esoteric Forerunner facilities.</p><p>These have all been beautifully and vibrantly rendered in Unreal Engine 5. Levels like 343 Guilty Spark and The Library benefit greatly from some significant visual improvements. Advanced lighting, a ghostly knee-high fog, and plenty of Flood goop all add to the mysterious atmosphere of these ancient installations, break up the monotony, and even amp up the horror.</p><p>I also can't deny that such dedication to realism means Campaign Evolved lacks a certain charm compared to the polygonal and yet timeless look of its precursor. Even so, it's also much kinder on the eyes compared to the brightly lit and overly detailed Anniversary remaster in The Master Chief Collection.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2VaNcEaJWiUzRcVStefspP" name="Halo Campaign Evolved Library sentinel beam" alt="Halo: Campaign Evolved player firing a sentinel beam at incoming Flood enemies in the Library" src="https://cdn.mos.cms.futurecdn.net/2VaNcEaJWiUzRcVStefspP.jpg" mos="" align="middle" fullscreen="" width="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>The visuals for Halo: Campaign Evolved are where the most obvious changes to the original lie, though there are a few mechanical additions to bring the original up to modern Halo standards. Namely, Master Chief can use smart-link aiming with any weapon and is <a href="https://www.gamesradar.com/games/halo/campaign-evolved-sprint-interview/">now allowed to sprint</a>. I found that both can be safely ignored for a classic feel (there's even a Skull that fully disables sprinting if you hate it that much), with sprinting being a nice addition to simply get around some of the larger levels a bit faster. It hardly dictates the flow of combat with the only foes that really pushed me to sprint mid-combat being aggressive chargers like Hunters, energy sword Elites, and the hulking Pure Form Flood.</p><p>Although, I was a little disappointed to see health packs have been cut in favor of Chief regenerating health. This always felt like a nice separation between his Mark 5 and Mark 6 Mjolnir amor, with the latter appearing from Halo 2 onwards along with fully regenerating health – a reminder that Master Chief isn't quite so invincible that encouraged you to play a little more tactically rather than charging in like a barbarian.</p><iframe src="https://content.jwplatform.com/players/Ivg8RqJn.html" id="Ivg8RqJn" title="Halo: Campaign Evolved is a faithful remake but perhaps only PS5 players will care" width="1920" height="1080" frameborder="0" scrolling="auto" allowfullscreen></iframe><p>With that said, going in guns blazing at all times on Normal difficulty is where Halo: Campaign Evolved really shines, feeling closer to the original game's Heroic difficulty. Measured aggression in the face of the Covenant and using every tool in Chief's arsenal means you can play more like Doomguy, strafing around and filling each enemy with lead or pistol-whipping them before charging to the next. And it’s still as satisfying as ever to perfectly Hail Mary a plasma grenade into a cluster of Grunts, sending them wailing and flying.</p><p>So, with the 2001 classic acting as such a solid foundation, it's practically impossible to not have a good time playing Halo: Campaign Evolved, at the very least. I was initially apprehensive that these relatively simple 25-year-old design principles just wouldn't hold up in a time of fast-paced movement shooters and vast open worlds. Surely such a basic feel would make for a terrible first impression for PS5 players who may have no idea what Halo even is, let alone never played it before. But I think it's this simplicity that makes it shine. As such a faithful remake of its forerunner, Halo: Campaign Evolved is a first-person shooter in its purest form.</p><h2 id="unnatural-formation">Unnatural formation</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jhyzVHp6bxCA7zwcjZMY7Q" name="Halo Campaign Evolved Truth and Reconciliation energy sword" alt="Halo: Campaign Evolved player wielding an energy sword aboard the Truth and Reconciliation preparing to slash at an Elite" src="https://cdn.mos.cms.futurecdn.net/jhyzVHp6bxCA7zwcjZMY7Q.jpg" mos="" align="middle" fullscreen="" width="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><a href="https://www.gamesradar.com/games/halo/i-had-a-blast-playing-halo-campaign-evolved-but-its-not-the-remake-halo-deserves/">The more I play Halo: Campaign Evolved the more I also realize that this commitment to faithfulness is a double-edged sword</a>. How can a game titled "Campaign Evolved" claim to be an evolution if it sticks so closely to its source material?</p><p>Sprinting, regenerating health, and other modernizations are joined by minor tweaks to level design and dialogue, and an expanded arsenal. The Energy Sword, Sentinel Beam, and Wraith tank, all previously tantalizingly out of reach for Chief in the original, can now be wielded to great effect on the ring – they're even joined by the Needle Rifle, SMG, and Fuel Rod Gun, further fleshing out the already excellent weapon sandbox.</p><p>The Library, my least favorite level in Halo: Combat Evolved for its monotonous and labyrinthine structure, has been redesigned a little to trim the fat and inject a bit of variety to its vast halls. You go down instead of up now! That vastness certainly had its own appeal, but I'd be lying if I said I wasn't glad that it's a considerably more intuitive place to navigate in Halo: Campaign Evolved. It still feels maze-like without you getting lost, providing a greater sense of momentum even as the incessant monitor orb Guilty Spark dawdles and spouts nonsense. But it's a crying shame that Cortana no longer tells him to "sod off" at the start of Two Betrayals.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qCCepBE6mq6QaxZJ7bLzTQ" name="Halo Campaign Evolved Assault on the Control Room wraith" alt="Halo: Campaign Evolved player piloting covenant wraith tank and blowing up enemies with plasma mortar in Assault on the control room" src="https://cdn.mos.cms.futurecdn.net/qCCepBE6mq6QaxZJ7bLzTQ.jpg" mos="" align="middle" fullscreen="" width="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>The stunning scenery that is arguably one of the main draws of Halo: Campaign Evolved also comes at the cost of Unreal Engine 5 choppiness. I noticed that whenever there were lots of enemies on screen or plenty of particle effects going off at once, animation frame rates would noticeably plummet. Nothing game-breaking, but hardly what I'd expect from something that is so otherwise polished.</p><p>Hopping back into Halo: Combat Evolved via The Master Chief Collection made me realize that this remake's changes are unfortunately quite inconsequential. Halo Studios has imitated the original so well that there is little that Halo: Campaign Evolved does that makes it an essential play. Obviously, if you only have a PS5, then Halo: Campaign Evolved is your sole option – that's also ultimately who this game is for too – but I find it difficult to recommend to anyone else when The Master Chief Collection, and therefore the original Halo, is widely available.</p><h2 id="i-think-we-re-just-getting-started">I think we're just getting started</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fpEcmby2v3Vktmbkg8YUta" name="Halo Campaign Evolved bonus mission 1 elite training room" alt="Halo: Campaign Evolved player shooting elites in training room with red brute plasma rifle during Boarding Action bonus mission" src="https://cdn.mos.cms.futurecdn.net/fpEcmby2v3Vktmbkg8YUta.jpg" mos="" align="middle" fullscreen="" width="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">Remake City</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="o3v3ZLnYCCoboQ39y9teEX" name="SS_ACBFR_combat_1" caption="" alt="Edward fights an Assassin in Assassin's Creed Black Flag Resynced" src="https://cdn.mos.cms.futurecdn.net/o3v3ZLnYCCoboQ39y9teEX.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: Ubisoft)</span></figcaption></figure><p class="fancy-box__body-text">Halo isn't the first time we've pondered the task of being too beholden to your source material. <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/assassin-s-creed/black-flag-resynced-should-have-followed-resident-evil-4s-lead-risks-make-a-remake-stronger/">Black Flag Resynced should have followed Resident Evil 4's lead – risks make a remake stronger.</a></p></div></div><p>Of course, Halo Studios already thought about this and so Halo: Campaign Evolved also includes a new three-mission prequel campaign, Operation Meteorite. These bonus missions see Master Chief teaming up with his best non-AI pal and fan-favorite Sergeant Johnson to investigate a mysterious research vessel to hopefully learn the location of the heart of the Covenant.</p><p>To be blunt, these missions are quite unremarkable. Despite taking place one year prior to the main campaign, what transpires is of no real relevance whatsoever. It essentially just establishes that Johnson and Chief are two bros who like to kill aliens together and find themselves in an almost Rogue One-style plot-hole-that-didn't-need-explaining story. Narratively, these missions end up being more relevant to Halo 2's story, so Halo fans can do the Leonardo DiCaprio pointing meme while it flies right over the heads of PS5 greenhorns.</p><p>These missions are also the only place in all of Halo: Campaign Evolved where you'll get to use the Battle Rifle and fight Brutes. Couple that with the limp narrative and Operation Meteorite ends up feeling more like a chance to deploy some fan service in the form of mild banter between Chief and Johnson, who wears Chief's 1999 MacWorld demo Orion armor, while also testing some things for the surely inevitable Halo 2: Evolved – there's even a gondola section!</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vfo4YaJksARW9ngUPooNva" name="Halo Campaign Evolved bonus mission 3 gondola elite" alt="Halo: Campaign Evolved player and sergeant johnson shooting an elite on a gondola in bonus mission 3 Heavy Burden" src="https://cdn.mos.cms.futurecdn.net/vfo4YaJksARW9ngUPooNva.jpg" mos="" align="middle" fullscreen="" width="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>Halo Studios clearly has a lot of respect for Bungie's legacy but has also avoided doing anything particularly interesting or new with it. I would have liked to have seen more substantial structural changes to levels given that the developers aren't bound by the technical limitations of the original Xbox. That resulted in recycled environments and backtracking through levels, which are neatly woven into the narrative, but it feels like a wasted opportunity to leverage such modern technology and then not put your own spin on those classics.</p><p>However, after trying to go bold with <a href="https://www.gamesradar.com/halo-4-terminal-locations-guide/">Halo 4</a>, <a href="https://www.gamesradar.com/halo-5-warzone-tips/">Halo 5</a>, and <a href="https://www.gamesradar.com/halo-infinite-guide/">Halo Infinite</a> and having to go back to the drawing board every time, I'm hardly surprised that this is how Halo: Campaign Evolved turned out. A modern recreation is certainly the safest option for Halo Studios and Xbox Game Studios, and it's a solid effort that resurrects what feels like a bygone era of single-player shooters. But, only because it copies the genre-defining Halo: Combat Evolved so closely. Why iterate on near-perfection? Yet, the promise of an evolved campaign experience, like Installation 04 itself, rings hollow, and I'm left wondering if playing it safe is really what Xbox should be aiming for with Halo right now.</p><p>Halo: Campaign Evolved was reviewed on PS5, with a code provided by the publisher.</p><p><em>Halo: Campaign Evolved is one of the </em><a href="https://www.gamesradar.com/best-fps-games/"><em>best FPS games</em></a><em> you can play this year, and if you're interested in the rest of the Halo series, take a look at our list of the </em><a href="https://www.gamesradar.com/best-halo-games/"><em>best Halo games</em></a><em>.</em></p>
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                                                            <title><![CDATA[ I’m a Lego collector, and Darth Vader’s Star Destroyer is impressive, most impressive ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I’ve been looking forward to getting my Empire-loving mitts on the Lego Star Wars Imperial Star Destroyer (75394). Not only is the capital ship one of the most iconic vessels from the Original Trilogy, but its pair of playset predecessors are some of the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego set</a> classics in their own right. You have to go all the way back to 2006’s set 6211 to witness Billund’s first iteration of this menacing triangular spacecraft, and what a marvelous effort it was for the time. </p><p>Jump to 2014, and Lego released set 75055, which was immediately considered the definitive offering. Due to the Star Destroyer’s rather simplistic, angular shape, you’d be hard-pressed to find a set that’s been around this long while physically changing so little. The very latest incarnation that I’m reviewing today might be the smallest of the bunch, but it also has the most pieces. </p><p>Although it isn’t named as such by Lego, this particular incarnation is evidently <em>Devastator</em>, which served as Darth Vader’s flagship in both <em>Rogue One: A Star Wars Story</em> and <em>Episode IV: A New Hope</em> before the Dark Lord of the Sith transitioned to the Super Star Destroyer <em>Executor</em>.</p><p>Evidence of this can be found in an information-panel sticker that features both R2-D2 and C-3PO, as well as the presence of a Commander Praji Minifigure, who tells Vader that the Death Star plans were not aboard the Tantive IV at the beginning of <em>A New Hope</em>. If this playset can get close to my glowing <a href="https://www.gamesradar.com/toys-collectibles/lego-star-wars-the-dark-falcon-75389-review/">Dark Falcon (75389)</a> review, it'll be impressive, <em>most impressive</em>. So, let’s crack open the box and get building to find out if Lego’s latest star destroyer is a resounding success or has failed me for the last time… </p><h2 class="article-body__section" id="section-lego-star-wars-imperial-star-destroyer-75394-features"><span>Lego Star Wars Imperial Star Destroyer (75394): Features</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$159.99 / £149.99</p></td></tr><tr><td class="firstcol " ><p>Ages</p></td><td  ><p>10+</p></td></tr><tr><td class="firstcol " ><p>Complexity</p></td><td  ><p>Medium</p></td></tr><tr><td class="firstcol " ><p>Pieces</p></td><td  ><p>1,555</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>4hrs 5mins</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>H: 6" (16cm) L: 18" (46cm) W: 11" (29cm)</p></td></tr><tr><td class="firstcol " ><p>Item Number</p></td><td  ><p>75394</p></td></tr></tbody></table></div><ul><li><strong>1,555 pieces</strong></li><li><strong>10+ age rating</strong></li><li><strong>Seven minifigures</strong></li></ul><p>The Lego Star Wars Imperial Star Destroyer (75394) retails for <a href="https://www.lego.com/en-us/product/imperial-star-destroyer-75394" target="_blank" rel="sponsored">$159.99</a> / <a href="https://www.lego.com/en-gb/product/imperial-star-destroyer-75394" target="_blank" rel="sponsored">£149.99</a> and hovers just below or just within Lego’s price-per-piece average (depending on where you look). Although the Star Destroyer has shrunk over time, it’s still one of Lego Star Wars’ most substantial playsets, beaten only by The Dark Falcon and the recently announced Offworld Sandcrawler and Mudhorn (75453). </p><p>Pieces don’t tell the whole story, but if you compare the Imperial Star Destroyer’s price point and 1,555 piece count to the Battle of Felucia Separatist MTT (75435), which has just 976 pieces and retails for <a href="https://www.lego.com/en-us/product/battle-of-felucia-separatist-mtt-75435" target="_blank" rel="sponsored">$159.99</a> / <a href="https://www.lego.com/en-gb/product/battle-of-felucia-separatist-mtt-75435" target="_blank" rel="sponsored">£139.99</a>, it starts to look like a decent deal. And the MTT isn't a one-off; several other medium-to-large playsets are similarly priced. I have also seen the Imperial Star Destroyer available with healthy discounts, so you should be able to pick it up for less if you’re patient. </p><h2 class="article-body__section" id="section-lego-star-wars-imperial-star-destroyer-75394-build"><span>Lego Star Wars Imperial Star Destroyer (75394): Build</span></h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/ggrjKduk7wkdChFBP7zobL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/9WtCiteQEhtCVm62ZMHAjK.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6jctgY2sdviSpkk3ypeNaL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/geWW6Y584VEnEVb5z7Z3dK.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/3kfXnD5cKHJTX8SS4ZQsYM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/THUJfwvHaggf9JoSZ8hZzK.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><ul><li><strong>Four-hour build</strong></li><li><strong>May prove too repetitive for younger builders</strong></li><li><strong>13 stickers</strong></li></ul><p>Putting together the Lego Star Wars Imperial Star Destroyer (75394) will be very familiar to anyone who’s built a Star Destroyer playset before, particularly the previous 2014 offering, which uses many of the same build techniques. You still build up the interior first, before applying a triangular Technic chassis, which houses the fold-out paneling. </p><p>The set comprises 1,555 pieces, split across 14 paper-bagged sections and took me just over four hours to put together. If you haven’t built a Star Destroyer playset before, it’s a fun experience. It’s rather unusual when building a large vessel to start by piecing together and detailing the interior almost immediately. You then move on to the framework of the rear, construct the carrying handle, and piece together the triangular chassis. I was particularly impressed with how hinged pieces are used to angle Technic pins so that they fit snugly into the slanted beams.</p><div><blockquote><p>The turret mechanism is virtually the same as the one on the 2014 star destroyer and is a classic case of: if it ain’t broke, don’t fix it."</p></blockquote></div><p>The engines and command bridge come next; the bridge is very similar to the 2014 model in that it relies on clips so that each panel faces outwards and is angled accordingly. You then move onto the huge side panels before progressing onto the surprisingly chunky top panel. The turret mechanism is virtually the same as the one on the 2014 Star Destroyer and is a classic case of: <em>if it ain’t broke, don’t fix it</em>. Rather than an overly complicated Technic arrangement, the mechanism is built entirely with classic Lego pieces that simply slide back and forth to swivel each row of turrets in unison. </p><p>The difficulty of this build is roughly what you’d expect from a big Lego Star Wars ship. Some occasionally challenging Technic sections require a little bit of force to get each pin to slot in place, but most of the time is spent laying down large tiles. I find this process to be rather therapeutic, but the size and symmetrical nature of this playset means there’s <em>a lot</em> of repetition that will no doubt challenge the attention span of younger builders. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:8256px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="J7qnoyNamdAj74fuVVmr3L" name="Mike1-11" alt="Lego Star Wars Imperial Star Destroyer (75394)" src="https://cdn.mos.cms.futurecdn.net/J7qnoyNamdAj74fuVVmr3L.jpg" mos="" align="middle" fullscreen="1" width="8256" height="4644" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/J7qnoyNamdAj74fuVVmr3L.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>The monotone gray aesthetic does mean you have to pay attention, as it’s very easy to pick up the wrong tile length or accidentally place a piece a stud or two off position. As always, kudos to Lego for splitting the minifigures evenly across the build, so there’s always something for youngsters to play with while an adult helps out with the ship. </p><p>If you've read any of my Lego reviews before, you’ll know that I’m not a fan of stickers. This set has 13 stickers and while I’d still prefer more printed pieces in this price range, most of the stickers represent information panels, which are a necessity. I also like the inclusion of R2-D2 and C-3PO on one of the panels and the holographic information panels at the rear of the ship with schematics for both the Star Destroyer, a couple of TIE Fighters and what looks like a map of the system the ship is in orbit.</p><h2 class="article-body__section" id="section-lego-star-wars-imperial-star-destroyer-75394-design"><span>Lego Star Wars Imperial Star Destroyer (75394): Design</span></h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/buvpriGnV3H4XuSGNrBicL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/3eVaDgXwpcBUi5ReLA9KWL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/MVcrATmNBq8prAQogrrRUL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/3P3dSxuLNdxeTsLcG95gTL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/oykYSucfC7e9WqrHJsYKPL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/qHurjZc3bH29S4Ekm2bzJL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/i6iAugJDta5QZNmQDMyk8L.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><ul><li><strong>Display worthy </strong></li><li><strong>Full interior </strong></li><li><strong>Plenty of playability</strong></li></ul><p>Lego’s shrinkflation has been well documented, so I wasn’t surprised when I learned that this would be the smallest Star Destroyer playset to date. However, it’s a good example of how a smaller set doesn’t have to compromise heavily on accuracy, features and playability. </p><p>This is quite simply the best-looking Star Destroyer playset Lego has ever created. It’s subtly flatter than the previous models, which is more accurate to the prototype, although the removable mid-section beneath the command bridge is still a bit too chunky, giving the ship a slightly stylized aesthetic. That said, it's still a playset that could sit alongside Lego models intended for display and it wouldn't look out of place. </p><p>A subtle design choice I particularly like is the decision to remove most of the dark-gray bricks that are dotted around the previous two models. The monotone finish is more in keeping with the Star Destroyers seen in the movies. And that's not the only change that's resulted in a cleaner finish... </p><div><blockquote><p>This is quite simply the best-looking Star Destroyer playset Lego has ever created."</p></blockquote></div><p>Lego has completely hidden the carrying handle behind two hinged doors. It’s a simple touch, but a welcome one that delivers a sleeker aesthetic. Large playsets tend to be a little bit delicate, so I’m always pleased to find a sturdy handle that kids can use to swoop and swish the ship around. </p><p>Finally, the 2014 model has green flick-fire missiles, too, but the fluorescent rear of each missile is visible, which isn’t prototypical and creates a decidedly toyish look. In the new set, all but the tip of each missile is completely enclosed, with a simple Technic beam mechanism on each side, which you press down to fire the missiles. It’s a genius and simple solution that elevates the exterior greatly. </p><p>All of these changes have made for a more accurate, sleeker and overall tidier exterior that looks more like a display model than a playset, which is a huge compliment. My only complaints are that just three of the seven rear thrusters house clear blue cylindrical pieces to represent firing ion engines. And finally, a few rounded plates on the base would have made the ship glide along carpets more easily during play.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/emXV6tE7z5FtCC37yFHLtL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/xS9tssJeXJLPTgjwA69wrL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/DNaqzDazoWVRQRMxnPRSfL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/rv4yfYNg7EFGfMxxUiGbvK.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/df39oKwkZNQ6L7i8D58UuK.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/fHenZDUHqc7crAmMwbEYkK.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>You’d think that the interior would really highlight the smaller scale, but this might just be my favorite Star Destroyer interior yet, with a couple of caveats. Getting to the interior requires gently removing the central structure beneath the bridge. This isn’t connected to anything, which can feel a little suspect, but I’ve found it to be solid enough and much more accessible for youngsters than having to remove pins or unclip pieces. The side flaps then simply fold out flat. </p><p>I’ve always thought that the interiors on the 2006 and 2014 models were a little sparse. You had more real estate for figures, but the detail was lacking. What I like about this latest model is that the interior feels busier. At the front you’ve got a bridge section and at the rear you’ve got a desk with an information pad and coffee cup, storage boxes, two large holographic panels, a holotable that represents an ensuing battle, and what looks like a medical station with a panel, a syringe and flap that houses a bacta tank. There’s plenty of room to position minifigures and overall I think this is a fantastic interior. </p><p>The only shortcoming is the front bridge section. It’s more cramped than the 2014 model and the only place where I feel the smaller size lets the ship down. Not only is it a bit of a squeeze to sit figures in the two available seats, but one seat isn’t even aligned with an information panel, which seems like a bit of an awkward oversight. Personally, I wish the designers had moved the wall that’s next to the seats back just two studs to create a little more room. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/yieQ8tZ2qcWy586aATBtFM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption>Darth Vader <small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/VEyboYXG3inVM3Pkv2VhMM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/jbCdhuZTYLyDmZ5mt85mPM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption>Commander Praji <small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/WkDY7vexxFcD8HKBna62TM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption>Imperial Gunner <small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/iRW9Aft5rXcJ7Ha96HEMWM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>Seven minifigures are a good haul for a set of this size. Although he’s one of the most replicated characters in minifigure form, Darth Vader is my pick of the bunch. This variant was available via the now-discontinued Darth Vader Mech (75368) and can also be picked up via the new Darth Vader Bust (75439). He features what I think is the best face print to represent Sebastian Shaw’s unmasking during <em>Return of the Jedi</em> and is a premium offering with printed arms, legs, hips, and torso (front and back). </p><p>This Vader sports the traditional, stiff cape, although I do prefer the softer fabric that’s more prevalent nowadays; but that’s personal preference. As always, the helmet is exquisite – arguably the best helmet Lego has ever produced! It’s beautifully moulded and split into two pieces, so you can remove the helmet to reveal the bevor beneath.</p><p>Commander Praji is the only other named Minifigure, apart from the bonus Cal Kestis ‘fig’, who I’ll get to later. As with most imperial officers, there’s a limit to what Lego can do given the inherent simplicity of their uniforms. Praji has some decent sideburns going on in <em>A New Hope</em>, so it’s a shame these weren’t added to the face print; otherwise, you’ve got a simple officer’s hat and torso (front and back) printing. </p><p>Praji is one of three figures that are exclusive to this set, along with Cal Kestis and the Imperial Gunner. Only the latter’s female face print differs from other recent incarnations. This is a solid figure with leg, hip and torso (front and back) printing, along with a neat molded helmet with an Imperial emblem and some colored buttons. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/7gvVnr4iGGmWqJvTkcpuQM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption>Imperial Navy Trooper <small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/YvkM7gvqPnW8n72ciNn57M.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Fjd6z9yUw2auLF9ezrp5KM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption>Imperial Crew Member <small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/HLD4SjDD4nRo3R43D7bmsL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption>Stormtrooper <small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6729hEXEV2m5KzgKVpdNtL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/3DjZjqH4qHfSAvcbdvYzyL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption>Cal Kestis <small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/BytXwZt7Z5xG5ym6BNkfYM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>The Imperial Navy Trooper is the weakest trooper minifigure. He only has torso (front and back) printing, but I do like the chinstrap on the dual face print and the molded helmet looks the part. The Imperial Crew Member Minifigure is also available in the Lego Death Star (75419), but other similar variants have been available before. He’s a low-key highlight, with torso (front and back), hip and leg printing, as well as a lovely face print that features a headset. Definitely this set’s understated gem. </p><p>And finally, the Stormtrooper minifigure might be one of the easiest troopers to come by, but it’s also one of my favorites. This one is a female variant, and while a non-articulating helmet is a frustration for some collectors, it has never bothered me. I love the way this figure looks. She has leg and torso printing (front and back). Arm and hip printing would be a welcome upgrade, but blank white spaces don’t detract from what is a top-tier trooper minifigure with a helmet mold that rivals even Vader’s. </p><p>Cal Kestis isn’t technically part of this Star Destroyer’s official Minifigure roster because he’s an exclusive figure in celebration of Lego Star Wars’ 25th anniversary. Seven anniversary figures were available in various sets, but Cal is one of the most sought-after due to being the beloved main protagonist from the <a href="https://www.gamesradar.com/star-wars-jedi-fallen-order-preview/https://www.gamesradar.com/star-wars-jedi-fallen-order-review/">Star Wars Jedi: Fallen Order</a> and <a href="https://www.gamesradar.com/star-wars-jedi-survivor-review/">Jedi: Survivor</a> video games. This is also the very first time he’s been replicated in minifigure form. He’s dressed in his attire from the first game and features torso (front and back), hip, leg, foot and dual face printing, as well as a printed anniversary display base. He’s a great figure, but I do think it’s a shame he doesn’t come with his droid companion BD-1.</p><h2 class="article-body__section" id="section-should-you-buy-the-lego-star-wars-imperial-star-destroyer-75394"><span>Should you buy the Lego Star Wars Imperial Star Destroyer (75394)?</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:8092px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NnsmEHPbuEeaM5VFscAEDL" name="Mike1-12" alt="Lego Star Wars Imperial Star Destroyer (75394)" src="https://cdn.mos.cms.futurecdn.net/NnsmEHPbuEeaM5VFscAEDL.jpg" mos="" align="middle" fullscreen="1" width="8092" height="4552" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/NnsmEHPbuEeaM5VFscAEDL.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>In a Lego Star Wars galaxy of medium-sized playsets and evermore ambitious Ultimate Collector Series behemoths, I’m still very much of the opinion that a good-quality large playset is the sweet spot for many child and adult brick fanatics alike. And with the retirement of the Millennium Falcon (75257), the Lego Star Wars Imperial Star Destroyer (75394) is one of only two sets (available at the time of writing) that scratch that itch. </p><p>But as much as I love The Dark Falcon, the multi-verse-esque theme isn’t for everyone. I’m therefore over the moon (that’s no moon!) that this latest Star Destroyer is an absolute hit. The downsizing will anger some hardcore collectors, but it’s difficult to fault the execution. As far as I’m concerned, this is Lego’s best-looking Star Destroyer playset from the outside <em>and inside</em>. Sure, the command bridge interior is a little cramped, but this is the first Star Destroyer playset where the entire interior is interesting to look at. </p><p>If you already own a Star Destroyer playset – particularly the previous 2014 version – this is a refinement, not a major overhaul. But bar the aforementioned bridge and a slightly chunky midsection, I’m finding it hard to imagine how the formula could be improved upon at this scale. </p><p>To top everything off, you get a decent roster of seven minifigures. Some of the troopers are a little bit basic, but Darth Vader and that 25th-anniversary Cal Kestis are highlights. It’s hard to think of a Lego Star Wars capital ship that was a dud. Which reminds me, now the Imperial Star Destroyer is in the bag, can we have a follow-up to the Venator-Class Republic Attack Cruiser (8039) please, Lego?</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>Largely familiar fare for existing Star Destroyer owners but an enjoyable, meaty build for everyone else.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Accessibility</p></td><td  ><p>Not a difficult set to put together, but inherent repetition and mostly gray pieces could prove challenging for youngsters.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Instruction quality</p></td><td  ><p>What you’d expect from a playset. No bells and whistles like an 18+ set, but mostly clear instructions that are easy enough to follow. </p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Extra features</p></td><td  ><p>The 25th anniversary figure adds to an already strong roster of minifigures and the ship itself is bristling with playability features.</p></td><td  ><p>5/5</p></td></tr></tbody></table></div><h2 id="buy-it-if-10">Buy it if...</h2><div class="product"><p>✅ <strong>You want Cal Kestis</strong><br>This is your only chance to pick up the 25th anniversary Cal Kestis Minifigure, so get him before this set retires and his stock blasts into hyperspace.</p></div><div class="product"><p>✅ <strong>You're buying for a kid</strong><br>This set is big, comes with plenty of minifigures and features a full interior. It'll keep young padawans occupied for hours.</p></div><h2 id="don-t-buy-it-if-5">Don't buy it if...</h2><div class="product"><p>❌ <strong>You’ve already got the 2016 Star Destroyer</strong><br>This is a smaller and more refined version of the 2016 offering, but it’s not different enough to warrant an upgrade unless you’re an ardent collector or are building a fleet.<a class="view-deal button" href="" target="_blank" rel="nofollow" data-dimension112="1e86cce0-85da-11f1-9e81-c9856097fd75" data-action="Deal Block" data-label="❌ You’ve already got the 2016 Star DestroyerThis is a smaller and more refined version of the 2016 offering, but it’s not different enough to warrant an upgrade unless you’re an ardent collector or are building a fleet." data-dimension48="❌ You’ve already got the 2016 Star DestroyerThis is a smaller and more refined version of the 2016 offering, but it’s not different enough to warrant an upgrade unless you’re an ardent collector or are building a fleet." data-dimension25="">View Deal</a></p></div><div class="product"><p>❌ <strong>You don’t want another ‘big gray ship’</strong><br>Lego Star Wars is famous for its big gray ships, but the Dark Falcon and <a href="https://www.gamesradar.com/toys-collectibles/lego-star-wars-ucs-jango-fetts-firespray-class-starship-75409-review/" data-dimension112="1e86cd4e-85da-11f1-9496-ade2adcf72d4" data-action="Deal Block" data-label="Lego Jango Fett's Firespray-Class Starship (75409)" data-dimension48="Lego Jango Fett's Firespray-Class Starship (75409)" data-dimension25="">Lego Jango Fett's Firespray-Class Starship (75409)</a> are refreshing departures from the norm. </p></div><h2 class="article-body__section" id="section-how-i-tested-the-lego-star-wars-imperial-star-destroyer-75394"><span>How I tested the Lego Star Wars Imperial Star Destroyer (75394)</span></h2><p>This review sample was provided by Lego.</p><p>My army of astromech droids and I built the Lego Star Wars Imperial Star Destroyer (75394) in six sittings, where it took just over four hours to build. It sat in my study for a couple of weeks so I could admire it and during the photo shoot, I made sure it was moved, swooshed and played with to test its durability as a toy.</p><p>I’ve been collecting Lego since the ‘90s, so you can bet your last galactic credit that I’m passionate about Billund’s bricks. And if there’s one thing I like just as much as Lego, it’s Star Wars, so the two together is a match made in Alderaan.</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>
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                            <![CDATA[ Lego Star Wars Imperial Star Destroyer (75394) review ]]>
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                                                                        <pubDate>Wed, 22 Jul 2026 14:32:34 +0000</pubDate>                                                                                                                                <updated>Mon, 10 Aug 2026 13:35:04 +0000</updated>
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                                                                                                                    <dc:creator><![CDATA[ Mike Harris ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/xsmEhY988aWCJfUqRwSoYX.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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                                <p>I’ve been looking forward to getting my Empire-loving mitts on the Lego Star Wars Imperial Star Destroyer (75394). Not only is the capital ship one of the most iconic vessels from the Original Trilogy, but its pair of playset predecessors are some of the <a href="https://www.gamesradar.com/best-lego-sets-and-kits/">best Lego set</a> classics in their own right. You have to go all the way back to 2006’s set 6211 to witness Billund’s first iteration of this menacing triangular spacecraft, and what a marvelous effort it was for the time. </p><p>Jump to 2014, and Lego released set 75055, which was immediately considered the definitive offering. Due to the Star Destroyer’s rather simplistic, angular shape, you’d be hard-pressed to find a set that’s been around this long while physically changing so little. The very latest incarnation that I’m reviewing today might be the smallest of the bunch, but it also has the most pieces. </p><p>Although it isn’t named as such by Lego, this particular incarnation is evidently <em>Devastator</em>, which served as Darth Vader’s flagship in both <em>Rogue One: A Star Wars Story</em> and <em>Episode IV: A New Hope</em> before the Dark Lord of the Sith transitioned to the Super Star Destroyer <em>Executor</em>.</p><p>Evidence of this can be found in an information-panel sticker that features both R2-D2 and C-3PO, as well as the presence of a Commander Praji Minifigure, who tells Vader that the Death Star plans were not aboard the Tantive IV at the beginning of <em>A New Hope</em>. If this playset can get close to my glowing <a href="https://www.gamesradar.com/toys-collectibles/lego-star-wars-the-dark-falcon-75389-review/">Dark Falcon (75389)</a> review, it'll be impressive, <em>most impressive</em>. So, let’s crack open the box and get building to find out if Lego’s latest star destroyer is a resounding success or has failed me for the last time… </p><h2 class="article-body__section" id="section-lego-star-wars-imperial-star-destroyer-75394-features"><span>Lego Star Wars Imperial Star Destroyer (75394): Features</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$159.99 / £149.99</p></td></tr><tr><td class="firstcol " ><p>Ages</p></td><td  ><p>10+</p></td></tr><tr><td class="firstcol " ><p>Complexity</p></td><td  ><p>Medium</p></td></tr><tr><td class="firstcol " ><p>Pieces</p></td><td  ><p>1,555</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>4hrs 5mins</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>H: 6" (16cm) L: 18" (46cm) W: 11" (29cm)</p></td></tr><tr><td class="firstcol " ><p>Item Number</p></td><td  ><p>75394</p></td></tr></tbody></table></div><ul><li><strong>1,555 pieces</strong></li><li><strong>10+ age rating</strong></li><li><strong>Seven minifigures</strong></li></ul><p>The Lego Star Wars Imperial Star Destroyer (75394) retails for <a href="https://www.lego.com/en-us/product/imperial-star-destroyer-75394" target="_blank" rel="sponsored">$159.99</a> / <a href="https://www.lego.com/en-gb/product/imperial-star-destroyer-75394" target="_blank" rel="sponsored">£149.99</a> and hovers just below or just within Lego’s price-per-piece average (depending on where you look). Although the Star Destroyer has shrunk over time, it’s still one of Lego Star Wars’ most substantial playsets, beaten only by The Dark Falcon and the recently announced Offworld Sandcrawler and Mudhorn (75453). </p><p>Pieces don’t tell the whole story, but if you compare the Imperial Star Destroyer’s price point and 1,555 piece count to the Battle of Felucia Separatist MTT (75435), which has just 976 pieces and retails for <a href="https://www.lego.com/en-us/product/battle-of-felucia-separatist-mtt-75435" target="_blank" rel="sponsored">$159.99</a> / <a href="https://www.lego.com/en-gb/product/battle-of-felucia-separatist-mtt-75435" target="_blank" rel="sponsored">£139.99</a>, it starts to look like a decent deal. And the MTT isn't a one-off; several other medium-to-large playsets are similarly priced. I have also seen the Imperial Star Destroyer available with healthy discounts, so you should be able to pick it up for less if you’re patient. </p><h2 class="article-body__section" id="section-lego-star-wars-imperial-star-destroyer-75394-build"><span>Lego Star Wars Imperial Star Destroyer (75394): Build</span></h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/ggrjKduk7wkdChFBP7zobL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/9WtCiteQEhtCVm62ZMHAjK.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6jctgY2sdviSpkk3ypeNaL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/geWW6Y584VEnEVb5z7Z3dK.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/3kfXnD5cKHJTX8SS4ZQsYM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/THUJfwvHaggf9JoSZ8hZzK.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><ul><li><strong>Four-hour build</strong></li><li><strong>May prove too repetitive for younger builders</strong></li><li><strong>13 stickers</strong></li></ul><p>Putting together the Lego Star Wars Imperial Star Destroyer (75394) will be very familiar to anyone who’s built a Star Destroyer playset before, particularly the previous 2014 offering, which uses many of the same build techniques. You still build up the interior first, before applying a triangular Technic chassis, which houses the fold-out paneling. </p><p>The set comprises 1,555 pieces, split across 14 paper-bagged sections and took me just over four hours to put together. If you haven’t built a Star Destroyer playset before, it’s a fun experience. It’s rather unusual when building a large vessel to start by piecing together and detailing the interior almost immediately. You then move on to the framework of the rear, construct the carrying handle, and piece together the triangular chassis. I was particularly impressed with how hinged pieces are used to angle Technic pins so that they fit snugly into the slanted beams.</p><div><blockquote><p>The turret mechanism is virtually the same as the one on the 2014 star destroyer and is a classic case of: if it ain’t broke, don’t fix it."</p></blockquote></div><p>The engines and command bridge come next; the bridge is very similar to the 2014 model in that it relies on clips so that each panel faces outwards and is angled accordingly. You then move onto the huge side panels before progressing onto the surprisingly chunky top panel. The turret mechanism is virtually the same as the one on the 2014 Star Destroyer and is a classic case of: <em>if it ain’t broke, don’t fix it</em>. Rather than an overly complicated Technic arrangement, the mechanism is built entirely with classic Lego pieces that simply slide back and forth to swivel each row of turrets in unison. </p><p>The difficulty of this build is roughly what you’d expect from a big Lego Star Wars ship. Some occasionally challenging Technic sections require a little bit of force to get each pin to slot in place, but most of the time is spent laying down large tiles. I find this process to be rather therapeutic, but the size and symmetrical nature of this playset means there’s <em>a lot</em> of repetition that will no doubt challenge the attention span of younger builders. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:8256px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="J7qnoyNamdAj74fuVVmr3L" name="Mike1-11" alt="Lego Star Wars Imperial Star Destroyer (75394)" src="https://cdn.mos.cms.futurecdn.net/J7qnoyNamdAj74fuVVmr3L.jpg" mos="" align="middle" fullscreen="1" width="8256" height="4644" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/J7qnoyNamdAj74fuVVmr3L.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>The monotone gray aesthetic does mean you have to pay attention, as it’s very easy to pick up the wrong tile length or accidentally place a piece a stud or two off position. As always, kudos to Lego for splitting the minifigures evenly across the build, so there’s always something for youngsters to play with while an adult helps out with the ship. </p><p>If you've read any of my Lego reviews before, you’ll know that I’m not a fan of stickers. This set has 13 stickers and while I’d still prefer more printed pieces in this price range, most of the stickers represent information panels, which are a necessity. I also like the inclusion of R2-D2 and C-3PO on one of the panels and the holographic information panels at the rear of the ship with schematics for both the Star Destroyer, a couple of TIE Fighters and what looks like a map of the system the ship is in orbit.</p><h2 class="article-body__section" id="section-lego-star-wars-imperial-star-destroyer-75394-design"><span>Lego Star Wars Imperial Star Destroyer (75394): Design</span></h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/buvpriGnV3H4XuSGNrBicL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/3eVaDgXwpcBUi5ReLA9KWL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/MVcrATmNBq8prAQogrrRUL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/3P3dSxuLNdxeTsLcG95gTL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/oykYSucfC7e9WqrHJsYKPL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/qHurjZc3bH29S4Ekm2bzJL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/i6iAugJDta5QZNmQDMyk8L.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><ul><li><strong>Display worthy </strong></li><li><strong>Full interior </strong></li><li><strong>Plenty of playability</strong></li></ul><p>Lego’s shrinkflation has been well documented, so I wasn’t surprised when I learned that this would be the smallest Star Destroyer playset to date. However, it’s a good example of how a smaller set doesn’t have to compromise heavily on accuracy, features and playability. </p><p>This is quite simply the best-looking Star Destroyer playset Lego has ever created. It’s subtly flatter than the previous models, which is more accurate to the prototype, although the removable mid-section beneath the command bridge is still a bit too chunky, giving the ship a slightly stylized aesthetic. That said, it's still a playset that could sit alongside Lego models intended for display and it wouldn't look out of place. </p><p>A subtle design choice I particularly like is the decision to remove most of the dark-gray bricks that are dotted around the previous two models. The monotone finish is more in keeping with the Star Destroyers seen in the movies. And that's not the only change that's resulted in a cleaner finish... </p><div><blockquote><p>This is quite simply the best-looking Star Destroyer playset Lego has ever created."</p></blockquote></div><p>Lego has completely hidden the carrying handle behind two hinged doors. It’s a simple touch, but a welcome one that delivers a sleeker aesthetic. Large playsets tend to be a little bit delicate, so I’m always pleased to find a sturdy handle that kids can use to swoop and swish the ship around. </p><p>Finally, the 2014 model has green flick-fire missiles, too, but the fluorescent rear of each missile is visible, which isn’t prototypical and creates a decidedly toyish look. In the new set, all but the tip of each missile is completely enclosed, with a simple Technic beam mechanism on each side, which you press down to fire the missiles. It’s a genius and simple solution that elevates the exterior greatly. </p><p>All of these changes have made for a more accurate, sleeker and overall tidier exterior that looks more like a display model than a playset, which is a huge compliment. My only complaints are that just three of the seven rear thrusters house clear blue cylindrical pieces to represent firing ion engines. And finally, a few rounded plates on the base would have made the ship glide along carpets more easily during play.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/emXV6tE7z5FtCC37yFHLtL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/xS9tssJeXJLPTgjwA69wrL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/DNaqzDazoWVRQRMxnPRSfL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/rv4yfYNg7EFGfMxxUiGbvK.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/df39oKwkZNQ6L7i8D58UuK.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/fHenZDUHqc7crAmMwbEYkK.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>You’d think that the interior would really highlight the smaller scale, but this might just be my favorite Star Destroyer interior yet, with a couple of caveats. Getting to the interior requires gently removing the central structure beneath the bridge. This isn’t connected to anything, which can feel a little suspect, but I’ve found it to be solid enough and much more accessible for youngsters than having to remove pins or unclip pieces. The side flaps then simply fold out flat. </p><p>I’ve always thought that the interiors on the 2006 and 2014 models were a little sparse. You had more real estate for figures, but the detail was lacking. What I like about this latest model is that the interior feels busier. At the front you’ve got a bridge section and at the rear you’ve got a desk with an information pad and coffee cup, storage boxes, two large holographic panels, a holotable that represents an ensuing battle, and what looks like a medical station with a panel, a syringe and flap that houses a bacta tank. There’s plenty of room to position minifigures and overall I think this is a fantastic interior. </p><p>The only shortcoming is the front bridge section. It’s more cramped than the 2014 model and the only place where I feel the smaller size lets the ship down. Not only is it a bit of a squeeze to sit figures in the two available seats, but one seat isn’t even aligned with an information panel, which seems like a bit of an awkward oversight. Personally, I wish the designers had moved the wall that’s next to the seats back just two studs to create a little more room. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/yieQ8tZ2qcWy586aATBtFM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption>Darth Vader <small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/VEyboYXG3inVM3Pkv2VhMM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/jbCdhuZTYLyDmZ5mt85mPM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption>Commander Praji <small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/WkDY7vexxFcD8HKBna62TM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption>Imperial Gunner <small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/iRW9Aft5rXcJ7Ha96HEMWM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>Seven minifigures are a good haul for a set of this size. Although he’s one of the most replicated characters in minifigure form, Darth Vader is my pick of the bunch. This variant was available via the now-discontinued Darth Vader Mech (75368) and can also be picked up via the new Darth Vader Bust (75439). He features what I think is the best face print to represent Sebastian Shaw’s unmasking during <em>Return of the Jedi</em> and is a premium offering with printed arms, legs, hips, and torso (front and back). </p><p>This Vader sports the traditional, stiff cape, although I do prefer the softer fabric that’s more prevalent nowadays; but that’s personal preference. As always, the helmet is exquisite – arguably the best helmet Lego has ever produced! It’s beautifully moulded and split into two pieces, so you can remove the helmet to reveal the bevor beneath.</p><p>Commander Praji is the only other named Minifigure, apart from the bonus Cal Kestis ‘fig’, who I’ll get to later. As with most imperial officers, there’s a limit to what Lego can do given the inherent simplicity of their uniforms. Praji has some decent sideburns going on in <em>A New Hope</em>, so it’s a shame these weren’t added to the face print; otherwise, you’ve got a simple officer’s hat and torso (front and back) printing. </p><p>Praji is one of three figures that are exclusive to this set, along with Cal Kestis and the Imperial Gunner. Only the latter’s female face print differs from other recent incarnations. This is a solid figure with leg, hip and torso (front and back) printing, along with a neat molded helmet with an Imperial emblem and some colored buttons. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/7gvVnr4iGGmWqJvTkcpuQM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption>Imperial Navy Trooper <small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/YvkM7gvqPnW8n72ciNn57M.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Fjd6z9yUw2auLF9ezrp5KM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption>Imperial Crew Member <small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/HLD4SjDD4nRo3R43D7bmsL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption>Stormtrooper <small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6729hEXEV2m5KzgKVpdNtL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/3DjZjqH4qHfSAvcbdvYzyL.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption>Cal Kestis <small role="credit">Mike Harris</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/BytXwZt7Z5xG5ym6BNkfYM.jpg" alt="Lego Star Wars Imperial Star Destroyer (75394)" /><figcaption><small role="credit">Mike Harris</small></figcaption></figure></figure><p>The Imperial Navy Trooper is the weakest trooper minifigure. He only has torso (front and back) printing, but I do like the chinstrap on the dual face print and the molded helmet looks the part. The Imperial Crew Member Minifigure is also available in the Lego Death Star (75419), but other similar variants have been available before. He’s a low-key highlight, with torso (front and back), hip and leg printing, as well as a lovely face print that features a headset. Definitely this set’s understated gem. </p><p>And finally, the Stormtrooper minifigure might be one of the easiest troopers to come by, but it’s also one of my favorites. This one is a female variant, and while a non-articulating helmet is a frustration for some collectors, it has never bothered me. I love the way this figure looks. She has leg and torso printing (front and back). Arm and hip printing would be a welcome upgrade, but blank white spaces don’t detract from what is a top-tier trooper minifigure with a helmet mold that rivals even Vader’s. </p><p>Cal Kestis isn’t technically part of this Star Destroyer’s official Minifigure roster because he’s an exclusive figure in celebration of Lego Star Wars’ 25th anniversary. Seven anniversary figures were available in various sets, but Cal is one of the most sought-after due to being the beloved main protagonist from the <a href="https://www.gamesradar.com/star-wars-jedi-fallen-order-preview/https://www.gamesradar.com/star-wars-jedi-fallen-order-review/">Star Wars Jedi: Fallen Order</a> and <a href="https://www.gamesradar.com/star-wars-jedi-survivor-review/">Jedi: Survivor</a> video games. This is also the very first time he’s been replicated in minifigure form. He’s dressed in his attire from the first game and features torso (front and back), hip, leg, foot and dual face printing, as well as a printed anniversary display base. He’s a great figure, but I do think it’s a shame he doesn’t come with his droid companion BD-1.</p><h2 class="article-body__section" id="section-should-you-buy-the-lego-star-wars-imperial-star-destroyer-75394"><span>Should you buy the Lego Star Wars Imperial Star Destroyer (75394)?</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:8092px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NnsmEHPbuEeaM5VFscAEDL" name="Mike1-12" alt="Lego Star Wars Imperial Star Destroyer (75394)" src="https://cdn.mos.cms.futurecdn.net/NnsmEHPbuEeaM5VFscAEDL.jpg" mos="" align="middle" fullscreen="1" width="8092" height="4552" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/NnsmEHPbuEeaM5VFscAEDL.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>In a Lego Star Wars galaxy of medium-sized playsets and evermore ambitious Ultimate Collector Series behemoths, I’m still very much of the opinion that a good-quality large playset is the sweet spot for many child and adult brick fanatics alike. And with the retirement of the Millennium Falcon (75257), the Lego Star Wars Imperial Star Destroyer (75394) is one of only two sets (available at the time of writing) that scratch that itch. </p><p>But as much as I love The Dark Falcon, the multi-verse-esque theme isn’t for everyone. I’m therefore over the moon (that’s no moon!) that this latest Star Destroyer is an absolute hit. The downsizing will anger some hardcore collectors, but it’s difficult to fault the execution. As far as I’m concerned, this is Lego’s best-looking Star Destroyer playset from the outside <em>and inside</em>. Sure, the command bridge interior is a little cramped, but this is the first Star Destroyer playset where the entire interior is interesting to look at. </p><p>If you already own a Star Destroyer playset – particularly the previous 2014 version – this is a refinement, not a major overhaul. But bar the aforementioned bridge and a slightly chunky midsection, I’m finding it hard to imagine how the formula could be improved upon at this scale. </p><p>To top everything off, you get a decent roster of seven minifigures. Some of the troopers are a little bit basic, but Darth Vader and that 25th-anniversary Cal Kestis are highlights. It’s hard to think of a Lego Star Wars capital ship that was a dud. Which reminds me, now the Imperial Star Destroyer is in the bag, can we have a follow-up to the Venator-Class Republic Attack Cruiser (8039) please, Lego?</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>Largely familiar fare for existing Star Destroyer owners but an enjoyable, meaty build for everyone else.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Accessibility</p></td><td  ><p>Not a difficult set to put together, but inherent repetition and mostly gray pieces could prove challenging for youngsters.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Instruction quality</p></td><td  ><p>What you’d expect from a playset. No bells and whistles like an 18+ set, but mostly clear instructions that are easy enough to follow. </p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Extra features</p></td><td  ><p>The 25th anniversary figure adds to an already strong roster of minifigures and the ship itself is bristling with playability features.</p></td><td  ><p>5/5</p></td></tr></tbody></table></div><h2 id="buy-it-if-10">Buy it if...</h2><div class="product"><p>✅ <strong>You want Cal Kestis</strong><br>This is your only chance to pick up the 25th anniversary Cal Kestis Minifigure, so get him before this set retires and his stock blasts into hyperspace.</p></div><div class="product"><p>✅ <strong>You're buying for a kid</strong><br>This set is big, comes with plenty of minifigures and features a full interior. It'll keep young padawans occupied for hours.</p></div><h2 id="don-t-buy-it-if-5">Don't buy it if...</h2><div class="product"><p>❌ <strong>You’ve already got the 2016 Star Destroyer</strong><br>This is a smaller and more refined version of the 2016 offering, but it’s not different enough to warrant an upgrade unless you’re an ardent collector or are building a fleet.<a class="view-deal button" href="" target="_blank" rel="nofollow" data-dimension112="1e86cce0-85da-11f1-9e81-c9856097fd75" data-action="Deal Block" data-label="❌ You’ve already got the 2016 Star DestroyerThis is a smaller and more refined version of the 2016 offering, but it’s not different enough to warrant an upgrade unless you’re an ardent collector or are building a fleet." data-dimension48="❌ You’ve already got the 2016 Star DestroyerThis is a smaller and more refined version of the 2016 offering, but it’s not different enough to warrant an upgrade unless you’re an ardent collector or are building a fleet." data-dimension25="">View Deal</a></p></div><div class="product"><p>❌ <strong>You don’t want another ‘big gray ship’</strong><br>Lego Star Wars is famous for its big gray ships, but the Dark Falcon and <a href="https://www.gamesradar.com/toys-collectibles/lego-star-wars-ucs-jango-fetts-firespray-class-starship-75409-review/" data-dimension112="1e86cd4e-85da-11f1-9496-ade2adcf72d4" data-action="Deal Block" data-label="Lego Jango Fett's Firespray-Class Starship (75409)" data-dimension48="Lego Jango Fett's Firespray-Class Starship (75409)" data-dimension25="">Lego Jango Fett's Firespray-Class Starship (75409)</a> are refreshing departures from the norm. </p></div><h2 class="article-body__section" id="section-how-i-tested-the-lego-star-wars-imperial-star-destroyer-75394"><span>How I tested the Lego Star Wars Imperial Star Destroyer (75394)</span></h2><p>This review sample was provided by Lego.</p><p>My army of astromech droids and I built the Lego Star Wars Imperial Star Destroyer (75394) in six sittings, where it took just over four hours to build. It sat in my study for a couple of weeks so I could admire it and during the photo shoot, I made sure it was moved, swooshed and played with to test its durability as a toy.</p><p>I’ve been collecting Lego since the ‘90s, so you can bet your last galactic credit that I’m passionate about Billund’s bricks. And if there’s one thing I like just as much as Lego, it’s Star Wars, so the two together is a match made in Alderaan.</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[ The Corsair Clipper Pro Mini 60 hides surprising versatility and value for money in its unassuming 60% form factor ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Corsair Clipper Pro Mini 60 has a particularly interesting proposition. A 60% deck coming at a time when smaller form factors are falling a little out of favor, but one that holds a much lower price tag compared to the rest of the mainstream magnetic gaming market. A deck with more adjustable switch controls than most, but fewer keys to use them with. </p><p>After two weeks in hand, the Clipper is one of the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-gaming-keyboard-tested/">best gaming keyboards</a> you can pick up right now. Yes, that 60% form factor is going to limit its users to those who truly can get by on as few keys as possible, and its 8,000Hz polling rate isn't even going to be noticed by 99% of players. But its price, actually useful customization features, and light, fast typing feel, all come together to form a compelling alternative to the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/razer-huntsman-v3-pro-mini-review/">Razer Huntsman V3 Pro Mini</a> that's sat atop the 60% thrown for a little while now. </p><div ><table><caption>Key Specs</caption><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$99.99 / £89.99</p></td></tr><tr><td class="firstcol " ><p>Type</p></td><td  ><p>Magnetic</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>60%</p></td></tr><tr><td class="firstcol " ><p>Switches</p></td><td  ><p>Corsair MGX Hyperdrive Core</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>Dual-function</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-loved-about-the-corsair-clipper-pro-mini-60"><span>What I loved about the Corsair Clipper Pro Mini 60</span></h2><h2 id="light-snappy-switches">Light, snappy switches</h2><p>The Corsair Clipper Pro Mini 60 is the first to use the brand's MGX Hyperdrive Core magnetic switches. While Hall effect giants like the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/corsair-vanguard-pro-96-review/">Corsair Vanguard Pro 96</a> opt for the MGX Hyperdrive V2, the newer Core clackers come with a minimum of 27g actuation force. Under the hands they've got far less resistance behind them compared to the Vanguard. This is a smooth, fast, slip down to the full extension of the switch rather than a thocky, potentially more satisfying (for some) actuation. </p><p>That can mean a less textured sound profile, with these lighter clacks in a smaller chassis popping with a slightly higher frequency than the deeper Vanguard. </p><p>Corsair Clipper Pro Mini 60 (MGX Hyperdrive Core):</p><audio src="https://cdn.mos.cms.futurecdn.net/C3KhYCdmxiwEcQK2CDWSs9/Corsair%20Clipper%2060.mp3"  controls="controls" preload="none"></audio><p>Corsair Vanguard Pro 96 (MGX Hyperdrive):</p><audio src="https://cdn.mos.cms.futurecdn.net/qYTcPX6KZUFXEEaAX9RwkA/Corsair%20Vanguard%20Pro%2096.mp3"  controls="controls" preload="none"></audio><p>However, it makes perfect sense for competitive play. </p><p>This is a 60%er designed to keep your high-ranked gameplay as fast as possible, and that's where the smoother stems come into their own. Dancing across these keys is a particularly nimble experience, but combine that with super short actuation points and barely a thought registers a keypress. </p><p>In typing tests I averaged 99 words per minute at 97% accuracy, that's higher than both my typical 95WPM and 95.5% accuracy. </p><h2 id="subtle-but-still-interesting-aesthetic">Subtle but still interesting aesthetic</h2><p>Larger Corsair keyboards can suffer from a shadowy all-black aesthetic relying only on LED lighting for a bit of visual flair. However, I've always found that smaller 60% and 65% Corsair decks manage to weave a little more interest into their designs. The Clipper doesn't have large panels of extra LED lights or logos strewn across its frame, but its simple two-tone gray accent keys certainly help it stand out without leaping off the desk. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Ysy3C25s8MfdYq4JhDwCzC" name="Corsair Clipper Pro Mini 60" alt="Finger holding down function key on Corsair Clipper Pro Mini 60 to show dual-function LEDs" src="https://cdn.mos.cms.futurecdn.net/Ysy3C25s8MfdYq4JhDwCzC.jpg" mos="" align="middle" fullscreen="" width="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>Lighting is uniform even across longer legends, something very few gaming keyboards manage to nail. While the LEDs themselves come across more pastel in-person, compared to the bold colors of Logitech and Razer decks, they're plenty bright and functionally helpful when lighting up only dual-function keys. </p><h2 id="extra-switch-customization-options">Extra switch customization options</h2><p>The <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-hall-effect-keyboard/">best Hall effect keyboards</a> typically share a set of features; customizable actuation points, multi-step inputs, and rapid trigger. All that's here, but Corsair has added a few neat little extras of its own. </p><p>Tap Lock allows for any hold command to act as a toggle while Smart Tap allows for different commands based on whether you're tapping or holding. The former is a nice addition to the arsenal, even though it's usually covered by in-game settings anyway. However, the latter came in particularly handy - more so than the four-step actuation options common on many magnetic decks. </p><p>While assigning multiple inputs to one keypress is faster, it's rarely a necessary aspect of my playstyle. Loading a grenade, throwing, and returning to the weapon wheel in one keypress is neat, but I actually found myself using Smart Tap features a lot 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mrErXupyJBgSgLHijYkCAJ" name="Clipper Pro Mini 60" alt="Screenshot from Corsair Web Hub software showing Smart Tap customization on Clipper Pro Mini 60 keyboard" src="https://cdn.mos.cms.futurecdn.net/mrErXupyJBgSgLHijYkCAJ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Corsair)</span></figcaption></figure><p>Assigning heal to a tap and opening up different healing options with a hold, or even just swapping between a main interaction key and a secondary one, all my controls feel a lot tighter together and far more organized. There's also no need to learn how far down a keypress I need to be to trigger my full list of commands. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="w78zu45QCHMSBvc94337RT" name="Corsair Clipper Pro Mini 60" alt="Close up on bottom right buttons of the Corsair Clipper Pro Mini 60 gaming keyboard, with dual-function arrow key legends on the sides" src="https://cdn.mos.cms.futurecdn.net/w78zu45QCHMSBvc94337RT.jpg" mos="" align="middle" fullscreen="" width="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>The feature also helps in productivity scenarios, with directional inputs easily mapped to taps on the cluster of right-hand keys, somewhat removing some of the roadblocks of the 60% layout. </p><h2 id="actually-not-a-bad-price">Actually, not a bad price</h2><p>While some of Corsair's roster of keyboards can suffer a little brand tax, its Hall effect options are surprisingly some of the more competitively priced in its arsenal. The Clipper Pro Mini 60 doesn't deviate. At $99.99 / £89.99, it's significantly cheaper than the <a href="https://www.gamesradar.com/steelseries-apex-pro-mini-review/">SteelSeries Apex Pro Mini</a> ($219.99 / £209.99) and Razer Huntsman V3 Pro Mini ($179.99 / £179.99). Even a look at the wider market puts Corsair in a favorable position. </p><p>It's not the cheapest on the market - Epomaker's AULA WIN68 sits at $49.99 / £49.99, you can grab an Attack Shark 65%-er for $59.99, and RK Royal Kludge and Redragon have the absolute bottom of the market at $30 - $40, but after that we've only really got Womier competing in the same $90-$100 price range. Options from Keychron, Asus, Razer, Nuphy, Logitech, and SteelSeries will all run you well over $100. </p><p>It's not the cheapest option out there, but for full-featured, mainstream gaming keyboards it's certainly on the right side of the numbers. </p><h2 class="article-body__section" id="section-what-to-consider-about-the-corsair-clipper-pro-mini-60"><span>What to consider about the Corsair Clipper Pro Mini 60</span></h2><h2 id="some-crunch-on-the-space-bar">Some crunch on the space bar</h2><p>While the majority of the typing experience here is smooth and snappy there is a little crunch on the spacebar every so often. It's only noticeable when hit in the middle of the bar with a little more force, but could suggest further degradation with longer term use.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oKGnJgq9PQCSQocGvunQrY" name="Corsair Clipper Pro Mini 60" alt="Corsair Clipper Pro Mini 60 gaming keyboard on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/oKGnJgq9PQCSQocGvunQrY.jpg" mos="" align="middle" fullscreen="" width="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>Adding a little lubrication to the top of the stabilizer bar housing doesn't massively help the problem, and with the bar itself mounted under the plastic housing it's a little tricky to dive in there for a quicker fix. It's not too harsh on the ears and I was able to temper my space bar use so as to not hit that louder clack pretty easily in testing. </p><h2 id="cheaper-casing">Cheaper casing</h2><p>This isn't exactly a slight against the Corsair Clipper, after all it's designed to be a lightweight, portable 60% keyboard and its pricing is certainly competitive. However, if you're after a more luxurious feeling keyboard there are sturdier cases out there. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5s6cNyqpgghtkTK2S3r4H7" name="Corsair Clipper Pro Mini 60" alt="Left side of Corsair Clipper Pro Mini 60 gaming keyboard on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/5s6cNyqpgghtkTK2S3r4H7.jpg" mos="" align="middle" fullscreen="" width="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 plastic construction, with a lighter, more hollow feel to it overall. That's purely aesthetic, though. The sound dampening is still top notch, and everything still feels nicely bouncy. </p><h2 class="article-body__section" id="section-should-you-buy-the-corsair-clipper-pro-mini-60"><span>Should you buy the Corsair Clipper Pro Mini 60?</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="f33AREsh6AFV5LymVRjrng" name="Corsair Clipper Pro Mini 60" alt="Corsair Clipper Pro Mini 60 gaming keyboard standing on a wooden desk with blue backlighting" src="https://cdn.mos.cms.futurecdn.net/f33AREsh6AFV5LymVRjrng.jpg" mos="" align="middle" fullscreen="" width="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>The Corsair Clipper Pro Mini 60 is among the cheapest mainstream gaming-branded magnetic gaming keyboards, and yet it still feels great in the hand (barring some space bar twinges), runs light and speedy for competitive play, and offers an extra set of switch customization tools over its competitors. </p><p>That means it's giving the Razer Huntsman V3 Pro Mini something to think about. While my current top pick for the best 60% gaming keyboard does have its own way around the arrow-key problem, and adds a pretty slick joystick function, Corsair's Smart Tap feature provides the same fix while avoiding the echo problems of Sneki's offering. With a lower starting price, it's now my go-to recommendation for anyone after a more compact form factor. </p><h2 class="article-body__section" id="section-how-i-tested-the-corsair-clipper-pro-mini-60"><span>How I tested the Corsair Clipper Pro Mini 60</span></h2><p>I mainlined the Corsair Clipper Pro Mini 60 for two weeks, running the keyboard for all my daily gameplay, work, and everything in between. In that time I primarily played across Doom: The Dark Ages, High on Life 2, and Planet Coaster 2, with dedicated testing in CS2 and Apex Legends. I also completed three one-minute typing tests on TypingTest.com at the end of my testing period, taking the average of each test as my final result. 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>I'm also rounding up all 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. </em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/gaming-keyboards/corsair-clipper-pro-mini-60-review/</link>
                                                                            <description>
                            <![CDATA[ The Corsair Clipper Pro Mini 60 impresses in its overall value package, offering more than meets the eye in a 60% shell. ]]>
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                                                                        <pubDate>Wed, 22 Jul 2026 14:06:46 +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.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Corsair Clipper Pro Mini 60 keyboard on a wooden desk with blue backlighting]]></media:description>                                                            <media:text><![CDATA[Corsair Clipper Pro Mini 60 keyboard on a wooden desk with blue backlighting]]></media:text>
                                <media:title type="plain"><![CDATA[Corsair Clipper Pro Mini 60 keyboard on a wooden desk with blue backlighting]]></media:title>
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                                <p>The Corsair Clipper Pro Mini 60 has a particularly interesting proposition. A 60% deck coming at a time when smaller form factors are falling a little out of favor, but one that holds a much lower price tag compared to the rest of the mainstream magnetic gaming market. A deck with more adjustable switch controls than most, but fewer keys to use them with. </p><p>After two weeks in hand, the Clipper is one of the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-gaming-keyboard-tested/">best gaming keyboards</a> you can pick up right now. Yes, that 60% form factor is going to limit its users to those who truly can get by on as few keys as possible, and its 8,000Hz polling rate isn't even going to be noticed by 99% of players. But its price, actually useful customization features, and light, fast typing feel, all come together to form a compelling alternative to the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/razer-huntsman-v3-pro-mini-review/">Razer Huntsman V3 Pro Mini</a> that's sat atop the 60% thrown for a little while now. </p><div ><table><caption>Key Specs</caption><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$99.99 / £89.99</p></td></tr><tr><td class="firstcol " ><p>Type</p></td><td  ><p>Magnetic</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>60%</p></td></tr><tr><td class="firstcol " ><p>Switches</p></td><td  ><p>Corsair MGX Hyperdrive Core</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>Dual-function</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-loved-about-the-corsair-clipper-pro-mini-60"><span>What I loved about the Corsair Clipper Pro Mini 60</span></h2><h2 id="light-snappy-switches">Light, snappy switches</h2><p>The Corsair Clipper Pro Mini 60 is the first to use the brand's MGX Hyperdrive Core magnetic switches. While Hall effect giants like the <a href="https://www.gamesradar.com/hardware/gaming-keyboards/corsair-vanguard-pro-96-review/">Corsair Vanguard Pro 96</a> opt for the MGX Hyperdrive V2, the newer Core clackers come with a minimum of 27g actuation force. Under the hands they've got far less resistance behind them compared to the Vanguard. This is a smooth, fast, slip down to the full extension of the switch rather than a thocky, potentially more satisfying (for some) actuation. </p><p>That can mean a less textured sound profile, with these lighter clacks in a smaller chassis popping with a slightly higher frequency than the deeper Vanguard. </p><p>Corsair Clipper Pro Mini 60 (MGX Hyperdrive Core):</p><audio src="https://cdn.mos.cms.futurecdn.net/C3KhYCdmxiwEcQK2CDWSs9/Corsair%20Clipper%2060.mp3"  controls="controls" preload="none"></audio><p>Corsair Vanguard Pro 96 (MGX Hyperdrive):</p><audio src="https://cdn.mos.cms.futurecdn.net/qYTcPX6KZUFXEEaAX9RwkA/Corsair%20Vanguard%20Pro%2096.mp3"  controls="controls" preload="none"></audio><p>However, it makes perfect sense for competitive play. </p><p>This is a 60%er designed to keep your high-ranked gameplay as fast as possible, and that's where the smoother stems come into their own. Dancing across these keys is a particularly nimble experience, but combine that with super short actuation points and barely a thought registers a keypress. </p><p>In typing tests I averaged 99 words per minute at 97% accuracy, that's higher than both my typical 95WPM and 95.5% accuracy. </p><h2 id="subtle-but-still-interesting-aesthetic">Subtle but still interesting aesthetic</h2><p>Larger Corsair keyboards can suffer from a shadowy all-black aesthetic relying only on LED lighting for a bit of visual flair. However, I've always found that smaller 60% and 65% Corsair decks manage to weave a little more interest into their designs. The Clipper doesn't have large panels of extra LED lights or logos strewn across its frame, but its simple two-tone gray accent keys certainly help it stand out without leaping off the desk. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Ysy3C25s8MfdYq4JhDwCzC" name="Corsair Clipper Pro Mini 60" alt="Finger holding down function key on Corsair Clipper Pro Mini 60 to show dual-function LEDs" src="https://cdn.mos.cms.futurecdn.net/Ysy3C25s8MfdYq4JhDwCzC.jpg" mos="" align="middle" fullscreen="" width="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>Lighting is uniform even across longer legends, something very few gaming keyboards manage to nail. While the LEDs themselves come across more pastel in-person, compared to the bold colors of Logitech and Razer decks, they're plenty bright and functionally helpful when lighting up only dual-function keys. </p><h2 id="extra-switch-customization-options">Extra switch customization options</h2><p>The <a href="https://www.gamesradar.com/hardware/gaming-keyboards/best-hall-effect-keyboard/">best Hall effect keyboards</a> typically share a set of features; customizable actuation points, multi-step inputs, and rapid trigger. All that's here, but Corsair has added a few neat little extras of its own. </p><p>Tap Lock allows for any hold command to act as a toggle while Smart Tap allows for different commands based on whether you're tapping or holding. The former is a nice addition to the arsenal, even though it's usually covered by in-game settings anyway. However, the latter came in particularly handy - more so than the four-step actuation options common on many magnetic decks. </p><p>While assigning multiple inputs to one keypress is faster, it's rarely a necessary aspect of my playstyle. Loading a grenade, throwing, and returning to the weapon wheel in one keypress is neat, but I actually found myself using Smart Tap features a lot 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mrErXupyJBgSgLHijYkCAJ" name="Clipper Pro Mini 60" alt="Screenshot from Corsair Web Hub software showing Smart Tap customization on Clipper Pro Mini 60 keyboard" src="https://cdn.mos.cms.futurecdn.net/mrErXupyJBgSgLHijYkCAJ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Corsair)</span></figcaption></figure><p>Assigning heal to a tap and opening up different healing options with a hold, or even just swapping between a main interaction key and a secondary one, all my controls feel a lot tighter together and far more organized. There's also no need to learn how far down a keypress I need to be to trigger my full list of commands. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="w78zu45QCHMSBvc94337RT" name="Corsair Clipper Pro Mini 60" alt="Close up on bottom right buttons of the Corsair Clipper Pro Mini 60 gaming keyboard, with dual-function arrow key legends on the sides" src="https://cdn.mos.cms.futurecdn.net/w78zu45QCHMSBvc94337RT.jpg" mos="" align="middle" fullscreen="" width="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>The feature also helps in productivity scenarios, with directional inputs easily mapped to taps on the cluster of right-hand keys, somewhat removing some of the roadblocks of the 60% layout. </p><h2 id="actually-not-a-bad-price">Actually, not a bad price</h2><p>While some of Corsair's roster of keyboards can suffer a little brand tax, its Hall effect options are surprisingly some of the more competitively priced in its arsenal. The Clipper Pro Mini 60 doesn't deviate. At $99.99 / £89.99, it's significantly cheaper than the <a href="https://www.gamesradar.com/steelseries-apex-pro-mini-review/">SteelSeries Apex Pro Mini</a> ($219.99 / £209.99) and Razer Huntsman V3 Pro Mini ($179.99 / £179.99). Even a look at the wider market puts Corsair in a favorable position. </p><p>It's not the cheapest on the market - Epomaker's AULA WIN68 sits at $49.99 / £49.99, you can grab an Attack Shark 65%-er for $59.99, and RK Royal Kludge and Redragon have the absolute bottom of the market at $30 - $40, but after that we've only really got Womier competing in the same $90-$100 price range. Options from Keychron, Asus, Razer, Nuphy, Logitech, and SteelSeries will all run you well over $100. </p><p>It's not the cheapest option out there, but for full-featured, mainstream gaming keyboards it's certainly on the right side of the numbers. </p><h2 class="article-body__section" id="section-what-to-consider-about-the-corsair-clipper-pro-mini-60"><span>What to consider about the Corsair Clipper Pro Mini 60</span></h2><h2 id="some-crunch-on-the-space-bar">Some crunch on the space bar</h2><p>While the majority of the typing experience here is smooth and snappy there is a little crunch on the spacebar every so often. It's only noticeable when hit in the middle of the bar with a little more force, but could suggest further degradation with longer term use.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oKGnJgq9PQCSQocGvunQrY" name="Corsair Clipper Pro Mini 60" alt="Corsair Clipper Pro Mini 60 gaming keyboard on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/oKGnJgq9PQCSQocGvunQrY.jpg" mos="" align="middle" fullscreen="" width="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>Adding a little lubrication to the top of the stabilizer bar housing doesn't massively help the problem, and with the bar itself mounted under the plastic housing it's a little tricky to dive in there for a quicker fix. It's not too harsh on the ears and I was able to temper my space bar use so as to not hit that louder clack pretty easily in testing. </p><h2 id="cheaper-casing">Cheaper casing</h2><p>This isn't exactly a slight against the Corsair Clipper, after all it's designed to be a lightweight, portable 60% keyboard and its pricing is certainly competitive. However, if you're after a more luxurious feeling keyboard there are sturdier cases out there. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5s6cNyqpgghtkTK2S3r4H7" name="Corsair Clipper Pro Mini 60" alt="Left side of Corsair Clipper Pro Mini 60 gaming keyboard on a wooden desk" src="https://cdn.mos.cms.futurecdn.net/5s6cNyqpgghtkTK2S3r4H7.jpg" mos="" align="middle" fullscreen="" width="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 plastic construction, with a lighter, more hollow feel to it overall. That's purely aesthetic, though. The sound dampening is still top notch, and everything still feels nicely bouncy. </p><h2 class="article-body__section" id="section-should-you-buy-the-corsair-clipper-pro-mini-60"><span>Should you buy the Corsair Clipper Pro Mini 60?</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="f33AREsh6AFV5LymVRjrng" name="Corsair Clipper Pro Mini 60" alt="Corsair Clipper Pro Mini 60 gaming keyboard standing on a wooden desk with blue backlighting" src="https://cdn.mos.cms.futurecdn.net/f33AREsh6AFV5LymVRjrng.jpg" mos="" align="middle" fullscreen="" width="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>The Corsair Clipper Pro Mini 60 is among the cheapest mainstream gaming-branded magnetic gaming keyboards, and yet it still feels great in the hand (barring some space bar twinges), runs light and speedy for competitive play, and offers an extra set of switch customization tools over its competitors. </p><p>That means it's giving the Razer Huntsman V3 Pro Mini something to think about. While my current top pick for the best 60% gaming keyboard does have its own way around the arrow-key problem, and adds a pretty slick joystick function, Corsair's Smart Tap feature provides the same fix while avoiding the echo problems of Sneki's offering. With a lower starting price, it's now my go-to recommendation for anyone after a more compact form factor. </p><h2 class="article-body__section" id="section-how-i-tested-the-corsair-clipper-pro-mini-60"><span>How I tested the Corsair Clipper Pro Mini 60</span></h2><p>I mainlined the Corsair Clipper Pro Mini 60 for two weeks, running the keyboard for all my daily gameplay, work, and everything in between. In that time I primarily played across Doom: The Dark Ages, High on Life 2, and Planet Coaster 2, with dedicated testing in CS2 and Apex Legends. I also completed three one-minute typing tests on TypingTest.com at the end of my testing period, taking the average of each test as my final result. 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>I'm also rounding up all 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. </em></p>
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                                                            <title><![CDATA[ The Glorious GHS Wireless InfinitePlay delivers swappable battery tech at a cheap price, but it's too quiet to be a true SteelSeries competitor ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Before today, Glorious was known for its gaming keyboards and had only tested the <a href="https://www.gamesradar.com/best-gaming-headsets/">best gaming headset</a> waters with its wired GHS Eternal and GHS Eternal RGB headsets. For its second release, the brand has gone with a more high-end approach with the new Glorious GHS Wireless InfinitePlay, which includes its InfinitePlay battery tech - a pair of two swappable batteries that can be charged on the pair's 'Base Station' accessory.</p><p>The $229.99 / £229.99 headset feels inspired by the SteelSeries Arctis Nova Pro Wireless with its battery tech, and yet it's far cheaper than its muse. Not to mention, it's one of the rare pairs that bundles dual Bluetooth and 2.4GHz audio into the mix, which is typically reserved for headsets closer to the $300 price mark. Yet, while it provides a wealth of high-end features in a cheaper package, the GHS Wireless InfinitePlay doesn't quite hit the mark as the best alternative to its swappable-battery friends.</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>$229.99 / £229.99</p></td></tr><tr><td class="firstcol " ><p><strong>Acoustic design</strong></p></td><td  ><p>Over-ear, closed back</p></td></tr><tr><td class="firstcol " ><p><strong>Connection</strong></p></td><td  ><p>Bluetooth, USB Wired, 2.4GHz wireless</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>Angled 40 mm Custom-tuned drivers</p></td></tr><tr><td class="firstcol " ><p><strong>Frequency response</strong></p></td><td  ><p>20 Hz - 20 kHz</p></td></tr><tr><td class="firstcol " ><p><strong>Microphone</strong></p></td><td  ><p>Omnidirectional detachable mic</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>Left rotary knob and button, mic mute button, right rotary knob and button, Bluetooth button</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>85+ hours per battery</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>360g</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PC, PS5/PS5, Nintendo Switch, 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="NPQTRe6dRpTgFoyS4G76Km" name="GHS-wireless1" alt="Close up of the Glorious GHS Wireless InfinitePlay headset earcups." src="https://cdn.mos.cms.futurecdn.net/NPQTRe6dRpTgFoyS4G76Km.jpg" mos="" align="middle" fullscreen="" width="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>For the brand's first wireless headset, I was expecting something that looked and felt more premium. That's not to say that I find the GHS InfinitePlay entirely repugnant, as I'm pretty privy to the curvature of its oval-shaped earcups and the sprinkling of orange popping out from the headband and the interior of the earcup cushions, but this headset feels pretty cheap once you have it in your hands.<br><br>The all-black plastic chassis doesn't feel sturdy and instead gives 'my first headset' vibes. At 360g, it's not too lightweight or anything, but there's an essence of cheapness that oozes from the pair. I should mention that during the almost a month I've had it in my possession, no part of it has broken or so much as chipped off, and I'm pretty clumsy. It's held up really well, and yet holding the pair by the plastic headband doesn't instill a lot of confidence that that will remain the case in the years to come.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rq2DQytwJPkBNtss8CiJJm" name="GHS-wireless4" alt="Close up of the battery sitting the Glorious GHS Wireless InfinitePlay headset." src="https://cdn.mos.cms.futurecdn.net/rq2DQytwJPkBNtss8CiJJm.jpg" mos="" align="middle" fullscreen="" width="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>One of my biggest icks for the headset is down to that right earcup. You have to put up with seeing the butt of the orange and gray battery pack sticking from it at all times. While other headsets like the <a href="https://www.gamesradar.com/steelseries-arctis-nova-pro-wireless-review/">SteelSeries Arctis Nova Pro Wireless</a> or the <a href="https://www.gamesradar.com/hardware/headsets-headphones/turtle-beach-stealth-pro-ii-review/">Stealth Pro II</a> have their batteries entirely hidden from view, Glorious chose to have it on display 24/7, and I'm not personally a fan.</p><p>I think it doesn't help that the battery packs have an odd look to them. They're long, gray, and remind me of the battery of my old 3310 Nokia phone. On the positive side of things, its bottom half being permanently out in the open means you can swap it out without having to take the headset off, something that's a pretty difficult feat on the<a href="https://www.gamesradar.com/hardware/headsets-headphones/steelseries-arctis-nova-pro-omni-review/"> SteelSeries Arctis Nova Pro Omni</a> despite it being one of the best pairs I've tested to date.</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="JDoMmsXAitR9qnu7Bxs2Km" name="GHS-wireless2" alt="Photo of the Glorious GHS Wireless InfinitePlay headset base station and one of its battery packs." src="https://cdn.mos.cms.futurecdn.net/JDoMmsXAitR9qnu7Bxs2Km.jpg" mos="" align="middle" fullscreen="" width="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 have grievances with the look of the headset and its swappable batteries, I'm a fan of its up to 85-hour playback. The entirety of the headset's name is built around its impressive lifespan and the compact InfinitePlay Base Station included with the pair.</p><p>Basically, this small square-shaped device is both a wireless 2.4GHz receiver and a charging station. While you have one battery within the headset itself, you can keep the other juiced up in the device. Glorious also included some little details in the Base Station that made me really appreciative on the accessibility side of things.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kYqVGVGVzBeG3f6zDaorJm" name="GHS-wireless3" alt="Photo of the Glorious GHS Wireless InfinitePlay headset accessories." src="https://cdn.mos.cms.futurecdn.net/kYqVGVGVzBeG3f6zDaorJm.jpg" mos="" align="middle" fullscreen="" width="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 2.4GHz wireless dongle includes a small orange loop at the end, to make pulling it from the Base Station an easy feat. There's also a small rubber orange stopper on the underside which can be removed for what I assume to be cable management. As you've likely guessed, the butt of the additional battery also hangs out the bottom of the Base Station so you can easily push and pull it away when you need it. </p><p>While other charging docks are large and obtrusive to your desk space, this thing is really small and an ideal addition for those with little to no desk real estate. It can connect to your PC, PS5, or Switch 2 via an included USB-C cable, and a USB-A to USB-C adapter has been included in the box. Talking of connectivity options, you've also got wired and dual Bluetooth and 2.4GHz wireless at your fingertips with this pair.</p><p>You can toggle between them by pressing the source and Bluetooth selection button found on the right ear cup. It also plays host to a rotary knob that controls the volume and media controls, meanwhile, the rotary knob on the left cup powers the headset on and off and allows you to switch between profiles. There's also a mic mute button, which sits underneath it on the left side.</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="jdHf6X3tcuw6zyn2XDrfxW" name="GHS-wireless7" alt="Photo of the Glorious GHS Wireless InfinitePlay headset sitting on wooden coffee table." src="https://cdn.mos.cms.futurecdn.net/jdHf6X3tcuw6zyn2XDrfxW.jpg" mos="" align="middle" fullscreen="" width="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 the Glorious GHS Wireless InfinitePlay headset was a weird experience, in that it was so quiet that I had difficulty entirely making out what its angled 40 mm custom-tuned drivers were truly capable of.</p><p>At first, I thought it was a PS5 problem. Some headsets can be quiet on the console, as the 3D Audio settings can dampen the volume, but no matter how much tinkering I did, things remained on the quiet side. At least I can confirm this wasn't just a me problem, as during testing Glorious sent out an email noting they were aware of the issue and that it was "due to EU regulations," so hopefully a firmware update is on its way to help.</p><p>In the meantime, that still left me with a quiet pair and not much I could do about it. Though I could at least make out that the headset offers up a pretty evenly-leveled sound for its low, mid, and high range frequencies. I first tested the pair while playing Jaws Retro Rewind, an updated re-release of the 8-bit game based on the classic (and my personal favorite) '70s blockbuster. There's only around 3-4 tracks in the entire game, but the soundwaves for each track sounded nice and clear. With the pair set as high as it was capable of, there was no compression or warbling to the sound, even within the deepest bassy chiptune tones, and this carried over to titles like Doom Eternal and Marvel Rivals.</p><p>The only distortion that was audible in Mick Gordon's fantastic metal Doom Eternal score was found exactly where you'd want it to be, in the score itself. The riveting soundtrack that continues to unlock the inner metal fan within me at every listen sounded fantastic as I was crawling up broken elevator walls and blasting fire into zombie soldiers' faces, though I did yearn for it to be louder throughout the entirety of testing. It was a similar case with Marvel Rivals too, where while things were still too much on the quiet side for my liking, I still enjoyed what I could hear - and there were no audio disturbances or issues. Y'know, besides having to focus extra hard to make out the nearing Ultimate calls by enemy team members.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Hge9JyGL9A4rkGxUeJeLKm" name="GHS-wireless6" alt="Close up of the earcushions of the Glorious GHS Wireless InfinitePlay headset." src="https://cdn.mos.cms.futurecdn.net/Hge9JyGL9A4rkGxUeJeLKm.jpg" mos="" align="middle" fullscreen="" width="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>On PC, I naturally had a better time with things, as this headset seems more equipped for desktop. It was sadly still quiet, and even my quick tips and tricks for boosting the volume on Windows didn't do the trick. But it was at least a little louder than on PS5, which is what I was hoping for.</p><p>On its default out-of-the-box settings, I rolled up our usual testing games of choice, starting first with Counter-Strike 2. Just like on PS5, everything sounded evenly leveled, even including the typically very loud bullet sound effects. The sounds normally make me jump out of my seat as they always seem to be given more emphasis than any other sounds in the game, but the GHS Wireless InfinitePlay naturally mixed them nicely together.</p><p>Running Glorious Core, the brand's proprietary software, opened up more options to bring the audio to life. It didn't make things louder, as the 'volume booster' toggle was unfortunately disabled and strangely marked as "coming soon". Yet it did allow me to select from a list of pre-made audio presets, including one specifically designed for my favorite team-based hero shooter, Marvel Rivals.<br><br>During matches, I didn't notice a huge difference whether it was on or off, unfortunately. Not enough that I'd want to ensure it's selected every time I boot up the game. Though it did help moderately boost the sound of footsteps of characters that often like to flank me down (looking at you Spider-Man players), which was helpful. However, it would likely be even more helpful had the volume been better - the real crutch of why I'm not hugely on board with this headset. Season 9's infectious bassy beat on start-up at least sounded far nicer on PC through the cups.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vTPZxsmhuCRqnZ8PbVsUWC" name="GHS-software" alt="Screenshot of the Marvel Rivals audio preset as found on the Glorious Core software." src="https://cdn.mos.cms.futurecdn.net/vTPZxsmhuCRqnZ8PbVsUWC.jpg" mos="" align="middle" fullscreen="" width="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/Glorious)</span></figcaption></figure><p>During the entirety of my testing time, there was no moment when either battery pack started to drain, even when I got too caught up in the latest Marvel Rivals update. However, I wish it did naturally, as the GHS Wireless InfinitePlay has a neat feature in that the headset holds up to 3 hours of battery should you need it. I put this in practice with Marvel Rivals and removed the battery pack (which you can do without removing the headset), and just as advertised, the headset still remained on as normal. I can't really foresee this being needed, given that up to 85 hours per battery pack should be plenty for most players, but it's a neat inclusion nonetheless.</p><audio src="https://cdn.mos.cms.futurecdn.net/CvjmswgS2fuHTu2XhLWLRi/GHS-sample-Rosalie.mp3"  controls="controls" preload="none"></audio><p>I was also impressed by the pair's microphone quality, despite despising the design of it. Its boom arm is a rigid piece of unadjustable plastic. That meant that whenever I was playing Marvel Rivals or Counter-Strike 2, the mic was also hanging in my peripheral vision, and I could do nothing about it. At least it sounded pretty great, which is the most important part.</p><p>As you can hear from the voice sample above, it adds a natural warmth to your voice that I didn't quite expect. This was on its complete default settings too, and with Glorious Core you can up the volume, add side-tone, and toggle unwanted noise pickup via its 'environment noise cancellation' on and off.</p><h2 class="article-body__section" id="section-should-you-buy-the-glorious-ghs-wireless-infiniteplay-headset"><span>Should you buy the Glorious GHS Wireless InfinitePlay 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="xyD4aw4vNuudqGDTQR2LKm" name="GHS-wireless5" alt="Photo of the earcups of the Glorious GHS Wireless InfinitePlay headset." src="https://cdn.mos.cms.futurecdn.net/xyD4aw4vNuudqGDTQR2LKm.jpg" mos="" align="middle" fullscreen="" width="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 Glorious GHS Wireless InfinitePlay is focused on its swappable battery tech experience at a cheaper price point than its pricier rivals, and there's no arguing against the fact that it achieves just that.<br><br>Like our current best headset pick, the SteelSeries Arctis Nova Pro Omni, you're getting two swappable batteries that provide up to 85 hours of playback. Not only that, but you only have to spend $229.99 / £229.99 for the privilege of no longer having to fuss around finding charging cables, instead of the $399.99 / £349.99 of the SteelSeries alternative. If that was all anyone was concerned about, I'd be fine recommending this headset instead. However, an impressive battery is only a plus if it comes in a pair that's actually worth having on your head for multiple hours at a time, and I don't feel that with Glorious's first wireless pair.</p><p>It's a comfortable headset, but its quiet sound, cheap-feeling form factor, and unattractive design make me feel far more comfortable recommending alternatives like the <a href="https://www.gamesradar.com/hardware/headsets-headphones/turtle-beach-stealth-pro-ii-review/">Turtle Beach Stealth Pro II</a> or even the older SteelSeries Arctis Nova Pro Wireless. Especially as the latter, as of writing, is far more regularly on sale and even dropped as low as $249.99 during July 2026, only a $20 difference, and yet it still provides one of the best (and perfectly loud) sounds on a headset to this day, and an accompanying Base Station that allows you to connect to multiple devices at once.<br><br>Should the Glorious GHS Wireless InfinitePlay ever get around its quiet volume woes and get some discounts in the future, it could be a handy alternative to those who can't quite afford SteelSeries' prized pairs. If and when that happens, I'll be sure to give it another look.</p><h2 class="article-body__section" id="section-how-i-tested-the-glorious-ghs-wireless-infiniteplay-headset"><span>How I tested the Glorious GHS Wireless InfinitePlay headset</span></h2><p>I had the Glorious GHS Wireless InfinitePlay headset in my possession for a little under a month, where it became my headset of choice while playing not just my PS5 and gaming PC, but my Nintendo Switch 2 and Steam Deck too. During that time, I threw a ton of titles its way, from Jaws Retro Rewind, Doom Eternal, and Marvel Rivals on the Sony console, to Counter-Strike 2, Marvel Rivals, Peak, and Dispatch on the PC.</p><p>Additionally, I used the pair while gaming on the go to check its comfort levels while adding to my eye-watering playtime for Pokemon Pokopia on the Nintendo Switch 2, alongside Rhythm Paradise Groove and Donkey Kong Bananza. When not gaming, I also used the pair while watching TV shows The Pitt and Rooster on Now TV, while using it intermittently while listening to bands like Boards of Canada, Placebo and the Deltatune OST on Spotify. 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>Check out our </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-ps5-headset-tested/"><em>best PS5 headset</em></a><em>, </em><a href="https://www.gamesradar.com/best-pc-headset-for-gaming/"><em>best PC headset for gaming</em></a><em>, and </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-nintendo-switch-headset-tested/"><em>best Nintendo Switch headset</em></a><em> guides to see how we rank the Glorious GHS Wireless InfinitePlay headset against the best cups on the market today.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/headsets-headphones/glorious-ghs-wireless-infiniteplay-review/</link>
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                            <![CDATA[ The Glorious GHS Wireless InfinitePlay is the brand's first wireless headset release, and while it offers premium features at a cheaper price than its rivals, it doesn't quite bring enough to the table to make it an entirely worthy competitor. ]]>
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                                                                        <pubDate>Tue, 21 Jul 2026 13:03:35 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Headsets & Headphones]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
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                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></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.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 Glorious GHS Wireless InfinitePlay headset on a wooden table.]]></media:description>                                                            <media:text><![CDATA[Photo of the Glorious GHS Wireless InfinitePlay headset on a wooden table.]]></media:text>
                                <media:title type="plain"><![CDATA[Photo of the Glorious GHS Wireless InfinitePlay headset on a wooden table.]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Before today, Glorious was known for its gaming keyboards and had only tested the <a href="https://www.gamesradar.com/best-gaming-headsets/">best gaming headset</a> waters with its wired GHS Eternal and GHS Eternal RGB headsets. For its second release, the brand has gone with a more high-end approach with the new Glorious GHS Wireless InfinitePlay, which includes its InfinitePlay battery tech - a pair of two swappable batteries that can be charged on the pair's 'Base Station' accessory.</p><p>The $229.99 / £229.99 headset feels inspired by the SteelSeries Arctis Nova Pro Wireless with its battery tech, and yet it's far cheaper than its muse. Not to mention, it's one of the rare pairs that bundles dual Bluetooth and 2.4GHz audio into the mix, which is typically reserved for headsets closer to the $300 price mark. Yet, while it provides a wealth of high-end features in a cheaper package, the GHS Wireless InfinitePlay doesn't quite hit the mark as the best alternative to its swappable-battery friends.</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>$229.99 / £229.99</p></td></tr><tr><td class="firstcol " ><p><strong>Acoustic design</strong></p></td><td  ><p>Over-ear, closed back</p></td></tr><tr><td class="firstcol " ><p><strong>Connection</strong></p></td><td  ><p>Bluetooth, USB Wired, 2.4GHz wireless</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>Angled 40 mm Custom-tuned drivers</p></td></tr><tr><td class="firstcol " ><p><strong>Frequency response</strong></p></td><td  ><p>20 Hz - 20 kHz</p></td></tr><tr><td class="firstcol " ><p><strong>Microphone</strong></p></td><td  ><p>Omnidirectional detachable mic</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>Left rotary knob and button, mic mute button, right rotary knob and button, Bluetooth button</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>85+ hours per battery</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>360g</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PC, PS5/PS5, Nintendo Switch, 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="NPQTRe6dRpTgFoyS4G76Km" name="GHS-wireless1" alt="Close up of the Glorious GHS Wireless InfinitePlay headset earcups." src="https://cdn.mos.cms.futurecdn.net/NPQTRe6dRpTgFoyS4G76Km.jpg" mos="" align="middle" fullscreen="" width="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>For the brand's first wireless headset, I was expecting something that looked and felt more premium. That's not to say that I find the GHS InfinitePlay entirely repugnant, as I'm pretty privy to the curvature of its oval-shaped earcups and the sprinkling of orange popping out from the headband and the interior of the earcup cushions, but this headset feels pretty cheap once you have it in your hands.<br><br>The all-black plastic chassis doesn't feel sturdy and instead gives 'my first headset' vibes. At 360g, it's not too lightweight or anything, but there's an essence of cheapness that oozes from the pair. I should mention that during the almost a month I've had it in my possession, no part of it has broken or so much as chipped off, and I'm pretty clumsy. It's held up really well, and yet holding the pair by the plastic headband doesn't instill a lot of confidence that that will remain the case in the years to come.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rq2DQytwJPkBNtss8CiJJm" name="GHS-wireless4" alt="Close up of the battery sitting the Glorious GHS Wireless InfinitePlay headset." src="https://cdn.mos.cms.futurecdn.net/rq2DQytwJPkBNtss8CiJJm.jpg" mos="" align="middle" fullscreen="" width="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>One of my biggest icks for the headset is down to that right earcup. You have to put up with seeing the butt of the orange and gray battery pack sticking from it at all times. While other headsets like the <a href="https://www.gamesradar.com/steelseries-arctis-nova-pro-wireless-review/">SteelSeries Arctis Nova Pro Wireless</a> or the <a href="https://www.gamesradar.com/hardware/headsets-headphones/turtle-beach-stealth-pro-ii-review/">Stealth Pro II</a> have their batteries entirely hidden from view, Glorious chose to have it on display 24/7, and I'm not personally a fan.</p><p>I think it doesn't help that the battery packs have an odd look to them. They're long, gray, and remind me of the battery of my old 3310 Nokia phone. On the positive side of things, its bottom half being permanently out in the open means you can swap it out without having to take the headset off, something that's a pretty difficult feat on the<a href="https://www.gamesradar.com/hardware/headsets-headphones/steelseries-arctis-nova-pro-omni-review/"> SteelSeries Arctis Nova Pro Omni</a> despite it being one of the best pairs I've tested to date.</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="JDoMmsXAitR9qnu7Bxs2Km" name="GHS-wireless2" alt="Photo of the Glorious GHS Wireless InfinitePlay headset base station and one of its battery packs." src="https://cdn.mos.cms.futurecdn.net/JDoMmsXAitR9qnu7Bxs2Km.jpg" mos="" align="middle" fullscreen="" width="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 have grievances with the look of the headset and its swappable batteries, I'm a fan of its up to 85-hour playback. The entirety of the headset's name is built around its impressive lifespan and the compact InfinitePlay Base Station included with the pair.</p><p>Basically, this small square-shaped device is both a wireless 2.4GHz receiver and a charging station. While you have one battery within the headset itself, you can keep the other juiced up in the device. Glorious also included some little details in the Base Station that made me really appreciative on the accessibility side of things.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kYqVGVGVzBeG3f6zDaorJm" name="GHS-wireless3" alt="Photo of the Glorious GHS Wireless InfinitePlay headset accessories." src="https://cdn.mos.cms.futurecdn.net/kYqVGVGVzBeG3f6zDaorJm.jpg" mos="" align="middle" fullscreen="" width="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 2.4GHz wireless dongle includes a small orange loop at the end, to make pulling it from the Base Station an easy feat. There's also a small rubber orange stopper on the underside which can be removed for what I assume to be cable management. As you've likely guessed, the butt of the additional battery also hangs out the bottom of the Base Station so you can easily push and pull it away when you need it. </p><p>While other charging docks are large and obtrusive to your desk space, this thing is really small and an ideal addition for those with little to no desk real estate. It can connect to your PC, PS5, or Switch 2 via an included USB-C cable, and a USB-A to USB-C adapter has been included in the box. Talking of connectivity options, you've also got wired and dual Bluetooth and 2.4GHz wireless at your fingertips with this pair.</p><p>You can toggle between them by pressing the source and Bluetooth selection button found on the right ear cup. It also plays host to a rotary knob that controls the volume and media controls, meanwhile, the rotary knob on the left cup powers the headset on and off and allows you to switch between profiles. There's also a mic mute button, which sits underneath it on the left side.</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="jdHf6X3tcuw6zyn2XDrfxW" name="GHS-wireless7" alt="Photo of the Glorious GHS Wireless InfinitePlay headset sitting on wooden coffee table." src="https://cdn.mos.cms.futurecdn.net/jdHf6X3tcuw6zyn2XDrfxW.jpg" mos="" align="middle" fullscreen="" width="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 the Glorious GHS Wireless InfinitePlay headset was a weird experience, in that it was so quiet that I had difficulty entirely making out what its angled 40 mm custom-tuned drivers were truly capable of.</p><p>At first, I thought it was a PS5 problem. Some headsets can be quiet on the console, as the 3D Audio settings can dampen the volume, but no matter how much tinkering I did, things remained on the quiet side. At least I can confirm this wasn't just a me problem, as during testing Glorious sent out an email noting they were aware of the issue and that it was "due to EU regulations," so hopefully a firmware update is on its way to help.</p><p>In the meantime, that still left me with a quiet pair and not much I could do about it. Though I could at least make out that the headset offers up a pretty evenly-leveled sound for its low, mid, and high range frequencies. I first tested the pair while playing Jaws Retro Rewind, an updated re-release of the 8-bit game based on the classic (and my personal favorite) '70s blockbuster. There's only around 3-4 tracks in the entire game, but the soundwaves for each track sounded nice and clear. With the pair set as high as it was capable of, there was no compression or warbling to the sound, even within the deepest bassy chiptune tones, and this carried over to titles like Doom Eternal and Marvel Rivals.</p><p>The only distortion that was audible in Mick Gordon's fantastic metal Doom Eternal score was found exactly where you'd want it to be, in the score itself. The riveting soundtrack that continues to unlock the inner metal fan within me at every listen sounded fantastic as I was crawling up broken elevator walls and blasting fire into zombie soldiers' faces, though I did yearn for it to be louder throughout the entirety of testing. It was a similar case with Marvel Rivals too, where while things were still too much on the quiet side for my liking, I still enjoyed what I could hear - and there were no audio disturbances or issues. Y'know, besides having to focus extra hard to make out the nearing Ultimate calls by enemy team members.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Hge9JyGL9A4rkGxUeJeLKm" name="GHS-wireless6" alt="Close up of the earcushions of the Glorious GHS Wireless InfinitePlay headset." src="https://cdn.mos.cms.futurecdn.net/Hge9JyGL9A4rkGxUeJeLKm.jpg" mos="" align="middle" fullscreen="" width="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>On PC, I naturally had a better time with things, as this headset seems more equipped for desktop. It was sadly still quiet, and even my quick tips and tricks for boosting the volume on Windows didn't do the trick. But it was at least a little louder than on PS5, which is what I was hoping for.</p><p>On its default out-of-the-box settings, I rolled up our usual testing games of choice, starting first with Counter-Strike 2. Just like on PS5, everything sounded evenly leveled, even including the typically very loud bullet sound effects. The sounds normally make me jump out of my seat as they always seem to be given more emphasis than any other sounds in the game, but the GHS Wireless InfinitePlay naturally mixed them nicely together.</p><p>Running Glorious Core, the brand's proprietary software, opened up more options to bring the audio to life. It didn't make things louder, as the 'volume booster' toggle was unfortunately disabled and strangely marked as "coming soon". Yet it did allow me to select from a list of pre-made audio presets, including one specifically designed for my favorite team-based hero shooter, Marvel Rivals.<br><br>During matches, I didn't notice a huge difference whether it was on or off, unfortunately. Not enough that I'd want to ensure it's selected every time I boot up the game. Though it did help moderately boost the sound of footsteps of characters that often like to flank me down (looking at you Spider-Man players), which was helpful. However, it would likely be even more helpful had the volume been better - the real crutch of why I'm not hugely on board with this headset. Season 9's infectious bassy beat on start-up at least sounded far nicer on PC through the cups.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vTPZxsmhuCRqnZ8PbVsUWC" name="GHS-software" alt="Screenshot of the Marvel Rivals audio preset as found on the Glorious Core software." src="https://cdn.mos.cms.futurecdn.net/vTPZxsmhuCRqnZ8PbVsUWC.jpg" mos="" align="middle" fullscreen="" width="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/Glorious)</span></figcaption></figure><p>During the entirety of my testing time, there was no moment when either battery pack started to drain, even when I got too caught up in the latest Marvel Rivals update. However, I wish it did naturally, as the GHS Wireless InfinitePlay has a neat feature in that the headset holds up to 3 hours of battery should you need it. I put this in practice with Marvel Rivals and removed the battery pack (which you can do without removing the headset), and just as advertised, the headset still remained on as normal. I can't really foresee this being needed, given that up to 85 hours per battery pack should be plenty for most players, but it's a neat inclusion nonetheless.</p><audio src="https://cdn.mos.cms.futurecdn.net/CvjmswgS2fuHTu2XhLWLRi/GHS-sample-Rosalie.mp3"  controls="controls" preload="none"></audio><p>I was also impressed by the pair's microphone quality, despite despising the design of it. Its boom arm is a rigid piece of unadjustable plastic. That meant that whenever I was playing Marvel Rivals or Counter-Strike 2, the mic was also hanging in my peripheral vision, and I could do nothing about it. At least it sounded pretty great, which is the most important part.</p><p>As you can hear from the voice sample above, it adds a natural warmth to your voice that I didn't quite expect. This was on its complete default settings too, and with Glorious Core you can up the volume, add side-tone, and toggle unwanted noise pickup via its 'environment noise cancellation' on and off.</p><h2 class="article-body__section" id="section-should-you-buy-the-glorious-ghs-wireless-infiniteplay-headset"><span>Should you buy the Glorious GHS Wireless InfinitePlay 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="xyD4aw4vNuudqGDTQR2LKm" name="GHS-wireless5" alt="Photo of the earcups of the Glorious GHS Wireless InfinitePlay headset." src="https://cdn.mos.cms.futurecdn.net/xyD4aw4vNuudqGDTQR2LKm.jpg" mos="" align="middle" fullscreen="" width="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 Glorious GHS Wireless InfinitePlay is focused on its swappable battery tech experience at a cheaper price point than its pricier rivals, and there's no arguing against the fact that it achieves just that.<br><br>Like our current best headset pick, the SteelSeries Arctis Nova Pro Omni, you're getting two swappable batteries that provide up to 85 hours of playback. Not only that, but you only have to spend $229.99 / £229.99 for the privilege of no longer having to fuss around finding charging cables, instead of the $399.99 / £349.99 of the SteelSeries alternative. If that was all anyone was concerned about, I'd be fine recommending this headset instead. However, an impressive battery is only a plus if it comes in a pair that's actually worth having on your head for multiple hours at a time, and I don't feel that with Glorious's first wireless pair.</p><p>It's a comfortable headset, but its quiet sound, cheap-feeling form factor, and unattractive design make me feel far more comfortable recommending alternatives like the <a href="https://www.gamesradar.com/hardware/headsets-headphones/turtle-beach-stealth-pro-ii-review/">Turtle Beach Stealth Pro II</a> or even the older SteelSeries Arctis Nova Pro Wireless. Especially as the latter, as of writing, is far more regularly on sale and even dropped as low as $249.99 during July 2026, only a $20 difference, and yet it still provides one of the best (and perfectly loud) sounds on a headset to this day, and an accompanying Base Station that allows you to connect to multiple devices at once.<br><br>Should the Glorious GHS Wireless InfinitePlay ever get around its quiet volume woes and get some discounts in the future, it could be a handy alternative to those who can't quite afford SteelSeries' prized pairs. If and when that happens, I'll be sure to give it another look.</p><h2 class="article-body__section" id="section-how-i-tested-the-glorious-ghs-wireless-infiniteplay-headset"><span>How I tested the Glorious GHS Wireless InfinitePlay headset</span></h2><p>I had the Glorious GHS Wireless InfinitePlay headset in my possession for a little under a month, where it became my headset of choice while playing not just my PS5 and gaming PC, but my Nintendo Switch 2 and Steam Deck too. During that time, I threw a ton of titles its way, from Jaws Retro Rewind, Doom Eternal, and Marvel Rivals on the Sony console, to Counter-Strike 2, Marvel Rivals, Peak, and Dispatch on the PC.</p><p>Additionally, I used the pair while gaming on the go to check its comfort levels while adding to my eye-watering playtime for Pokemon Pokopia on the Nintendo Switch 2, alongside Rhythm Paradise Groove and Donkey Kong Bananza. When not gaming, I also used the pair while watching TV shows The Pitt and Rooster on Now TV, while using it intermittently while listening to bands like Boards of Canada, Placebo and the Deltatune OST on Spotify. 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>Check out our </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-ps5-headset-tested/"><em>best PS5 headset</em></a><em>, </em><a href="https://www.gamesradar.com/best-pc-headset-for-gaming/"><em>best PC headset for gaming</em></a><em>, and </em><a href="https://www.gamesradar.com/hardware/headsets-headphones/the-best-nintendo-switch-headset-tested/"><em>best Nintendo Switch headset</em></a><em> guides to see how we rank the Glorious GHS Wireless InfinitePlay headset against the best cups on the market today.</em></p>
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                                                            <title><![CDATA[ Splatoon Raiders review: "Smartly translates Squidling vibes into a looter shooter I keep coming back to, even if some repetition grates" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Splatoon Raiders has some serious questions to answer. Can a series that became popular through an exclusively PvP experience really work as a solo game, despite dipping its toes into the ink via add-on modes previously? Moreover, can it work as an offline<em> loot shooter </em>of all things? Can that still feel like Splatoon? Although you'd be forgiven for betting a hundred squid against it, the answer to all of the above is "yes". </p><p>For reasons that are happily never explained, you find yourself working as a mechanic for the band Deep Cut from <a href="https://www.gamesradar.com/uk/splatoon-3/"><u>Splatoon 3</u></a>. One injury-free crash later, you're all stranded on the Spirhalite Islands, which are littered with treasure. There are also lots and lots of Salmonids to fight while you're looking for it, and… that's all you need to know, really. The first 10 minutes or so are frustratingly stop-start, as the game constantly pushes tutorials in your face in case this is your first videogame, but once that's behind you the game flows nicely.</p><h2 id="raid-raid-don-t-tell-me">Raid raid don't tell 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="zYuEa5iJSW2xpQ6HZ6vEhC" name="SS_Splatoon Raiders_02" alt="A Squidling blasts a horde of salmonids with green ink in Splatoon Raiders" src="https://cdn.mos.cms.futurecdn.net/zYuEa5iJSW2xpQ6HZ6vEhC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</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>July 23, 2026<br><strong>Platform(s): </strong>Nintendo Switch 2<br><strong>Developer:</strong> Nintendo<br><strong>Publisher: </strong>Nintendo</p></div></div><p>This is a Nintendo loot shooter, with the emphasis usually on 'Nintendo' rather than 'loot shooter'. The fundamental idea of this being a solo entry in the genre is unusual in itself (and if you're confused about the game's marketing stressing the single-player nature while also cheerily pointing at multiplayer, I'll get to that in a bit). Unexpectedly perhaps, avatar customization isn't a huge aspect. You can, of course, tweak your Octoling or Inkling appearance to an extent, and there are a bunch of outfits to unlock, but you won't face a constant barrage of fashion choices. </p><p>Most levels take the form of either a mini explorable island, or a series of small battle arenas, the latter of which must be completed within a time limit. Both follow the basic Splatoon rules. You move faster while in squid form travelling through the ink fired from your own weapon, you can swim up inked vertical surfaces, submerging yourself in your ink slowly refills your tank, and enemy ink slows you down. There are various gadgets to equip, and a member of Deep Cut will accompany you with an ultimate attack to charge up – but nothing beats using the weapon in your hands to take out your foes. The satisfying <em>pop-pop-pop-pop </em>noise that you can somehow <em>feel</em> as ink builds up on an enemy until they burst is present and correct, and somehow, never gets old. </p><p>It's just as well that combat works well, because it makes up the majority of the experience. The dungeons (such as they are) are nothing <em>but</em> combat, and the islands send you off to defeat waves of enemies that protect shiny blue rocks you need to mine. It's simple, but never dull. In fact, while Splatoon Raiders works great as something to play for extended sessions, it also works perfectly for a more casual dipping in and out approach. Generally speaking, a single raid can be finished in five minutes or so, and the intensity of enemy waves means that it never feels overly brief.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9FwMhuiraKz7APaE6xvJbC" name="SS_Splatoon Raiders_07" alt="Talking with the band back at the Splatoon Raiders hideout, as Shiver sighs that nobody understands what it takes to be a comedic foil" src="https://cdn.mos.cms.futurecdn.net/9FwMhuiraKz7APaE6xvJbC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Mortal Komsplat</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="D66VCsF2ChYqgWx5sY2JhC" name="SS_Splatoon Raiders_Boxout image" caption="" alt="An 8-bit-style mini-game in Splatoon Raiders" src="https://cdn.mos.cms.futurecdn.net/D66VCsF2ChYqgWx5sY2JhC.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: Nintendo)</span></figcaption></figure><p class="fancy-box__body-text">One of the many things you'll use resources for is improving your base, and the most important addition – forget those upgrade options – is an arcade cabinet you can interact with. This allows you to unlock Splatoon-themed 8-bit games such as Hopping, which has some classic head-stomping action.</p></div></div><p>Weapons don't exactly rain down upon you, but they drop often enough for you to be changing fairly regularly. The selection could have been better, though; once higher-level enemies start appearing in raids, anything that isn't rapid fire quickly becomes less and less viable. I was never a fan of the vaguely dirty-sounding Slosher in the first place, for example, and it's certainly not up to the task of dealing with intense waves of enemies here.</p><p>That said, Nintendo is keen to accommodate a wide variety of players. There are three difficulty levels to choose from, and you're allowed to bounce between them however you like. I found that the middle option was pretty much perfectly weighted, but if you're after a softer or more demanding experience, Nintendo has you covered. </p><p>You can play with up to three friends locally or online, but the philosophy primarily driving <a href="https://www.gamesradar.com/games/splatoon/after-2-hours-splatoon-raiders-is-better-played-with-friends-than-going-solo/"><u>the multiplayer aspect of Splatoon Raiders is to treat it as another way to mitigate the difficulty</u></a>. Before choosing to start a raid, you can select 'call for help' to trigger matchmaking, and up to three other players will join. At the end of the raid – whether successful or not – your merry group is disbanded. Similarly, once you reach a certain level you can choose to 'go help', and be randomly matched with somebody looking for a hand. Good luck keeping track of other players in the pastel-colored chaos once you're there, though.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="W77baf3NQcGoZyNsViMXdC" name="SS_Splatoon Raiders_04" alt="Running across an island beach peppered with salmonid enemies in Splatoon Raiders" src="https://cdn.mos.cms.futurecdn.net/W77baf3NQcGoZyNsViMXdC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>This approach to matchmaking may rub some the wrong way, but I like it. The idea of people randomly, briefly coming together to overcome a tough challenge before they each disappear like Batman is a neat one (it's not entirely altruistic of course, choosing to 'go help' has extra rewards involved for success). In practice though, it's more of a lottery than it should be. <a href="https://www.gamesradar.com/games/call-of-duty/call-of-duty-modern-warfare-4-boss-promises-transparency-over-sbmm-all-will-be-revealed-soon/"><u>Say what you like about SBMM</u></a> (and I'm sure that you do), but it would come in handy for Splatoon Raiders. I've been on both sides of a situation where the 'help' that arrives is at a level significantly lower than the person calling for it.</p><p>Some very silly embargo restrictions prevent me from adequately discussing the experience after a certain point. What I can safely say, however, is that reaching character level 40-45 represents significant disruption to the flow of the game. There's no fundamental change to the experience, but the challenge gets something of a rocket boost around the time you're likely to reach this level. That suddenly means you'll need to grind XP in previously explored areas and multiplayer to an extent that wasn't required before. Upgrading and customizing weapons and gadgets is simple and effective enough to remain enjoyable, but ultimately, just a few more islands would have kept things consistent up until the end.</p><p>Splatoon Raiders was reviewed on Nintendo Switch 2, with a code provided by the publisher.</p><p><em>Grab a friend and hop into our </em><a href="https://www.gamesradar.com/best-co-op-games/"><em>best co-op games</em></a><em> recommendations.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/splatoon/splatoon-raiders-review/</link>
                                                                            <description>
                            <![CDATA[ A fun adventure that's not quite like anything else ]]>
                                                                                                            </description>
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                                                                        <pubDate>Tue, 21 Jul 2026 13:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Splatoon]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Action Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                                    <dc:creator><![CDATA[ Luke Kemp ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yV3vyC2FdvgtNFMfPYErDc.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/9tWQxrdcZvaLBSd8uw3vTC-1280-80.jpg">
                                                            <media:credit><![CDATA[Nintendo]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Two squidlings poses against a red and green crackly background in Splatoon Raiders, one with a treasure chest, the other with a mech]]></media:description>                                                            <media:text><![CDATA[Two squidlings poses against a red and green crackly background in Splatoon Raiders, one with a treasure chest, the other with a mech]]></media:text>
                                <media:title type="plain"><![CDATA[Two squidlings poses against a red and green crackly background in Splatoon Raiders, one with a treasure chest, the other with a mech]]></media:title>
                                                    </media:content>
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                            <![CDATA[
                            <article>
                                <p>Splatoon Raiders has some serious questions to answer. Can a series that became popular through an exclusively PvP experience really work as a solo game, despite dipping its toes into the ink via add-on modes previously? Moreover, can it work as an offline<em> loot shooter </em>of all things? Can that still feel like Splatoon? Although you'd be forgiven for betting a hundred squid against it, the answer to all of the above is "yes". </p><p>For reasons that are happily never explained, you find yourself working as a mechanic for the band Deep Cut from <a href="https://www.gamesradar.com/uk/splatoon-3/"><u>Splatoon 3</u></a>. One injury-free crash later, you're all stranded on the Spirhalite Islands, which are littered with treasure. There are also lots and lots of Salmonids to fight while you're looking for it, and… that's all you need to know, really. The first 10 minutes or so are frustratingly stop-start, as the game constantly pushes tutorials in your face in case this is your first videogame, but once that's behind you the game flows nicely.</p><h2 id="raid-raid-don-t-tell-me">Raid raid don't tell 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="zYuEa5iJSW2xpQ6HZ6vEhC" name="SS_Splatoon Raiders_02" alt="A Squidling blasts a horde of salmonids with green ink in Splatoon Raiders" src="https://cdn.mos.cms.futurecdn.net/zYuEa5iJSW2xpQ6HZ6vEhC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</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>July 23, 2026<br><strong>Platform(s): </strong>Nintendo Switch 2<br><strong>Developer:</strong> Nintendo<br><strong>Publisher: </strong>Nintendo</p></div></div><p>This is a Nintendo loot shooter, with the emphasis usually on 'Nintendo' rather than 'loot shooter'. The fundamental idea of this being a solo entry in the genre is unusual in itself (and if you're confused about the game's marketing stressing the single-player nature while also cheerily pointing at multiplayer, I'll get to that in a bit). Unexpectedly perhaps, avatar customization isn't a huge aspect. You can, of course, tweak your Octoling or Inkling appearance to an extent, and there are a bunch of outfits to unlock, but you won't face a constant barrage of fashion choices. </p><p>Most levels take the form of either a mini explorable island, or a series of small battle arenas, the latter of which must be completed within a time limit. Both follow the basic Splatoon rules. You move faster while in squid form travelling through the ink fired from your own weapon, you can swim up inked vertical surfaces, submerging yourself in your ink slowly refills your tank, and enemy ink slows you down. There are various gadgets to equip, and a member of Deep Cut will accompany you with an ultimate attack to charge up – but nothing beats using the weapon in your hands to take out your foes. The satisfying <em>pop-pop-pop-pop </em>noise that you can somehow <em>feel</em> as ink builds up on an enemy until they burst is present and correct, and somehow, never gets old. </p><p>It's just as well that combat works well, because it makes up the majority of the experience. The dungeons (such as they are) are nothing <em>but</em> combat, and the islands send you off to defeat waves of enemies that protect shiny blue rocks you need to mine. It's simple, but never dull. In fact, while Splatoon Raiders works great as something to play for extended sessions, it also works perfectly for a more casual dipping in and out approach. Generally speaking, a single raid can be finished in five minutes or so, and the intensity of enemy waves means that it never feels overly brief.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9FwMhuiraKz7APaE6xvJbC" name="SS_Splatoon Raiders_07" alt="Talking with the band back at the Splatoon Raiders hideout, as Shiver sighs that nobody understands what it takes to be a comedic foil" src="https://cdn.mos.cms.futurecdn.net/9FwMhuiraKz7APaE6xvJbC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Mortal Komsplat</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="D66VCsF2ChYqgWx5sY2JhC" name="SS_Splatoon Raiders_Boxout image" caption="" alt="An 8-bit-style mini-game in Splatoon Raiders" src="https://cdn.mos.cms.futurecdn.net/D66VCsF2ChYqgWx5sY2JhC.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: Nintendo)</span></figcaption></figure><p class="fancy-box__body-text">One of the many things you'll use resources for is improving your base, and the most important addition – forget those upgrade options – is an arcade cabinet you can interact with. This allows you to unlock Splatoon-themed 8-bit games such as Hopping, which has some classic head-stomping action.</p></div></div><p>Weapons don't exactly rain down upon you, but they drop often enough for you to be changing fairly regularly. The selection could have been better, though; once higher-level enemies start appearing in raids, anything that isn't rapid fire quickly becomes less and less viable. I was never a fan of the vaguely dirty-sounding Slosher in the first place, for example, and it's certainly not up to the task of dealing with intense waves of enemies here.</p><p>That said, Nintendo is keen to accommodate a wide variety of players. There are three difficulty levels to choose from, and you're allowed to bounce between them however you like. I found that the middle option was pretty much perfectly weighted, but if you're after a softer or more demanding experience, Nintendo has you covered. </p><p>You can play with up to three friends locally or online, but the philosophy primarily driving <a href="https://www.gamesradar.com/games/splatoon/after-2-hours-splatoon-raiders-is-better-played-with-friends-than-going-solo/"><u>the multiplayer aspect of Splatoon Raiders is to treat it as another way to mitigate the difficulty</u></a>. Before choosing to start a raid, you can select 'call for help' to trigger matchmaking, and up to three other players will join. At the end of the raid – whether successful or not – your merry group is disbanded. Similarly, once you reach a certain level you can choose to 'go help', and be randomly matched with somebody looking for a hand. Good luck keeping track of other players in the pastel-colored chaos once you're there, though.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="W77baf3NQcGoZyNsViMXdC" name="SS_Splatoon Raiders_04" alt="Running across an island beach peppered with salmonid enemies in Splatoon Raiders" src="https://cdn.mos.cms.futurecdn.net/W77baf3NQcGoZyNsViMXdC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>This approach to matchmaking may rub some the wrong way, but I like it. The idea of people randomly, briefly coming together to overcome a tough challenge before they each disappear like Batman is a neat one (it's not entirely altruistic of course, choosing to 'go help' has extra rewards involved for success). In practice though, it's more of a lottery than it should be. <a href="https://www.gamesradar.com/games/call-of-duty/call-of-duty-modern-warfare-4-boss-promises-transparency-over-sbmm-all-will-be-revealed-soon/"><u>Say what you like about SBMM</u></a> (and I'm sure that you do), but it would come in handy for Splatoon Raiders. I've been on both sides of a situation where the 'help' that arrives is at a level significantly lower than the person calling for it.</p><p>Some very silly embargo restrictions prevent me from adequately discussing the experience after a certain point. What I can safely say, however, is that reaching character level 40-45 represents significant disruption to the flow of the game. There's no fundamental change to the experience, but the challenge gets something of a rocket boost around the time you're likely to reach this level. That suddenly means you'll need to grind XP in previously explored areas and multiplayer to an extent that wasn't required before. Upgrading and customizing weapons and gadgets is simple and effective enough to remain enjoyable, but ultimately, just a few more islands would have kept things consistent up until the end.</p><p>Splatoon Raiders was reviewed on Nintendo Switch 2, with a code provided by the publisher.</p><p><em>Grab a friend and hop into our </em><a href="https://www.gamesradar.com/best-co-op-games/"><em>best co-op games</em></a><em> recommendations.</em></p>
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                                                            <title><![CDATA[ Cheap build aside, the $600 AOC GAMING Q27G4ZD is a low-key OLED star ]]></title>
                                                                                                <dc:content><![CDATA[ <p>At around $600, the AOC GAMING Q27G4ZD is a superb little monitor, offering decent quality high dynamic range (HDR) and solid gaming performance. Rated up to 240Hz, 1440p, the Q27G4ZD slipped incredibly easily into the rest of my setup, becoming my portal into the world of Pragmata. I played through the whole game, with the only issue stemming from Linux conversing with the panel about said HDR.</p><p>For a budget brand like AOC, it's neat to see them diversifying the roster of <a href="https://www.gamesradar.com/best-gaming-monitors-compared/">gaming monitors</a> into the upper-echelon range. $600 isn't anything to sneeze at, but the Q27G4ZD really impressed me with how low-key it is.</p><h2 id="design-6">Design</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/gaEASe4FBqeznBEVb8CNY8.jpg" alt="Close up of AOC GAMING Q27G4ZD monitor back logo" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/jFq8bucMsEa86y8QbvEGF8.jpg" alt="Side profile view of AOC GAMING Q27G4ZD monitor." /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6A3TFbhDMB2K2s5RD4F9L8.jpg" alt="Under shot of AOC GAMING Q27G4ZD monitor USB ports." /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Z6Wvz2svFnC9bWmYB3x6R8.jpg" alt="AOC GAMING Q27G4ZD monitor pedestal stand connected to back of monitor." /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/udUB44RknokMwfrLQJgNS8.jpg" alt="Close up of AOC GAMING Q27G4ZD monitor OSD buttons" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/zd5oGqUkQGFZGhynB5vTY8.jpg" alt="Close up of AOC GAMING Q27G4ZD monitor V shaped stand." /><figcaption><small role="credit">Future</small></figcaption></figure></figure><p>I think for a $600 monitor, when I am in the process of connecting it to the base, the back, decorative ring shouldn't fall off. There's a definitive cheapness to the entire device, with its thin, harshly angled back not masking the small whining noise that came when the monitor was on. Once speakers were blaring or headphones went on, this wasn't as noticeable, but it was very much present.</p><p>As you'll begin to find as I discuss this monitor more, it just is a quiet soldier. It gets the job done, and isn't filled to the gills with frills. There are four USB-A ports, which connect over USB-B, rather than C, all situated underneath the monitor, but can easily be accessed thanks to the stand featuring a 90-degree swivel. This is a boon for those of us who sometimes like to go "TATE mode" when playing retro games. That said, it's just a very bog-standard monitor with very little fanfare.</p><h2 id="features-6">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="6MsqcQpPFdEdCfJ8DqKPY8" name="HDR-performance" alt="AOC GAMING Q27G4ZD monitor with Pragmata gameplay in screen with flashlight limuniated staircase to demonstrate HDR." src="https://cdn.mos.cms.futurecdn.net/6MsqcQpPFdEdCfJ8DqKPY8.jpg" mos="" align="middle" fullscreen="" width="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>Playing through Pragmata was a real treat and a real stress test for the color on this monitor. Despite not getting HDR to work, the game was played with full ray tracing and path tracing turned on. Out of the box and with just a few minor tweaks to the brightness, the AOC GAMING Q27G4ZD showed off that game to the best of its ability that I had given it. I'm sure that it would have looked even better with HDR, but the QD-OLED panel allowed the clinical sci-fi areas to shine in their best light and popped with vivid colors.</p><p>I found a lot of the additional features these gaming monitors seem to pack in now a little on the useless side. I'm not an esport player, and also don't need a fake on-screen reticle from the monitor to interfere with the gaming side of things. Another feature to potentially steer clear of is AOC Game Color, which is a series of presets that all seem to lean into the saturated range a little too often.</p><p>Using the Switch 2 for HDR showed off some of what I'd been missing on PC, but using a Windows device confirmed that it's a serviceable monitor in HDR. For work-related usage, this would be one I'd steer clear of, as it's just not bright enough at 400 nits. To work and grade HDR, it's recommended to use 1000 nits at a minimum. As such, the short videos I recorded to test out editing in HDR on the monitor came out a little too off base in looks.</p><p>Speaking of HDR, much like the other AOC monitor I've reviewed, this is a nagging monitor. Every four hours, a warning to get the pixel refresh sorted popped up. AOC needs to take another look at this, as gaming sessions were continually interrupted by an irritating reminder.</p><h2 id="performance-9">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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="h7zrtofBEsRyiiAfQ4tqyU" name="AOC-GAMING-Q27G4ZD-gameplay" alt="AOC GAMING Q27G4ZD monitor with Pragmata gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/h7zrtofBEsRyiiAfQ4tqyU.jpg" mos="" align="middle" fullscreen="" width="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>As with most gaming panels at this point, the performance is just peachy. From 120Hz to 240Hz, the monitor never showed any obvious signs of latency or unresponsiveness. Going lower on consoles also didn't seem to introduce any issues that impacted gameplay. It's, again, that quiet soldier, never really rocking the boat.</p><p>Even on Linux, using CachyOS presented no issues outside of HDR. Again, with the QD-OLED behind it, those colors looked just fine to me, and when the corridors in Pragmata would gradient into darkness, it truly kept the atmosphere up. My current go-tos to test the pace of monitors, like TerraTech Legion and Tetris: The Grandmaster 4, showed this monitor off in its best light. For those needing performance but don't want to sacrifice how everything looks on the screen, AOC might have the panel for you.</p><p>Retro games via the MiSTer or SuperStation One looked generally good, despite a lack of black frame insertion. Everything played smoothly enough, with older games like Earthbound and Mother 3 in their element with the vibrancy from the monitor.</p><p>Again, in Pragmata, I was able to hit every shot and complete every puzzle without ever feeling as if the monitor was fighting against me. The way the AOC Q27G4ZD manages to melt away into the background, despite beaming directly into the eyes, is a good thing. It just never let me down in my time reviewing it.</p><h2 id="should-you-buy-the-aoc-gaming-q27g4zd">Should you buy the AOC GAMING Q27G4ZD?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FYhxN5TphCdFcszrbgpxvX" name="AOC-GAMING-Q27G4ZD-should-you-buy" alt="AOC GAMING Q27G4ZD monitor with Dead as Disco gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/FYhxN5TphCdFcszrbgpxvX.jpg" mos="" align="middle" fullscreen="" width="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>OLED monitors have, despite the world's ongoings, somehow managed to come down in price at a steady clip. AOC can feel like a bit of a crapshoot at times, but this particular QD-OLED-backed monitor can hang with the rest in its price range. While quite a few competing monitors might offer just a bit more in the feature side of things, not many will actively stay out of the way of the gaming time as this one does.</p><p>In 2026, getting a tech product that works as advertised and doesn't overreach is relatively rare in some sectors. AOC's Q27G4ZD is precisely that, and at $600, it isn't too shabby in the performance either.</p><p><em>Take a peek at the </em><a href="https://www.gamesradar.com/best-ps5-monitor/"><em>best monitors for PS5</em></a><em> if you're seeking console-flavored options.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/tvs-monitors/aoc-gaming-q27g4zd-review/</link>
                                                                            <description>
                            <![CDATA[ The AOC GAMING Q27G4ZD is a solid OLED gaming monitor for $600 that hits some great HDR high notes and packs nice features to boot. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Mon, 20 Jul 2026 23:30:11 +0000</pubDate>                                                                                                                                <updated>Tue, 21 Jul 2026 09:38:55 +0000</updated>
                                                                                                                                            <category><![CDATA[TVs & Monitors]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                                                                                    <dc:creator><![CDATA[ Joel Loynds ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/zVFJUPWLyysGJrT4WRJ9Lg.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Joel Loynds is an expert within the realm of gaming tech who has a knack for testing the latest monitors and PCs. When not testing the latest gadgets, gizmos, and screens for the likes of GamesRadar+ and PC Gamer, you’ll find him delving into terrible old games, as he’s been writing about questionable classics since 2008. In recent years, Joel served as Commerce and Deputy Tech Editor at Dexerto, having previously contributed to sites like Scan Computers, WePC, and PC Guide.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
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                <cf:isPaid>false</cf:isPaid>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[AOC GAMING Q27G4ZD monitor on desk with pink and blue rippled wallpaper.]]></media:description>                                                            <media:text><![CDATA[AOC GAMING Q27G4ZD monitor on desk with pink and blue rippled wallpaper.]]></media:text>
                                <media:title type="plain"><![CDATA[AOC GAMING Q27G4ZD monitor on desk with pink and blue rippled wallpaper.]]></media:title>
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                            <article>
                                <p>At around $600, the AOC GAMING Q27G4ZD is a superb little monitor, offering decent quality high dynamic range (HDR) and solid gaming performance. Rated up to 240Hz, 1440p, the Q27G4ZD slipped incredibly easily into the rest of my setup, becoming my portal into the world of Pragmata. I played through the whole game, with the only issue stemming from Linux conversing with the panel about said HDR.</p><p>For a budget brand like AOC, it's neat to see them diversifying the roster of <a href="https://www.gamesradar.com/best-gaming-monitors-compared/">gaming monitors</a> into the upper-echelon range. $600 isn't anything to sneeze at, but the Q27G4ZD really impressed me with how low-key it is.</p><h2 id="design-6">Design</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/gaEASe4FBqeznBEVb8CNY8.jpg" alt="Close up of AOC GAMING Q27G4ZD monitor back logo" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/jFq8bucMsEa86y8QbvEGF8.jpg" alt="Side profile view of AOC GAMING Q27G4ZD monitor." /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6A3TFbhDMB2K2s5RD4F9L8.jpg" alt="Under shot of AOC GAMING Q27G4ZD monitor USB ports." /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Z6Wvz2svFnC9bWmYB3x6R8.jpg" alt="AOC GAMING Q27G4ZD monitor pedestal stand connected to back of monitor." /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/udUB44RknokMwfrLQJgNS8.jpg" alt="Close up of AOC GAMING Q27G4ZD monitor OSD buttons" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/zd5oGqUkQGFZGhynB5vTY8.jpg" alt="Close up of AOC GAMING Q27G4ZD monitor V shaped stand." /><figcaption><small role="credit">Future</small></figcaption></figure></figure><p>I think for a $600 monitor, when I am in the process of connecting it to the base, the back, decorative ring shouldn't fall off. There's a definitive cheapness to the entire device, with its thin, harshly angled back not masking the small whining noise that came when the monitor was on. Once speakers were blaring or headphones went on, this wasn't as noticeable, but it was very much present.</p><p>As you'll begin to find as I discuss this monitor more, it just is a quiet soldier. It gets the job done, and isn't filled to the gills with frills. There are four USB-A ports, which connect over USB-B, rather than C, all situated underneath the monitor, but can easily be accessed thanks to the stand featuring a 90-degree swivel. This is a boon for those of us who sometimes like to go "TATE mode" when playing retro games. That said, it's just a very bog-standard monitor with very little fanfare.</p><h2 id="features-6">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="6MsqcQpPFdEdCfJ8DqKPY8" name="HDR-performance" alt="AOC GAMING Q27G4ZD monitor with Pragmata gameplay in screen with flashlight limuniated staircase to demonstrate HDR." src="https://cdn.mos.cms.futurecdn.net/6MsqcQpPFdEdCfJ8DqKPY8.jpg" mos="" align="middle" fullscreen="" width="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>Playing through Pragmata was a real treat and a real stress test for the color on this monitor. Despite not getting HDR to work, the game was played with full ray tracing and path tracing turned on. Out of the box and with just a few minor tweaks to the brightness, the AOC GAMING Q27G4ZD showed off that game to the best of its ability that I had given it. I'm sure that it would have looked even better with HDR, but the QD-OLED panel allowed the clinical sci-fi areas to shine in their best light and popped with vivid colors.</p><p>I found a lot of the additional features these gaming monitors seem to pack in now a little on the useless side. I'm not an esport player, and also don't need a fake on-screen reticle from the monitor to interfere with the gaming side of things. Another feature to potentially steer clear of is AOC Game Color, which is a series of presets that all seem to lean into the saturated range a little too often.</p><p>Using the Switch 2 for HDR showed off some of what I'd been missing on PC, but using a Windows device confirmed that it's a serviceable monitor in HDR. For work-related usage, this would be one I'd steer clear of, as it's just not bright enough at 400 nits. To work and grade HDR, it's recommended to use 1000 nits at a minimum. As such, the short videos I recorded to test out editing in HDR on the monitor came out a little too off base in looks.</p><p>Speaking of HDR, much like the other AOC monitor I've reviewed, this is a nagging monitor. Every four hours, a warning to get the pixel refresh sorted popped up. AOC needs to take another look at this, as gaming sessions were continually interrupted by an irritating reminder.</p><h2 id="performance-9">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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="h7zrtofBEsRyiiAfQ4tqyU" name="AOC-GAMING-Q27G4ZD-gameplay" alt="AOC GAMING Q27G4ZD monitor with Pragmata gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/h7zrtofBEsRyiiAfQ4tqyU.jpg" mos="" align="middle" fullscreen="" width="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>As with most gaming panels at this point, the performance is just peachy. From 120Hz to 240Hz, the monitor never showed any obvious signs of latency or unresponsiveness. Going lower on consoles also didn't seem to introduce any issues that impacted gameplay. It's, again, that quiet soldier, never really rocking the boat.</p><p>Even on Linux, using CachyOS presented no issues outside of HDR. Again, with the QD-OLED behind it, those colors looked just fine to me, and when the corridors in Pragmata would gradient into darkness, it truly kept the atmosphere up. My current go-tos to test the pace of monitors, like TerraTech Legion and Tetris: The Grandmaster 4, showed this monitor off in its best light. For those needing performance but don't want to sacrifice how everything looks on the screen, AOC might have the panel for you.</p><p>Retro games via the MiSTer or SuperStation One looked generally good, despite a lack of black frame insertion. Everything played smoothly enough, with older games like Earthbound and Mother 3 in their element with the vibrancy from the monitor.</p><p>Again, in Pragmata, I was able to hit every shot and complete every puzzle without ever feeling as if the monitor was fighting against me. The way the AOC Q27G4ZD manages to melt away into the background, despite beaming directly into the eyes, is a good thing. It just never let me down in my time reviewing it.</p><h2 id="should-you-buy-the-aoc-gaming-q27g4zd">Should you buy the AOC GAMING Q27G4ZD?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FYhxN5TphCdFcszrbgpxvX" name="AOC-GAMING-Q27G4ZD-should-you-buy" alt="AOC GAMING Q27G4ZD monitor with Dead as Disco gameplay on screen." src="https://cdn.mos.cms.futurecdn.net/FYhxN5TphCdFcszrbgpxvX.jpg" mos="" align="middle" fullscreen="" width="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>OLED monitors have, despite the world's ongoings, somehow managed to come down in price at a steady clip. AOC can feel like a bit of a crapshoot at times, but this particular QD-OLED-backed monitor can hang with the rest in its price range. While quite a few competing monitors might offer just a bit more in the feature side of things, not many will actively stay out of the way of the gaming time as this one does.</p><p>In 2026, getting a tech product that works as advertised and doesn't overreach is relatively rare in some sectors. AOC's Q27G4ZD is precisely that, and at $600, it isn't too shabby in the performance either.</p><p><em>Take a peek at the </em><a href="https://www.gamesradar.com/best-ps5-monitor/"><em>best monitors for PS5</em></a><em> if you're seeking console-flavored options.</em></p>
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                                                            <title><![CDATA[ The RedMagic Astra 2 is undeniably powerful, but it might need some help to stick the landing ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Compact <a href="https://www.gamesradar.com/best-gaming-tablet/">gaming tablets</a> are few and far between; this is a niche within a mobile gaming niche after all. But, if the prices of the <a href="https://www.gamesradar.com/best-gaming-handheld/">best gaming handhelds</a> have you down and you're not quite ready to swap to one of the <a href="https://www.gamesradar.com/best-phones-for-gaming/">best gaming phones</a>, they do represent a growing area of interest. </p><p>RedMagic turned its attention to this 9-inch market with the original Astra slab last year. That was a high-powered OLED device ready to take on both portable and, to an extent, console performance. Now it's back with a boosted Snapdragon 8 Elite Gen 5 chip, additional liquid cooling, a faster refresh rate... and a higher starting price, as is the way with most tech in 2026. </p><p>The RedMagic Astra 2 is a little marred by its predecessor's power. After all, most thumb-tappers and emulation systems won't need much more than the original Snapdragon 8 Elite just yet. Considering the price jump from a base $499 model to a 12GB / 256GB $749 version in 2026, those extra new additions to the overall experience are going to need to pull their weight. </p><div ><table><caption>Key Specs</caption><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$749 / $849 | £599 / £679</p></td></tr><tr><td class="firstcol " ><p>Display</p></td><td  ><p>9.06-inch OLED, 2,400 x 1,504 at 185Hz</p></td></tr><tr><td class="firstcol " ><p>CPU</p></td><td  ><p>Snapdragon 8 Elite Gen 5</p></td></tr><tr><td class="firstcol " ><p>RAM</p></td><td  ><p>12GB / 16GB</p></td></tr><tr><td class="firstcol " ><p>Storage</p></td><td  ><p>256GB / 512GB</p></td></tr><tr><td class="firstcol " ><p>Ports</p></td><td  ><p>1x USB 3.2 Gen 2 Type-C, 1x USB 2.0</p></td></tr></tbody></table></div><div class="product"><a data-dimension112="26e3c144-81e4-11f1-93a9-cbf1b518772e" data-action="Deal Block" data-label="Early Bird Pricing - $699 for base configuration | Notify via RedMagic" data-dimension48="Early Bird Pricing - $699 for base configuration | Notify via RedMagic" href="https://global.redmagic.gg/pages/redmagic-astra-2-gaming-tablet" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:862px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="TAWjXmKZyp6ee3ZLp7Qi48" name="RedMagic Astra 2" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/TAWjXmKZyp6ee3ZLp7Qi48.jpg" mos="" align="middle" fullscreen="" width="862" height="862" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>Early Bird Pricing - $699 for base configuration | </strong><a href="https://global.redmagic.gg/pages/redmagic-astra-2-gaming-tablet" target="_blank" data-dimension112="26e3c144-81e4-11f1-93a9-cbf1b518772e" data-action="Deal Block" data-label="Early Bird Pricing - $699 for base configuration | Notify via RedMagic" data-dimension48="Early Bird Pricing - $699 for base configuration | Notify via RedMagic" data-dimension25=""><strong>Notify via RedMagic</strong></a><br>The RedMagic Astra 2 is still a little way from release, but its earlybird pricing details have now been made public. The first tablets to ship will do so at a reduced $699 base rate, with notifications now open at RedMagic's site. <a class="view-deal button" href="https://global.redmagic.gg/pages/redmagic-astra-2-gaming-tablet" target="_blank" rel="nofollow" data-dimension112="26e3c144-81e4-11f1-93a9-cbf1b518772e" data-action="Deal Block" data-label="Early Bird Pricing - $699 for base configuration | Notify via RedMagic" data-dimension48="Early Bird Pricing - $699 for base configuration | Notify via RedMagic" data-dimension25="">View Deal</a></p></div><h2 class="article-body__section" id="section-redmagic-astra-2-performance"><span>RedMagic Astra 2 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="WoC49dsE6LLVYcM6r5gRga" name="RedMagic Astra 2" alt="RedMagic Astra 2 gaming tablet running 3D Mark benchmarking software" src="https://cdn.mos.cms.futurecdn.net/WoC49dsE6LLVYcM6r5gRga.jpg" mos="" align="middle" fullscreen="" width="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>In its synthetic benchmarks, the RedMagic Astra 2 initially proves itself with slightly higher Wild Life Extreme and Solar Bay performance compared to its predecessor. First runs look good, with the RedMagic Astra 2 coming in roughly 1,000 points in the lead. I scored 7,212 in my first Wild Life Extreme test and 12,106 in the first Solar Bay run. Things get a little spicy after that, though.</p><p>Repeated runs brought those numbers way down, to the point where the system averaged 6,705 in Wild Life Extreme and 10,677 in Solar Bay (across all three runs), dropping it below the previous generation on the latter. That, while the system was growing noticeably hotter. </p><p>RedMagic states its new liquid cooling tech is an advancement on what came before, but it doesn't feel like it between the hands. More intensive runs like this quickly proved too uncomfortable to keep hold of, something I noticed with more demanding games like Call of Duty: Mobile as well. It looks pretty running across the back panel, but something seems to be awry here. After a cooldown, Solar Bay ran to a final score of 13,152. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/29717856/embed"></iframe><p>I was curious, then, to see what the Wild Life Extreme Stress Test revealed. Without that liquid cooling enabled, the system showed a 43.9% stability score, with the final loop operating at less than half the performance of the first. With RedMagic's new system in full force, things ran a little smoother, jumping up to 65.7% stability. That's a good nod in the direction of the objectively neat liquid running across the back of the device, but sustained performance does drop from what I expected from the invigorated system. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vhbQHUjAjxUaTSAGHfdRBf" name="RedMagic Astra 2" alt="RedMagic Astra 2 with Wild Life Extreme Stress Test results screen on the display" src="https://cdn.mos.cms.futurecdn.net/vhbQHUjAjxUaTSAGHfdRBf.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Liquid Cooling Disabled </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="BsD4337CpFk7XFQQJGpKam" name="RedMagic Astra 2" alt="RedMagic Astra 2 gaming tablet with Wild Life Extreme Stress Test results page on screen" src="https://cdn.mos.cms.futurecdn.net/BsD4337CpFk7XFQQJGpKam.jpg" mos="" align="middle" fullscreen="" width="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><h2 class="article-body__section" id="section-what-i-loved-about-the-redmagic-astra-2"><span>What I loved about the RedMagic Astra 2</span></h2><h2 id="all-about-that-display">All about that display</h2><p>The OLED panels RedMagic uses in its Android devices is among one of the more impressive I come across day to day. Its incredibly vivid sensibilities handle bright pops of color with a serious punch, keeping everything crisp and sharp in the process. The smaller screen keeps everything beautifully tight as well, with stringent color handling and razor sharp detailing. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nvTHV9Giqt28kfZog4b7Q5" name="RedMagic Astra 2" alt="RedMagic Astra 2 tablet screen showing a lake view" src="https://cdn.mos.cms.futurecdn.net/nvTHV9Giqt28kfZog4b7Q5.jpg" mos="" align="middle" fullscreen="" width="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 may be the same panel as we saw last year (albeit running at a faster 185Hz refresh rate) but it's certainly a screen to be proud of. </p><h2 id="compact-form-factor">Compact form factor </h2><p>I said it last year, and I'll say it again, the 9-inch design of the RedMagic Astra 2 gives it a fantastic feel in the hands, while still affording a nicely dense display space and keeping controls at your fingertips. On-screen buttons and thumbsticks feel easily reachable and weight is kept to a manageable 363g (slightly lighter than the original's 370g) to keep fatigue at bay. </p><p>It's the perfect size to combine a more immersive gaming and streaming experience than you'll find from a phone, without proving too unwieldy for either the hands or your bag. </p><h2 id="dual-ports">Dual ports</h2><p>There are two USB-C connections here, designed for charging and utilizing accessories at the same time. We've still got the beefier connection on the right side (frustratingly it's still off-center, so you'll be relying on Bluetooth for any <a href="https://www.gamesradar.com/best-mobile-controller/">mobile controllers</a> you've got going on) as well as a new port on the lower lip. </p><h2 id="massive-battery">Massive battery</h2><p>Yes, larger 13-inch tablets will generally run with a 9,000-odd mAh battery, but more compact options typically stick at around 5,00mAh. That's why the 8,300mAh charge in the RedMagic Astra 2 stands so tall. This isn't a chunky device, but it's still sparring with some of the more endurance-focused tablets on the market. </p><p>In a week of more casual use (emulation gameplay, a few CoD Mobile rounds, YouTube sessions, and web browsing) I only needed to charge the tablet once. Considering my aging iPad Air needs to be plugged in every few nights, that's a win. Of course, this is straight out of the box - but the capacity of that charge means that, even with some degradation over time, you're still looking at an all-dayer here. </p><p>Of course, more demanding games are going to drain your system. I noticed a 20% drop during an hour or so of more intensive runs at full brightness. </p><h2 id="packed-game-space">Packed Game Space</h2><p>RedMagic's Game Space software is where it keeps all its unique gaming-focused bonuses. Flipping the familiar red toggle automatically launches this completely separate system, but this is far more than a game launcher. Like its phones, RedMagic uses this space for all your saved gameplay, in-depth performance and control settings, and accessory connections. Dive a little deeper into plugins and you'll find options for additional rumble haptics, motion and gesture controls, specific enemy filters to improve visibility, and additional screen map modes. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VLidzPw4cgAHPeQFAH8r4C" name="RedMagic Astra 2" alt="Game Space software running on RedMagic Astra 2 tablet" src="https://cdn.mos.cms.futurecdn.net/VLidzPw4cgAHPeQFAH8r4C.jpg" mos="" align="middle" fullscreen="" width="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>There's a whole world of tweaks and adjustments to make your favorite games run better and, crucially, be more enjoyable here. But this is also where you'll find my second favorite software feature: Gravity X. </p><p>This is what changes the RedMagic Astra 2 from a gaming tablet to a potentially console-like experience. Connect the device to your monitor, pair up your keyboard, mouse, or controller, and you're essentially getting a "dockable" experience for big screen and on-the-go play. </p><h2 class="article-body__section" id="section-what-to-consider-about-the-redmagic-astra-2"><span>What to consider about the RedMagic Astra 2</span></h2><h2 id="hands-still-get-in-the-way-of-speakers">Hands still get in the way of 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="u6fqTPLfQbo7dwDbMQM4jG" name="RedMagic Astra 2" alt="Close up on USB-C port and speaker placement on the RedMagic Astra 2 gaming tablet" src="https://cdn.mos.cms.futurecdn.net/u6fqTPLfQbo7dwDbMQM4jG.jpg" mos="" align="middle" fullscreen="" width="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 was a design concern I had with the original model, and it doesn't look like it's been rectified in the Astra 2. The speaker grills, while nice and powerful, are located on the top and bottom panels of the tablet. In portrait mode, that's fine, but in landscape mode, the natural resting position of the hands can often cover some or, when reaching towards the top of the screen) all of these little dots. That means audio quickly becomes muffled when that grip is adjusted. </p><h2 id="still-no-memory-card-slot">Still no memory card slot</h2><p>Like the Astra before it, the latest iteration still keeps that memory card slot at bay. That's a little frustrating for emulation purposes, or if you also need a tablet for everyday productivity and media markups. While mobile releases typically don't take up too much space, with a Genshin Impact download coming in at roughly 40GB right now, that 256GB version may start to struggle in the future. Your saved screenshots and video captures will all be contributing to that load, after all. </p><h2 id="some-noticeable-whine">Some noticeable whine</h2><p>Now this is one that seems to be new for the RedMagic Astra 2. The system displays a surprising amount of coil whine when running more demanding titles in higher settings. It's not necessarily loud enough to be audible when the speakers are cranked, but it's a considerable side effect when no audio is playing. </p><h2 class="article-body__section" id="section-should-you-buy-the-redmagic-astra-2"><span>Should you buy the RedMagic Astra 2?</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="NQJoK5UWNj3A8xq5cCspoN" name="RedMagic Astra 2" alt="RedMagic Astra 2 gaming tablet running Daxter with the PSP case in the background" src="https://cdn.mos.cms.futurecdn.net/NQJoK5UWNj3A8xq5cCspoN.jpg" mos="" align="middle" fullscreen="" width="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>Even without the performance concerns, I'd be hesitant to recommend the RedMagic Astra 2 while the previous generation model is still around. You're looking at a hefty markup over the original price tag for a minor performance bump, a new cooling system that doesn't quite have the benefits you may expect, and a higher refresh rate display that the vast majority of games aren't equipped to deal with. </p><p>Unfortunately, the original RedMagic Astra is now unavailable in the US (the UK still has some stock left). That being the case, this is likely the definitive Android experience for now, especially with an additional cooler applied. After all, there's an incredible amount of power packed into this compact, sturdy chassis, hiding behind a gorgeous display. We're still talking about power that the vast majority of titles won't even stress. It's just a shame its costs have ballooned higher than its processing upgrades. </p><h2 class="article-body__section" id="section-how-i-tested-the-redmagic-astra-2"><span>How I tested the RedMagic Astra 2</span></h2><p>I used the RedMagic Astra 2 as my daily driver for mobile gaming, game streaming, emulation, YouTube, movies and TV shows for two weeks. I primarily played across my PSP collection, while spending a good amount of time in Call of Duty Mobile and sprinkling in a few Marvel Snap matches. I performed dedicated tests across 3D Mark's Wild Life Extreme and Solar Bay tests, running each one three times before taking a final score. I also ran two Wild Life Extreme Stress Tests. For more information on <a href="https://www.gamesradar.com/hardware/how-we-test-gaming-tablets-at-gamesradar/">how we test gaming tablets</a> check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>. </p><p><em>For more portable play options, check out the </em><a href="https://www.gamesradar.com/best-gaming-earbuds/"><em>best gaming earbuds</em></a><em> and </em><a href="https://www.gamesradar.com/hardware/laptops/the-best-gaming-laptops-tested-by-experts/"><em>best gaming laptops</em></a><em> on the market. </em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/platforms/mobile-gaming/redmagic-astra-2-review/</link>
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                            <![CDATA[ The RedMagic Astra 2 builds on what made the original so great, but a similar proposition, inflated price tag, and thermal concerns mean this is a winner in a vacuum of compact OLED competition. ]]>
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                                                                        <pubDate>Fri, 17 Jul 2026 14:18:09 +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.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[RedMagic Astra 2 gaming tablet on a wooden desk]]></media:description>                                                            <media:text><![CDATA[RedMagic Astra 2 gaming tablet on a wooden desk]]></media:text>
                                <media:title type="plain"><![CDATA[RedMagic Astra 2 gaming tablet on a wooden desk]]></media:title>
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                            <article>
                                <p>Compact <a href="https://www.gamesradar.com/best-gaming-tablet/">gaming tablets</a> are few and far between; this is a niche within a mobile gaming niche after all. But, if the prices of the <a href="https://www.gamesradar.com/best-gaming-handheld/">best gaming handhelds</a> have you down and you're not quite ready to swap to one of the <a href="https://www.gamesradar.com/best-phones-for-gaming/">best gaming phones</a>, they do represent a growing area of interest. </p><p>RedMagic turned its attention to this 9-inch market with the original Astra slab last year. That was a high-powered OLED device ready to take on both portable and, to an extent, console performance. Now it's back with a boosted Snapdragon 8 Elite Gen 5 chip, additional liquid cooling, a faster refresh rate... and a higher starting price, as is the way with most tech in 2026. </p><p>The RedMagic Astra 2 is a little marred by its predecessor's power. After all, most thumb-tappers and emulation systems won't need much more than the original Snapdragon 8 Elite just yet. Considering the price jump from a base $499 model to a 12GB / 256GB $749 version in 2026, those extra new additions to the overall experience are going to need to pull their weight. </p><div ><table><caption>Key Specs</caption><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$749 / $849 | £599 / £679</p></td></tr><tr><td class="firstcol " ><p>Display</p></td><td  ><p>9.06-inch OLED, 2,400 x 1,504 at 185Hz</p></td></tr><tr><td class="firstcol " ><p>CPU</p></td><td  ><p>Snapdragon 8 Elite Gen 5</p></td></tr><tr><td class="firstcol " ><p>RAM</p></td><td  ><p>12GB / 16GB</p></td></tr><tr><td class="firstcol " ><p>Storage</p></td><td  ><p>256GB / 512GB</p></td></tr><tr><td class="firstcol " ><p>Ports</p></td><td  ><p>1x USB 3.2 Gen 2 Type-C, 1x USB 2.0</p></td></tr></tbody></table></div><div class="product"><a data-dimension112="26e3c144-81e4-11f1-93a9-cbf1b518772e" data-action="Deal Block" data-label="Early Bird Pricing - $699 for base configuration | Notify via RedMagic" data-dimension48="Early Bird Pricing - $699 for base configuration | Notify via RedMagic" href="https://global.redmagic.gg/pages/redmagic-astra-2-gaming-tablet" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:862px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="TAWjXmKZyp6ee3ZLp7Qi48" name="RedMagic Astra 2" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/TAWjXmKZyp6ee3ZLp7Qi48.jpg" mos="" align="middle" fullscreen="" width="862" height="862" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>Early Bird Pricing - $699 for base configuration | </strong><a href="https://global.redmagic.gg/pages/redmagic-astra-2-gaming-tablet" target="_blank" data-dimension112="26e3c144-81e4-11f1-93a9-cbf1b518772e" data-action="Deal Block" data-label="Early Bird Pricing - $699 for base configuration | Notify via RedMagic" data-dimension48="Early Bird Pricing - $699 for base configuration | Notify via RedMagic" data-dimension25=""><strong>Notify via RedMagic</strong></a><br>The RedMagic Astra 2 is still a little way from release, but its earlybird pricing details have now been made public. The first tablets to ship will do so at a reduced $699 base rate, with notifications now open at RedMagic's site. <a class="view-deal button" href="https://global.redmagic.gg/pages/redmagic-astra-2-gaming-tablet" target="_blank" rel="nofollow" data-dimension112="26e3c144-81e4-11f1-93a9-cbf1b518772e" data-action="Deal Block" data-label="Early Bird Pricing - $699 for base configuration | Notify via RedMagic" data-dimension48="Early Bird Pricing - $699 for base configuration | Notify via RedMagic" data-dimension25="">View Deal</a></p></div><h2 class="article-body__section" id="section-redmagic-astra-2-performance"><span>RedMagic Astra 2 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="WoC49dsE6LLVYcM6r5gRga" name="RedMagic Astra 2" alt="RedMagic Astra 2 gaming tablet running 3D Mark benchmarking software" src="https://cdn.mos.cms.futurecdn.net/WoC49dsE6LLVYcM6r5gRga.jpg" mos="" align="middle" fullscreen="" width="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>In its synthetic benchmarks, the RedMagic Astra 2 initially proves itself with slightly higher Wild Life Extreme and Solar Bay performance compared to its predecessor. First runs look good, with the RedMagic Astra 2 coming in roughly 1,000 points in the lead. I scored 7,212 in my first Wild Life Extreme test and 12,106 in the first Solar Bay run. Things get a little spicy after that, though.</p><p>Repeated runs brought those numbers way down, to the point where the system averaged 6,705 in Wild Life Extreme and 10,677 in Solar Bay (across all three runs), dropping it below the previous generation on the latter. That, while the system was growing noticeably hotter. </p><p>RedMagic states its new liquid cooling tech is an advancement on what came before, but it doesn't feel like it between the hands. More intensive runs like this quickly proved too uncomfortable to keep hold of, something I noticed with more demanding games like Call of Duty: Mobile as well. It looks pretty running across the back panel, but something seems to be awry here. After a cooldown, Solar Bay ran to a final score of 13,152. </p><iframe allow="" height="600px" width="600px" id="" style="" class="position-center" data-lazy-priority="low" data-lazy-src="https://flo.uri.sh/visualisation/29717856/embed"></iframe><p>I was curious, then, to see what the Wild Life Extreme Stress Test revealed. Without that liquid cooling enabled, the system showed a 43.9% stability score, with the final loop operating at less than half the performance of the first. With RedMagic's new system in full force, things ran a little smoother, jumping up to 65.7% stability. That's a good nod in the direction of the objectively neat liquid running across the back of the device, but sustained performance does drop from what I expected from the invigorated system. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vhbQHUjAjxUaTSAGHfdRBf" name="RedMagic Astra 2" alt="RedMagic Astra 2 with Wild Life Extreme Stress Test results screen on the display" src="https://cdn.mos.cms.futurecdn.net/vhbQHUjAjxUaTSAGHfdRBf.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Liquid Cooling Disabled </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="BsD4337CpFk7XFQQJGpKam" name="RedMagic Astra 2" alt="RedMagic Astra 2 gaming tablet with Wild Life Extreme Stress Test results page on screen" src="https://cdn.mos.cms.futurecdn.net/BsD4337CpFk7XFQQJGpKam.jpg" mos="" align="middle" fullscreen="" width="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><h2 class="article-body__section" id="section-what-i-loved-about-the-redmagic-astra-2"><span>What I loved about the RedMagic Astra 2</span></h2><h2 id="all-about-that-display">All about that display</h2><p>The OLED panels RedMagic uses in its Android devices is among one of the more impressive I come across day to day. Its incredibly vivid sensibilities handle bright pops of color with a serious punch, keeping everything crisp and sharp in the process. The smaller screen keeps everything beautifully tight as well, with stringent color handling and razor sharp detailing. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nvTHV9Giqt28kfZog4b7Q5" name="RedMagic Astra 2" alt="RedMagic Astra 2 tablet screen showing a lake view" src="https://cdn.mos.cms.futurecdn.net/nvTHV9Giqt28kfZog4b7Q5.jpg" mos="" align="middle" fullscreen="" width="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 may be the same panel as we saw last year (albeit running at a faster 185Hz refresh rate) but it's certainly a screen to be proud of. </p><h2 id="compact-form-factor">Compact form factor </h2><p>I said it last year, and I'll say it again, the 9-inch design of the RedMagic Astra 2 gives it a fantastic feel in the hands, while still affording a nicely dense display space and keeping controls at your fingertips. On-screen buttons and thumbsticks feel easily reachable and weight is kept to a manageable 363g (slightly lighter than the original's 370g) to keep fatigue at bay. </p><p>It's the perfect size to combine a more immersive gaming and streaming experience than you'll find from a phone, without proving too unwieldy for either the hands or your bag. </p><h2 id="dual-ports">Dual ports</h2><p>There are two USB-C connections here, designed for charging and utilizing accessories at the same time. We've still got the beefier connection on the right side (frustratingly it's still off-center, so you'll be relying on Bluetooth for any <a href="https://www.gamesradar.com/best-mobile-controller/">mobile controllers</a> you've got going on) as well as a new port on the lower lip. </p><h2 id="massive-battery">Massive battery</h2><p>Yes, larger 13-inch tablets will generally run with a 9,000-odd mAh battery, but more compact options typically stick at around 5,00mAh. That's why the 8,300mAh charge in the RedMagic Astra 2 stands so tall. This isn't a chunky device, but it's still sparring with some of the more endurance-focused tablets on the market. </p><p>In a week of more casual use (emulation gameplay, a few CoD Mobile rounds, YouTube sessions, and web browsing) I only needed to charge the tablet once. Considering my aging iPad Air needs to be plugged in every few nights, that's a win. Of course, this is straight out of the box - but the capacity of that charge means that, even with some degradation over time, you're still looking at an all-dayer here. </p><p>Of course, more demanding games are going to drain your system. I noticed a 20% drop during an hour or so of more intensive runs at full brightness. </p><h2 id="packed-game-space">Packed Game Space</h2><p>RedMagic's Game Space software is where it keeps all its unique gaming-focused bonuses. Flipping the familiar red toggle automatically launches this completely separate system, but this is far more than a game launcher. Like its phones, RedMagic uses this space for all your saved gameplay, in-depth performance and control settings, and accessory connections. Dive a little deeper into plugins and you'll find options for additional rumble haptics, motion and gesture controls, specific enemy filters to improve visibility, and additional screen map modes. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VLidzPw4cgAHPeQFAH8r4C" name="RedMagic Astra 2" alt="Game Space software running on RedMagic Astra 2 tablet" src="https://cdn.mos.cms.futurecdn.net/VLidzPw4cgAHPeQFAH8r4C.jpg" mos="" align="middle" fullscreen="" width="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>There's a whole world of tweaks and adjustments to make your favorite games run better and, crucially, be more enjoyable here. But this is also where you'll find my second favorite software feature: Gravity X. </p><p>This is what changes the RedMagic Astra 2 from a gaming tablet to a potentially console-like experience. Connect the device to your monitor, pair up your keyboard, mouse, or controller, and you're essentially getting a "dockable" experience for big screen and on-the-go play. </p><h2 class="article-body__section" id="section-what-to-consider-about-the-redmagic-astra-2"><span>What to consider about the RedMagic Astra 2</span></h2><h2 id="hands-still-get-in-the-way-of-speakers">Hands still get in the way of 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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="u6fqTPLfQbo7dwDbMQM4jG" name="RedMagic Astra 2" alt="Close up on USB-C port and speaker placement on the RedMagic Astra 2 gaming tablet" src="https://cdn.mos.cms.futurecdn.net/u6fqTPLfQbo7dwDbMQM4jG.jpg" mos="" align="middle" fullscreen="" width="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 was a design concern I had with the original model, and it doesn't look like it's been rectified in the Astra 2. The speaker grills, while nice and powerful, are located on the top and bottom panels of the tablet. In portrait mode, that's fine, but in landscape mode, the natural resting position of the hands can often cover some or, when reaching towards the top of the screen) all of these little dots. That means audio quickly becomes muffled when that grip is adjusted. </p><h2 id="still-no-memory-card-slot">Still no memory card slot</h2><p>Like the Astra before it, the latest iteration still keeps that memory card slot at bay. That's a little frustrating for emulation purposes, or if you also need a tablet for everyday productivity and media markups. While mobile releases typically don't take up too much space, with a Genshin Impact download coming in at roughly 40GB right now, that 256GB version may start to struggle in the future. Your saved screenshots and video captures will all be contributing to that load, after all. </p><h2 id="some-noticeable-whine">Some noticeable whine</h2><p>Now this is one that seems to be new for the RedMagic Astra 2. The system displays a surprising amount of coil whine when running more demanding titles in higher settings. It's not necessarily loud enough to be audible when the speakers are cranked, but it's a considerable side effect when no audio is playing. </p><h2 class="article-body__section" id="section-should-you-buy-the-redmagic-astra-2"><span>Should you buy the RedMagic Astra 2?</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="NQJoK5UWNj3A8xq5cCspoN" name="RedMagic Astra 2" alt="RedMagic Astra 2 gaming tablet running Daxter with the PSP case in the background" src="https://cdn.mos.cms.futurecdn.net/NQJoK5UWNj3A8xq5cCspoN.jpg" mos="" align="middle" fullscreen="" width="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>Even without the performance concerns, I'd be hesitant to recommend the RedMagic Astra 2 while the previous generation model is still around. You're looking at a hefty markup over the original price tag for a minor performance bump, a new cooling system that doesn't quite have the benefits you may expect, and a higher refresh rate display that the vast majority of games aren't equipped to deal with. </p><p>Unfortunately, the original RedMagic Astra is now unavailable in the US (the UK still has some stock left). That being the case, this is likely the definitive Android experience for now, especially with an additional cooler applied. After all, there's an incredible amount of power packed into this compact, sturdy chassis, hiding behind a gorgeous display. We're still talking about power that the vast majority of titles won't even stress. It's just a shame its costs have ballooned higher than its processing upgrades. </p><h2 class="article-body__section" id="section-how-i-tested-the-redmagic-astra-2"><span>How I tested the RedMagic Astra 2</span></h2><p>I used the RedMagic Astra 2 as my daily driver for mobile gaming, game streaming, emulation, YouTube, movies and TV shows for two weeks. I primarily played across my PSP collection, while spending a good amount of time in Call of Duty Mobile and sprinkling in a few Marvel Snap matches. I performed dedicated tests across 3D Mark's Wild Life Extreme and Solar Bay tests, running each one three times before taking a final score. I also ran two Wild Life Extreme Stress Tests. For more information on <a href="https://www.gamesradar.com/hardware/how-we-test-gaming-tablets-at-gamesradar/">how we test gaming tablets</a> check out the full <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">GamesRadar+ Hardware Policy</a>. </p><p><em>For more portable play options, check out the </em><a href="https://www.gamesradar.com/best-gaming-earbuds/"><em>best gaming earbuds</em></a><em> and </em><a href="https://www.gamesradar.com/hardware/laptops/the-best-gaming-laptops-tested-by-experts/"><em>best gaming laptops</em></a><em> on the market. </em></p>
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                                                            <title><![CDATA[ Elegoo Jupiter 2 review: "Impressive volume and quality, but a little fussy" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I felt like I was experiencing deja vu with the Elegoo Jupiter 2. While it offers a litany of impressive advancements you often see in modern 3D printers, it also reminded me of old-school machines from when I first started testing way back when – in short, it can be picky. That means you'll need to lay in the groundwork first, and newcomers may want to steer clear as a result. However, you're in for a treat once all is said and done.</p><h3 class="article-body__section" id="section-elegoo-jupiter-2-features-design"><span>Elegoo Jupiter 2 features & design</span></h3><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$949/£799</p></td></tr><tr><td class="firstcol " ><p>Printer type</p></td><td  ><p>Resin</p></td></tr><tr><td class="firstcol " ><p>Resolution</p></td><td  ><p>16K (15120×6230)</p></td></tr><tr><td class="firstcol " ><p>Build volume</p></td><td  ><p>302 × 162 × 300 mm</p></td></tr><tr><td class="firstcol " ><p>Speed</p></td><td  ><p>Max. 90mm/h</p></td></tr><tr><td class="firstcol " ><p>Screen</p></td><td  ><p>14in 16K Mono LCD (Quick-Swap)</p></td></tr><tr><td class="firstcol " ><p>Build plate</p></td><td  ><p>Laser engraved</p></td></tr><tr><td class="firstcol " ><p>Leveling</p></td><td  ><p>Automatic</p></td></tr><tr><td class="firstcol " ><p>Connections</p></td><td  ><p>USB-A & Wi-Fi</p></td></tr></tbody></table></div><p>As you may be able to tell from its sheer size, the Elegoo Jupiter 2 is all about volume – it has a build area of 302 × 162 × 300mm. That means it's a shoe-in if you want to print larger models, a lot of projects at once, or simply want to give yourself the option. </p><p>It's got many of the amenities you'd expect from a 3D printer in 2026 as well; there's a heated resin vat to keep the goods toasty even when temperatures drop outside and 16K resolution, not to mention automatic leveling. However, the cherry on top is a resin auto-fill/remove feature that reduces the mess of swapping out material.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aLBMaZG8ZtE4muuKxx9sqS" name="Elegoo" alt="The resin vat and camera of the Elegoo Jupiter 2" src="https://cdn.mos.cms.futurecdn.net/aLBMaZG8ZtE4muuKxx9sqS.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>Next, the design has gone from strength to strength. Something I like about recent Elegoo machines (like the <a href="https://www.gamesradar.com/hardware/elegoo-centauri-carbon-2-combo-review/">Elegoo Centauri Carbon 2</a>) is that they feel as though they belong in a sci-fi starship from the Alien universe, ready to churn out anything frontier colonists could need. That's certainly the case here thanks to a metal case with doors that swing outward. It's so much nicer than the usual plastic front or box lid, and I can see it being much less messy long-term.</p><p>Just one word of warning: this thing is incredibly heavy. Go careful when getting it into position.</p><h2 class="article-body__section" id="section-elegoo-jupiter-2-performance"><span>Elegoo Jupiter 2 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="iUcjUHcwPzp4ZFUwENxHXK" name="Elegoo" alt="A hand opens the door of the Elegoo Jupiter 2" src="https://cdn.mos.cms.futurecdn.net/iUcjUHcwPzp4ZFUwENxHXK.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>If you want the maximum number of models being printed at once, or are printing out enormous projects, the Elegoo Jupiter 2 is an<em> excellent </em>choice. It can fit a small army of miniatures onto the build plate and has a sizeable volume for taller projects, so go wild.</p><p>Still, a word of caution: it'll take a while, especially if you choose particularly big models. This printer lacks the speed of predecessors like the <a href="https://www.gamesradar.com/hardware/elegoo-saturn-4-ultra-16k-review/">Elegoo Saturn 4 Ultra 16K</a> (90mm/h at maximum compared to the Ultra 16K's 150mm/h), and having tested a handful of faster machines in recent months, I noticed the difference. Sure, this isn't a <em>problem </em>per se. I suspect there's a technical reason for that more conservative pace too. But it's a little disappointing nonetheless.</p><p>Fortunately, the results are good enough to pave over any cracks. That 16K resolution is doing good work here, producing handsome prints you'll be proud to show off.</p><p>Getting to that point will require some patience, though. While it's crucial to have your settings dialled in and test prints finished with any 3D printer, I found it especially important here. This might not be the case for everyone, but in my experience, you can't get away with as much when it comes to the Jupiter 2. Whereas the likes of the <a href="https://www.gamesradar.com/hardware/anycubic-photon-p1-review/">Anycubic Photon P1</a> feel idiot-proof and allow for some margin of error, you must follow the letter of the law here. Yes, my choice of water-washable resin could be to blame, and environmental factors may have played their part as well (I was testing during a particularly strong heatwave, so maybe the material wasn't reacting as it normally would), but I experienced more failures with the Jupiter 2 than any other 3D printer I've tested recently. Things only started paying off once I really examined my settings under a microscope, and that sort of tweaking – not to mention the frustration of "arg, why isn't it working?!" – took me back to the old days. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="o2q3ZYbAwBoQuGAdjx65ba" name="Elegoo" alt="The resin auto-fill vat for the Elegoo Jupiter 2, sat on a wooden table" src="https://cdn.mos.cms.futurecdn.net/o2q3ZYbAwBoQuGAdjx65ba.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>Luckily, your patience is gonna be rewarded. Once you're locked in, you can produce everything from prop masks to a small army of wargaming models (for <a href="https://www.gamesradar.com/tabletop-gaming/malediction-review/">Malediction</a>, say) at once. The high level of detail means you aren't compromising to achieve that aim, either.</p><p>And oh boy, but that resin auto-fill feature is fantastic. So long as your machine is level, it'll fill up the vat with as much resin as you need right off the bat. Once you're done, you can then click a button to suck most of it back up again. While it's incredibly handy at the best of times and avoids having resin just hanging around in the vat, I found this to be a life-saver during failures – it meant I didn't have to break out a funnel and messily try to pour away the resin so I could retrieve ill-fated prints. Throw in a camera for tracking progress remotely and a heated vat for the perfect garage or shed printer. </p><h2 class="article-body__section" id="section-should-you-buy-the-elegoo-jupiter-2"><span>Should you buy the Elegoo Jupiter 2?</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="MQvFWVqLjnGqfJ5oS2dTLB" name="Elegoo" alt="Elegoo Jupiter 2 seen on a wooden table, in front of a shelf of board games" src="https://cdn.mos.cms.futurecdn.net/MQvFWVqLjnGqfJ5oS2dTLB.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>The Elegoo Jupiter 2 reminds me of old-school 3D printers; it's not as forgiving, so you'll need to make sure you've crossed the 'T's and dotted the 'I's in terms of settings. That said, it makes up for any fiddliness by offering an enviable volume and bringing modern advancements like a heated resin vat and a high-resolution screen to bear. The results are great. </p><p>However, I'd recommend it only for those who are already familiar with 3D printing – I think it'd be a bit of a headache for newcomers to figure out. </p><h2 id="buy-it-if-11">Buy it if...</h2><div class="product"><p>✅ <strong>You want to print larger models, or a lot at once: </strong>You'll struggle to find many machines that are bigger than this.<br><br>✅ <strong>You want a sturdy, practical design: </strong>Besides a brilliant metal design that opens like a cupboard, the Jupiter 2 offers auto-fill resin functionality that reduces mess by a significant amount.</p></div><h2 id="don-t-buy-it-if-6">Don't buy it if...</h2><div class="product"><p>❌ <strong>You're new to 3D printing: </strong>I found this machine to be less forgiving than other 3D printers, so would avoid it if you're new to the hobby.<br><br><strong>❌ You don't need a massive printer: </strong>It sounds obvious to say so, but those who don't need such an enormous printing volume regularly will find smaller and far cheaper options elsewhere that are likely to suit them better.</p></div><h3 class="article-body__section" id="section-how-we-tested-the-elegoo-jupiter-2"><span>How we tested the Elegoo Jupiter 2</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dsXeBnttt2rkeCnmDNF7ei" name="Elegoo" alt="A hand holds up the build plate of the Elegoo Jupiter 2" src="https://cdn.mos.cms.futurecdn.net/dsXeBnttt2rkeCnmDNF7ei.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>This review was conducted using a sample from the manufacturer.</p><p>I spent two weeks printing off a variety of models with the Elegoo Jupiter 2 in my shed, ranging from smaller miniatures for D&D to larger terrain and monster models. This allowed me to see how it managed across a range of projects.</p><p>You can learn more about our process via the GamesRadar+ <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">hardware policy</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/elegoo-jupiter-2-review/</link>
                                                                            <description>
                            <![CDATA[ Our expert goes hands-on with the massive Elegoo Jupiter 2 and reports back on whether it's worth adding to your hobby toolset. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Fri, 17 Jul 2026 13:58:07 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Hardware]]></category>
                                                                                                <author><![CDATA[ benjamin.abbott@futurenet.com (Benjamin Abbott) ]]></author>                    <dc:creator><![CDATA[ Benjamin Abbott ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/EbTqVCYA64K6bMTASqJCYW.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;I&#039;ve been writing about games in one form or another since 2012, and my bylines include Metro, TechRadar, and PC Gamer. However, these days you&#039;ll find me managing GamesRadar+&#039;s tabletop gaming and toy coverage – I spend my time handling everything from board game reviews to the latest Lego news. I&#039;ve also been obsessed with Warhammer since the 1990s and enjoy nothing more than running tabletop RPGs like D&amp;D as a Dungeon Master, so if it involves rolling dice or nerdy collectibles, consider me interested! In my spare time I adore playing board games of all kinds and trying my hand at Magic: The Gathering (beware my goblin-heavy Red Deck Wins/RDW), as well crafting wargaming boards to fight over in 40K and Age of Sigmar. &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future/Benjamin Abbott]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[An Elegoo Jupiter 2 sat on a wooden table, which board game shelves visible behind it]]></media:description>                                                            <media:text><![CDATA[An Elegoo Jupiter 2 sat on a wooden table, which board game shelves visible behind it]]></media:text>
                                <media:title type="plain"><![CDATA[An Elegoo Jupiter 2 sat on a wooden table, which board game shelves visible behind it]]></media:title>
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                            <article>
                                <p>I felt like I was experiencing deja vu with the Elegoo Jupiter 2. While it offers a litany of impressive advancements you often see in modern 3D printers, it also reminded me of old-school machines from when I first started testing way back when – in short, it can be picky. That means you'll need to lay in the groundwork first, and newcomers may want to steer clear as a result. However, you're in for a treat once all is said and done.</p><h3 class="article-body__section" id="section-elegoo-jupiter-2-features-design"><span>Elegoo Jupiter 2 features & design</span></h3><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$949/£799</p></td></tr><tr><td class="firstcol " ><p>Printer type</p></td><td  ><p>Resin</p></td></tr><tr><td class="firstcol " ><p>Resolution</p></td><td  ><p>16K (15120×6230)</p></td></tr><tr><td class="firstcol " ><p>Build volume</p></td><td  ><p>302 × 162 × 300 mm</p></td></tr><tr><td class="firstcol " ><p>Speed</p></td><td  ><p>Max. 90mm/h</p></td></tr><tr><td class="firstcol " ><p>Screen</p></td><td  ><p>14in 16K Mono LCD (Quick-Swap)</p></td></tr><tr><td class="firstcol " ><p>Build plate</p></td><td  ><p>Laser engraved</p></td></tr><tr><td class="firstcol " ><p>Leveling</p></td><td  ><p>Automatic</p></td></tr><tr><td class="firstcol " ><p>Connections</p></td><td  ><p>USB-A & Wi-Fi</p></td></tr></tbody></table></div><p>As you may be able to tell from its sheer size, the Elegoo Jupiter 2 is all about volume – it has a build area of 302 × 162 × 300mm. That means it's a shoe-in if you want to print larger models, a lot of projects at once, or simply want to give yourself the option. </p><p>It's got many of the amenities you'd expect from a 3D printer in 2026 as well; there's a heated resin vat to keep the goods toasty even when temperatures drop outside and 16K resolution, not to mention automatic leveling. However, the cherry on top is a resin auto-fill/remove feature that reduces the mess of swapping out material.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aLBMaZG8ZtE4muuKxx9sqS" name="Elegoo" alt="The resin vat and camera of the Elegoo Jupiter 2" src="https://cdn.mos.cms.futurecdn.net/aLBMaZG8ZtE4muuKxx9sqS.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>Next, the design has gone from strength to strength. Something I like about recent Elegoo machines (like the <a href="https://www.gamesradar.com/hardware/elegoo-centauri-carbon-2-combo-review/">Elegoo Centauri Carbon 2</a>) is that they feel as though they belong in a sci-fi starship from the Alien universe, ready to churn out anything frontier colonists could need. That's certainly the case here thanks to a metal case with doors that swing outward. It's so much nicer than the usual plastic front or box lid, and I can see it being much less messy long-term.</p><p>Just one word of warning: this thing is incredibly heavy. Go careful when getting it into position.</p><h2 class="article-body__section" id="section-elegoo-jupiter-2-performance"><span>Elegoo Jupiter 2 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="iUcjUHcwPzp4ZFUwENxHXK" name="Elegoo" alt="A hand opens the door of the Elegoo Jupiter 2" src="https://cdn.mos.cms.futurecdn.net/iUcjUHcwPzp4ZFUwENxHXK.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>If you want the maximum number of models being printed at once, or are printing out enormous projects, the Elegoo Jupiter 2 is an<em> excellent </em>choice. It can fit a small army of miniatures onto the build plate and has a sizeable volume for taller projects, so go wild.</p><p>Still, a word of caution: it'll take a while, especially if you choose particularly big models. This printer lacks the speed of predecessors like the <a href="https://www.gamesradar.com/hardware/elegoo-saturn-4-ultra-16k-review/">Elegoo Saturn 4 Ultra 16K</a> (90mm/h at maximum compared to the Ultra 16K's 150mm/h), and having tested a handful of faster machines in recent months, I noticed the difference. Sure, this isn't a <em>problem </em>per se. I suspect there's a technical reason for that more conservative pace too. But it's a little disappointing nonetheless.</p><p>Fortunately, the results are good enough to pave over any cracks. That 16K resolution is doing good work here, producing handsome prints you'll be proud to show off.</p><p>Getting to that point will require some patience, though. While it's crucial to have your settings dialled in and test prints finished with any 3D printer, I found it especially important here. This might not be the case for everyone, but in my experience, you can't get away with as much when it comes to the Jupiter 2. Whereas the likes of the <a href="https://www.gamesradar.com/hardware/anycubic-photon-p1-review/">Anycubic Photon P1</a> feel idiot-proof and allow for some margin of error, you must follow the letter of the law here. Yes, my choice of water-washable resin could be to blame, and environmental factors may have played their part as well (I was testing during a particularly strong heatwave, so maybe the material wasn't reacting as it normally would), but I experienced more failures with the Jupiter 2 than any other 3D printer I've tested recently. Things only started paying off once I really examined my settings under a microscope, and that sort of tweaking – not to mention the frustration of "arg, why isn't it working?!" – took me back to the old days. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="o2q3ZYbAwBoQuGAdjx65ba" name="Elegoo" alt="The resin auto-fill vat for the Elegoo Jupiter 2, sat on a wooden table" src="https://cdn.mos.cms.futurecdn.net/o2q3ZYbAwBoQuGAdjx65ba.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>Luckily, your patience is gonna be rewarded. Once you're locked in, you can produce everything from prop masks to a small army of wargaming models (for <a href="https://www.gamesradar.com/tabletop-gaming/malediction-review/">Malediction</a>, say) at once. The high level of detail means you aren't compromising to achieve that aim, either.</p><p>And oh boy, but that resin auto-fill feature is fantastic. So long as your machine is level, it'll fill up the vat with as much resin as you need right off the bat. Once you're done, you can then click a button to suck most of it back up again. While it's incredibly handy at the best of times and avoids having resin just hanging around in the vat, I found this to be a life-saver during failures – it meant I didn't have to break out a funnel and messily try to pour away the resin so I could retrieve ill-fated prints. Throw in a camera for tracking progress remotely and a heated vat for the perfect garage or shed printer. </p><h2 class="article-body__section" id="section-should-you-buy-the-elegoo-jupiter-2"><span>Should you buy the Elegoo Jupiter 2?</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="MQvFWVqLjnGqfJ5oS2dTLB" name="Elegoo" alt="Elegoo Jupiter 2 seen on a wooden table, in front of a shelf of board games" src="https://cdn.mos.cms.futurecdn.net/MQvFWVqLjnGqfJ5oS2dTLB.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>The Elegoo Jupiter 2 reminds me of old-school 3D printers; it's not as forgiving, so you'll need to make sure you've crossed the 'T's and dotted the 'I's in terms of settings. That said, it makes up for any fiddliness by offering an enviable volume and bringing modern advancements like a heated resin vat and a high-resolution screen to bear. The results are great. </p><p>However, I'd recommend it only for those who are already familiar with 3D printing – I think it'd be a bit of a headache for newcomers to figure out. </p><h2 id="buy-it-if-11">Buy it if...</h2><div class="product"><p>✅ <strong>You want to print larger models, or a lot at once: </strong>You'll struggle to find many machines that are bigger than this.<br><br>✅ <strong>You want a sturdy, practical design: </strong>Besides a brilliant metal design that opens like a cupboard, the Jupiter 2 offers auto-fill resin functionality that reduces mess by a significant amount.</p></div><h2 id="don-t-buy-it-if-6">Don't buy it if...</h2><div class="product"><p>❌ <strong>You're new to 3D printing: </strong>I found this machine to be less forgiving than other 3D printers, so would avoid it if you're new to the hobby.<br><br><strong>❌ You don't need a massive printer: </strong>It sounds obvious to say so, but those who don't need such an enormous printing volume regularly will find smaller and far cheaper options elsewhere that are likely to suit them better.</p></div><h3 class="article-body__section" id="section-how-we-tested-the-elegoo-jupiter-2"><span>How we tested the Elegoo Jupiter 2</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dsXeBnttt2rkeCnmDNF7ei" name="Elegoo" alt="A hand holds up the build plate of the Elegoo Jupiter 2" src="https://cdn.mos.cms.futurecdn.net/dsXeBnttt2rkeCnmDNF7ei.jpg" mos="" align="middle" fullscreen="" width="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/Benjamin Abbott)</span></figcaption></figure><p>This review was conducted using a sample from the manufacturer.</p><p>I spent two weeks printing off a variety of models with the Elegoo Jupiter 2 in my shed, ranging from smaller miniatures for D&D to larger terrain and monster models. This allowed me to see how it managed across a range of projects.</p><p>You can learn more about our process via the GamesRadar+ <a href="https://www.gamesradar.com/gamesradar-hardware-policy/">hardware policy</a>.</p>
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